- Attacking units with configurable levels of agresivity or performance.
Copy the unit for every 'level' and let them change between them (like upgrades).
This is a good idea
But, it seems that you've no XML documentation
I were testing more things, and I've find more that I can't know how to.
It is possible that they will be imposible to make without coding, but I belive that this is interesting for Glest Developers.
- Poison: Attacks that reduce hp of the objetcive for T seconds.
- Magic Enchant: Sorcery that modifies skills on objetive. For example, making them faster or slower for T seconds.
- Accurracy: Projectiles have tolerancy error. Major distances are major errors. Some units should have more accurracy than others.
- Strategic Attack: Units that attack only if enemy is too close, units that only attack to defend him/herself, units that if damaged run as cows.
One change that I made and it is interesting:
- Limited Ammo.
I've modified Archers to give them EP, for a max of 30 EP. But they don't have regeneration for EP, they recharge 1 EP each 2 seconds while are stopped.
When they shoot an arroy, they lost 1 EP.
This means that archers can't shoot permanently, they must stop some time and recharge "arrows".
- Pseudo-accurracy.
Before add one attack longer to Archers, I've modified them to add posibility of error.
In this case, is done by setting more "var" than "strenght" to attack.
Attack: -100 Var: 100 = 0% acc -100-0
Attack: -50 Var: 100 = 50% acc -50-50
Attack: 0 Var: 100 = 100% acc 0-100