Author Topic: Level mod help  (Read 5118 times)

Blueblaze

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Level mod help
« on: 14 October 2006, 17:41:44 »
Is there a way to change the stats of a creature when it levels up, like make it so the creature gains more attack power, or choose the specific amount of hps earned?
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

tucho

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« Reply #1 on: 15 October 2006, 04:26:51 »
No, the improvements are predefined. But you can make a unit who promotes in a the same unit improved (using the same model but creating some folders for each improved unit; for example: unit-->elite unit-->hero unit).
« Last Edit: 1 January 1970, 00:00:00 by tucho »

HomerJ

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« Reply #2 on: 15 October 2006, 12:27:51 »
True but if you do it that way, its no real leveling up. You would need resources to promote, not kills.
A thought that came to my mind in the hero thread is:
Define a new resource that is produced somewhere but really slowly, upgrading a unit uses only this resource (could be something like "science of war"), result: a unit can upgrade more and more as time goes by.
This idea would only work with one unit at a time though.

Greetz
HomerJ
« Last Edit: 1 January 1970, 00:00:00 by HomerJ »

Blueblaze

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« Reply #3 on: 15 October 2006, 17:51:56 »
I was afraid of that, but after messing around with the leveling codes for a few minutes I quickly realized that was probably the verdict. Making multiple units with the same graphic image is a good idea, I was also thinking making the unit going into "training" for a long period of time. Basically the unit morphs into the next level over a long period of time, the upgrade would be a long upgrade and free, or maybe a few resources anyway.

How would the special resource way of leveling up units work, I still don't understand it completely
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

HomerJ

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« Reply #4 on: 15 October 2006, 21:18:06 »
Quote from: "Blueblaze"
How would the special resource way of leveling up units work, I still don't understand it completely


Ok, I didn't test it but there is a mod created by fireborn which adds a new resource "gas" which is produced in a building.
So I thought, if you want a unit to evolve with time going by, you could create a new resource that is ONLY used by that special unit to promote to a better version of itself.
Example: You have a unit that U that can promote to unit U2 using 50 X as resource.
X is produced in building Y at a speed of 5 X per minute, so your unit U can promote to U2 after 10 minutes, U2 can promote to U3 after 10 more minutes and so on...
Got it?

Greetz
HomerJ
« Last Edit: 1 January 1970, 00:00:00 by HomerJ »

tucho

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« Reply #5 on: 15 October 2006, 23:27:21 »
the resource can be produced and stored by the unit himself, and the resource would can be "experience" for example. By this way when you have certain quantity of "experience", you can promote your unit to the next level
« Last Edit: 1 January 1970, 00:00:00 by tucho »

Blueblaze

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« Reply #6 on: 16 October 2006, 01:23:34 »
I see, but how could you get the resource other than from mining?
« Last Edit: 1 January 1970, 00:00:00 by Blueblaze »

Pug

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« Reply #7 on: 1 April 2007, 23:52:43 »
Is there someplace where the definitions of the Predefined Levels, their effects, and how to use are documented (Barring source diving that is - <G>)? Can I create a Max-xp trait that goes up at a rate of 1, and set it to go to expert at 100 xp, Master at 200, etcetera?

Pug
« Last Edit: 1 January 1970, 00:00:00 by Pug »

Wolwen

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« Reply #8 on: 2 April 2007, 00:33:14 »
Quote from: "Blueblaze"
I see, but how could you get the resource other than from mining?


energy is produced by a building(energy source), and food is produced by units (pig and cow), just set the resource type as consume and make a building/unit cost a negative number of that resource
« Last Edit: 1 January 1970, 00:00:00 by Wolwen »

RainCT

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« Reply #9 on: 2 April 2007, 09:23:38 »
What's about make a building that produces books (either always, for free, or only when you tell it to do 1, it does 1) and that units can read each a certain book (for example a swordsman can read "Advanced Sword Tactics", that takes some time but gives him experience that he can use to promote.
« Last Edit: 1 January 1970, 00:00:00 by RainCT »

theotherhiveking

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« Reply #10 on: 2 April 2007, 14:39:08 »
very nice idea!

but i would requiere to change the code
« Last Edit: 1 January 1970, 00:00:00 by theotherhiveking »

@kukac@

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« Reply #11 on: 2 April 2007, 14:58:53 »
or we could use Tucho's idea: create an "experience" resource, and a what about "experience_gain". every unit could have "experience_gain" (stronger has more), and if he/she/it dies, he/she/it2 (from now: "they") will gain it as experience. if he reaches an amount of experience, he can level up!
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

theotherhiveking

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« Reply #12 on: 2 April 2007, 15:03:52 »
and what about set the experience level as a requeriment for morph?
« Last Edit: 1 January 1970, 00:00:00 by theotherhiveking »

RainCT

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« Reply #13 on: 2 April 2007, 16:29:59 »
Quote from: "theotherhiveking"
very nice idea!

but i would requiere to change the code


I think it could be done without changes. A building is easy to make (the difficult is the graphics) and books can be a few new resource types  that are produced by the building. What I don't know how to do is let them read the "books", perhaps we could just let them upgrade directly using X books.
« Last Edit: 1 January 1970, 00:00:00 by RainCT »

theotherhiveking

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« Reply #14 on: 2 April 2007, 16:32:14 »
no per every book the building should get a targeting ability called book
i said that that would requiere to change the code beacuse in that way u can lvl up a swordman using "marksmanship basic book"!
« Last Edit: 1 January 1970, 00:00:00 by theotherhiveking »

 

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