Author Topic: MaxUnitCount(for units)  (Read 5366 times)

Omega

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Re: MaxUnitCount(for units)
« Reply #25 on: 9 January 2011, 19:03:55 »
What if there was an XML value for hidden resources that toggled them so they'd be displayed as an available/total in the unit's creation tooltip. Instead of having it on the top, like all the other resources, being hidden, it's mentioned in passing in the "resource requirements". ie: if the resource is called "hero_units", and has a maximum of 3, then the tooltip for hero units would include "Hero units 0/3" in the resource requirements, thus showing how many they can make.
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RealtimeFreak

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Re: MaxUnitCount(for units)
« Reply #26 on: 17 January 2011, 20:05:21 »
hm.. small idea:

resource could be in the static,
not something to add, so that they do exist,
but are invisible in the game, resources so that the display, remains free for other important?

i think, such a feature, would be a good possibility to control individual units.

John.d.h

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Re: MaxUnitCount(for units)
« Reply #27 on: 17 January 2011, 21:01:20 »
resource could be in the static,
not something to add, so that they do exist,
but are invisible in the game, resources so that the display, remains free for other important?
That's exactly how it works now, unless I'm reading you wrong.

RealtimeFreak

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Re: MaxUnitCount(for units)
« Reply #28 on: 17 January 2011, 21:25:00 »
no its not correct , if i create a static ressource, shows that on the display current,

i meant but, if a static ressourece exist, then hidden the ressource, on the display screen.(as if they were not there)

John.d.h

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Re: MaxUnitCount(for units)
« Reply #29 on: 17 January 2011, 21:34:05 »
no its not correct , if i create a static ressource, shows that on the display current,

i meant but, if a static ressourece exist, then hidden the ressource, on the display screen.(as if they were not there)
Yeah, you can totally do that.
Code: [Select]
<?xml version="1.0" standalone="no"?>

<resource>
<image path="../mana/mana.bmp"/>
<type value="static"/>
<display value="false"/>
</resource>

RealtimeFreak

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Re: MaxUnitCount(for units)
« Reply #30 on: 17 January 2011, 21:54:18 »
wow unbelievable, which has this been :o cool..

very thanks, John.d.h ;)

hm, I do not know now, but somehow, would be so now a new unit limit unnecessary  ;D
( if that so works, its that but okay )

hm.. is the thread now as obsolete?


silnarm

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Re: MaxUnitCount(for units)
« Reply #31 on: 19 January 2011, 10:41:30 »
hm.. is the thread now as obsolete?

Possibly, but possibly not. If the limit you seek is '1' then you can cleverly name the resource so the resource requirement reads well, ie 'my_unit_limit' will show on the tooltip as My Unit Limit 1, but this fails for limits other than one, doesn't show how many you already have (if any) and the message on the console is still stupid, 'not enough My Unit Limit ...'

We'll look into ways this might be solved... via some sort of custom resource requirement messages or some such.
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Omega

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Re: MaxUnitCount(for units)
« Reply #32 on: 20 January 2011, 06:42:49 »
Hmm, that is true... If you use language files to ensure the resource is parsed as something like "Limit", that would partially solve that, though you do have a point...
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RealtimeFreak

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Re: MaxUnitCount(for units)
« Reply #33 on: 27 January 2011, 20:43:32 »
Quote
Possibly, but possibly not. If the limit you seek is '1' then you can cleverly name the resource so the resource requirement reads well, ie 'my_unit_limit' will show on the tooltip as My Unit Limit 1, but this fails for limits other than one, doesn't show how many you already have (if any) and the message on the console is still stupid, 'not enough My Unit Limit ...'

hm thats its true /:, i self mean that for the AI thats good, but for the player sees the different again from..., thats true

Hagekura

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Re: MaxUnitCount(for units)
« Reply #34 on: 11 August 2011, 04:59:25 »
Can GAE have max-unit-count option like MG has?(Without require any special resources).
The feature is very convenient to control AI behavior, and it's problem one fork has the option and another fork doesn't have when designing Mod.
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