Unit Design - Unit Propery sheet - Spec unit actions

Stratego (dev)
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new spec:

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IS_MOVEMENT_NEEDS_OPERATOR,   // if the unit can not move unless it is carrying someone (its movement 0 when not carrying anyone)
IS_INDESTRUCTABLE, //can not be deleted manually even if it is owned by player (using unit delete button)
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makazuwr32
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by makazuwr32 »

Stratego (dev) wrote: Mon Jul 15, 2024 5:39 pm new spec:

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IS_INDESTRUCTABLE, //can not be deleted manually even if it is owned by player (using unit delete button)
It doesn't make unit immune to regular damage, right?
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Stratego (dev)
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

makazuwr32 wrote: Wed Jul 24, 2024 1:17 pm
Stratego (dev) wrote: Mon Jul 15, 2024 5:39 pm new spec:

Code: Select all

IS_INDESTRUCTABLE, //can not be deleted manually even if it is owned by player (using unit delete button)
It doesn't make unit immune to regular damage, right?
not, but by name it should - maybe will
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new spec:
IS_TECH_NOT_STEALABLE, //The tech will not be stealable, neither by spies nor by occupying.
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new specs:

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        TECH_REPEATABLE, // the tech is not added  to already-invented techs list -> so it is re-inventable (more like an effect than real tech).
        TECH_AFFECTS_WHEN_RESEARCHED, //this tech will only affect actually existing units (so a newly trained unit will not be affected) (more like an effect than real tech).
        TECH_RESEARCHED_IN_PARALLEL, //this tech (needs to be TECH_REPEATABLE kind) can be invented in multiple factories at the same time (as they are some kind of local effects)


        EXECUTE_EFFECTS_ON_SPAWN, //the trnEffectsToExecute contains effects to run. on spawn or on inventing it, these will be executed in that order.
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new spec:

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NO_PROD_SPEEDUP, //mercenary abilities can not speed up invention/production of this tech or unit
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new specs:

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        TECH_DEPENDENT_NOT_LISTED, // (use only with depeloer approval!) part of AGE techs feature: if a unit is dependant on this (not owned) tech (eg. age tech) than unit is not listed for production 
        TECH_ON_INVENT_PLAYERS_NOTIFIED, // (use only with depeloer approval!) part of AGE techs feature: if a unit needs notification to all players that this tech is invented.  
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new spec:

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        IS_UNIQUE_PRODUCING,      // Units/Techs of this type can not be invented in parallel, so if a IS_UNIQUE_PRODUCING is in progress than another IS_UNIQUE_PRODUCING type can not start
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new spec:

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HAS_INVENTORY, // hero units can have inventory, or chests

NO_PLAYER_SKINNABLE, //Player will not be able to manually skin this unit (eg. hero units in RPG maps)
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new spec:

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CAN_MOVE_MULTI,               // it can move multiple times until movement points all consumed.
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new sepc:

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ATTACK_ACCURACY_DECR_BY_DIST,  //The powerAccuracyPenalty will be multiplied with distance of TARGET unit (up to the 50% attack range the unit will be most accurate with the defined value, all other tiles doubles the penalty percent)
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new spec:

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AI_NOT_OCCUPIES, //this building is (probably) occupiable, but AI will not run to occupy (AOMW decorative buildings), so with very low priority this will be handled to occupy (but only !if they are NEUTRAL!).
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