Page 4 of 5
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Wed May 04, 2022 8:53 pm
by makazuwr32
Stratego (dev) wrote: ↑Wed May 04, 2022 1:49 pm
new option
Code: Select all
ATTACK_NEEDS_OPERATOR, //structures eg. towers, castles: if structure is not carrying any units than it can not attack with its default attack (same for counterattack)
woah.
That.
IS.
AWESOME!
Maybe we should remake those mechanical siege units to work with operators instead...
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Wed May 04, 2022 10:50 pm
by Stratego (dev)
ok, but we should be easy on that not to make too much micromanagement, also AI can not fill them up with operators - so only "side" units can be like this.
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Thu May 05, 2022 3:36 am
by makazuwr32
I am thinming about using it for alternative fire mode.
Alas that will not be the case for battering rams.
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Thu Jun 30, 2022 6:43 am
by makazuwr32
Question:
How can we use for spells which are not "convert" some way to exclude inconvertible units from possible targets?
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Thu Jun 30, 2022 6:57 am
by makazuwr32
And another question:
If we will set for factory IS_DECREASE_COUNT_FACTORY can we make it as counted if it takes 2 factories space?
Can you allow this?
Same question wiith megas.
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Thu Jun 30, 2022 7:31 am
by Stratego (dev)
we can not
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Thu Jun 30, 2022 7:52 am
by makazuwr32
Why not?
I just was thinking that we might make this way for normal megas to cost 1 counter and for better ones to cost 2 counters (1 counter base + 1 counter that substracts from total counter).
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Thu Jun 30, 2022 7:53 am
by makazuwr32
makazuwr32 wrote: ↑Thu Jun 30, 2022 6:43 am
Question:
How can we use for spells which are not "convert" some way to exclude inconvertible units from possible targets?
This is not possible as well? At least without categories usage.
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Wed Aug 17, 2022 6:31 pm
by Stratego (dev)
new spec:
AI_NO_DEFEND_TC, // AI will not send this unit to defend TC-s (use it with NO_LOOK_FOR_HEAL if needed)
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Thu Jan 19, 2023 7:26 pm
by Stratego (dev)
new option:
AI_NOT_TO_BUILD_FACTORY, //AI will not use this unit (eg. riflemen in AOMW) to build factory (around TC-s)
(in AOMW all "riflemen" units set to have this - so if AI controlled they will not build factories around TC-s - only other structures eg. defenses)
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Fri Feb 24, 2023 2:59 pm
by Stratego (dev)
new spec:
Code: Select all
IS_TELEPORT, // MUST not be buildable (until AI upgrade), so only NOT_OCCUPIABLE mapeditor unit. It will teleport just carried units to another IS_TELEPORT building of same player (if there is space to)
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Fri Mar 10, 2023 1:05 pm
by Stratego (dev)
I found some hardcoded tech checks, now they go to be configurable as new spacunitactions:
Code: Select all
TECH_STEALING, //Mark the Stealing tech with this (increases stealing possibility)
TECH_STEALING_DEFENSE, //Mark the Stealing Defense tech with this (decreases enemy stealing possibility)
TECH_LOYALTY, //Mark the Loyalty tech with this (on convert unit will got 1 hp instead)
TECH_SEE_ALLY_LOS, //Mark the Writing tech with this (lets u see your allies line of sight)
TECH_BONE_SIGHT, //Mark the Bone Sight tech with this (lets u see all corpses on map (for AOF))
TECH_NATURE_CALL, //Mark the Nature Call tech with this (lets u see all animals on map (for AOF))
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Fri Mar 10, 2023 1:24 pm
by Stratego (dev)
Please every modder report me back if all are set in the given alternative so i know which alternatives i need to make myself.
thanks!
(i made AOS + AOF + AOW already)
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Fri Mar 10, 2023 11:41 pm
by b2198
Stratego (dev) wrote: ↑Fri Mar 10, 2023 1:05 pm
I found some hardcoded tech checks, now they go to be configurable as new spacunitactions:
Code: Select all
TECH_STEALING, //Mark the Stealing tech with this (increases stealing possibility)
TECH_STEALING_DEFENSE, //Mark the Stealing Defense tech with this (decreases enemy stealing possibility)
TECH_LOYALTY, //Mark the Loyalty tech with this (on convert unit will got 1 hp instead)
TECH_SEE_ALLY_LOS, //Mark the Writing tech with this (lets u see your allies line of sight)
TECH_BONE_SIGHT, //Mark the Bone Sight tech with this (lets u see all corpses on map (for AOF))
TECH_NATURE_CALL, //Mark the Nature Call tech with this (lets u see all animals on map (for AOF))
Wait, so those will be configurable in JSONs now? That's a big one for balancing, nice

Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Sat Mar 11, 2023 8:27 am
by Stratego (dev)
yes, but not sure how these help in balancing, it is simply they are not coded in "code" but in a files, but in general the setting will be the same
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Mon Jul 31, 2023 3:52 pm
by Stratego (dev)
new tag and modified texting of existing:
modified one (for only attack and abiliteS):
Code: Select all
IS_INFINITE_TALL, // units that should not be shot over, "spell" over - so anything behind is protected (like a wall in a room), not set with IS_INFINITE_TALL_FOR_MOVE than it lets walk tru though
new one (for only movement):
Code: Select all
IS_INFINITE_TALL_FOR_MOVE, // units that should not be move tru/over, fly over even with high fly (like a wall in a room if set with IS_INFINITE_TALL)
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Tue Aug 08, 2023 10:42 am
by Stratego (dev)
new:
Code: Select all
IS_LOAD_UNLOAD_COST_MOVEMENT, // when unit enters or leaves this carrier, that unit loses a movement
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Tue Aug 08, 2023 4:48 pm
by Stratego (dev)
new spec
Code: Select all
IS_CARRIED_SURVIVES_INTACT, //if the carried unit survives the destruction of its carrier, than unit will not lose action and movement (as by default it would)
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Sat Dec 09, 2023 10:27 pm
by Stratego (dev)
an old spec was missing from here, added:
IS_TECH_DEFAULT_FOR_AI, // (works for non-AiProfiled AI-s only!) set this to any tech to give to all AI by default, eg. in AOF we needed wheel tech by deafult for ai to be able to move catapults
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Wed Dec 13, 2023 8:58 am
by Stratego (dev)
new spec:
Code: Select all
ATTACK_ACCURACY_DECR_BY_SPEED, //The powerAccuracyPenalty will be multiplied with speed of TARGET unit (meaning bigger miss chance on speedy targets).
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Tue Jan 09, 2024 3:35 pm
by b2198
Stratego (dev) wrote: ↑Wed Dec 13, 2023 8:58 am
new spec:
Code: Select all
ATTACK_ACCURACY_DECR_BY_SPEED, //The powerAccuracyPenalty will be multiplied with speed of TARGET unit (meaning bigger miss chance on speedy targets).
So that means now abilities can also have the same miss mechanics as a catapult's attack, for example? Where they have a chance to miss based on the target's speed if they don't have a bonus against it, and when missing, it hits a nearby tile instead of nothing? Or did I understand it wrong?
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Tue Jan 09, 2024 5:50 pm
by Stratego (dev)
no, this is for turning back on the basic attack miss "speed multiplier". (as by default that is not turned off)
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Wed Jan 10, 2024 5:33 am
by b2198
I see, so the default now will be to not multiply the miss chance by speed of the target unless the attacker has this spec?
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Wed Jan 10, 2024 12:27 pm
by Stratego (dev)
b2198 wrote: ↑Wed Jan 10, 2024 5:33 am
I see, so the default now will be to not multiply the miss chance by speed of the target unless the attacker has this spec?
exactly
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Mon Mar 18, 2024 8:31 am
by Stratego (dev)
new spec:
AI_USE_AS_OCCUPIER, //use this unit as it would could be occupier - as it has some ability that will let this occupy. eg. paratrooper plane
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Tue Mar 19, 2024 10:57 pm
by Stratego (dev)
2 new specs
Code: Select all
POP_NOT_CONSUMER, // by default isUnitPopConsuming() says consumer is Non-factory, walking unit. Using this spec it can be surely set to be NOT CONSUMER.
POP_CONSUMER, // by default isUnitPopConsuming() says consumer is Non-factory, walking unit. Using this spec it can be surely set to be CONSUMER.
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Thu Jun 20, 2024 9:38 pm
by Stratego (dev)
new spec:
Code: Select all
IS_NON_CROSSABLE_BOUNDARY, // set this to boundary objects that should not be passed with anyone ever (like game area segmentator)
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Fri Jun 21, 2024 6:55 am
by Stratego (dev)
new spec:
Code: Select all
CAN_GO_TRU_NO_WALKABLE_TRU, //This ignores the NO_WALKABLE_TROUGH trait of the other unit (to be crossed)
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Mon Jun 24, 2024 9:04 pm
by Stratego (dev)
new sepc:
Code: Select all
ATTACK_ACCURACY_DECR_ON_BONUSED, //if this set than having bonus agaisnt something will not help in accuracy (as the default that accuracy is 100% that case)
Re: Unit Design - Unit Propery sheet - Spec unit actions
Posted: Thu Jun 27, 2024 2:45 am
by Hyuhjhih
Stratego(dev) wrote: ↑Fri Jun 21, 2024 6:55 am
new spec:
Code: Select all
CAN_GO_TRU_NO_WALKABLE_TRU, //This ignores the NO_WALKABLE_TROUGH trait of the other unit (to be crossed)
So will this spec get a attack/ability alternate in contrast to
IS_INFINITE_TALL where the certain attack type can ignore this infinite tall spec in the target unit ( eg: pierce shots to surpass barriers which blocks normal shots by default)
I already had some suggestions about this a while back, but i guess it is possible to implement something like this now.
Hyuhjhih wrote: ↑Tue Sep 27, 2022 6:09 am
VIEW POST