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Game definition jsons - Initialization jsons

Posted: Thu Sep 28, 2017 8:01 am
by Stratego (dev)
A new file where there will be some settings, the first is MINIMAL/FEW/MANY starting units definition

here the sample for AOW, i think everything is obvious seeing the sample

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{
   "defStrings":[
		{"key":"IMG_CROSSHAIR", 			"val":"64_crosshair.png"},
		{"key":"IMG_BALL", 				"val":"64_ball.png"}, 
		{"key":"IMG_SELECTION", 			"val":"64_selection.png"}, 
		{"key":"IMG_HUD_MAPEDIT_RANGED", 		"val":"unit_ger_artillery_lefh18_howitzer.png"},
		{"key":"IMG_HUD_MAPEDIT_BUILDING", 		"val":"mapeditor_buildings.png"},
		{"key":"IMG_HUD_MAPEDIT_CLOSECOMBAT", 		"val":"unit_rus_tank_t34.png"},
		{"key":"IMG_HUD_MAPEDIT_SHIPS", 		"val":"unit_us_ship_fletcher.png"},
		{"key":"IMG_HUD_MAPEDIT_GREY_RANGED", 		"val":"mapeditor_ranged_off.png"},
		{"key":"IMG_HUD_MAPEDIT_GREY_BUILDING", 	"val":"mapeditor_buildings_off.png"},
		{"key":"IMG_HUD_MAPEDIT_GREY_CLOSECOMBAT", 	"val":"mapeditor_closecombat_off.png"},
		{"key":"IMG_HUD_MAPEDIT_GREY_SHIPS", 		"val":"mapeditor_ships_off.png"}
   ],
   "defIntegers":[
		{"key":"MAPEDITOR_DEFAULT_UNIT_ID", 		"val":"105"}
   ],
   "defBools":[
		{"key":"GRAPHICS_MOSTLY_RIGHT", 		"val":true},
		{"key":"IS_BONUS_NEGLECTS_EACH_OTHER", 		"val":true},		
		
   ],
   
   "trnDailyGiftUnitTypes": ["UNIT_GER_INF_ENGINEERS", "UNIT_US_INF_ENGINEERS", "UNIT_JP_INF_ENGINEERS", "UNIT_RU_INF_ENGINEERS", "UNIT_GB_INF_ENGINEERS"],
   
   "initialUnitSpawning": [
      { "trnRaceID": "RACE_US", "mapStartingUnits": "MINIMAL", "trnUnitTypesToPlace": ["UNIT_US_INF_INFANTRY"] },
      { "trnRaceID": "RACE_US", "mapStartingUnits": "FEW",     "trnUnitTypesToPlace": ["UNIT_US_INF_INFANTRY","UNIT_US_VEHICLE_JEEP"] },
      { "trnRaceID": "RACE_US", "mapStartingUnits": "MANY",    "trnUnitTypesToPlace": ["UNIT_US_INF_INFANTRY", "UNIT_US_INF_INFANTRY", "UNIT_US_VEHICLE_JEEP", "UNIT_US_SHERMAN"] },
      
      { "trnRaceID": "RACE_GER", "mapStartingUnits": "MINIMAL", "trnUnitTypesToPlace": ["UNIT_GER_INF_INFANTRY"] },
      { "trnRaceID": "RACE_GER", "mapStartingUnits": "FEW",     "trnUnitTypesToPlace": ["UNIT_GER_INF_INFANTRY","UNIT_GER_VEHICLE_KUBELWAGEN"] },
      { "trnRaceID": "RACE_GER", "mapStartingUnits": "MANY",    "trnUnitTypesToPlace": ["UNIT_GER_INF_INFANTRY", "UNIT_GER_INF_INFANTRY", "UNIT_GER_VEHICLE_KUBELWAGEN", "UNIT_GER_PANZER_III"] },
      
      { "trnRaceID": "RACE_RU", "mapStartingUnits": "MINIMAL", "trnUnitTypesToPlace": ["UNIT_RU_INF_INFANTRY"] },
      { "trnRaceID": "RACE_RU", "mapStartingUnits": "FEW",     "trnUnitTypesToPlace": ["UNIT_RU_INF_INFANTRY","UNIT_RU_VEHICLE_BA_64"] },
      { "trnRaceID": "RACE_RU", "mapStartingUnits": "MANY",    "trnUnitTypesToPlace": ["UNIT_RU_INF_INFANTRY", "UNIT_RU_INF_INFANTRY", "UNIT_RU_VEHICLE_BA_64", "UNIT_RU_T34"] },
      
      { "trnRaceID": "RACE_AXIS", "mapStartingUnits": "MINIMAL", "trnUnitTypesToPlace": ["UNIT_GER_INF_INFANTRY"] },
      { "trnRaceID": "RACE_AXIS", "mapStartingUnits": "FEW",     "trnUnitTypesToPlace": ["UNIT_GER_INF_INFANTRY","UNIT_GER_VEHICLE_KUBELWAGEN"] },
      { "trnRaceID": "RACE_AXIS", "mapStartingUnits": "MANY",    "trnUnitTypesToPlace": ["UNIT_GER_INF_INFANTRY", "UNIT_GER_INF_INFANTRY", "UNIT_GER_VEHICLE_KUBELWAGEN", "UNIT_GER_PANZER_III"] },
      
      { "trnRaceID": "RACE_ALLIES", "mapStartingUnits": "MINIMAL", "trnUnitTypesToPlace": ["UNIT_US_INF_INFANTRY"] },
      { "trnRaceID": "RACE_ALLIES", "mapStartingUnits": "FEW",     "trnUnitTypesToPlace": ["UNIT_US_INF_INFANTRY","UNIT_RU_VEHICLE_BA_64"] },
      { "trnRaceID": "RACE_ALLIES", "mapStartingUnits": "MANY",    "trnUnitTypesToPlace": ["UNIT_US_INF_INFANTRY","UNIT_RU_INF_INFANTRY","UNIT_US_VEHICLE_JEEP", "UNIT_RU_T34"] }
   ],
   "animationEntries":[
      { "customName": "AnimDieExploding2", "methodName": "AnimDieExploding2", "tags": ["case:die", "t:equipment", "t:non_plane", "a:explosion", "a:default"],   "params": ["explosion:3r3"] },
      { "customName": "AnimDiePlaneCrash", "methodName": "AnimDiePlaneCrash", "tags": ["case:die", "t:plane", "a:any", "a:default"],   "params": ["smoke:4r3"] },
      { "customName": "AnimDieBeamBurn", "methodName": "AnimDieBeamBurn", "tags": ["case:die", "t:vehicle", "t:building", "t:plane", "t:foot", "a:beam", "a:flame"],   "params": [] },
      { "customName": "AnimDieTankCrackedInHalf", "methodName": "AnimDieTankCrackedInHalf", "tags": ["case:die", "t:vehicle", "a:explosion", "a:default"],   "params": ["smoke:4r3", "explosion:3r3"] },
      { "customName": "AnimDieShipBreak", "methodName": "AnimDieShipBreak", "tags": ["case:die", "t:ship", "a:explosion", "a:default"],   "params": ["smoke:4r3", "explosion:3r3"] },
      { "customName": "AnimDieBuilding", "methodName": "AnimDieBuilding", "tags": ["case:die", "t:building", "a:explosion", "a:default"],   "params": ["smoke:6r5", "explosion:0"] },
      { "customName": "AnimDieFading", "methodName": "AnimDieFading", "tags": ["case:die", "t:foot", "t:todo", "a:default"],   "params": [] },
      { "customName": "AnimDieExplodeLowGravity", "methodName": "AnimDieExplodeLowGravity", "tags": ["case:die", "t:spaceship", "a:explosion", "a:default"],   "params": [] }
   ]
}



Boolean: "GRAPHICS_MOSTLY_RIGHT":
meaningall unit images are looking right (and all exceptional directions are set in unit jsons in "uiDefinition":"imageFacingDirection")
false: means they are mostly looking left.

Integer: DEFINE_UNIT_BIG_HP_VALUE, DEFINE_UNIT_BIG_POWER_VALUE,DEFINE_UNIT_SMALL_HP_VALUE, DEFINE_UNIT_SMALL_POWER_VALUE
if spell is "RESISTED_BY_HP"/"RESISTED_BY_POWER" type spell, than it will resisted based on hp or power and these boundary values
if hp/power is < small value than no resistance, if hp/power is > big value than 100% resistance, in between propotional to the value and the small-big range.

Boolean: "ENABLE_BUILDING_OCCUPACY_BY_2_FRAME_ANIM":
true = old way: when buildings can be in one image with occupied and non occupied state, false = occupacy in separate image

boolean: "IS_BONUS_NEGLECTS_EACH_OTHER"
if true than counter bonus damage is calculated only if enemy has no bonus (false: always), also counter halving is different...
(in AOF it is true all other alternatives false by deafult.)

trnDailyGiftUnitTypes
Here you can define which unit types to prefer as daily gift (if not yet owned) eg. in AOS the Castle + trebuchet should be the firsts.
(the order in the list is also matters, first will be first offered and so on)

initialUnitSpawning
Here you can set what units to spawn for the given race/nation on different startung units settings (minimal/few/many).
IMPORTANT!: you can only set units that can move onto that tiletype where the starting TC is standing.

eg. if TC is standing on grass than only units that also can stand on grass.
if you set a TC to "space" than only the unit that can walk on space (spaceships/astronauts)
Example setting in AOG for ground and space TC variations:
so instead of this:

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{ "trnRaceID": "RACE_HUM", "mapStartingUnits": "MINIMAL", "trnUnitTypesToPlace": ["UNIT_HUM_INF_RALFIEMENS"]},
you can set this

Code: Select all

{ "trnRaceID": "RACE_HUM", "mapStartingUnits": "MINIMAL", "trnUnitTypesToPlace": ["UNIT_HUM_INF_SPACEMAN", "UNIT_HUM_INF_RALFIEMENS"]},
and only spaceman will spawn on space terrain, and ralfiements on non space terrain (eg. grass)

animationEntries
Here you can define the procedural animations you want to use (eg. on-die animations) on units on different events, and set some customization on them.

Code: Select all

      { "customName": "AnimDieBuilding", "methodName": "AnimDieBuilding", "tags": ["case:die", "t:building", "a:explosion", "a:default"],   "params": ["smoke:6r5", "explosion:0"] },
      { "customName": "AnimDieBuilding_NO_SMOKE", "methodName": "AnimDieBuilding", "tags": ["case:die", "t:soft_building", "a:explosion", "a:default"],   "params": ["smoke:0", "explosion:0"] },
In the above example you define that you want to use both cases the AnimDieBuilding method,
- but first you want it to be used by units tagged by "building" and to have smoke on it when dies.
- on second you want to use on units tagged "soft_building" and have no smoke on it
but still execute the same "animation procedure" this case a collapsing of unit sprite.

attributes you need to set:
"customName": this is totally random name you give, must be unique among entries.
"methodName": this is a FIXED possible usable procedure/method names to be called
"tags":
you have tags like:
case tags: defining when to use this animation eg: "case:die"
type tags: defining what type of units should use this animation (the tags are set on the unit statsheet visual parts) eg: "t:building", "t:plane"
attack type tags: if you want to restrict what attack type this should be effective (attack types also set in units statsheet / visual part) eg: "a:explosion", "a:beam"

"params": Some methods handle input parameters where you can define things:
"smoke:6r5" means 6 smoke puffs and +0..5 (random) extra puffs.
"explosion:3r3" means 3 explosion sprites + 0..3 random extra explosion puffs.

Re: Game definition jsons - Initialization jsons

Posted: Wed Dec 12, 2018 11:25 pm
by Stratego (dev)
new items can be set (special images)

Re: Game definition jsons - Initialization jsons

Posted: Mon Aug 19, 2019 9:28 am
by Stratego (dev)
new bolean alue can be set:
{"key":"GRAPHICS_MOSTLY_RIGHT", "val":true}

meaningall unit images are looking right (and all exceptional directions are sen in unit jsons in "uiDefinition":"imageFacingDirection")
false: means they are mostly looking left.

Re: Game definition jsons - Initialization jsons

Posted: Fri Jan 24, 2020 8:16 pm
by Stratego (dev)
new values:
{"key":"DEFINE_UNIT_BIG_HP_VALUE", "val":"50"},
{"key":"DEFINE_UNIT_BIG_POWER_VALUE", "val":"20"},
{"key":"DEFINE_UNIT_SMALL_HP_VALUE", "val":"10"},
{"key":"DEFINE_UNIT_SMALL_POWER_VALUE", "val":"5"}

Re: Game definition jsons - Initialization jsons

Posted: Thu Mar 05, 2020 2:42 pm
by Stratego (dev)
new option:

"trnDailyGiftUnitTypes": ["UNIT_GER_INF_ENGINEERS", "UNIT_US_INF_ENGINEERS", "UNIT_JP_INF_ENGINEERS", "UNIT_RU_INF_ENGINEERS", "UNIT_GB_INF_ENGINEERS"],

trnDailyGiftUnitTypes
Here you can define which unit types to offer as daily gift (if not yet owned) eg. in AOS the Castle + trebuchet should be the firsts.

Re: Game definition jsons - Initialization jsons

Posted: Tue Mar 30, 2021 7:07 am
by Stratego (dev)
new option

Boolean: "ENABLE_BUILDING_OCCUPACY_BY_2_FRAME_ANIM":
true = old way: when buildings can be in one image with occupied and non occupied state, false = occupacy in separate image

Re: Game definition jsons - Initialization jsons

Posted: Sun May 02, 2021 12:53 am
by L4cus
Stratego (dev) wrote: Fri Jan 24, 2020 8:16 pm new values:
{"key":"DEFINE_UNIT_BIG_HP_VALUE", "val":"50"},
{"key":"DEFINE_UNIT_BIG_POWER_VALUE", "val":"20"},
{"key":"DEFINE_UNIT_SMALL_HP_VALUE", "val":"10"},
{"key":"DEFINE_UNIT_SMALL_POWER_VALUE", "val":"5"}
hi, what does this mean?
thanks

Re: Game definition jsons - Initialization jsons

Posted: Sun May 02, 2021 4:16 am
by makazuwr32
This is used for 2 different resistance types against abilities effects.

First resistance type is generic spell/mental resistance.
Second is resisted by power/attack.
Third is resisted by health.

If ability is set as resisted by power than when you use it on enemy unit if it has power less than "small power value" ability is guaranteed to work. For every point above it chance is decreased.
If you try to affect enemy who has attack equial or bigger than "big power value" than it will guaranteed to miss.

Resisted by hp works in similar way.
If ability is set as resisted by hp than when you use it on enemy unit if it has CURRENT hp less than "small hp value" ability is guaranteed to work. For every point above it chance is decreased.
If you try to affect enemy who has CURRENT hp equial or bigger than "big hp value" than it will guaranteed to miss.
Alas if unit has 9001 max hp but current hp is l
10 or less ability will be guaranteed to land and apply effect.

And those 4 set global in-game values for them. I mean you can't change them in the map, they are set once for game itself (similar to factory per tc and mega building per tc multipliers).

Re: Game definition jsons - Initialization jsons

Posted: Tue Sep 14, 2021 2:49 pm
by Stratego (dev)
new feature and maybe restriction
Modders: Please check in your alternative if that is good for your current setting or not!

initialUnitSpawning
Here you can set what units to spawn for the given race/nation on different startung units settings (minimal/few/many).
IMPORTANT!: you can only set units that can move onto that tiletype where the starting TC is standing.
eg. if TC is tanding on grass than only units that also can stand on grass.
if you set a TC to "space" than only the unit that can walk on space (spaceships/astronauts)
Example setting in AOG for ground and space TC variations:
so instead of this:

Code: Select all

{ "trnRaceID": "RACE_HUM", "mapStartingUnits": "MINIMAL", "trnUnitTypesToPlace": ["UNIT_HUM_INF_RALFIEMENS"]},
you can set this

Code: Select all

{ "trnRaceID": "RACE_HUM", "mapStartingUnits": "MINIMAL", "trnUnitTypesToPlace": ["UNIT_HUM_INF_ASTRONAUT", "UNIT_HUM_INF_RALFIEMENS"]},
and only astronaut will spawn on space terrain, and ralfiements on non space terrain (eg. grass)

Re: Game definition jsons - Initialization jsons

Posted: Tue Sep 14, 2021 3:00 pm
by L4cus
so i can set something like:
{ "trnRaceID": "RACE_BRI", "mapStartingUnits": "MINIMAL", "trnUnitTypesToPlace": ["UNIT_BRI_INF_MUSKETEERS", "UNIT_BRI_SHIP_CARAVEL"]}
and when the tc is next to water it will spawn both, but when u are in the mainland u will only have musketeers?

Re: Game definition jsons - Initialization jsons

Posted: Tue Sep 14, 2021 5:21 pm
by Stratego (dev)
currently no, it only checks the TC tile type.
there was yet any need to give a ship as starter - hence check the neighboring - as i remember starting units all non naval units currently.

this was made to the new TC kinds, that are not land TC-s (in AOG the space-TC-s or spacestations)

Re: Game definition jsons - Initialization jsons

Posted: Tue Sep 14, 2021 7:22 pm
by makazuwr32
Hm.
Whill this give us option to make 2+ different sets of starting units depending on what tile starting tc spawns?

For example different starting units sets (with same amount of starting units alas — for example normal amount) for:
Grass
Forest
Water
Iced water
Mountains
And many more...

Right?

Upd.:
Now that i look closer onto example i think it is a bit different and not what i am thinking about.
It just will select all (?) possible units to spawn on starting tc tile from that selection.

What do i hope to see is different alas:
Set 1 — tile type 1 — race 1 — minimal units setting: spawns unit A; normal units setting: spawns unit A, unit B; lots unit setting: spawns unit A, unit B, unit C, unit D.
Set 2 — tile type 2 — race 1 — minimal units setting: spawns unit Z; normal units setting: spawns unit Z, unit Y; lots units setting: spawns unit Z, unit Y, unit X, unit W.
And so on.

Re: Game definition jsons - Initialization jsons

Posted: Tue Sep 14, 2021 7:25 pm
by Endru1241
Is that possible to be used in current AoS, which doesn't have races yet?

Re: Game definition jsons - Initialization jsons

Posted: Tue Sep 14, 2021 7:29 pm
by Stratego (dev)
makazuwr32 wrote: Tue Sep 14, 2021 7:22 pm Hm.
Whill this give us option to make 2+ different sets of starting units depending on what tile starting tc spawns?

...
no, the logic only FILTERS the given starting units by the terrain under the TC.
so you CAN set different sets BUT only if they can only walk on those terrains.

for instance if u make a naval TC than only waterwalking units will spawn there

Re: Game definition jsons - Initialization jsons

Posted: Tue Sep 14, 2021 7:30 pm
by Stratego (dev)
Endru1241 wrote: Tue Sep 14, 2021 7:25 pm Is that possible to be used in current AoS, which doesn't have races yet?
sure, it is already used - i hope it works already
(if the currently set starting units all can walk on same terrain a TC can be placed on - than ok.)

Re: Game definition jsons - Initialization jsons

Posted: Tue Sep 14, 2021 7:32 pm
by makazuwr32
Stratego (dev) wrote: Tue Sep 14, 2021 7:29 pm
makazuwr32 wrote: Tue Sep 14, 2021 7:22 pm Hm.
Whill this give us option to make 2+ different sets of starting units depending on what tile starting tc spawns?

...
no, the logic only FILTERS the given starting units by the terrain under the TC.
so you CAN set different sets BUT only if they can only walk on those terrains.

for instance if u make a naval TC than only waterwalking units will spawn there
Already figured that.

But than i have next question:
If i set for starting possible units water walking unit and land unit than when tc spawns on tile that fits for both conditions (bridge for example) — will it spawn both units than?

Re: Game definition jsons - Initialization jsons

Posted: Tue Sep 14, 2021 7:34 pm
by makazuwr32
Also here is a better idea i think:
makazuwr32 wrote: Tue Sep 14, 2021 7:22 pm Upd.:
Now that i look closer onto example i think it is a bit different and not what i am thinking about.
It just will select all (?) possible units to spawn on starting tc tile from that selection.

What do i hope to see is different alas:
Set 1 — tile type 1 — race 1 — minimal units setting: spawns unit A; normal units setting: spawns unit A, unit B; lots unit setting: spawns unit A, unit B, unit C, unit D.
Set 2 — tile type 2 — race 1 — minimal units setting: spawns unit Z; normal units setting: spawns unit Z, unit Y; lots units setting: spawns unit Z, unit Y, unit X, unit W.
And so on.

Re: Game definition jsons - Initialization jsons

Posted: Tue Sep 14, 2021 7:42 pm
by Endru1241
Stratego (dev) wrote: Tue Sep 14, 2021 7:30 pm
Endru1241 wrote: Tue Sep 14, 2021 7:25 pm Is that possible to be used in current AoS, which doesn't have races yet?
sure, it is already used - i hope it works already
(if the currently set starting units all can walk on same terrain a TC can be placed on - than ok.)
I mean, should I just skip race, like?
{ "mapStartingUnits": "FEW", "trnUnitTypesToPlace": ["UNIT_WORKER", "UNIT_SCOUT", "UNIT_TRANSPORTSHIP"]}

Re: Game definition jsons - Initialization jsons

Posted: Tue Sep 14, 2021 8:54 pm
by Stratego (dev)
I mean, should I just skip race, like?
{ "mapStartingUnits": "FEW", "trnUnitTypesToPlace": ["UNIT_WORKER", "UNIT_SCOUT", "UNIT_TRANSPORTSHIP"]}
yes, (but i thought AOS already has that settingin json)

Re: Game definition jsons - Initialization jsons

Posted: Tue Sep 14, 2021 8:56 pm
by Stratego (dev)
makazuwr32 wrote: Tue Sep 14, 2021 7:34 pm Also here is a better idea i think:
makazuwr32 wrote: Tue Sep 14, 2021 7:22 pm Upd.:
Now that i look closer onto example i think it is a bit different and not what i am thinking about.
It just will select all (?) possible units to spawn on starting tc tile from that selection.

What do i hope to see is different alas:
Set 1 — tile type 1 — race 1 — minimal units setting: spawns unit A; normal units setting: spawns unit A, unit B; lots unit setting: spawns unit A, unit B, unit C, unit D.
Set 2 — tile type 2 — race 1 — minimal units setting: spawns unit Z; normal units setting: spawns unit Z, unit Y; lots units setting: spawns unit Z, unit Y, unit X, unit W.
And so on.
sure, but there are about 30 tile types in game. would be harder to configure - so i decided this - mainly because it is for totally different tiles that not even can be on same map together (space tile - ground tile). So this is not for AOF, there we do not even have different kind of TC-s.

Re: Game definition jsons - Initialization jsons

Posted: Wed Sep 15, 2021 2:54 am
by makazuwr32
In aof we do not have them only because we do not have time.
We planned long ago to add water tcs, remember?

Also in this variant we maybe can choose multiple tiles per set. For example grass, sand, snow, bridge.
makazuwr32 wrote: Tue Sep 14, 2021 7:34 pm Also here is a better idea i think:
makazuwr32 wrote: Tue Sep 14, 2021 7:22 pm Upd.:
Now that i look closer onto example i think it is a bit different and not what i am thinking about.
It just will select all (?) possible units to spawn on starting tc tile from that selection.

What do i hope to see is different alas:
Set 1 — tile type 1 — race 1 — minimal units setting: spawns unit A; normal units setting: spawns unit A, unit B; lots unit setting: spawns unit A, unit B, unit C, unit D.
Set 2 — tile type 2 — race 1 — minimal units setting: spawns unit Z; normal units setting: spawns unit Z, unit Y; lots units setting: spawns unit Z, unit Y, unit X, unit W.
And so on.

Re: Game definition jsons - Initialization jsons

Posted: Wed Sep 15, 2021 4:41 am
by Stratego (dev)
this will not come anytime soon.

Re: Game definition jsons - Initialization jsons

Posted: Wed Sep 15, 2021 11:20 am
by makazuwr32
Maybe in unity version we can hope to get that?

Re: Game definition jsons - Initialization jsons

Posted: Wed Sep 15, 2021 11:42 am
by Stratego (dev)
it is not related to unity version.
it is aftert all races are already balanced and no UC remains.

Re: Game definition jsons - Initialization jsons

Posted: Wed Sep 15, 2021 4:20 pm
by makazuwr32
well probably we will be at that stage when unity version is released.

Re: Game definition jsons - Initialization jsons

Posted: Wed Sep 15, 2021 4:24 pm
by Stratego (dev)
nooo, that should not take 2 years :)

Re: Game definition jsons - Initialization jsons

Posted: Wed Sep 15, 2021 4:42 pm
by L4cus
unity will take about 2 years???!!! well, i kinda dont know anything about it...i ust would like to have a different set of initial units for water maps

Re: Game definition jsons - Initialization jsons

Posted: Wed Sep 15, 2021 5:19 pm
by Stratego (dev)
or more... :(
"water" maps, not sure what u mean by that.

Re: Game definition jsons - Initialization jsons

Posted: Wed Sep 15, 2021 5:21 pm
by L4cus
it should be another topic...

Re: Game definition jsons - Initialization jsons

Posted: Wed Sep 15, 2021 5:32 pm
by Stratego (dev)
yes