Prerequisite=UNITNAME;
Moderator: Moderators
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Prerequisite=UNITNAME;
This would be a simple tag to tell a unit it can only be built if a certain other unit is built as well. Ie, you can only build a moho-metal-maker if you have a fusion, etc. IMO it would have very far-reaching uses. It was brought up a long time ago but I couldn't for the life of me find the original thread...
So, at this stage in Spring's development, how possible is this?
I vaguely see a way this could be accomplished via script -- a combination of checking UNIT_IDs and such, so factories could A) tell which unit they're building, B) check if the prerequisite unit is in existance, C) throw in some sort of construction-stopping loop (or firing a weapon to destroy the unit on the pad) to stop it being built.
But seriously, a prerequisite=; tag would be so much easier. And like I said, it could be used a lot.
So, at this stage in Spring's development, how possible is this?
I vaguely see a way this could be accomplished via script -- a combination of checking UNIT_IDs and such, so factories could A) tell which unit they're building, B) check if the prerequisite unit is in existance, C) throw in some sort of construction-stopping loop (or firing a weapon to destroy the unit on the pad) to stop it being built.
But seriously, a prerequisite=; tag would be so much easier. And like I said, it could be used a lot.
I made the same proposal on a different board to be honest, so yeah, it's a fast solution and I'd like to see some sort of techtrees (and buildlimits perhaps) in Spring. A minor addition to it:
Prerequisite = LIST, OF, UNITS, ...;
PrereqAmount = 10, 3, 5, ...;
OR
Prerequisite = UnitA 2, UnitB 3, UnitC 5;
The number determines how many buildings/units of type x needs prerequisite y.
PS: There are people working on a more advanced concept (AF, smoth) for techtrees. No idea how far they are though, haven't seen any concept yet.
Prerequisite = LIST, OF, UNITS, ...;
PrereqAmount = 10, 3, 5, ...;
OR
Prerequisite = UnitA 2, UnitB 3, UnitC 5;
The number determines how many buildings/units of type x needs prerequisite y.
PS: There are people working on a more advanced concept (AF, smoth) for techtrees. No idea how far they are though, haven't seen any concept yet.
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I would propose 5 tags then (some have been mentioned in this thread), to cover all of the features proposed so far - they're all pretty much linked really:
1) prerequisiteunits = unit1, unit2, unit3 etc
2) prerequisitenumbers = 1, 5, 10 etc
3) unitlimit = 5 etc
4) ratiolimitunits = unit4, unit5, unit6 etc
5) ratiolimitnumbers = 2, 7, 10 etc
(the ratio limits mean that you can only build one of the unit per X of the ratiolimitunits)
1) prerequisiteunits = unit1, unit2, unit3 etc
2) prerequisitenumbers = 1, 5, 10 etc
3) unitlimit = 5 etc
4) ratiolimitunits = unit4, unit5, unit6 etc
5) ratiolimitnumbers = 2, 7, 10 etc
(the ratio limits mean that you can only build one of the unit per X of the ratiolimitunits)
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Well, that would be up to balance rather then some sort of limitation. From a game design point of view, I'd rather have Tiger tanks be prohibitively expensive so that you would be extremely unlikely to see more then one or two; I'd prefer to allow players the potential of seeing more tigers if that's how they feel, rather then including a glass ceiling. (Not intended as 1944 discussion, just a hypothetical example).If your gonna throw this out there.. We need unit limits too, they would be an intergal part in making this work Im sure.. besides for a accurate WW2 mod, you cant have the germans building 56 tiger 2 tanks every battle... (thats just not realistic)..
I'd rather see more interesting uses of such a system, like creating build tree forks that actually block off routes. Perhaps 1944 could have an "axis" and "allies" side, and then the player decides in-game which way he wants to go by picking a 'US' or 'UK' construction unit, which blocks off all the others.
Or, you could give the player a choice of 3 late-game routes, (or 3 super weapons), the choice of one rules out the other two, etc.
Be good for SWS in terms of keeping the amount of Sith on a map to one, among other things.
I just hope people don't fall into the old prerequisite building system design, like in AOE, if this becomes available (ie: can't build swordsmen until yuo have a blacksmith, etc).
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Were prerequisites included? I don't remember.
I don't plan on wanting to use it much; but for some integral things, I think it'd be helpful. For instance, having special high-level engineers only buildable after such-and-such has been built; also, it allows explorations of limitations that simply aren't possible no matter how much balancing one does. We could make rare units have massive buildtimes and resource costs, for instance, but then we'd find that they take so long to build that they're never bothered with 99% of the time (like the Krog in OTA). And even then the Krog had the upper hand as you can porc almost indefinately in OTA whereas there are no defenses in S44.
Anyway, was this ever done? I know limitations were done but what about prerequisite units (ie needing unit Y to be built before you can build unit X)?
I don't plan on wanting to use it much; but for some integral things, I think it'd be helpful. For instance, having special high-level engineers only buildable after such-and-such has been built; also, it allows explorations of limitations that simply aren't possible no matter how much balancing one does. We could make rare units have massive buildtimes and resource costs, for instance, but then we'd find that they take so long to build that they're never bothered with 99% of the time (like the Krog in OTA). And even then the Krog had the upper hand as you can porc almost indefinately in OTA whereas there are no defenses in S44.
Anyway, was this ever done? I know limitations were done but what about prerequisite units (ie needing unit Y to be built before you can build unit X)?
But there's no engine-sanctioned way to tell AIs about it.
Slightly OT, probably anything a modder would want is possible with some kind of LuaRules/LuaCOB hackery; the problem is that it's code, and AIs need data. I see a great need for a protocol that AIs and mods could use to talk with each other.
Slightly OT, probably anything a modder would want is possible with some kind of LuaRules/LuaCOB hackery; the problem is that it's code, and AIs need data. I see a great need for a protocol that AIs and mods could use to talk with each other.