Veteran Unit Morph

Veteran Unit Morph

Requests for features in the spring code.

Moderator: Moderators

User avatar
MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Veteran Unit Morph

Post by MadRat »

Once a unit reaches a certain veteran status, it would be nice if the unit could be overhauled to another unittype automatically. Two tags could be necessary in the unit's FBI, veteranexp and veteranmorph, in order to setup this change. Instead of morphing the unit within the existing unit definition it could simply be swapped out to a different unit.

Imagine, a peewee gets to level 10 and morphs into a zeus, who then reaches level 10 and morphs into a maverick, who then reaches level 10 to morph into a... you get the idea.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

That would only need one FBI tag.
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

This is more or less doable without these tags - just hide the old model in the script once it 'morphs' and show all the new unit's model bits, then lock down old weapons, unlock new ones, set health to whatever you want, and you've got it.

This would make it easier, yeah, but you can pretty much do exactly what you're talking about with a single unit and some scripting magic.
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

OR!!!

We could get support for unit create and morph via script.

+ 2^256
User avatar
MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

I find the idea of morphing within one's own single monolithic unit to be a needlessly complex kludge. A simple threshold for the morph, veteranexp, and simple target change for that threshold, veteranmorph, offers a simple and clean process flow.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Yeah, I don't need 5600 poly alien warriors running around...
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Snipawolf wrote:Yeah, I don't need 5600 poly alien warriors running around...
It doesnt render polygons in hidden parts >_>
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

But having so many peices - hidden or not - runing around DOES lag.
User avatar
mehere101
Posts: 293
Joined: 15 Mar 2006, 02:38

Post by mehere101 »

So, the answer is that this is possible now but an ugly hack at the best, and that we could have a more graceful way to do this if someone implemented it.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Yeah, I want evolving aliens! I want three stages of aliens without my already said problem, I want them to grow bigger without screwing the collision and footpad! I want Spring better than Warcraft III, in every way!

:P
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

If morphing one kind of unit into another is ever coded, I sure hope it can be commanded at will by a script command, and is not hardcoded to only happen when gaining XP. Veterancy is only one of many reason you'd want to morph a unit.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I agree. I'm just not sure how we can do this without creating some other problems... like inheriting properties (such as, say, the hitpoints lost).
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

Argh wrote:I agree. I'm just not sure how we can do this without creating some other problems... like inheriting properties (such as, say, the hitpoints lost).
By percentage, maybe?
User avatar
MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

zwzsg wrote:Veterancy is only one of many reason you'd want to morph a unit.
Could you offer us some other examples of other events that would be good for use as morphing triggers?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

On/Off... after firing X numbers of shots... after a predetermined amount of time... a random amount of time... when crossing certain types of terrain... etc.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

To help with an upgrades system...
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

If a feature has a general purpose and a specific purpose implementation suggested NEVER ask what you'd use the cases not covered by the specific case for because somebody WILL want to use them.

Could e.g. use it to make a factory fly after building stuff because currently a factory can't fly due to nasty hardcoded stuff.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

after a predetermined amount of time...
Damnit, I said a while ago everytime I thought something up, someone would blurt it out on the site!

IT HAPPENS! I thought of Aliens being able to evolve due to their time in the field. It would have been interesting (Ohh, look, I have an alien farm :lol: )

Oh well, kinda cheap, so I guess I'll make 'em go by experience.

Nothing personal, just some kinda conspiracy goin' around :wink:
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Could you offer us some other examples of other events that would be good for use as morphing triggers?
A kbot turning into a boat when passing shore. A kbot that turn into a plane when running fast enough. A jetpack infantry taking off and landing with the on/off button. A factory turning into a mobile vehicle and then into an immobile factory back again. A building that when built morph all your peewee around the map into super-peewees. A thingy that makes it so that when you mass 100 peewees, one of them morph into a peewee god, as tall and powerful as a guardian of steggu. A true submarine turning into a true surface ship when sufacing. Jedi apprentice that morph into jedi knight then jedi master over time (actually over a combination of time and experience would be best.) A mega unit that morph into a suprise smaller but meaner unit when about to die, like endlevel bosses in arcade game. A starcraft siege tank. A unit that can morph at will from and to a slow but all terrain legged spider or a fast but needs flat ground wheeled truck. A submarine secretly hiding on the sea floor that, tada, rise and turn into a mighty spaceship!

So basically:
- Internal timer
- What other units are present
- Speed
- Terrain type
- on/off button
- wants to fire weapon X
- Health
- and many more...
- plus all the combinations!
User avatar
MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

That is an excellent list, zwzsg, but if you were trying to program those how would you do it in one definition?
Post Reply

Return to “Feature Requests”