CountTowardUnitLimit=0
Moderator: Moderators
CountTowardUnitLimit=0
Very simply, I'd like a tag that causes a unit to not be counted towards overall unit-limits. The units would also need to not be counted towards victory conditions (i.e., if the game is set to non-ComDeath = End, and all units that have CountTowardUnitLimit=1 are dead, then you win).
This would allow for the creation of several new types of gameplay.
This would allow for the creation of several new types of gameplay.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
In that case, you'd probably also want to see lifespan limits on units, since being able to build unlimited numbers of certain types of units is going to be really painful.
And yes, I want weapons that spawn units on impact (or fire units out of their muzzle). Imagine nuke-stile buildables that deep-strike.
And yes, I want weapons that spawn units on impact (or fire units out of their muzzle). Imagine nuke-stile buildables that deep-strike.
Well, lifespan, or negative-regen-to-death, or energy/metal-use for living. Something. Anything to keep them from spiralling out of control population-wise.
Either way, the hard unit-limit isn't supposed to be a gameplay feature - it's a hardware limitation. Imho, one needs a proper "supply" resource to get fair balancing out of a unit limit - after all, a unit limit that treats a peewee the same as a Krogoth is obviously a problem.
Imho, mods need to have features that make the hard "unit limit" impossible to reach. For BA/AA, I'd just have a fixed menu defined "control limit" in the place of the hard unit limit, and have the "control limit" cognisant of the comparative value of units.
Either way, the hard unit-limit isn't supposed to be a gameplay feature - it's a hardware limitation. Imho, one needs a proper "supply" resource to get fair balancing out of a unit limit - after all, a unit limit that treats a peewee the same as a Krogoth is obviously a problem.
Imho, mods need to have features that make the hard "unit limit" impossible to reach. For BA/AA, I'd just have a fixed menu defined "control limit" in the place of the hard unit limit, and have the "control limit" cognisant of the comparative value of units.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
script the unit so that it detonates a small weapon every second that takes a bit of health off.Pxtl wrote:Well, lifespan, or negative-regen-to-death, or energy/metal-use for living. Something. Anything to keep them from spiralling out of control population-wise.
EDIT: We also have individual unit-limits don't forget
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Really needs a Unit CLASS limit, though, so you could limit the total number of mines and still have a variety of mines....MadRat wrote:The individual unit limit is independent of the total units, so that is a good way to control spam units like mines.
Or have multiple superheavies, but only 1 can be built at a time....
This would obviously be very useful to us. A related issue is having units which don't need to be killed in a comm-continues game, like mines and sandbags (S44 sandbags are units to allow friendlies to fire through them but not enemies). Obviously it could be tied to this tag or implemented seperately for maximum flexibility.
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
They are, thats what the unit button is for. It just needs fixing...EXit_W0und wrote:While we're on the subject i'd like to see unit specific limits configurable in the lobby. So we can have for example a max of 20 aircraft to prevent the game slowing down too much and crashing.
If you're talking about unit class (air, sea, land, building, hover, othercrap) then it is a subcatagory of class restricting...
Really, the preset sliders in the game-preconfig are anachronisms from TA. The fact is that this is something that needs to be mod-defined (what sliders, what limits)...
The problem is that scripting interaction between the sliders (or other theoretical selectables) and the FBI files would be tricky... really, at that point we're straying out of Spring and into OSRTS territory.
The problem is that scripting interaction between the sliders (or other theoretical selectables) and the FBI files would be tricky... really, at that point we're straying out of Spring and into OSRTS territory.