Switchable armor types

Switchable armor types

Requests for features in the spring code.

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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Switchable armor types

Post by KDR_11k »

Would be nice if we could switch a unit's armor type with the set ARMORED command, by default it could keep the old class but if desired there could be ArmorClass1, ArmorClass2, ... tags that define a list of alternate armor classes for the unit. This would be useful for providing protection only against some weapons or even boosting damage from others. E.g. armor plates that stop small caliber weapons but not big AT shots or a fire enchantment that reduces air and fire magic damage while increasing damage from water magic.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

We define "ARMORED=0;" or "ARMORED=1;", right?
Why not just make it simple and make it allow to receive the ammount of armour through that variable? "ARMORED=0.1;" "ARMORED=0.7;" "ARMORED=1.3;"
That would be nice although that could not be implemented without horibly breaking backwards compatibility with existing mods.

Anyway, what you seem to be asking it for is best handled with armor.txt and special damages in weapon's definitions (even though the usability of armor.txt is limited).
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

How would a syntax for defining multiple armor classes for one unit in the armor.txt look like? "corcom:1" for the first AC, "corcom:2" for the second, etc? Letting aside that I'd rather see the armor class being defined next to all the other classes and attributes of a unit (i.e. in the FBI) I think such special case attributes would go better into the unit's file than the central one. The armor.txt would define the default class while changes through the script would use values defined in the FBI.

Letting ARMORED reflect different multipliers would not work for this, it affects ALL weapons in the same way while switching armor classes could do anything with the damage (e.g. armor piercing weapons get no damage reduction while otherer weapons do and shrapnell does no damage at all).
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Re: Switchable armor types

Post by PauloMorfeo »

Ok, i misunderstood what you meant. I failed to "see" this specific word:
KDR_11k wrote:... or a fire enchantment that reduces air and fire magic damage while increasing damage from water magic.
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