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Re: New flag in mod
Posted: 12 Jun 2009, 17:55
by Regret
lurker wrote:There is no way to detect it without human help.
You can detect additional units added to mods techtree.
Re: New flag in mod
Posted: 12 Jun 2009, 18:17
by lurker
But you can't detect a gadget letting you build units. We went over this. :p
Re: New flag in mod
Posted: 12 Jun 2009, 18:24
by Regret
lurker wrote:But you can't detect a gadget letting you build units. We went over this. :p
You can detect the map containing new unit files.
Re: New flag in mod
Posted: 12 Jun 2009, 18:31
by lurker
But a map might have unit files that are part of its environment, that don't interfere with the mod at all.
Re: New flag in mod
Posted: 12 Jun 2009, 18:41
by Regret
lurker wrote:But a map might have unit files that are part of its environment, that don't interfere with the mod at all.
Like what?
Re: New flag in mod
Posted: 12 Jun 2009, 18:45
by CarRepairer
There's a hole in my bucket, dear Liza, dear Liza,
There's a hole in my bucket, dear Liza, a hole.
Then fix it, dear Henry, dear Henry, dear Henry,
Then fix it, dear Henry, dear Henry, then fix it.
With what shall I fix it, dear Liza, dear Liza?
With what shall I fix it, dear Liza, with what?
With some straw, dear Henry, dear Henry, dear Henry,
With some straw, dear Henry, dear Henry, some straw.
The straw is too long, dear Liza, dear Liza,
The straw is too long, dear Liza, too long,
Then cut it, dear Henry, dear Henry, dear Henry,
Then cut it, dear Henry, dear Henry, cut it.
With what shall I cut it, dear Liza, dear Liza?
With what shall I cut it, dear Liza, with what?
With an axe, dear Henry, dear Henry, dear Henry,
With an axe, dear Henry, dear Henry, an axe.
The axe is too dull, dear Liza, dear Liza,
The axe is too dull, dear Liza, too dull.
Then sharpen it, dear Henry, dear Henry, dear Henry,
Then sharpen it, dear Henry, dear Henry, sharpen it.
With what shall I sharpen it, dear Liza, dear Liza?
With what shall I sharpen it, dear Liza, with what?
With a stone, dear Henry, dear Henry, dear Henry,
With a stone, dear Henry, dear Henry, a stone.
The stone is too dry, dear Liza, dear Liza,
The stone is too dry, dear Liza, too dry.
Then wet it, dear Henry, dear Henry, dear Henry,
Then wet it, dear Henry, dear Henry, then wet it.
With what shall I wet it, dear Liza, dear Liza?
With what shall I wet it, dear Liza, with what?
try water, dear Henry, dear Henry, dear Henry,
try water, dear Henry, dear Henry, try water.
From where shall I get it, dear Liza, dear Liza?
From where shall I get it, dear Liza, from where?
From the well, dear Henry, dear Henry, dear Henry,
From the well, dear Henry, dear Henry, the well.
In what shall I fetch it, dear Liza, dear Liza?
In what shall I fetch it, dear Liza, in what?
In a bucket dear Henry, dear Henry, dear Henry,
In a bucket dear Henry, dear Henry, in a bucket.
There's a hole in my bucket, dear Liza, dear Liza,
There's a hole in my bucket, dear Liza, a hole.
Re: New flag in mod
Posted: 12 Jun 2009, 20:06
by lurker
Why can't you just read the posts I already made? Animals and plants roaming the world, civilian populations, artifact shield generators from a lost civilization... The most unarguable variant is probably birds in the sky, can't interfere with anything.
Re: New flag in mod
Posted: 12 Jun 2009, 20:51
by Regret
lurker wrote:Why can't you just read the posts I already made? Animals and plants roaming the world, civilian populations, artifact shield generators from a lost civilization... The most unarguable variant is probably birds in the sky, can't interfere with anything.
Units in the sense of units with an actual unitID will interfere with the game. I read what you wrote, I asked for an example which would not interfere with the game.
lurker wrote:But a map might have unit files that are part of its environment, that don't interfere with the mod at all.
Massive shield generators are one of those? Civilian populations?
Re: New flag in mod
Posted: 12 Jun 2009, 20:58
by lurker
I see that I have to be very precise in this argument. Acceptable.
Birds flying around high in the sky, they have unitdefs, they consume unitIDs, they don't interfere with the battle. This would be flagged incorrectly by your most recently proposed metric.
Re: New flag in mod
Posted: 12 Jun 2009, 21:03
by Regret
lurker wrote:I see that I have to be very precise in this argument. Acceptable.
Birds flying around high in the sky, they have unitdefs, they consume unitIDs, they don't interfere with the battle. This would be flagged incorrectly by your most recently proposed metric.
If I was to drag out an attack order, wouldn't they get targeted too? Or what if I ordered my air fighters to follow one? If they are so high then how would they be seen at all? Wouldn't they obstruct the view of players if they were always visible?
Re: New flag in mod
Posted: 12 Jun 2009, 21:06
by KDR_11k
How about WorldBuilder cities?
Re: New flag in mod
Posted: 12 Jun 2009, 21:09
by Regret
KDR_11k wrote:How about WorldBuilder cities?
Unit like a unit.
EDIT: not sure if those are features or units, if units then someone should be hit over the head.
Re: New flag in mod
Posted: 12 Jun 2009, 21:10
by lurker
They could be made untargetable and unchasable, if that was desired.
A few birds on the screen won't hurt the player.
Re: New flag in mod
Posted: 12 Jun 2009, 21:16
by Regret
lurker wrote:They could be made untargetable and unchasable, if that was desired.
A few birds on the screen won't hurt the player.
That would make them essentially flying models, which would be better off made using the maps lua just like snowflakes.
Re: New flag in mod
Posted: 12 Jun 2009, 21:44
by lurker
What if they're cyberbirds that attack each other with cyberbird lasers? And if you want to you can order ground to air missiles to shoot them in their idle time? Doesn't interfere, but can be interacted with a bit, and needs to be a unit. It can avoid drag attacks, only when you target it precisely.
Re: New flag in mod
Posted: 12 Jun 2009, 21:51
by Regret
lurker wrote:What if they're cyberbirds that attack each other with cyberbird lasers? And if you want to you can order ground to air missiles to shoot them in their idle time? Doesn't interfere, but can be interacted with a bit, and needs to be a unit. It can avoid drag attacks, only when you target it precisely.
How is your units shooting randomly not interfering? How is flying shooting birds not interfering?
Also: "oh shit I accidentally targeted a bird instead of moving/attacking enemy"
Re: New flag in mod
Posted: 12 Jun 2009, 21:52
by lurker
It won't happen accidentally. If you can't manage to click on the right thing when giving attack orders, it can have a completely different button to attack the cyberbirds.
Re: New flag in mod
Posted: 12 Jun 2009, 21:58
by Regret
lurker wrote:It won't happen accidentally. If you can't manage to click on the right thing when giving attack orders, it can have a completely different button to attack the cyberbirds.
Different button?
Also ability to attack such units in such height gives room for extending the range of any unit by targeting the birds and missing, thus allowing the projectile to fly way beyond the intended range.
Re: New flag in mod
Posted: 12 Jun 2009, 22:19
by lurker
Only AA weapons can fire, those won't fall back down.
Re: New flag in mod
Posted: 12 Jun 2009, 22:25
by Regret
lurker wrote:Only AA weapons can fire, those won't fall back down.
How will you solve that since a mod can use any tag at all to indicate that a unit can be targeted only by AA?