Idea that might, or probably not be possible
Moderator: Moderators
Idea that might, or probably not be possible
Make it where a unit is required to be built for another unit, that way we can have fake research hubs or sumthin. just another MTR
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- Posts: 501
- Joined: 18 May 2006, 21:19
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
So do you mean some kind of Prerequisite tags in the SIDEDATA.TDF file? Perhaps a sample listing could look like:
The bad thing is to get individual units to develop like that it gets overly long winded.
Code: Select all
[CANBUILD]
{
[ARMAAP]
{
prerequisite1=ARMAP;
prerequisite2=ARM_ADV_AIR_TECH;
canbuild1=ARMACA;
canbuild2=ARMBRAWL;
canbuild3=ARMPNIX;
canbuild4=ARMLANCE;
canbuild5=ARMHAWK;
canbuild6=ARMSEAP;
canbuild7=ARMAWAC;
canbuild8=ARMSEHAK;
canbuild9=ARMCSA;
}
[ARMHAWK]
{
prerequisite1=ARMAAP;
prerequisite2=ARM_STEALTH_TECH;
}
}
Putting it in sidedata has the advantage that you can have a building Z that has building Y as prerequisite on one side, and building X as prerequisite on another side.
e.g. one common targetting facility has Arm Advanced Radar prerequisite for Arm and Core Advanced Radar prerequisite for Core.
(If my understanding of how sidedata.tdf works is correct)
e.g. one common targetting facility has Arm Advanced Radar prerequisite for Arm and Core Advanced Radar prerequisite for Core.
(If my understanding of how sidedata.tdf works is correct)
I like that a lot, though it will probably upset AF. Requires some work for the AIs to adapt this but I've been waiting for this a long time... though I had a better idea: groups like armor.
The maxBuild and groupSize stuff was just an idea to limit build amounts, i.e. you can have either 10 FOOTANKs and 20 BLAHTANKs or 30 BLAHTANKs. I know there are unitlimits already but why not make it some more advanced. Also the Prerequisite could be split up while getting an amount added.
Means there have to be three "Barracks" units alive for the condition to be true. Also that means the techtree should be split from either unitdata or sidedata IMO, though I don't care too much about it, I'd be happy with any kind of tech tree system.
Well it's just an idea I had... which I mentioned somewhere else I think.
Code: Select all
[TECH1] // group name
{
groupSize = 30; // -1 = no limit
prerequisite = PowerPlant Radar; // applies to all units
[FOOTANK]
{
prerequisite = Armory;
maxBuild = 10;
}
[BLAHTANK]
{
Prerequisite = Armory Barracks;
maxBuild = -1; // no limit
}
}
[TECH2]
{
groupSize = 5;
...
...
}
Code: Select all
Prerequisite1 = Armory 1;
Prerequisite2 = Barracks 3;
Well it's just an idea I had... which I mentioned somewhere else I think.
