Research?

Research?

Requests for features in the spring code.

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manored
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Research?

Post by manored »

I think it would be good to have the possibily of researching techs in a age of empires style, I mean: Building options that doesnt cause any change in the game world except allowing you to make new buildings/units.
j5mello
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Post by j5mello »

MTR and Command Engine
manored
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Post by manored »

j5mello wrote:MTR and Command Engine
?

I checked the mtr stuff and didnt found this... what command engine means?
j5mello
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Post by j5mello »

Command Engine is the new name for OSRTS AFAIK. And half of the stuff that is MTR isn't on that damn page... No one feeds the MTR
manored
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Post by manored »

j5mello wrote:Command Engine is the new name for OSRTS AFAIK. And half of the stuff that is MTR isn't on that damn page... No one feeds the MTR
Nice because it means I am not guiltly... :P
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Noruas
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Post by Noruas »

I thought this was already possible through the Lua system or sumthing, by requiring a certain unit to exist, to build another. Like star trek armada!
j5mello
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Post by j5mello »

no thats more of a tech tree/depency setup. Research a la AoE or Starcraft isn't possible...
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Peet
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Post by Peet »

Well, if the LUA script could set global flags, and unit scripts could read them...
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KDR_11k
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Post by KDR_11k »

Or failing that, COB scripts...

Either way this is a feature requested by many so it should be one of the higher priority ones.
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smoth
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Post by smoth »

P3374H wrote:Well, if the LUA script could set global flags, and unit scripts could read them...
No we moders cannot because players HAVE to be able to use their own ui.
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Pxtl
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Post by Pxtl »

Really, unlocking-through-buildings instead of research are so functionally similar that it's hardly worth mentioning. I mean, "click button" and "click button... place" are quite similar.

However, couldn't you hack it up some way - have a construction lab that builds an invisible, intangible unit which, on completion:
  • Enables the construction of the other unit (or sets a global flag to enable the upgrade)

    Disables the construction of itself.

    Then dies silently, invisibly.
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Peet
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Post by Peet »

That doesn't help the problem of units requiring research to fire certain weapons, or unit upgrades however.
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Pxtl
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Post by Pxtl »

P3374H wrote:That doesn't help the problem of units requiring research to fire certain weapons, or unit upgrades however.
Can't COB scripts access global variables? There should be ways to disable those "certain weapons" and alter the attributes of the unit for the necessary upgrades based on the presence of a global variable in the COB script, i would think. It'd be a huge PITA, though.
manored
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Post by manored »

Pxtl wrote:Really, unlocking-through-buildings instead of research are so functionally similar that it's hardly worth mentioning. I mean, "click button" and "click button... place" are quite similar.

However, couldn't you hack it up some way - have a construction lab that builds an invisible, intangible unit which, on completion:
  • Enables the construction of the other unit (or sets a global flag to enable the upgrade)

    Disables the construction of itself.

    Then dies silently, invisibly.
Then you unlock with buildings, if you lose the buildings you lose the tech, and you need more of that buildings to use the techon other places. With research not.
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Pxtl
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Post by Pxtl »

Is there a way to enable the construction of a unit-type in COB script? Or only using the "building unlock"? That's what my suggestion was - if you could do it in script it wouldn't be undone when the unit was destroyed.

Alternately, instead of a building, use an invisible, invincible, flying unit.
manored
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Post by manored »

Pxtl wrote:Alternately, instead of a building, use an invisible, invincible, flying unit.
Cant you make units winhout colision sphere? (basically that cant be hit and can be walked thru)
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Peet
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Post by Peet »

Even if it doesnt have a collisionsphere it still has a footprint, which is what blocks other units.
manored
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Post by manored »

P3374H wrote:Even if it doesnt have a collisionsphere it still has a footprint, which is what blocks other units.
Thanks for the info... so lets stay with the flying invisible incolidible unit! :P
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MadRat
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Post by MadRat »

Alas, the most obvious solution is a simple one that gets tagged to the sidedata file. A simple field for prerequisite. Basically the unit cannot get built until the prerequisite is met. The game engine simply would not begin construction, and just skip it on the build queue list, if the prerequisite was not present at the time it reached the top of the queue.

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=ARM_STEALTH_TECH;
		}
}
The bad thing is to get individual units to develop like that it gets overly long winded.
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smoth
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Post by smoth »

Hell, I'd be cool with it.
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