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Research?

Posted: 05 Feb 2007, 16:32
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.

Posted: 05 Feb 2007, 16:32
by j5mello
MTR and Command Engine

Posted: 05 Feb 2007, 16:35
by manored
j5mello wrote:MTR and Command Engine
?

I checked the mtr stuff and didnt found this... what command engine means?

Posted: 05 Feb 2007, 16:44
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

Posted: 05 Feb 2007, 19:56
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

Posted: 06 Feb 2007, 03:56
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!

Posted: 06 Feb 2007, 05:35
by j5mello
no thats more of a tech tree/depency setup. Research a la AoE or Starcraft isn't possible...

Posted: 06 Feb 2007, 05:37
by Peet
Well, if the LUA script could set global flags, and unit scripts could read them...

Posted: 06 Feb 2007, 11:13
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.

Posted: 06 Feb 2007, 21:33
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.

Posted: 06 Feb 2007, 22:05
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.

Posted: 06 Feb 2007, 22:10
by Peet
That doesn't help the problem of units requiring research to fire certain weapons, or unit upgrades however.

Posted: 06 Feb 2007, 22:18
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.

Posted: 07 Feb 2007, 01:12
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.

Posted: 07 Feb 2007, 03:58
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.

Posted: 07 Feb 2007, 04:06
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)

Posted: 07 Feb 2007, 04:12
by Peet
Even if it doesnt have a collisionsphere it still has a footprint, which is what blocks other units.

Posted: 07 Feb 2007, 17:08
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

Posted: 08 Feb 2007, 02:19
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.

Posted: 08 Feb 2007, 02:29
by smoth
Hell, I'd be cool with it.