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Lake town/Port town-naval tc.

Posted: Thu Sep 13, 2018 10:46 pm
by Savra
A naval tc:

Same stats as tc, but spawns on water, can only build naval units.

Can be captured by ships. Not transports.

Re: Sea gate-capturable

Posted: Thu Sep 13, 2018 11:00 pm
by General Brave
Sounds good if you provide a image.

Re: Sea gate-capturable

Posted: Fri Sep 14, 2018 12:05 am
by Alexander82
A water tc? It might be a nice addition.

Re: Sea gate-capturable

Posted: Fri Sep 14, 2018 12:10 am
by Savra
That would be a port or something? Shall we change topic to that instead since it seems it will go somewhere?

Re: Sea gate-capturable

Posted: Fri Sep 14, 2018 12:40 am
by General Brave
A catchable Port or gate can work either one.

Re: Sea gate-capturable

Posted: Fri Sep 14, 2018 2:59 am
by Savra
Let's do sea port only for now. More use and we can make it so that any sea units can capture it and it acts like a tc/docks and only aquatic and sea units can be made through here.

Re: Sea gate-capturable

Posted: Fri Sep 14, 2018 3:00 pm
by Alexander82
A port or a small island

Re: Sea gate-capturable

Posted: Fri Sep 14, 2018 4:14 pm
by General Brave
Pretty sure it's simply a port that will act as a gate as well. The island idea could be used for another time.

Re: Lake town/Port town-naval tc.

Posted: Wed Dec 19, 2018 8:01 am
by Savra
Updated.

Re: Lake town/Port town-naval tc.

Posted: Wed Dec 19, 2018 4:26 pm
by Savra
Image.

Re: Lake town/Port town-naval tc.

Posted: Sat Jan 12, 2019 7:33 pm
by General Brave
Nice, a great addition.

Re: Lake town/Port town-naval tc.

Posted: Mon May 20, 2019 5:27 pm
by Alexander82
@Stratego (dev) would you mind adding that one?

Re: Lake town/Port town-naval tc.

Posted: Mon May 20, 2019 8:20 pm
by Stratego (dev)
would need some hours of coding, i have many open to do - we would need a proprityy list i can not implement all in parallel.

but idea is good, but needs core modifications and logics on TC spawning too.

also units needs to be able to set not on isAbleToOccupy but you need to set which TC it is capable - or ships willbe able to occupy notmal TCs as well?

Re: Lake town/Port town-naval tc.

Posted: Tue May 21, 2019 2:12 am
by General Brave
All unit should be able to occupy it, it works as regular except it spawns on the water or near it. At least from my understanding.

Re: Lake town/Port town-naval tc.

Posted: Tue May 21, 2019 5:30 am
by Stratego (dev)
i ment: a ship now can not occupy and here shuggested to change it.
that brings a problem: it will be able to occupy normal TCs too
is it good or wrong? (if wrong so we need new setting which unit can occupy which type of TC

Re: Lake town/Port town-naval tc.

Posted: Tue May 21, 2019 5:52 am
by Alexander82
I think that ships shouldn't be able to occupy normal tcs but that kind only.

Otherwise they might be occupied by land units that are brought there with transports.


@Strategist
About to-do list and priority we can define it later.

Send me a mail with all your pending works and, possibly, how long would take to make them.

I'll give them a priority rating or at least an order.

Re: Lake town/Port town-naval tc.

Posted: Tue May 21, 2019 7:57 am
by Stratego (dev)
i can not assemble a list, or it would cost half or a full a day :) (i think there are about a 100 of such)
sources of these:
- you have sent me 2-3 emails waiting some coding
- on forum there are the "needs" section "votes"
- and all forum topics (like this) that requires coding (this one is hard to find)
- also i have my own list - partly in hungarian for myself, i will run tru it and write here the worthy ones.
1. Objectives list in-game button
2a. "Online" multipalyer support (when u see enemy movement if you dont close the map)
2b. Some indication that what happened in enemy multiplayer turn (eg. showing which of your unit were destroyed
3. before dealing damabe showing the expected result (there was topic about it)
4. easy multiplayer game "create" : some sort of template to one click create with my favourite game setup.
5. Following AI movement with camera (can be turned off) - maybe have topic
6. clear production button (id some requests on it) - maybe have topic
7. organizing factory and unit waypoints (visually showing lines and editing grouping)
8. Google forces to do it: "Get your apps ready for the 64-bit requirement by August 1, 2019"
9. Google forces to do it: "Upgrade GCM to Firebase Cloud Messaging by May 29" (this is used by next turn "reminders" and next turn indications.
(i am not listing here AOW and other vairant specific ones)

seems more efficient if u write the ones you have in mind (that you need) and ask me a rough time cost and later you can extend the list (ordered list) with new ideas, or old ideas that were not listed yet.

maybe you could open a topic about these "Design Leader's priority list" or something.

Re: Lake town/Port town-naval tc.

Posted: Sat May 25, 2019 3:08 am
by Puss_in_Boots
I always thought TCs could be jsonified to generate in certain terrain if defined in trnswalkable, so I could force them to generate in space if I make a trnswalkable definition for TERRAIN_SPACE alone.

Re: Lake town/Port town-naval tc.

Posted: Sat May 25, 2019 3:12 am
by Puss_in_Boots
Stratego (dev) wrote:
Tue May 21, 2019 7:57 am
8. Google forces to do it: "Get your apps ready for the 64-bit requirement by August 1, 2019"
That's the scariest, most horrifying thing I've read on Forums. :shock: