Buildable units/building/map - IMPLEMENTED

Put here any ideas, suggestions about existing maps, or new maps.
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patroid
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Buildable units/building/map - IMPLEMENTED

Post by patroid » Sat Jan 16, 2016 10:55 am

Hi
There MUST be a way to set what units are buildable inTC's
Or other structures amd what buildings are possible tp construct.
I hope there comes a easy way to set a production list for a map (a custom).

Patroid

Stratego (dev)
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Re: Buildable units/building/map

Post by Stratego (dev) » Sat Jan 16, 2016 7:12 pm

I presume you mean a campaign or skirmish map, where the map designer want to set what units the player is capable to build.

if so than
- the same was mentioned by Balint a few days ago
- also i have an idea to make it by using triggers.

Idea:
1. you will have these trigger effects:
- clear buildables list of player
- add a unit type to player buildable list
- remove a unit type from player buildable list
- add a unit category to player buildable list
- remove a category of units from player buildable list
- add all default unit types to player buildable list (same result as maps have now without such triggers)
2. you can set these triggers on start, and running in proper order you can, clear-add one,add two and so on units,
3. you can set these triggers on any event, eg. if a player reaches a village he can learn how to train "roman" units, and from that point he will be able to train them.

by these
- you can easily make maps where one of the player is such "un-advanced" so he can only build eg. slinger, archer and pikemen and nothing else.
- you can remove a specific unit from the player buildable list (eg. catapult)
- you can set a player to be able to build units that are only "campaign" units (like muslem units)
- so finally you can set "race" like setups: a roman player, being able to build roman units, against a normal general unitset.

this is the idea, what do you think?
(ps: we need to run tru all non-buildable units so we set the proper cost and proper building where it can be built eg. )

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COOLguy
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Re: Buildable units/building/map

Post by COOLguy » Sat Jan 16, 2016 11:35 pm

ooh so cool!
Thanks!
Josh

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Hardeep
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Re: Buildable units/building/map

Post by Hardeep » Sat Jan 16, 2016 11:55 pm

Greatest idea of the day!
THE WHITE HAND WILL NOT BE STOPPED!
ISENGARD WILL PREVAIL!
Durbgu nazgshu, Durbgu dashshu!
Durbgu nazgshu, Durbgu dashshu!

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Stratego (dev)
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Re: Buildable units/building/map - IMPLEMENTED

Post by Stratego (dev) » Sun Jan 17, 2016 8:31 pm

it is implemented (without the "category" options, and you still can not build "non-buildable" units (like Jean D'Arc) even if u granted them)

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COOLguy
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Re: Buildable units/building/map - IMPLEMENTED

Post by COOLguy » Sun Jan 17, 2016 9:44 pm

Okay great - I will test them on my original "Nyadhos" campaign. Will it mess up the existing ban list? (So I need to "add all default" and then "remove all default" before adding the new list of units to allow?)
Thanks!
Josh

Stratego (dev)
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Re: Buildable units/building/map - IMPLEMENTED

Post by Stratego (dev) » Sun Jan 17, 2016 11:26 pm

(current banlist is only for the player)

think of the as "filters" they can work together and any of them can filter out a unit.

but from now i suggest using the new trigger based one.

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