Veteran.TAG= and Elite.TAG=

Bug #895755 reported by Black Temple Gaurdian
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Invalid
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Bug Description

I was thinking how to expand the Veterancy system and had an idea.

Basically, Veteran.Ammo would overide Ammo when the unit is veteran, which is overided by Elite.Ammo when Elite.

Or another example:
Undeploysinto=basicturret
Veteran.Undeploysinto=turret
Elite.Undeploysinto=epicturret
So the unit would undeploy into basic turret normally, turret when veteran and epicturret when elite.

I feel this could open a lot of options.

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DCoder DCoder (dcoder1337) wrote :

Seriously? Does nobody use the search anymore?

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Linglin (linglin) wrote :

Sometimes search is not good enough because everybody thinks same but tell you in many different kinds of way.
And major problem is:no Tags or Keywords(for Tag Search or Keywords Search)

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Black Temple Gaurdian (black-temple-gaurdian) wrote :

Uh this isn't a duplicate incase you ahdn't noticed. THis invokes NO transformation logic WHAT-SO-EVER. For one, one unit doesn't turn into another and for two, one unit doesn't turn into another.

EDIT: It's like saying ElitePrimary= and EliteSecondary= are duplicates of previously mentioned issue, it just isn't!

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DCoder DCoder (dcoder1337) wrote :

And aside from transformation, what is the difference? By your logic I should add a veteran/elite version of every single flag, which is far more work than implementing 179 with no visible difference.

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Black Temple Gaurdian (black-temple-gaurdian) wrote :

Umm because the unit doesn't change, doesn't break type selection, doesn't lose Elite/Veteran upgrades (ROF, Ect.) and veterancy isn't lost.

Also, wouldn't it just be a case of using the override thingy of ElitePrimary only expanding it to search for Vertancy Level.Tag and then using that instead of TAG

I mean Search for Veteran/Elite.string if found, override string doesn't sound like that much work...

EDIT: and it soesn't affect buildlimits.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

It doesn't sound like that much work. Alright.

For example's sake, how exactly do you imagine the game handles UndeploysInto? And how would we have to change it to handle Veteran.UndeploysInto instead?

Revision history for this message
Black Temple Gaurdian (black-temple-gaurdian) wrote :

Umm... Check UndeploysInto=, if string is present cehck unit's health (percentage) and veterancy (and possibley experience), store values. Erase unit, create new building with stored health, veterancy and experience as well if trainable=yes.

And this is how I envision my request would work:
Unit gains veterancy, search for "Veteran.*=", override "*" value with Veteran.*='s value.

So the undeployment would continue as normal, except the tag would've been changed upon promotion.

But then agian, I don't know how the system works, so I may be (and judging from your reaction, probably am) wrong.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Aha. And to do that I need to replace, at the very least, one instance of this->Type->UndeploysInto with this->Veterancy.IsVeteran() ? this->Type->Veteran_UndeploysInto : this->Type->UndeploysInto.

Now ask yourself, how many flags does a VehicleType support? By my count http://modenc.renegadeprojects.com/VehicleTypes lists 424. That's 424 more locations where I need to account for this "simple change". That's in the hypothetical best case where each flag is only accessed once in the entire game...

In short, this approach totally doesn't scale. Which is why unit upgrades and similar magic modifiers are not present in Ares and are unlikely to ever go beyond speed/armor/firepower/... multipliers that are already achievable through crates.

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Black Temple Gaurdian (black-temple-gaurdian) wrote :

Ah.

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