Structures by design
Posted: 08 Feb 2012, 18:46
Hello.
i want implement idea "Designing structures the same way units are designed"
seems it is not complex but..
1) may be someone already working on it
2) may be something should be changed soon (like format of body stat file)
3) may be it will useless because <...> ?
Current plan (updated)
*design only defenses (not factories and etc)
*use droid templates for strctures
*structure stat created in runtime from template
*structure bodies: body.ini with additional parameters (heigh, weight, type of hardcrete and etc)
body size => body type (LIGHT, MEDIUM, HEAVY, DEFENSE_SOFT, DEFENSE_MEDIUM, DEFENSE_HARD)
*Add field "WEAPON_TYPE" into weapon stats
types of weapons: (COMMON, VTOL, CYBORG)
*structure propulsion type: constant dummy
propulsion type for strctures: "defense"
*propulsion button wil be invisible for structure bodies
*network: functions for sending structure stats and store with some kind of multiplayer id
*research: just adjust data (add research components)
*UI: need 4 weapon buttons (i want fortress with 4 weapons)
*Aviable weapons for structures: file aviabledefenses.ini
All aviable defenses in designer should have same price and other parametes as in current WZ in strctures.txt
if this file aviabledefenses.ini does not exist then all combinations of defenses will be aviable
in file aviabledefenses.ini also will be stored price,HP,buildtime of structure as in current version of WZ
in UI should be shown corret price and HP (or just put it to "-" for first time)
some thoughts
Idea from Iluvalar: make strcture damage formulas working like droid damage formulas.
status of idea: interesting, but too many changes, too soon. canceled
*Strcture Propulsion => Strcture Strength (SOFT, MEDIUM, HARD, BUNKER)
*all parameters of structure should be calculated as parameters of droid with different propulsion type
*list of aviable propulsion => bodypropulsion.txt
for 1 structure body only one propulsion.. (bunkers will have "bunker" propulsion and etc.)
some thing which should be decided before coding:
1) How restict weapons on different strctures
- restrict XSuperCannon on any bodies except fortreses
- how make artillery unusable on bunkers (to not break current "balance")
ToDo list:
- add some predefined templates in JS to make players easier to adapt to mod
*this templates should provide readyforuse structures in T2 and T3
- remove research items for defenses in T2 and T3 mode
- check pointer pDisplayedName (forgot to free it somewhere?)
- solve issue: designed structures on map (map editor!)
- savegames dont work
- more multuplayer tests
- flashlight (removed from redundant, but it still hides when i get pulse laser)
- check warnings in log "[getResearch] Unknown research - R-Struc-VTOLFactory-Upgrade03" (T3 mode?)
Change log:
- calculation of defenses price moved to JS
- fixed stored templates for structures
- added weaponPriceModifier for structure bodies (fit current balance)
- implemented bunker with invisisble machineguns
- make Assault Gun still exist when we got Twin asault gun (need for AG bunkers)
- removed redundant components from research: Heavy Machinegun, Needle Gun, Flashlight
this weapons have "light" size and can be placed on bunkers and towers, so we dont want remove them when more advanced weapon researched
- added limits for strcture bodies (added js-function is ComponentFits, added weaponDesignType, added more body sizes)
- adjusted formulas for HP, Price and build points for designed structures
- removed prresearches for hardpoints and towers, so players dont see hardpoints and towers researches, while AI can use it
-
i want implement idea "Designing structures the same way units are designed"
seems it is not complex but..
1) may be someone already working on it
2) may be something should be changed soon (like format of body stat file)
3) may be it will useless because <...> ?
Current plan (updated)
*design only defenses (not factories and etc)
*use droid templates for strctures
*structure stat created in runtime from template
*structure bodies: body.ini with additional parameters (heigh, weight, type of hardcrete and etc)
body size => body type (LIGHT, MEDIUM, HEAVY, DEFENSE_SOFT, DEFENSE_MEDIUM, DEFENSE_HARD)
*Add field "WEAPON_TYPE" into weapon stats
types of weapons: (COMMON, VTOL, CYBORG)
*structure propulsion type: constant dummy
propulsion type for strctures: "defense"
*propulsion button wil be invisible for structure bodies
*network: functions for sending structure stats and store with some kind of multiplayer id
*research: just adjust data (add research components)
*UI: need 4 weapon buttons (i want fortress with 4 weapons)
*Aviable weapons for structures: file aviabledefenses.ini
All aviable defenses in designer should have same price and other parametes as in current WZ in strctures.txt
if this file aviabledefenses.ini does not exist then all combinations of defenses will be aviable
in file aviabledefenses.ini also will be stored price,HP,buildtime of structure as in current version of WZ
in UI should be shown corret price and HP (or just put it to "-" for first time)
some thoughts
Idea from Iluvalar: make strcture damage formulas working like droid damage formulas.
status of idea: interesting, but too many changes, too soon. canceled
*Strcture Propulsion => Strcture Strength (SOFT, MEDIUM, HARD, BUNKER)
*all parameters of structure should be calculated as parameters of droid with different propulsion type
*list of aviable propulsion => bodypropulsion.txt
for 1 structure body only one propulsion.. (bunkers will have "bunker" propulsion and etc.)
some thing which should be decided before coding:
1) How restict weapons on different strctures
- restrict XSuperCannon on any bodies except fortreses
- how make artillery unusable on bunkers (to not break current "balance")
ToDo list:
- add some predefined templates in JS to make players easier to adapt to mod
*this templates should provide readyforuse structures in T2 and T3
- remove research items for defenses in T2 and T3 mode
- check pointer pDisplayedName (forgot to free it somewhere?)
- solve issue: designed structures on map (map editor!)
- savegames dont work
- more multuplayer tests
- flashlight (removed from redundant, but it still hides when i get pulse laser)
- check warnings in log "[getResearch] Unknown research - R-Struc-VTOLFactory-Upgrade03" (T3 mode?)
Change log:
- calculation of defenses price moved to JS
- fixed stored templates for structures
- added weaponPriceModifier for structure bodies (fit current balance)
- implemented bunker with invisisble machineguns
- make Assault Gun still exist when we got Twin asault gun (need for AG bunkers)
- removed redundant components from research: Heavy Machinegun, Needle Gun, Flashlight
this weapons have "light" size and can be placed on bunkers and towers, so we dont want remove them when more advanced weapon researched
- added limits for strcture bodies (added js-function is ComponentFits, added weaponDesignType, added more body sizes)
- adjusted formulas for HP, Price and build points for designed structures
- removed prresearches for hardpoints and towers, so players dont see hardpoints and towers researches, while AI can use it
-