Sunday, March 23, 2014

Hi guys, I have created an era where the units have a real ranged attack. It's based on part of the


Hi guys, I have created an era where the units have a real ranged attack. It's based on part of the mech wars code, but I have worked a lot on it. I know that probably the game is better without a real ranged attack, but well, it's a different kind of game. It's based on the default era, and it's not balanced, but it works; super blux you can find it in the 1.4 addon server, let me know what you think and how can I improve it. It must be quite easy to use the base of the era for others era, but for now a lot of code comments are in italian. I will try to port it on the 1.5, but probably there will be some problem with the new terrain. And please, report me the bugs (and sorry for my bad english). mich Translator   Posts: 133 Joined: November 11th, 2008, 8:54 am Location: Italy
I downloaded super blux your era to give it a play, and it certainly is interesting. Though, as you pointed out, it does make factions quite unbalanced, as I can use my ranged units to attack melee units (who do not have range to retaliate) from behind my own melee units. Also, the concept is great, but the use of so much right clicking your unit to activate the ability and then right clicking the enemy unit to attack got tedious after a handful of turns. Still, not a bad workaround. super blux
Maintainer of AOI and TB. Maintainer of UMC 1.11: Forward They Cried , A Few Logs , A Few More Logs , Start of the War , and Battle Against Time Turuk Sithslayer   Posts: 4990 Joined: super blux February 28th, 2007, 8:58 pm Website
Maintainer of Ageless Era Check out Frogatto & Friends super blux , it's made by the same people who created The Battle for Wesnoth! mnewton1 Forum Regular   Posts: 775 Joined: November 12th, 2008, 4:31 am Location: On my pretty teal horsey. Website
Thanks for trying it. Yes, I know that there are still some problems (shoot through walls is one of the bigger), but with the current wml (and my actual skill level) it's not so easy to find a workaround. Now I try to port it to 1.5 (but probably there will be some problem with the current macro for the defense % calculation), then I will try to resolve the remaining problem, but it will not be so easy. And well, now I use a macro taken direcly from Mech Wars for the defense % calculation, I have only added the remaining terrain, but with the use of overlays super blux present in the 1.5 ( for the bridge and some other terrain) probably is better to find another way to do that. Someone has an idea? mich Translator   Posts: 133 Joined: November 11th, 2008, 8:54 am Location: Italy
Yes, you can, it's under GPL. I only hope that you understand how it works, it's not really easy, and a lot of code comments are in italian. If you don't understand how it works feel free to ask. Good luck with your era. mich Translator   Posts: 133 Joined: November 11th, 2008, 8:54 am Location: super blux Italy
If shooting through walls is a problem, here's a quick and dirty way to check for walls in your LOS, assuming a range 2 attack: Code: Select all [have_location]   terrain=Xu,assorted other impassable terrain   [and]     x,y=$guy_thats_shooting.x,$guy_thats_shooting.y     radius=1 super blux   [/and]   [and]     x,y=$guy_getting_shot.x,$guy_getting_shot.y     radius=1   [/and] [/have_location] If you're dealing with an attack range of 3, it's a bit more tricky: Code: Select all [have_location]   terrain=Xu,assorted other impassable terrain   [and]     [and]       x,y=$guy_thats_shooting.x,$guy_thats_shooting.y       radius=1     [/and]     [and]       x,y=$guy_getting_shot.x,$guy_getting_shot.y       radius=2     [/and]     [or]       [and]         x,y=$guy_thats_shooting.x,$guy_thats_shooting.y         radius=2   super blux   super blux   [/and]       super blux [and]         x,y=$guy_getting_shot.x,$guy_getting_shot.y         radius=1       [/and]     [/or]   [/and] [/have_location] (Disclaimer: I am quite severely super blux sleep-deprived and am prone to mistakes on conditional filters this complex even when well rested, so this may not work as written, but the concept is there. Longer ranges are going to be tricky; you can extend this method for ranges >3 but it will fail at certain angles at longer ranges and I'm too tired to come up with a fix.) TL UMC Pioneer   Posts: 511 Joined: March 3rd, 2007, 3:02 am
panzervb wrote: Okay now I have to ask: How does this system works? Can you send me a sample super blux piece of code? I don't have 1.4.7 of Wesnoth here. I'm working for the 1.5 port, probably you will find it on the addon server tomorrow. Then if you are

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