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Recent Posts

  • As always very helpful, thanks!

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  • W

    @rogercooper said in Can I have multiple types of tech tokens?:

    Can I have multiple types of tech tokens which are used to roll against different tech tables? What I am trying to do as to have a "diplomacy" tech which gets you random allies as well the traditional tech type.

    No. You could have multiple tech/techActivation. By default each tech uses the same "tree", but this can be manipulated through triggers. You could use a different resource to purchase tech tokens, but without removing the tokens, they could be used for any tech. But only tech tokens can be used to purchase tech rolls.

    @rogercooper said in Can I have multiple types of tech tokens?:

    Can I bias the tech table for a player by having multiple identical entries, making some techs more likely to be discovered than others?

    Yes, just add the entry multiple time to the playerTech, or through triggers.

    Hope this is helpful.

    Cheers...

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  • Can I have multiple types of tech tokens which are used to roll against different tech tables? What I am trying to do as to have a "diplomacy" tech which gets you random allies as well the traditional tech type.

    Can I bias the tech table for a player by having multiple identical entries, making some techs more likely to be discovered than others?

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  • W

    @thedog

    And so, I got some things a little mixed up there, sorry.

    The Barracks, Industry, Industry_Upgrade, Industry-Hvy, Industry-Hvy_Upgrade should all be called "factory" and look like this:

    <option name="constructionType" value="factory"/> <option name="maxConstructionsPerTypePerTerr" value="2"/> <!-- This will allow 2 of the same type to occupy the territory at once --> <!-- This will allow the upgrade unit to be placed --> <option name="constructionsPerTerrPerTypePerTurn" value="1"/> <!-- Only 1 per turn, will prevent a upgrade and other to be placed during the same turn -->

    The upgrades will still need to replace/create. In the playerAttachment:

    <option name="placementLimit" value="owned:Barracks:Industry:Industry-Hvy" count="1"/> <!-- Note no upgrade units, and this should stop the second placement of a production unit -->

    Then the cleanup, but I see that you have only an endTurn at the beginning of the round. This is what is used to spawn the upgraded unit prior to removal, but I sure you can handle this.

    Again, sorry for the mix up.

    Cheers...

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