Navigation

    TripleA Logo

    TripleA Forum

    • Register
    • Login
    • Search
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags

    Inflict Bombing Damage On Capture

    Feature Requests & Ideas
    3
    19
    2804
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • Hepps
      Hepps Moderators last edited by Hepps

      0_1518923488832_Implemented.png

      Currently, there isn't any way to inflict bombing damage on captured infrastructure units.

      Proposal
      Create a new property to add bombing damage when a unit is captured:

      <option name="whenCapturedSustainsDamage" value="10"/>
      
      redrum 1 Reply Last reply Reply Quote 0
      • redrum
        redrum Admin @Hepps last edited by redrum

        @hepps You could do something like whenCapturedChangesInto but without some sort of trigger, I don't think there is anyway to set bombing damage.

        Hepps 2 Replies Last reply Reply Quote 0
        • Hepps
          Hepps Moderators @redrum last edited by

          @redrum Yah, that's what I thought.

          since damaged and disabled units are in fact separate units... you can in theory use the "whenCapturedChangesinto"... but there is no mechanism to set the damage level.

          1 Reply Last reply Reply Quote 1
          • Hepps
            Hepps Moderators @redrum last edited by

            @redrum Would this be worthy of a feature request?

            I mean would it be easy to add?

            redrum 1 Reply Last reply Reply Quote 2
            • redrum
              redrum Admin @Hepps last edited by redrum

              @hepps Should be doable though depends on the implementation. Options:

              1. Probably the simplest thing would be to add another parameter to "whenCapturedChangeInto" like this so you could replace the existing infra unit with a new damaged one:
                "fromPlayer:toPlayer:transferAttributes:unitType:numberOfUnits:bombingDamage"
              <option name="whenCapturedChangesInto" value="any:any:true:factory:1:10"/>
              
              1. You could instead create a new property like "whenCapturedSetBombingDamage":
                "bombingDamage"
              <option name="whenCapturedSetBombingDamage" value="10"/>
              

              *** One potential issue is that if you actually change into multiple different types of units then setting bombing damage to all of them might not make sense. So you couldn't for instance have a factory change into 2 new infra units and have different bombing damages set for each of them.

              Hepps 1 Reply Last reply Reply Quote 0
              • Hepps
                Hepps Moderators @redrum last edited by

                @redrum Well I'm not sure whether you would ever apply bombing damage to multiple different units. Normally I would think that you would have the original unit changing into a damaged version of itself.

                But would it work just applying the second of your examples?

                For example if a infrastructure unit is already set to is capture-able...

                then you set it to....

                <option name="whenCapturedSetBombingDamage" value="10"/>

                Would there need to be other attachments? Or would the engine automatically interpret the data and determine whether the unit needs to be changed into a damaged or disabled version of itself?

                redrum 1 Reply Last reply Reply Quote 0
                • redrum
                  redrum Admin @Hepps last edited by

                  @hepps That the idea similar to how whenCapturedChangesInto works. I think the question is should whenCapturedChangesInto and whenCapturedSetBombingDamage be able to work together? I think if you apply them in that order than I could make it work at least for most cases.

                  Hepps 1 Reply Last reply Reply Quote 0
                  • Hepps
                    Hepps Moderators @redrum last edited by

                    @redrum Yes. But what I was asking is.... If you just eliminated the "whenCapturedChangesinto".

                    Because if you set a unit to "isinfrastructure" then the unit is capturable...

                    What I'm asking is would the engine automatically change a unit into the damaged version of itself if .... "whenCapturedSetBombingDamage" is applied.

                    The reason I ask is that if you want a unit to turn into something (or somethings) else... then you probably don't need to apply damage to those.

                    redrum 1 Reply Last reply Reply Quote 0
                    • redrum
                      redrum Admin @Hepps last edited by

                      @hepps Yeah, it would make sure to change to the _hit image if necessary and disable if bombing damage is reaches max operational damage.

                      I was thinking more along the lines if say you wanted a Factory to change into 2 materials and have those materials start with an amount of bombing damage. Essentially, whether we should in some way support using both "whenCapturedChangesInto" and "whenCapturedSetBombingDamage" on the same unit.

                      Hepps 1 Reply Last reply Reply Quote 0
                      • Hepps
                        Hepps Moderators @redrum last edited by

                        @redrum Well I hadn't pondered a combination effect. Not sure why you would want to do both at the same time. Feel like if you wanted something to be damaged.... it wouldn't then change into a different damaged unit or units.

                        redrum 1 Reply Last reply Reply Quote 0
                        • redrum
                          redrum Admin @Hepps last edited by

                          @hepps Yeah, I think just focusing on being able to inflict bombing damage on capture first.

                          The only remaining question I have is:

                          • Should the bombing damage amount be "set" or "added"? Example: I have a factory with 2 damage already that is then captured, should this property add say 5 more damage for a total of 7 damage or set the damage to 5?
                          Hepps 1 Reply Last reply Reply Quote 0
                          • Hepps
                            Hepps Moderators @redrum last edited by

                            @redrum Additive for sure.

                            Hepps 1 Reply Last reply Reply Quote 0
                            • Hepps
                              Hepps Moderators @Hepps last edited by

                              @hepps Oooooooo moved to Feature Request.... and on that day the Grinch's pants grew 3 sizes more tight. 😃

                              redrum 1 Reply Last reply Reply Quote 0
                              • redrum
                                redrum Admin @Hepps last edited by

                                @hepps And even added to the list. If only the list didn't grow faster than things were checked off...

                                Hepps 1 Reply Last reply Reply Quote 0
                                • Hepps
                                  Hepps Moderators @redrum last edited by

                                  @redrum To quote what a somewhat wise man said to me not to long ago...

                                  "All depends how dedicated you are and how late you are willing to stay up :)"

                                  prastle 1 Reply Last reply Reply Quote 1
                                  • prastle
                                    prastle Moderators Admin @Hepps last edited by

                                    @hepps @redrum this reminds me of the pre release list 🙂 It grows and grows and grows 🙂

                                    Hepps 1 Reply Last reply Reply Quote 1
                                    • Hepps
                                      Hepps Moderators @prastle last edited by

                                      @prastle As does the rich tapestry that is our game experience.

                                      1 Reply Last reply Reply Quote 1
                                      • redrum
                                        redrum Admin last edited by

                                        Thinking the new property should be called: whenCapturedSustainsDamage

                                        Alternatives:
                                        damagedWhenCaptured
                                        whenCapturedAddsDamage
                                        whenCapturedTakesDamage
                                        whenCapturedReceivesDamage

                                        Hepps 1 Reply Last reply Reply Quote 0
                                        • Hepps
                                          Hepps Moderators @redrum last edited by

                                          @redrum "Sustains" is the clearest wording that cannot really be misinterpreted as meaning anything else.

                                          1 Reply Last reply Reply Quote 0
                                          • 1 / 1
                                          • First post
                                            Last post
                                          Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums