Deliverator
Oct 07, 2009, 06:35 AM
I have been thinking about the possibility of modelling Equipment in a more developed way. At the moment the concept of equipment has been mixed in with Promotions so we have some promotions which represent increased training, ability and experience and some which represent better equipment, e.g.
Suspensor disruptors 1. +20% vs suspensor units
Suspensor disruptors 2. +20% vs suspensor units
Improved shields 1 +20% vs guardsmen units
Improved shields 2 +20% vs guardsmen units
Armor-piercing rounds 1. +20% vs vehicles
Armor-piercing rounds 2. +20% vs vehicles
Anti-aircraft rockets 1. +20% vs thopters, +20% vs hornets
Anti-aircraft rockets 2. +20% vs thopters, +20% vs hornets
Two potential new ways of implementing equipment:
1) Keep Equipment as regular Promotions and create Equipment units corresponding to each Equipment promotion which can be purchased from the Homeworld screen. The graphic for this Equipment unit would just be a crate or something like that. The Equipment crate unit cannot move after it is purchased (maybe). Any unit which is in the city with the Equipment crate can click a button to 'pick up' the Equipment promotion, provided they are eligible for that promotion.
2) In Dom Pedro's recently released Test of Time mod. Equipment is modelled as a separate entity in the game. See his player guide (http://forums.civfanatics.com/attachment.php?attachmentid=229457&d=1254248116), pages 12-13 for an overview, 29-30 for the XML spec. A few examples:
Torpedoes (Fighter) +150% vs. Sea; -50% vs. Air & Land; -50% Interception
Machine Gun (Fighter) +50% vs. Air
Rockets (Fighter) +50% vs. Armor -25% Interception
Anti-Air Defenses (Bomber) +25% vs. Air; -5% Air Bomb Rate
Heavy Armor (Armor) +25% Combat Str; +10% vs. Armor
It may be possible to extract the SDK code for this Equipment stuff, or ask him whether he can release the Equipment component as a seperate modcomp which we can merge into Dune Wars.
Thoughts?
Suspensor disruptors 1. +20% vs suspensor units
Suspensor disruptors 2. +20% vs suspensor units
Improved shields 1 +20% vs guardsmen units
Improved shields 2 +20% vs guardsmen units
Armor-piercing rounds 1. +20% vs vehicles
Armor-piercing rounds 2. +20% vs vehicles
Anti-aircraft rockets 1. +20% vs thopters, +20% vs hornets
Anti-aircraft rockets 2. +20% vs thopters, +20% vs hornets
Two potential new ways of implementing equipment:
1) Keep Equipment as regular Promotions and create Equipment units corresponding to each Equipment promotion which can be purchased from the Homeworld screen. The graphic for this Equipment unit would just be a crate or something like that. The Equipment crate unit cannot move after it is purchased (maybe). Any unit which is in the city with the Equipment crate can click a button to 'pick up' the Equipment promotion, provided they are eligible for that promotion.
2) In Dom Pedro's recently released Test of Time mod. Equipment is modelled as a separate entity in the game. See his player guide (http://forums.civfanatics.com/attachment.php?attachmentid=229457&d=1254248116), pages 12-13 for an overview, 29-30 for the XML spec. A few examples:
Torpedoes (Fighter) +150% vs. Sea; -50% vs. Air & Land; -50% Interception
Machine Gun (Fighter) +50% vs. Air
Rockets (Fighter) +50% vs. Armor -25% Interception
Anti-Air Defenses (Bomber) +25% vs. Air; -5% Air Bomb Rate
Heavy Armor (Armor) +25% Combat Str; +10% vs. Armor
It may be possible to extract the SDK code for this Equipment stuff, or ask him whether he can release the Equipment component as a seperate modcomp which we can merge into Dune Wars.
Thoughts?