Lord Olleus said:
To do list
[*] Add XML taggs allowing buildings to speed up specific UNITCOMBATs [on hold]
As in... Produce UNITCOMBAT_RECON units 25% faster? If so, easily done.
Lord Olleus said:
[*] Add magic spell system [ 70% complete ]
Not enough information, but it sounds like work here is already started and ongoing.
Lord Olleus said:
[*] Add magic item system [need more info on what this should do]
Ditto. Need more information.
Lord Olleus said:
[*] Add psychology (see thread entitled 'Panic!') [not started]
This requires SDK modification. Not sure how difficult it is, honestly, but it
sounds straightforward.
Lord Olleus said:
[*] Change golden ages for chaos so that it gets +20% strengh to all units and is more aggressive [not started]
Easy, assuming "more aggressive" means reducing attitude towards other players. Really requires some sort of description of the equation you want to use as well (i.e. how much attitude loss, how quickly (and with whom)).
Lord Olleus said:
[*] Give Orcs & Goblins peaceweariness [not started]
Easy in theory, but needs a specific equation. I.e. how much weariness per turn by game speed, how much unhappiness at what threshold.
Lord Olleus said:
[*] Add code for spawning Characters/Heroes. [not started]
Need a description of the appearance/spawn criterion.
Lord Olleus said:
[*] Add 'support fire' for archers. [not started]
Requires SDK mod. Theoretically not too difficult.
Lord Olleus said:
[*] Add civ specific improvements. [not started]
Easy.
Lord Olleus said:
[*] Limit wonder production to certain groups of civ. [not started]
Easy.
Ploeperpengel said:
I was thinking about JPs old concept of upgradeable citizenworkers and indeed I think this will be quite a good option for most of the more civilized races.
I'm planning to use JPs techtree of the reduxe as a base to work on. Workers will autoupgrade to citizen workers with the tech civil service.
We need an SDK tweak that will prevent the AI from upgrading all available citizenworkers to military units afterwards otherwise it won't have workers available. Can you put that on the list? Maybe ask Kael about that for hints. He had a similar problem with his apprentices in FFH1. Or maybe you know an easy workaround?
I'm not sure I understand what you are talking about here. I seem to recall talking about this issue when Kael was doing it originally. You want to prevent manual access to an upgrade?
I wrote code for programmatic upgrades long ago.
Lord Olleus said:
The way to do this seems to be to be to add a new UNIT_AI. This should be easy. Make it behave like a normal worker, but have it upgrade if an enemy unit is within 2 or 3 squares.
This can be done manually quite easily.
Ploeperpengel said:
For the less civilized races like orcs we will include bridge techs to get around this feature if necessary and making advanced units for them available. (instead of civil service they get slavery in example)
This sounds like an XML issue.
Ploeperpengel said:
Edit: Keal mentioned it would be possibly maybe to put a control in place so that the AI would only be able to upgrade in emergencies.
Not sure about this, I'd have to look into it.
Ploeperpengel said:
Edit 2: post 27-30 of theLopez' thread contains the details for the traits: Friendsofthewood, Barbarian_Raiders and scorched earth(this one is for chaosspawn barbarians, the old chaospawn idea should be implemented too but this has time-you can put it on the list as last). For the trait Hidden sadly we'll have to wait until it's done in FFH.
Not sure what you're referring to.
Duke van Frost said:
Another request by me:
Add XML tags that allow Resources to directly produce income (Gold).
I need that for the new "BloodBowl Tickets" they are supposed to give +1 Happiness and +? Gold.
It´s a resouce that Players get from the Wonder "Bloodweiser Stadium"
As an XML tag it would require more work, but via a Python config or ini file, it's easy.