Couple of questions

Pvtbones

Chieftain
Joined
Dec 29, 2005
Messages
18
not really asking for any other reason than curiousity but who knows.

1) how modifiable is the combat model so if I wanted to make a turned based tactical combat mod (similar to Heroes: Soldiers of WW2 or commandos)?

2) can terrain be switched some passable to impassable? so if (follow my pervious example of a tactical combat mod) I wanted infantry to be able to move through "house" tiles but if the house gets destroyed infantry can no longer move through?

3) can specific units be limited to only travelling on specific land tiles (like tanks not being able to pass/fortify in "house" tiles

4) how scriptable are maps? could you for example make it so after 7 turns several sections of the map are bombarded? or a unit recieves reinforcements?

5) can improvements be multiple tiles in size? (IE an apartment building would take 2x2 section of tiles while a house would take only 1)

I know some of these are doable (I'm no coder) but I'm not sure to what degree?

thank you in advance.
 
1) As I don't know those two games I can't answer.

2) Simple. You can make the house/destroyed house two diffrent terrains. The destroyed house terrain is impassable. The actual changing of the terrain from house to destroyed house may or may not be more complicated, depending on how you want houses to be destroyed.

3) Not sure I understand. You want them to be able to move onto the terrain, but have to move away from it as soon as possible? Except for passing it doesn't sound that difficult, all other commands should have checks for if you can do it, so you just add a check for the terrain in there. Passing might be handled diffrently though.

4) Very, yes and yes. Don't know how easily it would be to bombard sections of the map without using units doing it, which requires a starting plot and a civilization, but if you can get both of those it shouldn't be too difficult. Reinforcements are easy.

5) They can't now and it sounds like a pretty large change to me too, so not easy to do (I say without having looked at the code).


The difficulty I've used to guestimate how difficult things are to do is based on that you know (or find someone who know ;)) coding. If you don't none of your points except perhaps the first are possible.
 
note on number 5: you can make one 'improvement' consist of multiple sub improvements easily enough. Your 4-square apt building could be composed of apt-lower left, apt-lower right, apt-upper right, apt-upper left for example. easy enough to do, then you have to write some python at the start of the game to place them correctly.

on number 3: tiles can easily block only certain units, just add terrain types, and make them blocking for the given units. You can do that in xml without any python. I have a mod in which forest and jungle are blocking for warrior, which makes getting scouts for exploration much more meaningful.
 
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