RifE Blogpost: Dynamic Mutations

Grey Fox

Master of Points
Joined
Dec 19, 2001
Messages
8,726
Location
Sweden
If you missed it in the wiki or download thread, here is the first RifE blogpost:
urlremoved/rife/blog/2010/06/16/dynamic-mutation/

We'll be posting more before 1.3 is released hopefully. :)
 
That is cool.
Is it going to be included into 1.3 or do we have to download it separately or something?
 
Uber... less downloading for me.
Also, have you people considered adding other effects like +/- elemental resistance and such?
 
That is cool.
Is it going to be included into 1.3 or do we have to download it separately or something?

Will be in 1.3. ;)

Uber... less downloading for me.
Also, have you people considered adding other effects like +/- elemental resistance and such?

I have, but not in the way you meant. The Mutation work is only half done, it is simply in a playable state that is better than the old method.

Dynamic Mutations are done. But there will be another type as well. ;)

Will come in a small patch, don't want to delay 1.3 anymore; Lots of it's effects will need extra DLL work, so I have not started on the second Mutation type.
 
Couldn't you add one more random value, Random element strength, weakness, immunity (including possible plague). Would this make it too random?
 
Couldn't you add one more random value, Random element strength, weakness, immunity (including possible plague). Would this make it too random?

The issue is just that it's too strong; ATM I can't give out % elemental strengths. Just a flat +1/2/3/etc. Which would flood the system with +1 strength promos.

Trust me when I say, elemental strength WILL be a part of the final system, just not Dynamic Mutations. Most effects of that side will be small, and easily stackable. ;)
 
It sounds like you have something in mind, but couldn't you hypothetically balance a -1 strength effect with all the elemental effects by making its weight equal to their total? And keep all of them fairly minimal?
 
It sounds like you have something in mind, but couldn't you hypothetically balance a -1 strength effect with all the elemental effects by making its weight equal to their total? And keep all of them fairly minimal?

Hypothetically? Yes. But I don't want to do that. The other method will be far more interesting for 'special' effects like elemental strength.
 
Bumping an old post: Stats granted by mutations WILL be displayed on the Mutation promo. I have added the ability for PyHelp text on promotions... Basically, I can now write a python function to check for any mutation promo the unit has, and add it's stats to the visible promo's help text.

This capability is also being used for the Mechanos and D'tesh affinity mechanics.
 
Very. ;)

So far it's only been used on the Mechanos Affinity (single effect, so it's easy), but it does work. I HAVE tested to make sure it displays multiple lines easily (would love to know how to insert a new line, as is I have to add a textkey containing just [NEWLINE]. No real issue though), so as soon as I get around to writing the python (tomorrow, need to sleep), Mutation will display just those effects which are applicable. ;)
 
Can also try just adding a string of [NEWLINE] instead of fetching a textkey.
 
Have you tired the obvious '\n' ?

That I have, doesn't work with the command I'm using (lots of python exceptions).

Can also try just adding a string of [NEWLINE] instead of fetching a textkey.

That I have not, meant to try it but went to sleep instead. :lol:
 
Just to give you all an actual idea of what I mean by pyhelp.... Here's the mutation display. Shows whenever you mouse over the Mutated promo.

MutationHelpFinal.png


It will always show the ACTUAL effects the unit has. Quite a bit of python, but it's just making lists and compiling it. :lol:
 
Back
Top Bottom