xUPT

Should we merge the (optional!) xUPT mechanic?


  • Total voters
    161
I choose absolute yes, no pie at all :D

Since it's optional, and since you also merge surround, and since I got bored hacking 100+ Axeman, then why not merging this wonderful xUPT? If I don't like it, I can disable it. Perfect compromise for me :lol:

Valk, what file is needed in merging this? I still hope it's python so I can merge it in my modmod :lol:

:goodjob:

From what he said, it's all in CvUnit.cpp in the DLL. So not python... And python would make it ridiculously slow anyway. :p

Cool.
I hate having 60+ guys moving arround.
+ it would allow you to put emphasis on commando promotion, blitz, the enhance promotion for arcan units (+1movement for summons), archeryII promotion, and mounted units... to improve the number of attacks per turn to more than 1 per unit on the nearest stack, so that units 1 tile away can still attack..

just, I think spells should be reworked a bit : now you put all your units on the same stack before launching the spell (buffs or area damage).
now you'll need 1 arcane unit per stack per buff instead of 1 per buff (+ 1 medic +1defense +eventually 1"guardmsan"..etc).
+the aoe spells will kill many units of your stack : maybe enhance the resistance to attacking spells coming from friendlies ? (so it might damage you but might not)

Maybe medic promotions and buff spells could have an aoe? (it won't change much the game balance with the feature off, but with the feature xUPT on, it might be a game-saver).

EDIT : PLus I think a modifier based on the civ (multiplier or additional to city/fort...etc) should be implemented. I mean : at least for the CLAN. Maybe also for others, but that would require a lot of balance (ex: reduced for Jotnar). but I think it is vital for the Clan.

Any rework of absolutely ANY features would be done via optional module. Spells would likely end up being one of those.

Modifiers based on civ/type of unit would be good, and I'm already considering them, but first we need to get it working. ;)

It's bad pool ... You can't ensure the pool to be objective when you put "cake" or "pie" option in it's IMBA :D
anyway ... i'm for it - it may be interesting new experience

@Calavente:
I'm glad to see another LFGComic.com fan :D

A bad pool? What, did the kids pee in it? :mischief:

And where exactly do you think the hamster's golden eye comes from? :goodjob:

articnightwolf : Valkrionn is another :D.

Valkrionn : I said on another thread that I was happy with having few updates of RifE ... that was a lie ... :cry:
If you install xUPT in RifE, upload it quickly ... even you don't add all those marvelous civs and balance you are promising !
I wanna try it.
pretty please ?
with a cherry on top ?

Nope, sorry. Won't be out till 1.3 is released; Too much of a pain maintaining two separate code bases.

It's not really in it's "introduction speech" so I forgot it.
And true enough, he actually emphasis that's it's a new title....
(by the way I Loooove this chapter on the magma ... especially "science is hard")
what to do...? humm ?
ok, I'll update the signature :D

to be on the threads' subject :

It would be interesting to have some units (GC or some civ heroes +GC not counting as a unit for unit place) allow to have more units on a tile, ex : corindale that does almost nothing or Magnadine as he is supposed to be a fearsome war leader, or maybe the organized trait : +20% units as you are more organised ?
Maybe having decimals count as a whole unit ?
(ex : organised leader (+20%), on citadel (+20%), with a GC : +10%, 3UPT = 3+50% = 4,5 => 5 units on the tile instead of basic 3.
city (+100%) +GC (10%) = 6.3 units => 7 units on tile

might be also fun to have some units being counted as less than 1 unit (hawks, goblins...) and some as more than one unit (trolls, giants, ogres...) (that would be an other way to balance the Clan or Jotnar instead of adding a civ modifier) ex : 4UPT, giant = 1,5 unit : you can have 3 giant on a tile (3*1.5 = 4,5, but it there are 2 giants = 3 units, the code will allow a new giant to enter the tile as UPT is not reached).

All good ideas, though I'd have decimals round down.

Still, need to get it working first.

I'm interested in seeing this as an option, I think I've posted in 3 UPT threads re: FFH and modmods at this point, ha ha.

I'd assume the first crack at it would be porting over the basic, as is system from ROM:AND... see how it plays, then start fussing with twenty different twists like whether forts or cities increase stack size, whether some heroes could boost a stack, whether some civs like the Clan could have bigger stacks, how exactly summons count or don't count towards certain limits, etc.

Again, get the vanilla way of doing it right, then get fancy.

Funny thing is, since it's all optional, and even when it's on, you could set a limit pretty high if that was your gameplay preference, users messing with what they feel works for them is all good, and a way to work around any of what feels like "wrong" gameplay to them (i.e., if they were mad that a hunter and hawk counted as 2 units, no one will stop them from increasing their max stack size in SP, unless and until someone did a mod to this, whether it was Valk or just an optional module for RIFE).

Exactly. ;)
 
... your golden eye comes from pool into which kids pee'd ... ? ... :D

......:spank::sniper::deadhorse:


My old avatar:
richard31.gif


The eye should be rather familiar.
 
How old is that avatar? never seen you with it before :lol:
 
What about spells that affect team units? Like lightning storm and ring of fire? Many of these spells would become unusable. Maybe we could get them changed not to beat the crap out of your own units when this option is selected?
 
What about spells that affect team units? Like lightning storm and ring of fire? Many of these spells would become unusable. Maybe we could get them changed not to beat the crap out of your own units when this option is selected?

That would be the 'Optional Module' I was referring to.
 
From what he said, it's all in CvUnit.cpp in the DLL. So not python... And python would make it ridiculously slow anyway. :p

Yeah, fortunately it seems to work fairly fast, but with a couple hundred units on one tile, it might slow down a little.

I forgot to mention this, as I have no idea how interested you are, but I have a fully functional fort ZoC system. ;) I've been meaning to give the blockade mission and GG's ZoC too...
 
Yeah, fortunately it seems to work fairly fast, but with a couple hundred units on one tile, it might slow down a little.

I forgot to mention this, as I have no idea how interested you are, but I have a fully functional fort ZoC system. ;) I've been meaning to give the blockade mission and GG's ZoC too...

What exactly do you mean by Zone of Control?

Because our forts already put out culture, which is what I want honestly. ;)
 
What exactly do you mean by Zone of Control?

If a unit is in a fort, and an enemy unit enters a tile adjacent to the fort, it must either retreat and go around the adjacent tiles, or confront the fort.


Because our forts already put out culture, which is what I want honestly. ;)

Mine too. :p
 
If a unit is in a fort, and an enemy unit enters a tile adjacent to the fort, it must either retreat and go around the adjacent tiles, or confront the fort.

Mine too. :p

Ah. To be honest, I don't know that I like that; All forts in RifE have Fort Commanders on them anyway, with special abilities. Having ZoC in addition would likely be overkill.

And I know yours do, same modcomp that was merged. :lol: That was actually what I thought you were referring to... Though I've done some work on two parts of that improvement upgrade.
  1. The 'range' tag that set minimum range between two improvements has been worked on. Previously, if you stopped a build halfway you could not build the improvement within the range, even though it did not exist. Got it set up to clear that, if you build a new improvement.
  2. Forts/whatever other improvements generate culture generate a certain amount of TRUE culture each turn, in all plots it controls
    • Actual function is ((iStrength + iCenterTileBonus) - iPlotDistance) * iRate)
    • iStrength = CultureControlStrength
    • iCenterTileBonus = CultureCenterBonus
    • iPlotDistance = Distance from the fort
    • iRate = 5 (set by define)
 
I don't know about SoC, but it'd be nice if the forts/commanders got a chance to do some free damage as units bypass them (rather currently its entirely possible for our copious barbs to waltz past a fort untouched if they don't happen to end their turn adjacent to one).

Also, I had a D'tesh FC stick around after his fort (originally a goblin fort) was replaced by a mine, in a hotseat game. I thought that had been addressed (as in I'm sure I tried replacing a fort in singleplayer after you said it had been fixed and it worked then).
 
I don't know about SoC, but it'd be nice if the forts/commanders got a chance to do some free damage as units bypass them (rather currently its entirely possible for our copious barbs to waltz past a fort untouched if they don't happen to end their turn adjacent to one).

Also, I had a D'tesh FC stick around after his fort (originally a goblin fort) was replaced by a mine, in a hotseat game. I thought that had been addressed (as in I'm sure I tried replacing a fort in singleplayer after you said it had been fixed and it worked then).

It should have been addressed in the team version.
 
If you must add it, PLEASE make it optional.
 
It will be optional :D
 
I like this idea a lot! No more cramming all your units into one gelatinous blob and steam roll everything. With a 5-10 unit limit I'll have to put a lot more thought into what units to buy and where to put them.

You should make cities be able to hold 3x as much units otherwise it might be too easy to capture.

Also I don't know if you mentioned this but non combative units like workers should be exempt from the unit cap.

Looking forward to the next update!
 
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