Forged Alliance Forever Forged Alliance Forever Forums 2015-05-22T13:38:35+02:00 /feed.php?f=41&t=9919 2015-05-22T13:38:35+02:00 2015-05-22T13:38:35+02:00 /viewtopic.php?t=9919&p=100349#p100349 <![CDATA[Re: **WIP* Persistent Units]]>
Just a little update on this, i saw a post a while back about people rage quitting / leaving game early etc, got me thinking that this is an acceptable thing to do! (lets not debate that here though)

so with that, into this mod i have added that you can now warp off planet (instead of ctrl + k) we now have the option to leave the game but in a more satisfiable way.
you can warp into a plannet why not be able to warp out, i mean a real commander would not stay on a planet if they knew they were going to be killed!

this sort of ties in with persistent units, if you ctrl + k the commander then he is no longer persistent as he/she died.

im thinking add it as a cheap enhancement with a charge up period or just add it on a keybind like ctrl +k whereby you can do it anytime.

thoughts?

Statistics: Posted by Domino — 22 May 2015, 13:38


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2015-05-12T03:17:46+02:00 2015-05-12T03:17:46+02:00 /viewtopic.php?t=9919&p=99931#p99931 <![CDATA[Re: **WIP* Persistent Units]]> Statistics: Posted by nine2 — 12 May 2015, 03:17


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2015-05-11T15:45:38+02:00 2015-05-11T15:45:38+02:00 /viewtopic.php?t=9919&p=99911#p99911 <![CDATA[Re: **WIP* Persistent Units]]>
Thanks PartyTime,

Every unit can be persisted, just name them and they become persistent, remove their name and they are longer persistent.

i think i can get them to be built like normal, on the units construction panel it will have the extra persistent units build icons OR maybe a new panel for persistent units.

OR

i can just warp them in, for the effect of warping them in, im thinking something like from THOR (planet bridge), huge bolt from the sky and BANG unit appears with some other particles n such.

Statistics: Posted by Domino — 11 May 2015, 15:45


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2015-05-11T06:07:52+02:00 2015-05-11T06:07:52+02:00 /viewtopic.php?t=9919&p=99900#p99900 <![CDATA[Re: **WIP* Persistent Units]]> Statistics: Posted by nine2 — 11 May 2015, 06:07


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2015-05-10T10:34:58+02:00 2015-05-10T10:34:58+02:00 /viewtopic.php?t=9919&p=99866#p99866 <![CDATA[Re: **WIP* Persistent Units]]> Statistics: Posted by nine2 — 10 May 2015, 10:34


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2015-05-10T10:29:53+02:00 2015-05-10T10:29:53+02:00 /viewtopic.php?t=9919&p=99864#p99864 <![CDATA[Re: **WIP* Persistent Units]]>
may not fit perfectly but who cares, its just a fun mod. its not like it EVER made sense that a T3 ACU can build a monkeylord but not a mantis.

Statistics: Posted by nine2 — 10 May 2015, 10:29


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2015-05-09T20:51:17+02:00 2015-05-09T20:51:17+02:00 /viewtopic.php?t=9919&p=99847#p99847 <![CDATA[Re: **WIP* Persistent Units]]> But then how would you handle persistant experimentals?

Another idea would be only the ACU can "summon" persistent units at the appropriate tech level which would then teleport in but you can't assist them and instead they drain your resources based at a fixed rate (based on their normal build time and a multiplier).(Could be done with a teleport entity that is indestrucible and has said resource drain)

Or my last idea would be that the acu could build teleport beacons (roughly the same size as the unit)at the same cost as the persitent unit and same build time but this could be assisted and when the beacon is finished you get a short teleport animation and the beacon is replaced with the unit.(also at the appropriate tech levels)

A problem I see with your mod is that one could build a bunch of max vet units at the start of each tech level.
I would recommend increasing the unit cost based on vet level and if you include things like scu upgrades don't forget to calculate them in the cost and buildtime.

I hope you find the ideas you need. ^_^

Statistics: Posted by DeimosEvotec — 09 May 2015, 20:51


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2015-05-09T18:08:56+02:00 2015-05-09T18:08:56+02:00 /viewtopic.php?t=9919&p=99840#p99840 <![CDATA[Re: **WIP* Persistent Units]]>
Myxir wrote:
interesting idea,
GW solved a somewhat similar issue (reinforcements) by adding a UI with max 5 groups (each group gets a button). using those would then make an additional AI bring the units in via transports from outside the map, unload them and give the units


i can do that, but i am really looking for a good way to call the units, much like the commander... to make them usefull.. a transport dringing them isnt really what im looking for persay..

1 idea though, well worthy of how to bring them..

Statistics: Posted by Domino — 09 May 2015, 18:08


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2015-05-09T17:54:29+02:00 2015-05-09T17:54:29+02:00 /viewtopic.php?t=9919&p=99838#p99838 <![CDATA[Re: **WIP* Persistent Units]]> GW solved a somewhat similar issue (reinforcements) by adding a UI with max 5 groups (each group gets a button). using those would then make an additional AI bring the units in via transports from outside the map, unload them and give the units

Statistics: Posted by Myxir — 09 May 2015, 17:54


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2015-05-09T16:44:40+02:00 2015-05-09T16:44:40+02:00 /viewtopic.php?t=9919&p=99836#p99836 <![CDATA[**WIP* Persistent Units]]>
Working a new mod, Persistent Units:

The general idea is that when you NAME a unit this unit is then persistent across all your games, while the mod is used (default commander is persistent).
when the unit dies obviously this unit is no longer persistent as its dead so is removed as a persistent unit.

the problem i am currently workinging on is, how do we reproduce the persistent units, (commander excluded), im thinking that the gate can build the persistent units (call them back from colony base alpha or something), but this means that persistent units are not available until t3, which is not good really, as some units at t1 and t2 will get vet bonus and be useful early game in a persistent match.

ideas for this implimentation? as well as ideas for the mod.

Domino

Statistics: Posted by Domino — 09 May 2015, 16:44


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