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[MOD ]FrostBite Trait

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10 years ago
Nov 6, 2014, 5:50:31 PM
Name : Frostbite



Description : Units are immobilized and lose hitpoints progressively (10% / turn) during winter.



Cost : -15 pts



Credits :

Well it's a Community effort (and Support help) so i think about these people :

Tigregalis

ThorTillas

Pikou

VieuxChat

and me smiley: stickouttongue



Version: 0.1 (tested, playable)



Localized: English, French. I'm not so fluent in the others languages smiley: biggrin so you will have a red line like "guielementmissing" for the title and description of the trait but i think u can still play with it anyways. If someone want to localize it in another language, feel free to do it smiley: wink



Download:FrostBite.zip



Remarks: Change the SimulationDescriptors[Class].xml so if you want to merge it with another mod, be careful.
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10 years ago
Nov 6, 2014, 6:10:11 PM
For the people who are interested :



SimulationDescriptor[FactionTraits].xml

[CODE]















[/CODE]



SimulationDescriptors[Class].xml

edited this line

[CODE][/CODE]



As u can see the Path for the two effects are not the same, because i'm still unsure about the Path.

Still, the mod is working fine.
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10 years ago
Nov 7, 2014, 1:07:12 AM
Have you checked the Broken Lords? When I tested it, the Broken Lords didn't lose any HP, because they don't have UnitRegen. Or is that what priority is for?



I also haven't tested whether units correctly die when they reach 0 HP from health loss.



Hmm, I'm not sure about immobilisation like that. What about when the winters last more than 10 turns? Any units outside of a garrison will die before the end of winter.



I've also got my season-based implementation, if anyone wants to try that:

Frostbite.zip
Frostbite.zip
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10 years ago
Nov 7, 2014, 9:46:25 AM
I didnt tested it with Broken Lords.

I dont know if they die, i'll try with -75%HP to be sure to kill them in 2 turns.

About immobilization, if u have an hero with the skill dark saeson immunity, u can move.

But my goal is too make a technology who halves the penality, and a second one who remove it completly.

About freezing to death outside, well, you have to plan your movement before winter comes, yeah. That's the point of that trait smiley: smile



Sorry if i called my trait frostbite, do you want that i change it ? (before it was Cold Blood).



Your season mod affect every empires / factions ?

How the IA will be affected by that ?
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10 years ago
Nov 7, 2014, 10:25:41 AM
Well... i just did the tests aaaand :

The BL is unaffected. In my head i created this trait to use mad fairies as a new faction with this trait as an affinity trait. So BL was not my priority.

But, i think i could be "cool" if that trait could affect BL too, so i'll try to do so.

I tried with -100%. Nothing die :



(maybe they die at the frist round of any fights, didnt tested that, but that's not important)

I noticed that the frist turn of -100%, my unit had still 4HP left. SO i think that's the 0.05 globalregen is still active. and thus it was -95%.



If i can't kill unit, i think it's better to keep them at 1HP (instead -1635/150) (like poison in most games, they cant kill you and let you at 1HP left).

But i don't see how to do it.

Can we make some "if" condition ? Like "if this unit has less than 1HP then up it to 1HP (else do nothing)" ? :s

Or discard the trait if the trait should bring the hp to less than 1 ?

What about Prerequisite,Discard flags like :

[CODE]ClassArmy,Privateers[/CODE]

?
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10 years ago
Nov 7, 2014, 11:04:40 AM
Well, I don't see a solution right now. I will try to think about something. I will let you know if I have an idea ^^.



I would also try to work on unit regen a little in the next few weeks to try to improve it by:

-> Do not completely dismiss unit regen on BrokenLords.

-> Check life at the begining of a turn to kill all units which have less than 0 hp.
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10 years ago
Nov 7, 2014, 5:01:07 PM
Linithe wrote:
I didnt tested it with Broken Lords.

I dont know if they die, i'll try with -75%HP to be sure to kill them in 2 turns.

About immobilization, if u have an hero with the skill dark saeson immunity, u can move.

But my goal is too make a technology who halves the penality, and a second one who remove it completly.



Is your end goal a rework of the game mechanics, or just winter mechanics?





About freezing to death outside, well, you have to plan your movement before winter comes, yeah. That's the point of that trait smiley: smile



I feel it's overboard, especially when you can't easily predict it. But that's just my personal opinion.





Sorry if i called my trait frostbite, do you want that i change it ? (before it was Cold Blood).



That doesn't bother me at all. I just thought "damage due to cold... frostbite!"





Your season mod affect every empires / factions ?

How the IA will be affected by that ?


Every empire and minor faction, except the broken lords (which are... broken).

I didn't implement any AI logic, as I have really no clue about that aspect of the game yet, so the AI will not act any differently. Perhaps it should.



Linithe wrote:
The BL is unaffected.



Yep. That was my experience.





I tried with -100%. Nothing die :







I noticed that the frist turn of -100%, my unit had still 4HP left. SO i think that's the 0.05 globalregen is still active. and thus it was -95%.



That's odd. Maybe have a look at the priority of GlobalRegen.





If i can't kill unit, i think it's better to keep them at 1HP (instead -1635/150) (like poison in most games, they cant kill you and let you at 1HP left).

But i don't see how to do it.

Can we make some "if" condition ? Like "if this unit has less than 1HP then up it to 1HP (else do nothing)" ? :s



PathPrerequisite is basically the same thing as Path=", but used in different contexts...



InterpreterPrerequisite is basically an if condition, but I don't know in what context you can use them. I searched for the word "interpreterprerequisite" and it is never to be found with SimulationDescriptors. Also, I know what Inverted="false/true" does, but I have no idea what Flags="Prerequisites/etc." does.



Path or PathPrerequisite are used to check SimulationDescriptors ("tags", basically). InterpreterPrerequisite can check the values of SimulationProperties.

So we would use

[code]

I know we're probably asking a lot, but the less that is hard-coded and the more that is opened up to XML, the better for us wannabe modders. smiley: smile (Though I do wonder about any implications it may have on performance and optimisation).
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10 years ago
Nov 12, 2014, 10:27:05 PM
Wait, what are the effects of immobilize? Does it just decrease movement points or completely make them unmovable?
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10 years ago
Nov 13, 2014, 12:23:20 PM
I plan to create a new technology at Era 2 to reduce the effect. Instead of 0% u'll have 50% (still affected by the real winter saeson effect as anyone), and then another technology at era 4 to be at 100% like everyone else.

If you want to use that mod, maybe you should wait the next build (~2 weeks?) because that trait doesn't work on Broken Lords and nobody really dies ATM ... ^^"
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10 years ago
Nov 13, 2014, 8:47:22 PM
I'll wait for the new release.



This is just my opinion. I think making units completely immobile is kind of harsh? The game doesn't have a turn counter to winter season (maybe I'm wrong about this). So if I'm completely surprise by the winter onslaught and my units are immobile outside of my city, then they are affectively dead units (since you lose HP per turn). I think leaving units 1 movement point minimum would be more realistic. Also, this will allow units to perform the attack command in the winter (by using up movement points?)
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10 years ago
Nov 14, 2014, 8:07:58 AM
Two little thing (as I am there ^^):

-> You don't need movement point to attack. Just an action point left.

-> There is a turn counter for the next season right above the end turn button. The more the season is huge the more the counter is broad. But you can precise it by researching some of the technologies.



Have a nice weekend!

flo.
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