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Question about modability of more unique mechanics

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10 years ago
Dec 2, 2014, 7:02:37 PM
I'm still going through things and getting my head wrapped around it all. On the surface the modding looks really nice, but also really basic. I think one of the things that makes EL so successful is how different factions can truly feel different - things like the Broken Lords dust mechanics, or the Clans migration mechanics.



I looked for those first thing, and was disappointed to see they are 100% hard coded. But is there any of that at all exposed? What follows are some specific questions/things I think would be great if moddable



* Ability to use another FIDS resource, Luxury Resource, or Strategic resource for "Construction Buyout"

* Ability to use another FIDS resource, Luxury Resource, or Strategic resource for "Population Purchase" (IE Broken Lords uses Dust)

* Ability to use another FIDS resource, Luxury Resource, or Strategic resource for "Increase in population"

* Ability to use another FIDS resource, Luxury Resource, or Strategic resource for "Healing Units" (IE Broken Lords using Dust to heal)

* Ability to disable access and use of FIDS resource, Luxury Resource, or Strategic Resource

* Ability to move cities with all of, or only some of the attributes of that city (IE I would like to allow a city to be packed up and moved but only the population goes with it, no buildings)



I'm guessing the answer to most if not all of these is a huge no right now, but I also think these things could be exposed and usable with very little work by Amplitude if done creatively, and I have seen how responsive they are on the forums so wanted to throw this out there.



The city migration almost seems possible within the existing system if you could dynamically create a new unit and set its attributes/resources on that new unit, but it doesn't look like we have that ability.



Anyway these are just some rambling late night insamniac thoughts after I had a really cool idea for a certain type of faction gameplay and was unable to find a way to make it actually work via modding, even though the game itself is certainly capable.
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10 years ago
Dec 3, 2014, 10:27:23 AM
Hi!



Ok... I don't have the time to answer right away...

But I just wanted to let you know that I will in the following hours/days.



Some of what you asked for is doable in the current version, but it will require more than just "do that"... so I want to take the time to write something comprehensible...



Stay tuned!!!



And have a nice day!

flo.
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10 years ago
Dec 3, 2014, 5:14:50 PM
ThorTillas wrote:
Hi!



Ok... I don't have the time to answer right away...

But I just wanted to let you know that I will in the following hours/days.



Some of what you asked for is doable in the current version, but it will require more than just "do that"... so I want to take the time to write something comprehensible...



Stay tuned!!!



And have a nice day!

flo.




Excellent! Looking forward to hear what you have to say smiley: smile
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10 years ago
Dec 4, 2014, 1:11:02 PM
Ok let’s do it.



Ability to use another FIDS resource, Luxury Resource, or Strategic resource for "Construction Buyout"

Well… I thought that you could already do it… so I tried to do it and... I was wrong, you can't. Currently you can only change the formula used to compute the buyout cost.

I tried to allow it in the gameplay but the AI does not support it really wisely… I have to think about it a little and add it to the wish list. We are close enough to a gameplay solution that I am keen to try to fix the AI about it… But it will take some time… sorry…



Ability to use another FIDS resource, Luxury Resource, or Strategic resource for "Population Purchase" (IE Broken Lords uses Dust)

Same as above…



Ability to use another FIDS resource, Luxury Resource, or Strategic resource for "Increase in population"

The simulation of the city is built so it convert “DistrictFood” to “CityGrowth”. You can modify the city to use “DistrictDust” instead of “DistrictFood” or convert a part of it to CityGrowth.

The only thing you have to respect is to finally increase CityGrowth.

To limit the use of your modification to a defined faction, you will have to add some “Path” checking the affinity of the city on the simulation modifier.



Ability to use another FIDS resource, Luxury Resource, or Strategic resource for "Healing Units" (IE Broken Lords using Dust to heal)

In order to do that, you have to copy one of the “Unitbody” and add/replace the unit ability reference InstantHeal in the body.

Then edit the “Parameters” attribute to use the designed resource.



Ability to disable access and use of FIDS resource, Luxury Resource, or Strategic Resource

Same a the city growth modification. Like we have done with the broken lords, you can simply multiply by 0 the net property of the designed resources.

If you are talking about the booster, then you have to edit the pathprerequisite of the each one.



Ability to move cities with all of, or only some of the attributes of that city (IE I would like to allow a city to be packed up and moved but only the population goes with it, no buildings)

That’s not possible for now… I can add it to the wish list and work on it if we have some down time somewhere in the future.



I hope it's clear enough... if not just ask!

Cheers!

flo.
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