An alternative would be to make it just a visual effect. Once the tree wood resource is at 50% (or something), play the falling animation and make it a trunk. No behavior change. The animation is very cool anyway.
Active Repositories
- 12 Commits
- ·
- Restricted Project
- May 21 2019, 9:38 PM
- Git
Recent Activity
Yesterday
Fri, Mar 24
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Entity limits, semi-functioning reference suite.
I really like this idea, and it would make fire a lot more interesting. To keep fire from being overpowering, is there a way to extinguish a burning unit?
I second the Nifas suggestion.
I also like this as visual feedback.
Thu, Mar 23
Is this even something that will actually be used in the vanilla game? Just balance wise? Because with the current implementation, where the fire can actually spread, this would completely shift balance and strategy of the game.
I would really much like this in the game.
what would you think about spawning not only the log which supplies the wood resource, but also a tree stump actor which at first only has visiual effects and could later (if implemented) be the base for a regrowing tree?
Wed, Mar 22
I will probably redo this in a way which couples the resource supply with the health, instead of spawning the resource on death. Otherwise you would be able to burn down a forest with D4973 and still be able to collect the wood, which makes no sense.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
get it out of the queue since it's WIP
Tue, Mar 21
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Made the function more elegant as per @Stan 's recommendations.
I checked ships and towers, preference was in the correct order.
Thanks for the tips @Stan , I'll see if these changes work.
cmpAttack has CompareEntitiesByPreference function that might help too.
Mon, Mar 20
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
uses sort to fix proximity, uses GetPreference() to handle preferred classes instead of hard coding.
In D4964#211953, @Stan wrote:For 1) I think siege/structure should not be hardcoded but instead get the attack preference. You can set that to whatever in the template. Here it's pretty bad cause it's not easily moddable and we don't want balancers to have to mess too much with the code