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 [Unknown Mod] Creatures Abilities and "Upgrade Path" of Creatures

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Unknown_Hero
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PostSubject: [Unknown Mod] Creatures Abilities and "Upgrade Path" of Creatures   2016-04-08, 07:31

Would it be possible to externalize and add new possibilities in the creatures.xml file and in a future buildings.xml file?

Here is what I want to do:

Each Peasant, when recruited, generates 1 gold per day.
Peasant can be upgraded to Archer or Ranger or Pikeman or Veteran Pikeman.

To be able to upgrade Peasants to Archers, the Archery Range, the Captain's Quarters and the Fortifications must be built in the town, and the Peasants must be located in this town.
To be able to upgrade Peasants to Rangers, the Upg. Archery Range, the Captain's Quarters and the Fortifications must be built in the town, and the Peasants must be located in this town.
To be able to upgrade Peasants to Pikemen, the Blacksmith, the Captain's Quarters and the Fortifications must be built in the town, and the Peasants must be located in this town.
To be able to upgrade Peasants to Veteran Pikemen, the Upg. Blacksmith, the Captain's Quarters and the Fortifications must be built in the town, and the Peasants must be located in this town.

So, add entries in the xml files to make this possible; here for the above example:

creature attribute: "generate gold", quantity "1", frequency "1" (every day)

can be upgraded to creature: "Archer", requires "Archery Range", requires "Captain's Quarters", requires "Fortifications"

can be upgraded to creature: "Ranger", requires "Upg. Archery Range", requires "Captain's Quarters", requires "Fortifications"

can be upgraded to creature: "Pikeman", requires "Blacksmith", requires "Captain's Quarters", requires "Fortifications"

can be upgraded to creature: "Veteran Pikeman", requires "Upg. Blacksmith", requires "Captain's Quarters", requires "Fortifications"


For the upgrade paths already in game, per example for the Cavalry:

can be upgraded to creature: "Champion", requires "Upg. Jousting Arena"


Last edited by Unknown_Hero on 2016-04-11, 04:51; edited 1 time in total
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Darmani
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PostSubject: Re: [Unknown Mod] Creatures Abilities and "Upgrade Path" of Creatures   2016-04-09, 11:49

The 1 gold/peasant/day ability can just about be done in scripting right now with the new scripting additions coming in the next version of Ironfist.


.....I'm embarassed to admit that, until now, I hadn't realized creatures.xml does not support upgrades . This will be supported in the future, and probably the only reasonable design will support all the things you just mentioned.
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Unknown_Hero
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PostSubject: Re: [Unknown Mod] Creatures Abilities and "Upgrade Path" of Creatures   2016-04-10, 08:20

Darmani wrote:
The 1 gold/peasant/day ability can just about be done in scripting right now with the new scripting additions coming in the next version of Ironfist.

Yes, so good. Smile

Darmani wrote:
.....I'm embarassed to admit that, until now, I hadn't realized creatures.xml does not support upgrades .

Razz

Darmani wrote:
This will be supported in the future, and probably the only reasonable design will support all the things you just mentioned.

Aaaahhh...  Very Happy
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Unknown_Hero
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PostSubject: Re: [Unknown Mod] Creatures Abilities and "Upgrade Path" of Creatures   2017-01-05, 03:14

Darmani wrote:
The 1 gold/peasant/day ability can just about be done in scripting right now with the new scripting additions coming in the next version of Ironfist.

It's possible to do this for Peasants in an army, but there is no way of knowing the number of Peasants if they are stationed in a town/castle.

And it's a little "drawn by the hair" (tiré par les cheveux)(a stange way to do it). Razz

Would it not be simpler to create a creature attribute?
In the creatures.xml file, creature-attribute: generate resource (resource type, quantity, frequency).
It would be much more universal and would remove the need to add the code in the script for each map.
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