Kingpin Posted April 20, 2002 Share Posted April 20, 2002 I've made a few modifications to Emperor which I want to share here regarding Veterancy. I think this is a promising secondary balance issue which could completely change how the game is played. First, you can have up to seven different levels of experience, from fresh out of the factory/barracks, etc, to Level 6. Each of those levels can change different values, such as added health, speed, armor, and most promising new turrets. Other factors include special ground areas, so vehicles can move over infantry rock, self-heal ability, and slow-down-with-damage rates among many others. If you attach a different turret, you can select a different bullet also, and so you can develop special abilities over time as the unit advances. Therefore you can establish a new turret firing faster, or a new turret firing a heavier round slower, faster missiles, wider or narrower arc, ballistic capability, blast area, damage to friendlies, different muzzle blasts, bullet speeds, etc. I created a minotaurus that started off with basic weapons, gained sonic cannons at the first level, plasma cannons at the third level, IX megacannons with self-igniting inkvine splats at the fourth level, and nuclear tipped Guild Megacannons at the sixth level just for proof of concept. It worked very well, although the match didn't last too long after the sixth rank, when the unit singlehandedly destroyed all the computer's and my harvesters/carryalls and then annhiliated his base. THe fact is though that it worked, and thus instead of creating all new units for the mods, we can use the tried and ture units and IMPROVE them in ways that are heretofore unexplored. Quote Link to comment Share on other sites More sharing options...
Kingpin Posted April 20, 2002 Author Share Posted April 20, 2002 Here's the majority of the code I used to change the files.[sound_B]Continuous = TRUEMaxRange = 10Speed = 20//10.0Debris = DebrisMediumDamage = 350DamageFriendly = FalseWarhead = sound_WBlowUp = TRUE //infantry death animReduceDamageWithDistance = FalseFriendlyDamageAmount = 50[DevPlasma_B]MaxRange = 9Speed = 20//10.0ExplosionType = ShellHitDebris = DebrisSmallDamage = 813Warhead = DevPlasma_WExplosionType = DevImpactBlowUp = TRUE //infantry death animFriendlyDamageAmount = 50[iXPlasma_B]Trajectory = trueMaxRange = 50ExplosionType = InkVineExplosionDebris = DebrisSmallDamage = 3000Warhead = Flame_WBurnt = TRUE //infantry death animIgnites = TRUE // Don't ignite other splats!BlastRadius = 160ReduceDamageWithDistance = FalseFriendlyDamageAmount = 50[GUPlasma_B]Trajectory = trueMaxRange = 100Homing = trueDebris = DebrisMediumDamage = 3000Warhead = Howitzer_WGassed = TRUEBlastRadius = 320ReduceDamageWithDistance = FalseFriendlyDamageAmount = 50DamageColumn = TRUEExplosionType = DeathHandSplat // object left after explosion[ATMinotaurusGun]TurretMinXRotation = -80.0 // 90 degrees up...TurretMaxXRotation = 30.0 // downTurretXRotationAngle = 2.0//TurretMinYRotation = -45//TurretMaxYRotation = 45//TurretYRotationAngle = 2.0Bullet = Gunship_BTurretMuzzleFlash = Muzzle3ReloadCount = 90[ATMinotaurusBase]//TurretMinXRotation = -80.0 // 90 degrees up...//TurretMaxXRotation = 30.0 // down//TurretXRotationAngle = 2.0TurretMinYRotation = -45TurretMaxYRotation = 45TurretYRotationAngle = 5.0TurretNextJoint = ATMinotaurusGunABullet = Gunship_BTurretMuzzleFlash = Muzzle3ReloadCount = 90[ATMinotaurusGunA]TurretMinXRotation = -80.0 // 90 degrees up...TurretMaxXRotation = 30.0 // downTurretXRotationAngle = 2.0//TurretMinYRotation = -45//TurretMaxYRotation = 45//TurretYRotationAngle = 2.0Bullet = Sound_BTurretMuzzleFlash = SonicmuzzleReloadCount = 70[ATMinotaurusBaseA]//TurretMinXRotation = -80.0 // 90 degrees up...//TurretMaxXRotation = 30.0 // down//TurretXRotationAngle = 2.0TurretMinYRotation = -45TurretMaxYRotation = 45TurretYRotationAngle = 5.0TurretNextJoint = ATMinotaurusGunBBullet = Sound_BTurretMuzzleFlash = SonicmuzzleReloadCount = 70[ATMinotaurusGunB]TurretMinXRotation = -80.0 // 90 degrees up...TurretMaxXRotation = 30.0 // downTurretXRotationAngle = 2.0//TurretMinYRotation = -45//TurretMaxYRotation = 45//TurretYRotationAngle = 2.0TurretMuzzleFlash = Muzzle2Bullet = DevPlasma_BReloadCount = 60[ATMinotaurusBaseB]//TurretMinXRotation = -80.0 // 90 degrees up...//TurretMaxXRotation = 30.0 // down//TurretXRotationAngle = 2.0TurretMinYRotation = -45TurretMaxYRotation = 45TurretYRotationAngle = 5.0TurretNextJoint = ATMinotaurusGunCTurretMuzzleFlash = Muzzle2Bullet = DevPlasma_BReloadCount = 60[ATMinotaurusBaseC]//TurretMinXRotation = -80.0 // 90 degrees up...//TurretMaxXRotation = 30.0 // down//TurretXRotationAngle = 2.0TurretMinYRotation = -45TurretMaxYRotation = 45TurretYRotationAngle = 5.0TurretNextJoint = ATMinotaurusGunTurretMuzzleFlash = IXPlasmaFlashBullet = IXPlasma_BReloadCount = 30[ATMinotaurusGunC]TurretMinXRotation = -80.0 // 90 degrees up...TurretMaxXRotation = 30.0 // downTurretXRotationAngle = 2.0//TurretMinYRotation = -45//TurretMaxYRotation = 45//TurretYRotationAngle = 2.0TurretMuzzleFlash = IXPlasmaFlashBullet = IXPlasma_BReloadCount = 30[ATMinotaurusGunD]TurretMinXRotation = -80.0 // 90 degrees up...TurretMaxXRotation = 30.0 // downTurretXRotationAngle = 2.0//TurretMinYRotation = -45//TurretMaxYRotation = 45//TurretYRotationAngle = 2.0TurretMuzzleFlash = GUPlasmaFlashBullet = GUPlasma_BReloadCount = 1[ATMinotaurusBaseD]//TurretMinXRotation = -80.0 // 90 degrees up...//TurretMaxXRotation = 30.0 // down//TurretXRotationAngle = 2.0TurretMinYRotation = -45TurretMaxYRotation = 45TurretYRotationAngle = 5.0TurretNextJoint = ATMinotaurusGunDTurretMuzzleFlash = GUPlasmaFlashBullet = GUPlasma_BReloadCount = 1 Quote Link to comment Share on other sites More sharing options...
Kingpin Posted April 20, 2002 Author Share Posted April 20, 2002 [ATMinotaurus]Score = 10House = AtreidesStormDamage=10 //only damages is never picked upPrimaryBuilding = COFactory //only built in ATFactory//SecondaryBuilding = HKPalaceUnitGroup = FromFactoryTerrain = Rock, Sand, NBRock, RampUpgradedPrimaryRequired = TRUEGroup = SmWindtrapPowerGenerated = 100Occupy = bbOccupy = bbCost = 850BuildTime = 600Size = 2Speed = 8 //6.0 //3 //game coord per updateMechSpeed = 2TurnRate = 0.15 //radians per updateMech = 1TurretAttach = ATMinotaurusBaseArmour = MediumHealth = 5000//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 39ExplosionType = ExplosionViewRange = 4,8,InfRockDebris = DebrisLargeAiSpecial=TRUETechLevel = 5Starportable = FALSE //order from starport (if atreides)ReinforcementValue = 7Crushes = TRUEDamageEffect = MediumDamageFXChaosEffect = MediumChaosFXHawkEffect = MediumHawkFXTastyToWorms = TrueWormAttraction = 7HitSlowDownAmount = 50 // Percent (100 = complete stop)HitSlowDownDuration = 100 // ticksRoofheight = 44AIThreat = 90// LEVEL 1 ----------------------------------VeterancyLevel = 20 // Score requiredArmour = MediumHealth = 5500CanSelfRepair = 1 //per model tickScore = 2TurretAttach = ATMinotaurusBaseA// LEVEL 2 ----------------------------------VeterancyLevel = 40Armour = MediumHealth = 5500CanSelfRepair = 2 //per model tickScore = 2// LEVEL 3 ----------------------------------VeterancyLevel = 80Armour = HeavyHealth = 6500CanSelfRepair = 3 //per model tickScore = 2TurretAttach = ATMinotaurusBaseBElite = TRUE// LEVEL 4 ----------------------------------VeterancyLevel = 200 // Score requiredArmour = HeavyHealth = 9000Score = 200TurretAttach = ATMinotaurusBaseCElite = FALSEHitSlowDownAmount = 30 // Percent (100 = complete stop)HitSlowDownDuration = 100 // ticks// LEVEL 5 ----------------------------------VeterancyLevel = 800Armour = HeavyHealth = 9000Score = 250HitSlowDownAmount = 20 // Percent (100 = complete stop)HitSlowDownDuration = 100 // ticks// LEVEL 6 ----------------------------------VeterancyLevel = 2000Armour = MassiveHealth = 10000Score = 300TurretAttach = ATMinotaurusBaseDHitSlowDownAmount = 10 // Percent (100 = complete stop)HitSlowDownDuration = 100 // ticks Quote Link to comment Share on other sites More sharing options...
Kingpin Posted April 20, 2002 Author Share Posted April 20, 2002 I configured it to work with the Kwisatz Haderarch modification, so keep that in mind. I also added the new turrets into the object lists near the top of the Rules file. Quote Link to comment Share on other sites More sharing options...
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