aliens

Author Topic: [DONE] [Suggestion] Changing alien base deployment by time passed  (Read 2584 times)

Offline Meridian

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Re: [DONE] [Suggestion] Changing alien base deployment by time passed
« Reply #15 on: October 04, 2018, 08:24:16 pm »
Great!
The syntaxis has been not changed?

No change, syntax is still the same.

Offline robin

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Re: [DONE] [Suggestion] Changing alien base deployment by time passed
« Reply #16 on: October 05, 2018, 12:42:24 am »
nooOOOoooo stop adding good features i absolutely must use!
 :P
thanks for adding it.


Offline davide

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Re: [DONE] [Suggestion] Changing alien base deployment by time passed
« Reply #17 on: October 05, 2018, 09:56:30 pm »
nooOOOoooo stop adding good features i absolutely must use!
 :P
thanks for adding it.

....It is a double strike!! ;D

Offline robin

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Re: [DONE] [Suggestion] Changing alien base deployment by time passed
« Reply #18 on: November 01, 2018, 11:38:20 am »
Question: do I need to add the progression to every deployment in the chain, or only to the first one?

example A:
Code: [Select]
  - type: STR_BASE_0
    alienBaseUpgrades:
      0:
        STR_BASE_0: 100
      1:
        STR_BASE_1: 100
    data:
      ...

  - type: STR_BASE_1
    alienBaseUpgrades:
      0:
        STR_BASE_1: 100
    data:
      ...

example B:
Code: [Select]
  - type: STR_BASE_0
    alienBaseUpgrades:
      0:
        STR_BASE_0: 100
      1:
        STR_BASE_1: 100
    data:
      ...

  - type: STR_BASE_1
    data:
      ...


Offline Meridian

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Re: [DONE] [Suggestion] Changing alien base deployment by time passed
« Reply #19 on: November 01, 2018, 02:40:28 pm »
That's a damn good question... I wanted to implement B (only first one), but I have implemented A (every deployment in the chain).

I can change that easily... but before I do... which one would you prefer?

Offline robin

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Re: [DONE] [Suggestion] Changing alien base deployment by time passed
« Reply #20 on: November 01, 2018, 03:18:58 pm »
I think after all that A is better.
The reason is that, in the mission scripts, you can make the chain start from an advanced point, as the game progresses, and it will still upgrade from there.
Example:
Code: [Select]
missionScripts:
  - type: alienBase
    missionWeights:
      0:
        STR_BASE0: 100
      2:
        STR_BASE1: 100
      4:
        STR_BASE2: 100

alienDeployments:
  - type: STR_BASE_2
    alienBaseUpgrades:
      0:
        STR_BASE_2: 100
      2:
        STR_BASE_3: 100
    data:
      ...

From month 4 missionScripts spawns BASE_2 bases directly, but the progression to BASE_3 still happens because it is directly defined for BASE_2; if the upgrades were defined only on BASE_0, I guess the progression wouldn't happen if you start from BASE_2.
Sure there is some duplicate data, but it matters little.


« Last Edit: November 01, 2018, 03:20:35 pm by robin »