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lord I just realised I can't just blanket change all of one type with one effect either, lots of different classifications like scouts, elephants, elephant archers etc to deal with. lets see...
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^ but that means siege units aren't happening, or I need to painfully do an effect to change every unit type leaving out siege units for my replace unit effect.
after literally hours of well-spent time, I have worked out I can move unit build descriptions from one unit to another. so the idea for building units is:
disable all units but militia and siege, disable unique unit upgrades (since they'd be ignored in the triggers)
when the unique unit is chosen, change the price of miltiia to the new uu price and change the militia build description in the barracks to the uu's one.
archery ranges and stables are only useful for upgrades, siege workshops will hopefully still have all the siege units.
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I've nearly finished one player.
Both of the variables I decided to add are pointless and would be more optimised with activating/deactivating triggers.
fml
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hahaha rough
though the experience will be valuable for future scenarios?
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I'm changing a variable for the uu currently picked, and then there's a replace trigger for each uu which has the variable check as the condition. so instead I could just activate the correct replace trigger and have the rest of the triggers off.
unless there's something I need the variable for later.
There's no lag yet (apart from in the trigger editor in which case there's horrible lag). But I think there might be with 8 players, it'd be nice if you could turn the replace triggers on only when a unit spawned.
Anyway this is going on hold for a bit while I go on holiday.