Jump to content


halmal242

Member Since 30 May 2008
Offline Last Active Feb 08 2014 06:16 AM

Posts I've Made

In Topic: Advanced/Intermediate theory for expansion of gameplay for FOC

29 March 2013 - 10:41 PM

The idea is to have individual experience tables for each hero.  By having a general experience pool then you could have a high level character "power" level a low level character by going in and gaining a bunch of exp and then having it spent by a different character.


In Topic: Advanced/Intermediate theory for expansion of gameplay for FOC

01 February 2013 - 04:18 PM

Sorry that was what I was referring to.  I really hope they allow modding of the source code as some of these issues could be corrected much more easily.


In Topic: Advanced/Intermediate theory for expansion of gameplay for FOC

31 January 2013 - 09:12 PM

Nuts, then there is no way without reimplementing the IsHero tag that has been disabled for PR.  At least as far I can tell since there is no other identifying tag that I can think.  For a feature which would be cool but is not feasible until the source code could be accessed the idea is shelved for now unless someone comes up with a more creative plan.


In Topic: Advanced/Intermediate theory for expansion of gameplay for FOC

30 January 2013 - 09:08 PM

I was pondering this and there might be a way to overcome this.  You guys created new categories for different tiers of units, cruisers, battlecruisers and such.  Would this be a way to create a unique category for each hero.  So for Luke he would be the < Category_Mask>Luke</Category_Mask>  Then you could just build that as its identifier.  Then for the transport unit it would have multiple categories like it always has.


In Topic: Advanced/Intermediate theory for expansion of gameplay for FOC

30 January 2013 - 05:06 AM

My thought was having multiple resource pools such that one script would run to keep tabs on all the different pools.  I like the idea of experience by class as opposed to individual values.  If you limit the if-else to only when a hero kills something it may be more possible without a huge performance hit if the script is kept simple.  Maybe a tactical script and a strategic script to keep the processes separate.  The strategic script would run only while in combat and at end of combat would then update the strategic script at end, when reentering the strategic screen a simple check to determine if a threshold is met then either level or not.

 

Keep in mind this is just theory for now.  I have extremely limited scripting experience but I am learning more each day.