QUOTE (Lin Kuei Ominae @ Jul 31 2009, 10:46 PM)
The art.ini powered activeanims are all only working when you are low on power, but keep running when you manually shut down the building.
More info please?
QUOTE (Lin Kuei Ominae @ Jul 31 2009, 10:46 PM)
Custom Foundations in art.ini would be great.
Planned long, long ago...
QUOTE (Machine @ Aug 1 2009, 12:30 AM)
Well I'll reiterate what I've always wanted to have for upgrades, which IMO are one of the coolest features of TS, but they're quite limited.
For upgrades, it could be useful to have several new tags.
"UpgradesInto=[BuildingType]" (this would go into the upgrade itself), when a building gets upgraded by this upgrade, it is replaced by the building specified by the tag (being built on top of it).
This would allow to have units unlocked as prerrequisites by upgrades, and also buildup animations for upgrades.
"SellsInto=[BuildingType]" (this tag would be found in the building), when this structure is sold, it is replaced by the specified building in the tag.
This could be used to un-upgrade structures, if used in conjunction to the previous tag.
Example:
[GAROCK]
Name=RPG Upgrade
PowersUpBuilding=GACTWR
UpgradesInto=GARTWR
Cost=600
[GARTWR]
Name=RPG Tower
Primary=RPGTower
SellsInto=GACTWR ; when sold it spawns a normal component tower
Cost=800 ; 600 (from the upgrade) + 200 (from the component tower)
Soylent=300 ; half the cost of the upgrade, the money refunded when you sell the building
As you see this way you can give GDI, a more versatile defense mechanism. Also adding a tag like "Soylent=NUMBER" in YR could be useful to separate the money refunded (which should be only equal to half of the upgrade's cost), and the cost for veterancy issues.
Though the deploy tag suggested by LKO could be used for the same purpose already (returning the component tower to it's basal state).
Finally this would enable you to have several component tower clones, and not be limited in the number of upgrades (which could be used for several other stuff, like adding armor to buildings, or making them non-capturable), and have all the buildings tag applicable to "upgrades".
Wow, erm, this is quite a in depth logic, ill have to look to see if this is possible.
QUOTE (Machine @ Aug 1 2009, 12:30 AM)
Also it could be useful to make the "PowersUpBuilding=[BuildingType]" tag accept more than one building, so you can upgrade several different buildings with just one upgrade, like blubb intended to do with his garrison mechanic in Tiberian Sun ². But his would cause conflicts with my proposed upgrade mechanic, so maybe the "UpgradesInto=[BuildingType]" tag could be also placed on buildings.
Upgrades are a messy logic, noted though.
QUOTE (^Rampastein @ Aug 2 2009, 10:29 AM)
This is not directly related to the topic, but how about adding a "AudioVisual.ExtraBuildingLight=[floating point]" key to the game (ExtraBuildingLight to the AudioVisual section)? It would help darker maps like the two spotlighted MP maps on my signature and many others (as far as I remember some TI maps are also having very dark buildings). The key could work like the other Extra light keys.
So the game does not have ExtraBuildingLight anyways? I could do this i think...
Hm, the game reads ExtraLight from a BuildingTypes ART.INI section, could someone test this for me please?
QUOTE (^Rampastein @ Aug 2 2009, 10:29 AM)
Also, would it be possible to make the maps' lighting settings affect buildings (see this)
Hmm, i dont quite know how this works, i think LKO could fill me in here...
QUOTE (Revolutionary @ Aug 2 2009, 01:05 PM)
The ability to sell upgrades but other peoples ideas and work arounds using other proposed logics are better than my 'Sellableupgrade=Yes' or 'Sellupgradefirst=Yea 'idea
Selling upgrades, but upgrades are on BuildingTypes, there animations once they are placed...
QUOTE (Revolutionary @ Aug 2 2009, 01:05 PM)
seperate 'build down' anim when selling for example
Buildup=GANSTMK
BuildDown=GANSTDIE
it could be set up like this
if no buildup there is no 'builddown' unless one is entered
if there is a buildup 'builddown' is the same as buildup unless a name is entered
This is a good idea! I think i could do this
EDIT: Actualy, i just spent the last 2 hours looking to this and i cant find where the game draws that image at, i know where it gets the pointer to the data though...
QUOTE (Revolutionary @ Aug 2 2009, 01:05 PM)
buildable conyards, navel yards, your spotlight example
Im not too sure what gives you the bug when you build Construction Yards, Navel Yards are something that needs a lot of planning to do and of course, i can do the Spotlight globals.
QUOTE (Revolutionary @ Aug 2 2009, 01:05 PM)
and the ability for upgrades to be placed on more than one building eg ion cannon node can be placed on both adv comms center and upgrade center
I dont see why this should be done, could you not just clone the upgrade for that?