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camouflage rules

 
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PostPosted: Sun Jan 04, 2009 9:36 am    Post subject: camouflage rules Reply with quote

What a kind of joke?

I don't think about partial_invis flag but possibility to set more generous flag, like unit flag in 2.2 . We should have field native_to , where we set on which terrain type it should working. Submarines will have camouflage on deep sea but not on other sea titles. We can also add filed effective to camouflage. Unit should have additional:

    - see_unit_with_camouflage_type, which making invisible unit with only included to list camouflage type visible.
    - Natural camouflages, which set camouflages to it
    - Can have additional camouflages<group1><group2>

Unit class should have flag can_use_camouflage, which describe with additinal camouflage unit can have. And camouflage can have flag chanagable.

Examples:
1. Submarine
[camouflage_undersea]
name = "undersea"
native_to = [water terrain]
visible_by = 1 # it don't working if unit be closer than one tile to enemy

[camouflage_underdeep]
name = "underfeep"
native_to = "deep ocean"
visible_by = 1

[unit_submarine]
........................
natural_camouflages = "underdeep", "undersea"

[to_all_modern_sea_unit]
see_unit_with_camouflage_type="undersea" # we see submarines if they are on plate sea

[unit_great_radar]
see_unit_with_camouflage_type ="undersea", "underdeep" # submarines are always visible

2.Marines

[camouflage_forest]
name="human forest"
native_to = "forest"
visible_by=2
flags=changable

[camouflage_snow]
name="human snow"
native_to = "glacier", "mountains"
visible_by=2
flags=changable

[camouflage_desert]
name="human desert"
native_to = "desert"
visible_by=2
flags=changable

[unit_marines]
..................
can_have_additional_camouflage="human forest|human snow|human desert"

Game has decided with camouflage select if player don't does it. It will take terrain type under a city and find native camouflage to this terrain. Player can change camouflage with changable flag to other with the same group, but unit will lost all move points and player must pay for it(for example by production point or gold).

What effects to gameplay? We not always can change camouflage to all units, so we must decided in production time, which player we would prefer to attack. Better gameplay with submarines(for our enemy). We couldn't use submarines to attack all sea unit on plate sea, so we cannot use it to defense our coast or attack enemy coast. We only use it for exploration and attack random enemy unit.
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Joined: 05 Jul 2006
Posts: 761

PostPosted: Sun Jan 04, 2009 11:10 am    Post subject: Reply with quote

There are lots of interesting things one could do with this concept,
for example units even more invisible than the current kind, e.g.
an enemy has to try to move into the unit's tile before it is revealed,
or even certain units could be completely invisible to certain unit
classes such that enemy units pass over them even on the same
tile. This last bit would be some work to implement, since much of
the code assumes all units on a tile are friendlies.

I like the idea of units invisible only on certain terrain types. Another
idea would be to have units with a special action/order that allows
them to change "modes" that affect their visiblity/ability to attack/
etc. For example submarines could "submerge" making them
completely invisible to air units and most ships, but they can't
attack while in this mode and only see in a 1 square radius.
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