Unit customization

Synchronized-turns strategy. Calling all teamers.
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Mike
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Unit customization

Post by Mike » Sun Feb 21, 2016 5:06 pm

Love the game, love the ability to customize maps with different values, shapes etc.. This question may have been asked before - but do you expect to add unit customization to future versions? For example, If I wanted to create a 'special forces' unit - that has a cost of 3 or 4, attack of 2, defense of 2 and a range of 1 - so that it has better attack than typical infantry, or a mechanized infantry unit that say has a cost of 4, attack of 2, defense of 1 and a range of 2 - or a heavy tank, cost of 6, attack of 5 - defense of 3 and a range of 1... just examples.

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dustin
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Re: Unit customization

Post by dustin » Mon Feb 22, 2016 2:31 pm

I've been thinking about it...

Either that or at least creating a couple more unit types that maps could use.

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Mike
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Re: Unit customization

Post by Mike » Tue Feb 23, 2016 8:20 pm

Some Ideas:
Attack - Defense - Movement - Cost
Currently Infantry, for example are 1/3/1/3 - tanks are 5/2/2/5

Artillery 2/2/1/4
Mechanized Infantry (or light calvary) 2/2/3/5 (can travel 3 places but only attack at 2 - good as a scout)
Heavy Armor 5/3/1/6 - better defensive stats than regular armor - limited movement, sacrificing speed for defense
Field Marshall 6/0/3/7 or 8 - expensive unit, no defense but very good attack and movement, used in conjunction with infantry (cannon fodder) with the idea that a good leader would make a stack of infantry better. Could even be more expensive - like a castle, can produce infantry (think conscripts) where ever he is. So one could run him out to no mans land (3 movement) and start producing infantry there. This infantry producing general would probably need to be more expensive (20?) - but can only produce infantry units, not tanks etc...

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SnyperEye
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Re: Unit customization

Post by SnyperEye » Mon Mar 14, 2016 7:53 pm

Interesting thoughts Mike. i'd like at least to see a new type unit at least.

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PerseusSpartacus
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Re: Unit customization

Post by PerseusSpartacus » Fri Mar 25, 2016 11:49 am

I just thought of another thing that probably ought to be part of Lux Alliance but isn't: the ability to have the same unit type look different for each player. In other words, a pawn owned by player 1/America could be made to look different than a pawn owned by player 4/Germany. I thought of a simple way this could work.

In the theme file, rather than interpreting the "unit_pawn.png", "unit_knight.png" and "unit_castle.png" images as being universal, the game would interpret them as the "default" appearances of those units on that map. In other words, those files could be used as default graphics if any given player has no unique graphics assigned to them.

Then, to assign unique graphics to each player, which would override the default graphics for that player, you simply have another file titled either "p1_unit_pawn.png" or "unit_pawn_1.png" - or something like that. That would be a simple way of providing players the option of using different unit graphics for different players on their maps, without rendering the usual way of making themes unusable.

Just a thought. Does this make sense to anyone else?

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Re: Unit customization

Post by ththth25 » Thu Mar 31, 2016 2:34 am

Yes, these ideas make good sense. I've been asking Dustin about similar functions in another thread ("need modding help"). Since I don't know java or computer language or html, it would be great if someone could make a drop-down menu for dummies like myself. That way I could go in and make a challenging wargame scenario with various units having various capabilities (including movement). I've looked through all the existing map-making links and I still can't figure out how to make smaller hexes (like the ones I see in some of the space maps). I guess it's kind of selfish of me, but I could really benefit from a step-by-step, click-by-click, drop-down menu kind of scenario creator (are any of you familiar with the scenario creator in EMPIRE EARTH II?). Of course, if we start making scenarios that have all these functions (movement, att/def variation, etc.), then it might move us away from the LUX environment, but I'd pay good money for such an easy-to-use scenario creator. Then again, maybe I just need to go take a class or two or pay a tutor to teach me how to use java, etc.

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