developers please confirm

Discussion in 'Coding' started by pickled_heretic, Feb 3, 2010.

  1. pickled_heretic

    pickled_heretic Member

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    I have heard rumors that in 2.25 you will be able designate multiple requisites for researches and technologies.

    Can this be confirmed, or can it be dismissed?

    I have ran several simulations and I just can't come up with maximum fun in my matrices without having multiple requisite research.
     
  2. blizzerd

    blizzerd Member

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    what are the environments you simulated these "simulations" in if i might ask?
     
  3. Empty

    Empty Member

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    You can simulate fun?
    I think nearly every game developer would like your software like right now.
     
  4. Brutos

    Brutos Administrator Staff Member Moderator

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    the code is untested i think, download emp svn and try if it works
     
  5. Xyaminou

    Xyaminou Member

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    I'm also interested , how would that work ? what do I need to add in scripts to have multiple researches needed?
     
  6. Kane

    Kane Member

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    Something like Prerequisite
     
  7. Trickster

    Trickster Retired Developer

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    I know more than the devs about this XD

    I asked CB to add it in for me, and I have custom DLLs for 2.24d if you want to test it. He did do it just after he left the dev team though, so he didn't know if the changes were synced. I got the syntax for it as well in my script folder.

    EDIT:

    Here's a segment of my scripts I was developing a while back, including the syntax.

    Code:
    "Siege Strike Cannon"
    {
    	"Name"			"Siege Strike Cannon"		//name given to research item
    	"Parent"		"Explosive Shells"	//name of parent that this branches from
    	"Prerequisite"	"Sabot Cannon"	//secondary research that this depends on
    	"Description"		"(Technology: Vehicle Cannon) [Prerequisite: Sabot Cannon] This shell exerts extremely massive pressure when detonated, causing massive explosive force in an extreme area and unleashing massive damage in many directions, although because the shell is so unstable, it has extremely low flight time before detonation."	//description given when hovering over research item
    	"Icon"			"comm/hex_cube"			//icon drawn on research tree
    	"Unresearched Icon"	"comm/hex_cube_empty"		//icon drawn in the GUI
    	"Type"			"0"		//nothing
    	"Cost"			"325"		//cost of this research item
    	"Time"			"30"		//time to research this item in seconds
    	"Team"			""		//which team can research this
    }
    
    

    DLLs: Don't distribute modified DLLs please
     
    Last edited: Feb 12, 2010
  8. Xyaminou

    Xyaminou Member

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    So yeah , this isnt really what I was thinking about.

    I was thinking about something that would allow 2 research needed for a weapon. I guess an example with be better at explaining.

    So it my scripts you would have to research each weapon "container" , which would be 2 slot MG , 2 slot cannon etc...

    Imagine you researched 2 Slot MG , 2 Slot cannon , 2 Slot Grenade
    And then you would research High Explosive technology.
    You would get HEMG , HECannon and HEGrenade.

    That's is what I was thinking about, with what you offer me this wouldn't be the same thing, and it would make a big difference in my opinion.
     
  9. Trickster

    Trickster Retired Developer

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    In theory, there may be a way around that by forcing research that is applicable to the other team. It'd be complicated but you might well be able to do it.

    Effectively you'd have to build a BE tree where the "technology" and the "2 slot cannon" are assigned to NF, so whilst only BE research them, only NF tanks can mount them. Thus they will be unavailable. Vice versa for NF.

    Not sure if that's possible but I'd definitely try it out.

    Also my previous post was updated with the link.
     
  10. blizzerd

    blizzerd Member

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    i dont see that working consistently, and i see that being very complex
     
  11. Kane

    Kane Member

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    The changes are in 2.25.
     
  12. Deiform

    Deiform Member

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    With this system you can have 2 prerequisites for a weapon, that was the reason we wanted it. Effectively a research item has an automatic prerequisite of the parent tree; this just adds another item that needs to be researched (although quite hacky).

    Also, thanks for the credit Trickster...
     
  13. pickled_heretic

    pickled_heretic Member

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    If this works the way I think it does, why wouldn't you be able to do what you're saying?
     
  14. Xyaminou

    Xyaminou Member

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    How would you do that ? I can't think of a way to do that.
     
  15. Headshotmaster

    Headshotmaster Member

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    simple

    Each HE weapon would look like this



    HE cannon
    "Parent" "HE Tech"
    "Prerequisite" "Upgraded Cannon"

    HE MG
    "Parent" "HE Tech"
    "Prerequisite" "Upgraded MG"

    HE Grenade
    "Parent" "HE Tech"
    "Prerequisite" "Upgraded Grenade"


    All prereqs are weapon items, and all parents are tech tree unlocks. It's pretty simple after awhile.
     
  16. Xyaminou

    Xyaminou Member

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    Yes but that would be 3 things to research instead of one.
     
  17. Headshotmaster

    Headshotmaster Member

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    Well then, put each of the upgraded double slot prereqs into 1 tree.

    You're making it to me more complicated than it needs to be : /
     
  18. CobaltBlue

    CobaltBlue Member

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    Before I troll, thanks for implementing.

    Oh good, a second variable, I was worried they might do something powerful like use an array.:rolleyes:
     
    Last edited: Feb 15, 2010
  19. Headshotmaster

    Headshotmaster Member

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    That would quite literally be the first array in the code : /

    I heard some tidbits, and it's really sad :(
     

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