healing didn't work like i thought it would...
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That should be semi-possible with the current [abilities] system - someone should check.
[edit]
Well, actually, I just looked at the code in abilities.cfg:
And I fail to see why ABILITY_CURES would remove poison while ABILITY_HEALS would not. Was that hard-wired in or something?
[edit]
Well, actually, I just looked at the code in abilities.cfg:
Code: Select all
#define ABILITY_HEALS
[heals]
description=heals
amount=4
max=8
[/heals]
#enddef
#define ABILITY_CURES
[heals]
description=cures
amount=8
max=18
[/heals]
#enddef
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- Eleazar
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The general direction of development is to make things (like ablilties) more easy to control and adjust with WML. Xan's done a lot of that since 1.0.Kestenvarn wrote:It might look more complicated, but it would allow faction creators more flexibility with their units than the current system and be easier to understand as well. If it was tied in with a tag that allowed faction makers to alter the amount villages/resting restored, like Sauron was asking for...
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*nods*Eleazar wrote:The general direction of development is to make things (like ablilties) more easy to control and adjust with WML. Xan's done a lot of that since 1.0.Kestenvarn wrote:It might look more complicated, but it would allow faction creators more flexibility with their units than the current system and be easier to understand as well. If it was tied in with a tag that allowed faction makers to alter the amount villages/resting restored, like Sauron was asking for...
I mean, suppose someone made a unit that reflected a extremely fit character physically... like a monk. Regen+8 would be going overboard, but Regen+1 would be fine for this.
Hey, let's give Elvish Shamans a 30-5 Magical Impact melee attack while we're at it.turin wrote:And I fail to see why ABILITY_CURES would remove poison while ABILITY_HEALS would not. Was that hard-wired in or something?
Seriously, I think I reworking of Heal + Cure + other healing is probably a good idea, but making Healers anti-poison units in addition to everything else that they are would just weaken the Poisoning units more than anything else - which I think is a bad move. Let's look at what units use Poison, shall we?
1) Orcish Assassin (and Orcish 0Slayer)
2) Ghoul (and Necrophage)
3) Assassin
They don't need weakening just as much as the Rebels don't need another level 1 ability.
As for stacking healing, I think this alternative would be better: Healing maxes for single units are dropped (a Shaman can Heal all 6 units around her), and the highest healing rate a unit would receive from a single source is still what they get.
Alternatively, if stacking is decided to be necessary, I think it should be diminished when secondary units are helping (example of a unit surrounded by 3 Curers and 3 Healers):
Cure +8
Cure +2
Cure +2
Heal +1
Heal +1
Heal +1
Total = +15
I think removing the single unit cap OR adding stacking would be an interesting change. I think doing both would lead to what Dave was talking about in his quote.
I of course defer to Doc if his genius thinks otherwise.
he was asking how the difference was implemented, not suggesting that it be removed...JW wrote:Hey, let's give Elvish Shamans a 30-5 Magical Impact melee attack while we're at it.
BTW, although healing cannot remove poison, it can prevent it taking effect (thus preventing 8 damage rather than healing 4)
I am very sorry to tell you, but healing was already changed in 1.1.2 to a different system. There is no stacking of healers of your own side. A healer heals every unit around him/her with a certain amount, no matter how many units there are. Heal now has different "levels" and the extra ability cure does *only* remove poison and not heal. Have a look at the changelog for little more info about the concrete way healing is supposed to work now.
It would be nice if someone could update the wiki with a clear explanation of how the new healing works.
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