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Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Inigo Montoya
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Post by Inigo Montoya »

turin wrote:BTW, attacks have a minimum of 1 damage...is there any way to have an attack be completely useless against a unit? Probably WICOT.
Write an event into each of the unit files, that causes it to heal 1HP on the enemy right after it hits. That way, while you could still kill an 'immune' unit if it only HAD 1HP, the attack would otherwise effectively do 0 damage. Also set the 'natural' damage levels high enough that the 1-point heal doesn't make a difference.
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Fiach Dubh
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Post by Fiach Dubh »

Or, if you are using the 'one-unit-per-side' idea described above, you could give all the attacks 0% chance to hit (a modified WEAPON_SPECIAL_MAGICAL), but whenever (for example) a Sword attacks it triggers this:

Code: Select all

[event]
name=attacks
[filter]
type=sword
[/filter]
[kill]
[filter]
type=paper
[/filter]
[/kill]
[/event]
I may have the structure slightly wrong, but the basic idea should work.
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Greek Maniac
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Post by Greek Maniac »

Simply, you could set the "paper" resistance to "sword" attacks -500% for example. :idea:
Fiach Dubh
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Post by Fiach Dubh »

That's way better than my idea! Make all the attacks do 1 damage, 1 strike with a 100% chance to hit. Give all the units Regeneration, and set their resistances so that they take 5 times as much damage from the attack that they are meant to be weak against. And give them all 5HP. That way you're guaranteed to kill an enemy who is weak against your type, but cannot possibly kill either of the other types.
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turin
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Post by turin »

No, the best way is what you mentioned earlier (and what I should have thought of). Give all units 100% defence on all terrains. Then, give the Rock unit a weapon special that makes it have 100% CTH when attacking Scissors, etc.
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