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Units as skins #198

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Son-Guhun opened this issue Sep 28, 2020 · 1 comment
Open

Units as skins #198

Son-Guhun opened this issue Sep 28, 2020 · 1 comment
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future Something to consider for the future

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@Son-Guhun
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Using unitskins.txt, one could simply define new custom skins instead of an actual unit and apply those skins to units that actually exist in the map. For example, a Reforged footman could be a normal footman, but with a Reforged skin applied to it.

When dealing with units that have distinct abilities, that could be handled through code and a table containing default abilities for each unit type.

Requirements

  • For this to be implemented, a system more advanced than simple production buildings must be in place.

Advantages

  • Reduced object editor bloat.
  • Reduced loading times.
  • If there ever comes a time when the game simply can't handle the number of custom units that exists in LoP, then this approach will be necessary.

Drawbacks

  • Screws up unit selections.
@Son-Guhun Son-Guhun added the future Something to consider for the future label Sep 28, 2020
@Son-Guhun Son-Guhun self-assigned this Sep 28, 2020
@Son-Guhun
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Son-Guhun commented Sep 28, 2020

One way this could work would be to create categories for units:

  • Infantry
  • Cavalry
  • Archer
  • Priest
  • Spellcaster
  • Artillery
  • etc.

Each one of these categories would represent a different base unit. This way, actions that would normally work on a selection of the same unit type (such a double-clicking a unit to select all nearby units of the same type) would instead work on a selection of units in the same category.

A special "Unique" category would represent a units that aren't skins, but are base units themselves.

Visual Examples:

https://imgur.com/a/WsVn94J

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