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Blocking units

PostPosted: 17 Nov 2013, 09:53
by Krom
As we all know KaM allows to block houses in script, but shy not block units as well?It looks silly that we can train Metallurgist in TSK1, does it?

Idea is the following:
- add BLOCK_UNIT static script and dynamic script to query and set this flag.
- fade or remove blocked units from training queues and stats.

Examples:
- block all unused units in early campaigns missions
- with dynamic script allow to train only certain kinds of army at certain times

What do you say, are there any drawbacks in this plan?

Re: Blocking units

PostPosted: 17 Nov 2013, 10:50
by The Dark Lord
Never thought of this, but yes I agree, there is no use in being able to train a metallurgist if you can't build a metallurgist's or iron smelter. :)

Re: Blocking units

PostPosted: 17 Nov 2013, 12:31
by Shadaoe
That sounds like a really good idea, adding more possibilities for script and removing useless units in some missions, I don't see any drawback ;)

Re: Blocking units

PostPosted: 17 Nov 2013, 12:37
by pawel95
That is a really nice idea. So you could even press players in some missions to make Axesfighters,but no Bowmen. That means the player has to go for Xbows :P (With a historical background like your city´s ingeneers haven´t invent the bow yet XD )

Re: Blocking units

PostPosted: 17 Nov 2013, 12:48
by andreus
That is a really nice idea. So you could even press players in some missions to make Axesfighters,but no Bowmen.
or prevent meat rushes :P

Re: Blocking units

PostPosted: 17 Nov 2013, 12:52
by Tiank
This is a good idea. I think that fading units would look better than removing them.

Blocking army units is cool as well, would make some missions harder. I don't see any drawbacks either :).

Re: Blocking units

PostPosted: 17 Nov 2013, 13:06
by RandomLyrics
great idea!

Re: Blocking units

PostPosted: 17 Nov 2013, 14:31
by dicsoupcan
This is exactly what i was waiting for :D and yes maybe it is also good to block army units.

Re: Blocking units

PostPosted: 17 Nov 2013, 16:42
by MpranavM
Nice idea would be cool to implement

Re: Blocking units

PostPosted: 17 Nov 2013, 17:47
by Krom
It's great to see everyone likes it. It was Andreus idea and he already wrote most of the code for it :)

Re: Blocking units

PostPosted: 17 Nov 2013, 20:02
by andreus
Possible TSK-1 settings:
Image

Igame:
Image
Image

:P

Re: Blocking units

PostPosted: 17 Nov 2013, 20:10
by T*AnTi-V!RuZz
On the contrary of what everybody else thinks, I think it's a bad idea to block military units. I always thought it was pretty fun to train knights + xbows on TSK1 with cheats when I felt like it.

Re: Blocking units

PostPosted: 17 Nov 2013, 20:11
by dicsoupcan
Well you can still unblock them in the map editor yourself :P

Re: Blocking units

PostPosted: 17 Nov 2013, 20:15
by woloszek
wow! great idea. No one had ever invented that? Well done Andrew :D

Re: Blocking units

PostPosted: 17 Nov 2013, 20:19
by Kamykos
I like that, but if we can block units then we should be able to block weapons too(for example we can block bowmans, but bows aswell). It will look stupid when you can make bows but you cant make a bowman :D.