Taking Mod requests!

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Re: Taking Mod requests!

Postby OgreGeek » Sat Feb 18, 2012 8:48 pm

This idea is based off the above suggestions and responses. What I would like to see is a way to build a guard tower, assign 2-3 soldiers to the guard tower, and have those soldiers shoot incoming mobs with bow & arrows. Along with the guard tower, the ability to create a 'gate' would be nice. I noticed that you can 'lock' doors, so from this principle it would be nice to have the ability to 'lock' and 'unlock' the gate to allow citizens to pass or prohibit mobs from entering during a siege. The gate would need to have HP, but would be awesome to create higher HP for gates than doors have.

Since the only defense (at least that I have found) of sieges is to direct mobs across a bridge then pause the game and delete the tile, I think defensive structures would add a lot to game- namely realism and really promote the 'RTS' aspect of Towns.
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Re: Taking Mod requests!

Postby OgreGeek » Sat Feb 18, 2012 8:50 pm

Ability for mobs to cause structural damage for walls would be good (as currently mobs can destroy doors). Applying that same idea to walls would add another element. In response, players should be able to 'repair' the walls. To do this, player would need stone/wood + hammer.
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Re: Taking Mod requests!

Postby Jontis_00 » Sat Feb 18, 2012 9:05 pm

OgreGeek wrote:This idea is based off the above suggestions and responses. What I would like to see is a way to build a guard tower, assign 2-3 soldiers to the guard tower, and have those soldiers shoot incoming mobs with bow & arrows. Along with the guard tower, the ability to create a 'gate' would be nice. I noticed that you can 'lock' doors, so from this principle it would be nice to have the ability to 'lock' and 'unlock' the gate to allow citizens to pass or prohibit mobs from entering during a siege. The gate would need to have HP, but would be awesome to create higher HP for gates than doors have.

Since the only defense (at least that I have found) of sieges is to direct mobs across a bridge then pause the game and delete the tile, I think defensive structures would add a lot to game- namely realism and really promote the 'RTS' aspect of Towns.

OgreGeek wrote:Ability for mobs to cause structural damage for walls would be good (as currently mobs can destroy doors). Applying that same idea to walls would add another element. In response, players should be able to 'repair' the walls. To do this, player would need stone/wood + hammer.


That is allot of good ideas you have there :)
I do not believe anything like assigning HP to buildings is possible at the moment, but I will look into some of the other ideas.
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Re: Taking Mod requests!

Postby OgreGeek » Sat Feb 18, 2012 9:28 pm

Thanks Jontis_00 for the reply. I noticed that a Soldier can be wounded, then heal at the Hospital. I wonder if this idea can be applied to a Wall- like assign a section some HP, then instead of healing a the Hospital, the wall would be 'healed' by a citizen repairing it.

I know there is a difference between 'livingentities' and 'structures,' but I have to wonder if there is some hack you can do to the code to cross these attributes over between the two types. I am looking through the code today to check the feasibility of some ideas I have, so let me know if something comes up! Thanks!
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Re: Taking Mod requests!

Postby Jontis_00 » Sat Feb 18, 2012 9:41 pm

OgreGeek wrote:Thanks Jontis_00 for the reply. I noticed that a Soldier can be wounded, then heal at the Hospital. I wonder if this idea can be applied to a Wall- like assign a section some HP, then instead of healing a the Hospital, the wall would be 'healed' by a citizen repairing it.

I know there is a difference between 'livingentities' and 'structures,' but I have to wonder if there is some hack you can do to the code to cross these attributes over between the two types. I am looking through the code today to check the feasibility of some ideas I have, so let me know if something comes up! Thanks!


We can't make it so that a structure will get attacked by monster, we can also not assign and keep track of the health of a entity or building. We can't even affect the hospital at the moment. I like your idea, maybe we can do something like that in a later update, but for the moment I would say that it is not possible.

But I will think of something else to help against sieges :)
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Re: Taking Mod requests!

Postby burningpet » Sat Feb 18, 2012 9:56 pm

Theoretically you could create a wall that is actually a friendly living entity with 0 move PCT to make it stay in one place, they will not spawn roofs or have a connection tile and will not stop citizens from crossing but monsters will attempt to break them if they would want to go through. to heal it you would just need an action that destroy the wounded wall and replace it with a fresh new one. you could use the graphics from the old wall (before we introduced connecting tiles) that is just under the bridge sprite, or any of the dungeon walls in special.png.

So yes, this is a hack, or what i like to call, voodoo scripting. if you hold your patience, we will introduce destructible and repairable walls later on.
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Re: Taking Mod requests!

Postby Jontis_00 » Sat Feb 18, 2012 10:02 pm

I thought sieges ignored entities and went directly for the citizens?
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Re: Taking Mod requests!

Postby burningpet » Sat Feb 18, 2012 10:05 pm

They do, but if friendlies are blocking their path, they will try to kill those to break through.
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Re: Taking Mod requests!

Postby Jontis_00 » Sat Feb 18, 2012 10:07 pm

If there is a door, will they still go for the entities?
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Re: Taking Mod requests!

Postby burningpet » Sat Feb 18, 2012 10:08 pm

Only if its locked.
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