Add/Remove or Hide/Unhide abilities?

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Level 17
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Mar 21, 2011
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1,611
Hi,
Short question: i have several units with 10 abilities. most of the time, the abilities are disabled. Which way should i go? Add/remove abilities each time i need them? or give the units all abilities right at the start and hide/unhide them?
 
Level 10
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Sep 16, 2016
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Depends on your choice. I guess that Hide/Unhide is disabling abilities for player, this works for all units at once, but it doesn't remove cooldowns.

Add/Remove ability resets cd, but it takes only one unit => Increase workload when you pick unit group.
 
Level 19
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it would be cool if you could build only 1 unit type but after they are produced you can decide if you want them to be mages fighters healers or archers.

that would be super cool. however it would be annoying if you had to do it everytime so maybe make a normal system of buildings to train mages only and so on
 
Level 17
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Mar 21, 2011
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You could try looking into Engineering Upgrade to disable an ability for a specific hero/unit.
it does not matter in my map if it disables all abilities for a player.

If a Unit has 2 Spells of the same base-Spell, One disable it will cast both results in casting the disabled indirectly.
This happens only on Instant Spells without a target, like Water-Elemental Thunderclap/War stomp...
i use channel for all of my abilities.

which one is better in case of performance?
 
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