- Joined
- Oct 9, 2017
- Messages
- 124
Most of the "odd" summon abilities and many transformation abilities define their abnormal properties as part of the ability. For example, Gargoyle's Stone Form applies the health regeneration as part of the ability, rather than it being a property of the alternate form. Similarly, Robo Goblin alters the statline rather than the altered statline being part of the alternate form's base stat.
Other abilities that use the Alternate Form animations (both for more options under the umbrella and a note on animations) include Locust Swarm from the Crypt Lord, Root from Ancients, the Barrage upgrade for Siege Engines and Berzerker upgrade for Troll Headhunters,
A notable case of alternate animation sets not being an Alternate Form is that the Mountain Giant's War Club ability is coded to use the Upgrade animation set instead of Alternate Form (and uses the texture of the tree grabbed, game crashes if you try to use it on anything other than a tree). Similarly, the Spirit Walker applies a visual effect, rather than switching animation sets.
The topic for this thread, thus, is discussing and posting (and prototyping, if you want) ideas for making use of these multiple different abilities that alter the same base unit's effects. Essentially, what can you think of doing with multiple ways to get the same unit that have different statlines or abilities?
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In regards to multiple transformations, upgrading with different abilities to the same unit, but with the altered properties being different, can be useful for saving on data for extremely feature-packed maps, and for saving on design space for techtrees.
For multiple abilities summoning the same unit, a powerful unit can have a different ability derived from Pocket Factory spawning proxy units. Automatic missile launching, a trail of fire left in it's wake, creating backup... A surprising amount of effects can be accomplished with proxy units. Triggers add more variety, as always.
Other abilities that use the Alternate Form animations (both for more options under the umbrella and a note on animations) include Locust Swarm from the Crypt Lord, Root from Ancients, the Barrage upgrade for Siege Engines and Berzerker upgrade for Troll Headhunters,
A notable case of alternate animation sets not being an Alternate Form is that the Mountain Giant's War Club ability is coded to use the Upgrade animation set instead of Alternate Form (and uses the texture of the tree grabbed, game crashes if you try to use it on anything other than a tree). Similarly, the Spirit Walker applies a visual effect, rather than switching animation sets.
The topic for this thread, thus, is discussing and posting (and prototyping, if you want) ideas for making use of these multiple different abilities that alter the same base unit's effects. Essentially, what can you think of doing with multiple ways to get the same unit that have different statlines or abilities?
---
In regards to multiple transformations, upgrading with different abilities to the same unit, but with the altered properties being different, can be useful for saving on data for extremely feature-packed maps, and for saving on design space for techtrees.
For multiple abilities summoning the same unit, a powerful unit can have a different ability derived from Pocket Factory spawning proxy units. Automatic missile launching, a trail of fire left in it's wake, creating backup... A surprising amount of effects can be accomplished with proxy units. Triggers add more variety, as always.