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 Post subject: What kind of script tags we will need?
PostPosted: Wed Mar 20, 2013 9:15 pm 
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Hello AW friends,

here is a question from us for you. As you may recognized, CWT is using a tag based scripting engine to alter the data flow of the game. This scripting engine is more a simple value manipulating engine unlike in the neko engine in the very very very old versions of CWT.

So what do we need? Your help! :mrgreen:

What kind of hooks and values we need to make configurable in the game. At the moment CWT 0.3 brings this first set of alterable attributes...

1. Att ( general attack modifier )
2. Def ( general defense modifier )
3. Directly actions ( invokes a direct in game action.. typically done aftrer cop and scop )
4. movepoints ( add or remove move points during move map calculation )
5. buildCost ( general cost modifier (e.g. +10 means units costs 110 percent )
6. canBuild ( defines if a object type is build able or not )
7. min/maxRange ( general attack range modifier )
8. luck ( general luck modifier )
9. captureRate ( general capture rate modifier (e.g. 50% means capture additional 5 points if a capturer is at full health ) )
10. neutralizeWeather ( neturalizes the effects of the weather for someone )
11. funds ( general income modifier )
12. comTowerBonus ( general tower bonus modifier )
13. counterAtt ( defines the impact from counter attacks )
14. vision ( general vision modifier )
15. movecost ( general move costs modifier )

Beside of that list these things are planned too...

1. Event if a property gets captured
2. Event if an unit enters or leaves a tile
3. Complex math (e.g. for Sasha )
4. Remember unit identicals
5. Saving data between script lookups

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PostPosted: Fri Mar 22, 2013 1:11 pm 
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Beyond covering the AW games themselves, I don't have anything at the moment.

Do you foresee any developing potential after CWT reaches a playable form? For example, what will the dev team do after that? (besides take a nice break?)

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 Post subject: Re: What kind of script tags we will need?
PostPosted: Sat Mar 23, 2013 8:38 pm 
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Posts: 520
That is an excellent question, and one that is pretty difficult to answer at this time.

I know for me, the game is only part of the work that has to be done. I think one of the hardest features planned that I'll be trying to perfect is the Campaign/Script Editor. That is something that will take constant care and will probably need to be updated to be more fluid. I also think that the competition end of the code (a.k.a. the online server) is also something that will have to be constantly cared for, as well as the game itself if people ask for new features for us to cover.

This project has been... very research intensive. I think for everyone who is tracking the progress, this has been a good thing because the quality of the work is really getting top-notch. The other thing that is cool is that the development team is very hard working, and I feel like I have a very special group of people working on the project.

I'll allow Mara and Tapsi to speak for themselves though. But, so far, my plans is to continue to serve the project and improve the features of it however I can. 8)


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 Post subject: Re: What kind of script tags we will need?
PostPosted: Wed Mar 27, 2013 6:04 pm 
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Sure I see! At the moment we only try to reimplement the original system... but we have also some own ideas. Yeah it's maybe correct that we slow down development on CWtactics after 1.x or 2.x, but this do not mean that we cannot extend it further or develop something other.

Nobody knows it at the moment!
At the moment we try to finish it, instead of ( we made this error before ) planning things that are so far in the future. :mrgreen:

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