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blood1995

Making a factory able to build units faster compare to other

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All is said in the title.

 

The 1st time I saw the big factory able to make Redeemer/MARV/Hexapod, I was thinking that they would have something else interesting, but no they have only that option.

 

So is it possible to make them build the SAME UNIT than the other war factory but faster(without having to edits the units or the LogicCommandSet).

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Umm I don't aware of such method but I assume it possible if there's a way to slow down everything if you out of power, DK if TW have such code in it though

 

 

The command set and the unit xmls is the only method I aware of

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Yes there's a cost and buildtime modifier.

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Gonna post the TW code, converting it into KW is your work but the basics are the same:

 

From the TW schematics:

<xs:complexType name="QuantityModifier">
        <xs:sequence></xs:sequence>
        <xs:attribute name="Name" type="GameObjectWeakRef" />
        <xs:attribute name="Count" type="SageInt" />
    </xs:complexType>

    <xs:complexType name="ProductionModifier">
        <xs:sequence>
            <xs:element name="ModifierFilter" type="ObjectFilter" minOccurs="1" maxOccurs="1" />
        </xs:sequence>
        <xs:attribute name="RequiredUpgrade" type="UpgradeTemplateRef" />
        <xs:attribute name="CostMultiplier" type="SageReal" default="1.0" />
        <xs:attribute name="TimeMultiplier" type="SageReal" default="1.0" />
        <xs:attribute name="HeroPurchase" type="SageBool" default="false" />
        <xs:attribute name="HeroRevive" type="SageBool" default="false" />
    </xs:complexType>

    <xs:complexType name="ProductionUpdateModuleData">
        <xs:complexContent>
            <xs:extension base="UpdateModuleData">
                <xs:sequence>
                    <xs:element name="QuantityModifier" type="QuantityModifier" minOccurs="0" maxOccurs="2" />
                    <xs:element name="ProductionModifier" type="ProductionModifier" minOccurs="0" maxOccurs="2" />
                </xs:sequence>
                <xs:attribute name="MaxQueueEntries" type="SageUnsignedInt" default="99" />
                <xs:attribute name="NumDoorAnimations" type="SageInt" default="0" />
                <xs:attribute name="DoorOpeningTime" type="Time" default="0s" />
                <xs:attribute name="DoorWaitOpenTime" type="Time" default="0s" />
                <xs:attribute name="DoorCloseTime" type="Time" default="0s" />
                <xs:attribute name="ConstructionCompleteDuration" type="SageUnsignedInt" default="0" />
                <xs:attribute name="DisabledTypesToProcess" type="DisabledBitFlags" />
                <xs:attribute name="GiveNoXP" type="SageBool" default="false" />
                <xs:attribute name="UnitInvulnerableTime" type="SageUnsignedInt" default="0" />
                <xs:attribute name="SpecialPrepModelconditionTime" type="SageUnsignedInt" default="0" />
                <xs:attribute name="VeteranUnitsFromVeteranFactory" type="SageBool" default="false" />
                <xs:attribute name="SetBonusModelConditionOnSpeedBonus" type="SageBool" default="false" />
                <xs:attribute name="BonusForType" type="GameObjectWeakRef" />
                <xs:attribute name="SpeedBonusAudioLoop" type="AudioEventInfoRef" />
                <xs:attribute name="SecondaryQueue" type="SageBool" default="false" />
                <xs:attribute name="Type" type="ProductionQueueType" default="INVALID" />
                <xs:attribute name="IgnorePreReqs" type="SageBool" default="false" />
                <xs:attribute name="ProductionTimeDelayScalar" type="Time" default="0s"/>
            </xs:extension>
        </xs:complexContent>
    </xs:complexType>
 

i used the quantity modifier in my mod at it looks like this:

 

<ProductionUpdate
                id="ModuleTag_06"
                GiveNoXP="true"
                Type="INFANTRY"
                VeteranUnitsFromVeteranFactory="false"
                NumDoorAnimations="1"
                DoorOpeningTime="0.66s"
                DoorWaitOpenTime="1.0s"
                DoorCloseTime="0.66s" >
                <QuantityModifier Name="OSR_Delta" Count="4" />
        </ProductionUpdate>
 

to use the productionmodifier it would look something like this if i'm correct:

 

<ProductionUpdate
                id="ModuleTag_06"
                GiveNoXP="true"
                Type="INFANTRY"
                VeteranUnitsFromVeteranFactory="false"
                NumDoorAnimations="1"
                DoorOpeningTime="0.66s"
                DoorWaitOpenTime="1.0s"
                DoorCloseTime="0.66s" >
                <ProductionModifier CostMultiplier="2.0" TimeMultiplier="2.0">
                                               <ModifierFilter
                                                Rule="NONE">
                                                 <IncludeThing>GDISniperSquad</IncludeThing>
                                               </ModifierFilter>
                </ProductionModifier>
        </ProductionUpdate>
 


At the moment the schematics both for TW and KW are setup to only allow:

 

1 Objectfilter per productionmodifier

 

max 2 productionmodifiers per productionupdate module. If you want more of those in the same productionmodifier you need to alter those schematics slightly, increase the max number or set the max to Unbound.



Umm I don't aware of such method but I assume it possible if there's a way to slow down everything if you out of power, DK if TW have such code in it though

 

 

The command set and the unit xmls is the only method I aware of

Again i can't emphasize enough to take a few evenings to read through the schematics and put them side by side next to the xmls to understand what is possible. It is time well spend.

Edited by Ravendark

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