Re: WIP - Wargus Improvement Project
Posted: Tue Jul 30, 2013 3:36 pm
Nice. What's planned for the next version?
I want to add more graphics from the old WC2 mods, perhaps a new tileset, and a new minicampaign with the Orc levels from the WC2 demo, which detail the invasion and conquest of (southern) Khaz Modan.b_o wrote:Nice. What's planned for the next version?
That would be nice, but with what storyline?Kyran wrote:A GPL-licensed campaign, perhaps?
I would be glad to be able to contribute to the main project itselfWe could think about merging this with Wargus, minus the graphics.
I believe a good way to go about this would be similar to what I've done in Aleona's Tales.Andrettin wrote:I would be glad to be able to contribute to the main project itself
What about redefinition of units (i.e. making Lothar not able to cast spells), could that be done in such a modular fashion as well?Kyran wrote:I believe a good way to go about this would be similar to what I've done in Aleona's Tales.Andrettin wrote:I would be glad to be able to contribute to the main project itself
All new scripts go in /scripts/addon/ without overriding anything.
For example, new units go in wip_units.lua, new spells go in wip.spells.lua.
And if I redefine function in a modular file, would that work too?Kyran wrote:I use override.lua to redefine units, however in this case you should apply the modification directly to Wargus.
So everything outside of making it more like War2 should go into /scripts/addon/
Do you know if he made the code for that publicly available?Big Daddy wrote:Units can be defined and redefined, but the data for the units are spread across a couple lua files.
Some guy n here was posting graphics from his own stratagus game, and it had randomized unit graphics, IE, 3 designs for the same unit, and the graphic for a particular unit is chosen randomly upon unit generation.
I think this is a good idea for Wargus, eventually.