Changes between Version 1 and Version 2 of Formations


Ignore:
Timestamp:
Jan 7, 2014, 10:12:18 PM (10 years ago)
Author:
sanderd17
Comment:

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  • Formations

    v1 v2  
    1313The formation parameters change the look and working of formations.
    1414
    15 === FormationName ===
     15=== !FormationName ===
    1616
    1717This name will be used in the GUI tooltip
    1818
    19 === SpeedMultiplier ===
     19=== !SpeedMultiplier ===
    2020
    2121The default speed of a formation is the minimum speed of all members. But a formation can have a SpeedMultiplier to modify that default speed. E.g. a SpeedMultiplier of 0.5 will make the formation half as fast.
    2222
    23 === FormationShape ===
     23=== !FormationShape ===
    2424
    2525The formation shape is a general description of the shape. Currently, "square" and "triangle" are supported. "special" is also used, but for those formations, the code to calculate the positions has to be specified in JS.
    2626
    27 === ShiftRows ===
     27=== !ShiftRows ===
    2828
    2929If this tag is set to "true", subsequent rows will be shifted.
    3030
    31 === SortingClasses and SortingOrder ===
     31=== !SortingClasses and !SortingOrder ===
    3232
    3333The formation positions are created in a certain order. By default, the first position is the center of the first row, then filling the row outwards, and starting again in the center of the next row. The positions are then filled in the order defined by the SortingClasses. F.e. if "Melee" is your first sorting class, then it will try to fill the first row with melee units, if there are still melee units left, it will fill the second row, ... The SortingOrder tag can be used to change the order in which the positions are filled. Currently there are two supported orders: "fillFromTheSides" and "fillToTheCenter". FillFromTheSides will start filling from the sides instead of the front of your formation. This can be handy to get the cavalry on the sides. The fillToTheCenter will start with filling all borders of the formation (thus the front and last row, and the side columns). This is handy to protect vulerable units in the middle of the formation if you expect attacks from all sides.
    3434
    35 === WidthDepthRatio ===
     35=== !WidthDepthRatio ===
    3636
    3737The WidthDepthRatio will define the general shape of the formation. A WidthDepthRatio will try to create a perfect square (expressed in number of units, not in meters). A WidthDepthRatio of 2 will try to create a formation that's twice as wide as it's deep. And a WidthDepthRatio of 0.5 will try to create a formations that's twice as deep as it's wide.
    3838
    39 === MinColumns, MaxColumns and MaxRows ===
     39=== !MinColumns, !MaxColumns and !MaxRows ===
    4040
    4141These tags should be pretty clear, but they can collide a bit. When the MinColumns is defined, it will start with filling that number of columns before starting a new row. When MaxColumns and MaxRows are defined, and the number of entities is too big to fit in those constraints, it will keep the MaxRows as wanted, but will go over the MaxColumns. When there are no problems with constraints, it will fall back to using the WidthDepthRatio.
    4242
    43 === CenterGap ===
     43=== !CenterGap ===
    4444
    4545The size of the central gap in the formation (for a flank formation). The gap is expressed in number of units (so will be wider when your formation contains bit units).
    4646
    47 === UnitSeparationWidthMultiplier and UnitSeparationDepthMultiplier ===
     47=== !UnitSeparationWidthMultiplier and !UnitSeparationDepthMultiplier ===
    4848
    4949Normally, the units are placed on a distance in the formation based on their footprint size. By using these variables, you can place them closer together, or further apart.