Changes between Version 1 and Version 2 of Formations
- Timestamp:
- Jan 7, 2014, 10:12:18 PM (10 years ago)
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Formations
v1 v2 13 13 The formation parameters change the look and working of formations. 14 14 15 === FormationName ===15 === !FormationName === 16 16 17 17 This name will be used in the GUI tooltip 18 18 19 === SpeedMultiplier ===19 === !SpeedMultiplier === 20 20 21 21 The 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. 22 22 23 === FormationShape ===23 === !FormationShape === 24 24 25 25 The 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. 26 26 27 === ShiftRows ===27 === !ShiftRows === 28 28 29 29 If this tag is set to "true", subsequent rows will be shifted. 30 30 31 === SortingClasses andSortingOrder ===31 === !SortingClasses and !SortingOrder === 32 32 33 33 The 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. 34 34 35 === WidthDepthRatio ===35 === !WidthDepthRatio === 36 36 37 37 The 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. 38 38 39 === MinColumns, MaxColumns andMaxRows ===39 === !MinColumns, !MaxColumns and !MaxRows === 40 40 41 41 These 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. 42 42 43 === CenterGap ===43 === !CenterGap === 44 44 45 45 The 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). 46 46 47 === UnitSeparationWidthMultiplier andUnitSeparationDepthMultiplier ===47 === !UnitSeparationWidthMultiplier and !UnitSeparationDepthMultiplier === 48 48 49 49 Normally, 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.