1 | | Actually I was looking into this task a few months ago. I wasn't completely satisfied with where it ended up, but the idea was to have separate entity templates for pack/unpacked units, which are created/destroyed when the transformation finishes. The benefit of that is it means less special cases throughout the simulation code, but also we can have different properties for packed vs. unpacked units, like armor values and vision range, to name a few. The drawback is twice as many siege templates. |
| 1 | Actually I was looking into this task a few months ago. I wasn't completely satisfied with where it ended up, but the idea was to have separate entity templates for packed/unpacked units, which are created/destroyed when the transformation finishes. The benefit of that is it means less special cases throughout the simulation code, but also we can have different properties for packed vs. unpacked units, like armor values and vision range, to name a few. The drawback is twice as many siege templates. |