is there a way to increase a harvester's lumber carrying capacity by a percentage?
Impossible.
by storing the value
when the unit get the lumber
add futher lumber to player
show it as floating text.
how?
when will you know? Is there an event trigger like that?
You don't know the number of lumbers harvested. Harvested lumbers can be returned even though it's not in full.
Will spawn like +5 + 5? Since returning lumber will also spawn text and you will add another. Is there even a trigger to detect if the harvester has returned the lumbers?
as for number of lumber harvested, example the default is 5 lumbesr, then set variable 5. And via trigger change it.
This is your best shot. You can apply an ability level upgrade.Impossible and Not really feasible since a lumber amount has to be a whole number... so, Couldn't you just do the math as it upgrades and round to the nearest whole number?
Level 1 capacity is 10
Level 2 capacity is say, +30% of level 1 capacity, so 10+3 = 13
Level 3 capacity is +30% of level 2 capacity so 13+4(rounded up from 3.9) = 17.
This is your best shot. You can apply an ability level upgrade.
Yes, perhaps I'll do a variant of that. The reason I wanted a percentage-based upgrade is because I want the upgrade to affect more than 1 type of unit, of which the units have different lumber capacities. So if I were to make it just increase by, say, 5, then one unit would have a significant increase while the other would barely be affected.
An upgrade can hold 4 ability level upgrades on its own (meaning it can upgrade up to 4 different types of lumber harvesting abilities at a time). If that's not enough, you can apply more upgrades with a trigger like the posters above suggested.Yes, perhaps I'll do a variant of that. The reason I wanted a percentage-based upgrade is because I want the upgrade to affect more than 1 type of unit, of which the units have different lumber capacities. So if I were to make it just increase by, say, 5, then one unit would have a significant increase while the other would barely be affected.