Upgrading One Unit into Another. Issues.

Hinte

New Member
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I want to make a footmen upgradeable into a captain, for example.
I edited the Berserker Upgrade, changed the unit models etc.
I set it up so the Barracks had the upgrade, the units had the ability etc.

When I tested it both the footmen and Captain icons were visible in the barracks, unlike the trollheadhunter/troll berserker where when researched the berserker takes the place of the headhunter on the building screen and the berserker icon is not visible otherwise.

The Ability worked, when researched all my footmen changed models / stats and the footmen were no longer buildable from the Barracks the captains took their place.

What i want to know is how can I make it so the captain icon isn't visible until after the upgrade is researched. Like with the berserker and headhunter.

Thanks.
 

GooS

Azrael
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154
Have you set the data fields in the upgrade correctly, it has two effects.
Both Unit Availability Change..Setting the former to Unavailable and the new one to available.

This also means that there is something that holds the new unit Unavailable until then.

Anyways have you set their button position to the same?
 

Hinte

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Yes, the upgrade works fine, the old unit is replaced with the new unit. But, before i research the upgrade the new unit is still visible on the barracks building screen.
 

Hinte

New Member
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I looked at the Berserker and made my unit basically have the same data and it still didnt work.
 

komapatient

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Step by Step manual for custom unit model upgrades:

1. Create your basic and advanced unit in the object editor.
2. Make both your basic and advanced unit 'trainable' in the correspondent building.
3. Create a new 'upgrade' based on the Troll Berserker Upgrade. Set the correspondent unit data fields to your basic / advanced units. Make sure effect 1 describes your basic unit while effect 2 describes your advanced unit.
4. Create a new 'ability' based on the Troll Berserker Ability. Set the techtree requirement to your Custom Upgrade. Set the correspondent Unit Data Field to your advanced unit. Make sure you apply this custom ability to your basic unit under Abilities. Do not mix this step up... Again: Create an ability and set the Unit Data Field to your Advanced unit then give your basic unit this custom ability.
5. Add the Upgrade to your building under the point 'Researches Available'

As far as you followed my step all of your footmen (feetmen sp?) will now turn to captains once you research your upgrade.
 

Hinte

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I dont think anyone knows what i am talking about i will try to clarify.

I did all those steps you listed, the first time i tried this.
My upgrading works fine the problem is when i go to my building prior to upgrading the units both the basic and advanced units are present with icons. I want to know how to make it so only my basic unit icon is present until i upgrade it and so the basic unit gets replaced with the advanced unit on the building screen not on the actually map. My Upgrade upgrades the units its just both icons are there prior to upgrading. After upgrading the basic one is replaced with advanced one but i want to know how to make it so advanced one isnt always visible until you research. If you follow your own steps im sure you will see what im talking about.
 

komapatient

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I dont think anyone knows what i am talking about i will try to clarify.

I did all those steps you listed, the first time i tried this.
My upgrading works fine the problem is when i go to my building prior to upgrading the units both the basic and advanced units are present with icons. I want to know how to make it so only my basic unit icon is present until i upgrade it and so the basic unit gets replaced with the advanced unit on the building screen not on the actually map. My Upgrade upgrades the units its just both icons are there prior to upgrading. After upgrading the basic one is replaced with advanced one but i want to know how to make it so advanced one isnt always visible until you research. If you follow your own steps im sure you will see what im talking about.

On your custom Upgrade have you checked Effect 1 - New Availability for UNAVAILABLE and Effect 2 - New Availability for AVAILABLE?

These settings should fix your problem, concerning your basic unit is you want to disappear and your advanced unit is the one to remain available!
 

Hinte

New Member
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Yes, the problem is they are both available and buildable before i upgrade, but after i upgrade only the advanced one remains (which is what i want) but how do i make the advanced one not available before i upgrade?
 

Hinte

New Member
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Before And After Research Pay attention to the things in blue boxes. After, the 2nd picture, is what i want, basically i want the basic unit visible in that slot until you upgrade and then the advanced one takes its place. But as i have it now... they are both visible before upgrade and only looks like i want it too after upgrade. Help me get it to work before research Please!
 

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Defi4nc3

Developer of DORPG
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You do realise the Troll Headhunter is the same unit as the Berserker correct? The entire Upgrade process is done simply by changing the required animations.

You will probaly have to do some editing via triggers to get the exact results you want.
 

Hinte

New Member
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ok... so basically there is no way to make it so only the basic unit is shown before upgrade and the advanced after? the icons that is?
 

Defi4nc3

Developer of DORPG
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My friend there is always a way. You can hide the unit from the tavern until the upgrade is purchased than you add the unit and remove your old unit to the tavern... (tavern, barracks, w/e)
 

mr_fj

New Member
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You do realise the Troll Headhunter is the same unit as the Berserker correct? The entire Upgrade process is done simply by changing the required animations.

You will probaly have to do some editing via triggers to get the exact results you want.


Only the model and most of the data is the same, in the world editor there is to units. The headhunter under units and the beserker under special.
 

Hinte

New Member
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Is there a trigger to add an unit to the buildable units of a building genre? and have the event=an upgrade? something like when its researched add new unit to barracks?
 

Defi4nc3

Developer of DORPG
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Heres your way
Events
Unit - A unit Finishes an upgrade
Conditions
(Researched tech-type) Equal to Your Tech Type
Actions
Neutral Building - Remove Footman from Your Barracks
Neutral Building - Add Captain to Your Barracks with 1 in stock and a max stock of 1


Though you may want take more actions to avoid leaks. And of course the stock amount etc....
 

Hinte

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I cant seem to get that trigger to work, plus even if i could, i believe it would only add it to one barracks, not all of them, and it would be like buying from a tavern as opposed to training.

I'm gonna try something.
 

Hinte

New Member
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Ok, i think i have found my solution, its a long walk around but i believe it will work

If i copy headhunter and berserker and change all the data to match my units it seems to work.... though looking at berserker and headhunter i dont see what they have that makes it work on their base but i works apparently.
 

Defi4nc3

Developer of DORPG
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Thats why there is also the trigger to add it to ALL Marketplaces of your type.
 

Hinte

New Member
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Thats why there is also the trigger to add it to ALL Marketplaces of your type.

regardless, i cant seem to get that trigger to work, and again wouldnt it make it so you have to "buy" them as in instant buy instead of a training time plus stock issue.

The "all" marketplace doesnt let you change marketplace data, unless that means if it has ability to sell its a marketplace.
 
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