I'm experiencing a strange problem with an upgrade. My unit has 0 StartingEnergy and 0 MaxEnergy so the bar/values don't show up on him at the beginning of the game. My upgrade (talent) allow it to have/use energy... so there is a Set->StartingEnergy=75 and Set->MaxEnergy=150 inside it.
The trouble comes when the player complete the upgrade research: the units are not acquiring the proper StartingEnergy... energy informations become visible but I only get 0/150. I'm sure that the same thing works perfectly with shields if I set StartingShield and MaxShield inside an upgrade... but with energy this is not working at all.
I've tried also to set MaxEnergy *before* StartingEnergy inside the upgrade, and also make two different upgrades: the first one sets MaxEnergy and the second one sets StartingEnergy. Simply, no luck... it seems impossible to modify StartingEnergy through upgrades.
The only way I found was to set StartingEnergy on the unit tab since the beginning, and then have the upgrade only set MaxEnergy when completed. This works fine but I don't understand what's wrong with my data...
Sure I did.
I tried to give set regeneration in the unit since the beginning, to set it through upgrade, to set it after the energy upgrades... I've just tried all the possible ways. It's not a difficult behavior to reproduce through... i thing that there's something wrong with editor.
Maybe try this: On the unit, make it's default Max Energy set to 0. default Starting Energy to 75. Should still look like a regular unit without the energy bar. Then, apply the upgrade in game and see if you still start with 0/150 energy.
If that doesn't work out, then maybe instead of Set StartingEnergy 75, perhaps ADD StartingEnergy 75.
EDIT: Haha, I have a bad habit of not finishing posts... and sure enough you tried the default Starting Energy 75 trick, hehe. But give my second idea a shot.
Maybe try this: On the unit, make it's default Max Energy set to 0. default Starting Energy to 75. Should still look like a regular unit without the energy bar. Then, apply the upgrade in game and see if you still start with 0/150 energy.
If that doesn't work out, then maybe instead of Set StartingEnergy 75, perhaps ADD StartingEnergy 75.
EDIT: Haha, I have a bad habit of not finishing posts... and sure enough you tried the default Starting Energy 75 trick, hehe. But give my second idea a shot.
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That's the only workaround I found for the moment. But it seems stupid to do that.
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Hi again people! ^^
I'm experiencing a strange problem with an upgrade. My unit has 0 StartingEnergy and 0 MaxEnergy so the bar/values don't show up on him at the beginning of the game. My upgrade (talent) allow it to have/use energy... so there is a Set->StartingEnergy=75 and Set->MaxEnergy=150 inside it.
The trouble comes when the player complete the upgrade research: the units are not acquiring the proper StartingEnergy... energy informations become visible but I only get 0/150. I'm sure that the same thing works perfectly with shields if I set StartingShield and MaxShield inside an upgrade... but with energy this is not working at all.
I've tried also to set MaxEnergy *before* StartingEnergy inside the upgrade, and also make two different upgrades: the first one sets MaxEnergy and the second one sets StartingEnergy. Simply, no luck... it seems impossible to modify StartingEnergy through upgrades.
The only way I found was to set StartingEnergy on the unit tab since the beginning, and then have the upgrade only set MaxEnergy when completed. This works fine but I don't understand what's wrong with my data...
@DivinoZarathos: Go
Ah nvm, just reread your thread.
Even if the unit doesn't get its starting energy, did you give it energy regeneration?
Sure I did.
I tried to give set regeneration in the unit since the beginning, to set it through upgrade, to set it after the energy upgrades... I've just tried all the possible ways. It's not a difficult behavior to reproduce through... i thing that there's something wrong with editor.
@DivinoZarathos: Go
Make your upgrade increase the unit's max energy and their current energy.
There's only EnergyStarting and EnergyMaximum... I can't find anything related to current energy though.
@DivinoZarathos: Go
Maybe try this: On the unit, make it's default Max Energy set to 0. default Starting Energy to 75. Should still look like a regular unit without the energy bar. Then, apply the upgrade in game and see if you still start with 0/150 energy.
If that doesn't work out, then maybe instead of Set StartingEnergy 75, perhaps ADD StartingEnergy 75.
EDIT: Haha, I have a bad habit of not finishing posts... and sure enough you tried the default Starting Energy 75 trick, hehe. But give my second idea a shot.
Quote from BorgDragon:
@DivinoZarathos: Go
Maybe try this: On the unit, make it's default Max Energy set to 0. default Starting Energy to 75. Should still look like a regular unit without the energy bar. Then, apply the upgrade in game and see if you still start with 0/150 energy.
If that doesn't work out, then maybe instead of Set StartingEnergy 75, perhaps ADD StartingEnergy 75.
EDIT: Haha, I have a bad habit of not finishing posts... and sure enough you tried the default Starting Energy 75 trick, hehe. But give my second idea a shot.
----
That's the only workaround I found for the moment. But it seems stupid to do that.