View topic - Metal Heck released



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 Post subject: Metal Heck released
PostPosted: 30 Apr 2005, 20:03 
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Joined: 12 Sep 2004, 21:23
Just ported Metal Heck. Download from FileUniverse.


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PostPosted: 01 May 2005, 01:48 
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Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
Give us some pics! :P


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PostPosted: 01 May 2005, 22:00 
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Joined: 12 Sep 2004, 21:23
God, why didn't you guys tell me?

The map lacks at least a dozen geovents and the metal output varies between 0.9 and 2.1, completely without reason (the whole metal map is in one color.


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PostPosted: 01 May 2005, 22:04 
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Joined: 27 Feb 2005, 16:12
I think it has to be something in the engine. It's just weird when u place mex together some give the correct values others don't. We'll just have to wait until there is a new option in the metal smd file like IsMetamap=1 so that all extractors give same values.


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PostPosted: 01 May 2005, 22:19 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Yes, metal varying without reason is very odd. To me it seemed like Spring throw a dice to determine metal output each time it is run. But somehow on my CPIA it fluacted only between 1.7 2.4, I have yet to see it change more than double without reason.


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PostPosted: 01 May 2005, 22:52 

Joined: 01 May 2005, 02:18
Generally, I find slapping down a bunch of Mexs will reduce the amount of metal reduced towards the end, ie;

Mex 1; 2.0
Mex 2; 1.7
Mex 3; 1.3
Mex 4; 0.8
Mex 5; 0.2
Mex 6; 0.0

It's actually a lot steeper and cuts off at about 0.1 at Mex 4. That only applies on Small Divide ATM, I have yet to check if it is similar on other maps.

Nice way to discourage Mex crowding. :-)


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PostPosted: 01 May 2005, 23:08 
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Joined: 12 Sep 2004, 21:23
No, my map has a short extractor range mexes don't affect each other. I had rows of 1.9 and a single with 0.9... absolutely no sense to it.


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PostPosted: 01 May 2005, 23:13 

Joined: 01 May 2005, 02:18
Bizarre... :|

Might just be a one off.


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PostPosted: 02 May 2005, 20:10 

Joined: 28 Feb 2005, 19:19
Location: New Hampshire, USA
Quote:
No, my map has a short extractor range mexes don't affect each other. I had rows of 1.9 and a single with 0.9... absolutely no sense to it.


It's not the metal extractor's fault. It is your energy supply's fault.

Spring does a much better job of "partially supplying" a consumer of resources (factories, metal extractors, metal makers, etc) than OTA did. So in OTA, your metal extractor would turn on and off each tick, and alternate back and forth between 2.3 and 0. Spring will supply all the extractors but one with full energy and give as much as it has left to the last one, causing it to run at reduced efficiency. Or it might divide it up differently, and give them all around 95% + or - 10%.

Anyway, if you want to test metal extractors when you are mapmaking, you need to make sure you have a surplus of energy. Your energy bar needs to not be flapping against empty like a car engine hitting the rev limiter.


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PostPosted: 02 May 2005, 22:04 
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Joined: 12 Sep 2004, 21:23
I play with the Commanders script when I test. Getting an energy drain in those settings is pretty damn hard.


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