Okay i have collected all needed information for make a beta game request.
What we need, in simple words: One small map, with two bases on it, your and enemy(may be without AI). Map contains Two seismic stable areas. and some resources
Your base is able to -call placeholder of engineer infantry, witch can be moved to spice field and call hatvester. then harvest resources with temporary and full refinery.
-build two buildings refinery and heavy machine factory.
-build one devastsator to have happy holydays in sands of dune.
white is sharp rocks, they are for good looking map. only decorations. gray is plateau, look like solid rock. dark gray is sands. black is endless abyss. there are some stone bridges
orange is spice fields green arrows note that here is ramp to sand red dots is bases(and buildable areas)
this is fortress - our central building. In beta it produces power, engineers, can dock koptours with spice. 10 seconds to unload produces engineer(may appear like a cube in beta) 100 power build radius
This wast industrial abdomination is harkonnen heavy line machine factory green arrow shows where tanks appear. it will have some animations(cylinders pumping, gears rotate, smoking light flashes from entrance) but we not asking it in beta.
consumes 50 power 1500 spice to build(will change in future)
produces devastator tank
Harkonnen Refinery acceps coptours much faster then temporary refinery. 2 seconds to unload. green arrow shows coptour dock consumes 30 power
This stupid pile of scrap is Water Bunker placeholder. I will make real model of water bunker in future. It is just stone looks like bunker our leader made.
No, that's the Atreides way. Harkonnen use one large barely mobile harvester and several small fast flying things (koptours) which carry spice from the harvester to refinery. At least that's how I understood it.
"easy" way to pull this off would be to "void water" out the "bottomless chasm" there and then use Lua to draw a bottom for the chasm and "supports" for the bridge...
@KiviTheBird that height-map without the "doodles" would allow someone to throw together a rough prototype map for you in a few hours... you should post a clean version of it.
@KiviTheBird that height-map without the "doodles" would allow someone to throw together a rough prototype map for you in a few hours... you should post a clean version of it.
as long as you're fine with a bridge that people can't pass under (if the bridge is over a chasm for instance) then you don't need any fancy hacks.
the siesmic stability zones (mentioned elsewhere) can easily be accomplished using a typemap (easy to make)
i ran your hmap quickly through the editor and a texturescript; (i know, i know, arrakis is sand, but i dont have a pre-made desert climate) threw some very rough bridges on there
water would be erased using a technique like voidwater (see spring maps like speedball) or hidden (spring map seths ravine)
so anyways yeah. bridges are easy. one tip... for "flat" areas of the map, keep them -very- flat, so that you dont get those strange markings around the map like little dents (unless ofc you want those, then don't mind what im saying)
Personally I'm a fan of the various fog/mist systems for obscuring the chasm bottom - seems to work the best with Spring's map-model. Use the impassable map thing... was it called void (not voidwater, just void) and fog. Whatever the high part in Hell's Pass used.
Yeah, bridges over black bottomless pit are easy to do. They don't even require any Lua.
I'm more concerned about the amount of work to code spice collection in Spring, as this would require a skilled Lua coder.... Though for a start you can simply kindly ask about borrowing knorke's gadget.
there is also a system to spawn the resources players harvest ("resources" are basically units that look like rocks) here is thread that explains why this system is more flexible then using springs metal map: viewtopic.php?f=63&t=24405 gadget: http://code.google.com/p/conflictterra/ ... pawner.lua it reads files that are basically long lists of
Setting it up is as easy as giving an invisible "miner weapon" to your harvesters, open the tp_mining.lua and adjust some unit names like this:
Code:
local miner_name = {"harkonnen_harvester","atreides_harvester"} --the unit used for mining local resource_name = {"spice"} --the stuff that gets mined local dropoff_name = {"harkonnen_spice_depot", "atreides_spice_depot"} --where the miners bring the resources to
There are some things with it that would be better if done more flexible etc. but at the moment there is no alternative to it...And some things like carriers transporting harvesters will need more stuff to be added... It does work though, to test it play a game of Conflict Terra. If you want to chat about it, i am in #moddev
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