Mex radius changeable modside
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Mex radius changeable modside
To my knowledge this isn't possible currently. Hopefully I'm wrong? If I'm not, mods should be able to influence this.
Re: Mex radius changeable modside
i bugged some people about this and they told me why this was a bad idea and somehow they convinced me. But i forget their arguments so i invite them to post them here.
Re: Mex radius changeable modside
I agree it's a bad idea. Only the map author know how far away and how large metal deposits are. So only the map author know what range to set mex radius, to work with his map.
The mod should only be allowed to change the extraction rate, which it already can.
The mod should only be allowed to change the extraction rate, which it already can.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Mex radius changeable modside
All mods are not the same. It not like mappers always know what the hell they are doing. Ever played red river remake? And that was by someone who should have known better!
Not all mexxes in all mods are 4x4 footprint.
Not all mexxes in all mods are able to be placed correctly on the metal spots all the time (GD mexxes anyone?).
This is something that should definitely be exposed for mod control. It's not like *A would set it, so who gives a crap if it's implemented or not (except other game devs)?
Not all mexxes in all mods are 4x4 footprint.
Not all mexxes in all mods are able to be placed correctly on the metal spots all the time (GD mexxes anyone?).
This is something that should definitely be exposed for mod control. It's not like *A would set it, so who gives a crap if it's implemented or not (except other game devs)?
Re: Mex radius changeable modside
Complete non-sense.zwzsg wrote:The mod should only be allowed to change the extraction rate, which it already can.
Why can't it change when radius when it already can change extraction?
It's still incredible how moronic current hierarchy is. Game should be the artist, map the canvas.
Re: Mex radius changeable modside
wow. i always though the game was the art, but the map was the ETERNAL FLAME that fucked everything up.
Re: Mex radius changeable modside
Honestly, if you're going to be screwing with mex radius, you should just be remaking the metal-map anyways, or replacing the metal resource model altogether. Mucking with the mex radius is a sure-fire way to get into serious trouble when you hit a map that was designed with certain gameplay in mind.
Now, I think the modder should be allowed to do it on principle, but I can't think of a case where it's ever appropriate.
Although a MexRadiusMult tag might make sense on metal extractors.
Now, I think the modder should be allowed to do it on principle, but I can't think of a case where it's ever appropriate.
Although a MexRadiusMult tag might make sense on metal extractors.
Re: Mex radius changeable modside
Appropriate? Spring is a RTS engine not some set of moral rules! It is to provide functionality for a game.Pxtl wrote:Now, I think the modder should be allowed to do it on principle, but I can't think of a case where it's ever appropriate.
Re: Mex radius changeable modside
If you're screwing with the game enough that you're changing the extraction radius, you probably shouldn't be trusting the metal map itself since they're intrinsically tied. That's my point. I can't think of a case where it wouldn't have some nasty unintended consequences.
But on principle, I always think the modder should have the power to make the change. I just can't think of a case where it would be a good idea.
But on principle, I always think the modder should have the power to make the change. I just can't think of a case where it would be a good idea.
Re: Mex radius changeable modside
Is it appropriate to change wind values modside?
Re: Mex radius changeable modside
It's just saving the gamemaker the effort of having to recreate a whole new resource mechanism when there already is one available and just needs some slight adjustment for it to work better to achieve what the gamemaker wants with his game.Pxtl wrote:If you're screwing with the game enough that you're changing the extraction radius, you probably shouldn't be trusting the metal map itself since they're intrinsically tied. That's my point. I can't think of a case where it wouldn't have some nasty unintended consequences.
But on principle, I always think the modder should have the power to make the change. I just can't think of a case where it would be a good idea.
Re: Mex radius changeable modside
Spring.SetUnitMetalExtraction()?
Re: Mex radius changeable modside
tl;dr but I think that allowing an extraction radius multiplier would be a good happy medium...
Re: Mex radius changeable modside
As trepan pointed out:
(from wiki)
Spring.SetUnitMetalExtraction
( number unitID, number depth [,number range] ) -> nil
(from wiki)
Spring.SetUnitMetalExtraction
( number unitID, number depth [,number range] ) -> nil
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Mex radius changeable modside
its fine how it is
Re: Mex radius changeable modside
How about it's made mod-definable with the following variables:
1) Absolute range minimum
2) Absolute range maximum
3) Multiplier of map's default setting
4) Absolute value that's always used (mutually exclusive to 1,2,3)
1) Absolute range minimum
2) Absolute range maximum
3) Multiplier of map's default setting
4) Absolute value that's always used (mutually exclusive to 1,2,3)