Instant resource spending
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Instant resource spending
It would be nice to have the option to have resorces spent instantly when the building process begins (Warcraft style).
You can find more details in this thread:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6340
You can find more details in this thread:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6340
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
No... he wants the resources to be tied to the contructed unit at the start of construction instead of bled into over time by multiple agents.Drone_Fragger wrote:soo... you want it so that most units require an insane amount of storage to build?
It could be done Via scripting. I think.
If you were to use my resource model, as I put in my Food topic there would be your metal and energy costs and a specific "workertime only" resource. so the energy and metal would be subtracted right away while the con units pumped workertime into the building until it's construction is complete...
So can this be done already or it's just a feature request?SinbadEV wrote:
If you were to use my resource model, as I put in my Food topic there would be your metal and energy costs and a specific "workertime only" resource. so the energy and metal would be subtracted right away while the con units pumped workertime into the building until it's construction is complete...
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
Just a ralated request and suggestion on how to impliment it.pin_ wrote:So can this be done already or it's just a feature request?SinbadEV wrote:
If you were to use my resource model, as I put in my Food topic there would be your metal and energy costs and a specific "workertime only" resource. so the energy and metal would be subtracted right away while the con units pumped workertime into the building until it's construction is complete...
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
yeah that could work - the time taken is in repairing the unit up to full HP, which factories do automatically if units are hurt whilst being built. only careful part is making sure that the script doesn't accidentally hop back into the paralyzing part and stone the unit when it gets damaged a little but that wouldn't be too trickySinbadEV wrote:the script based work around I would try would be to insta build, but have it reduce it's own health to like 10% and not auto regain, then have the script locked to jam all funtionality until it gets to 100% health.
Caydr: That's a bad idea, if the workertime of the builder greatly exceeds the buildtime of the unit the cost isn't subtracted properly, you pay much more than the constructed unit really costs. Probably because each nanobit is coded to contain a certain percentage of the workertime and with e.g. a wt of 100 and a build time of 1 that part of the workertime is more than 1.
I've tried that in order to limit the availability of units to higher "tech" levels in CvC.
I've tried that in order to limit the availability of units to higher "tech" levels in CvC.
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
pin_ wrote:I don't want an instant build just instant resource spending.Caydr wrote:Set buildtime to 1. >_>
damage it with script and then the factory will carry on healing it and only let go once it's finished.pin_ wrote:I don't want an instant build just instant resource spending.Caydr wrote:Set buildtime to 1. >_>