If metalmap is not found, mexes can still be built

If metalmap is not found, mexes can still be built

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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

If metalmap is not found, mexes can still be built

Post by Forboding Angel » 14 May 2013, 21:20

Is this intended behavior?
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Anarchid
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Re: If metalmap is not found, mexes can still be built

Post by Anarchid » 14 May 2013, 23:24

I would assume this is to make it work with speedmetal-like metalmaps.
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smoth
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Re: If metalmap is not found, mexes can still be built

Post by smoth » 15 May 2013, 00:38

assumptions are bad, would be best to ask this sort of thing in zkdev forb.
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Google_Frog
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Re: If metalmap is not found, mexes can still be built

Post by Google_Frog » 15 May 2013, 10:40

If the metal spot finder identifies less than 6 distinct metal spots (connected areas of non-black metal map) then mexes are able to be built anywhere and their income is base on the metal within the mex radius. This behaviour is in place to make the metal spot system not affect full metal maps where the mex radius is less than the size of the extractor structure.

If the metalmap is entirely black then there are no distinct mexes. I assume you are talking about EvoRTS. You should edit the mex_spot_finder gadget in Initialize to never trigger "Indiscrete metal map detected".
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: If metalmap is not found, mexes can still be built

Post by Forboding Angel » 15 May 2013, 12:53

Well for zk too. Couldn't see why you guys would want that behavior, but in the context of metal maps I guess that makes sense. Thanks for the heads up on how it works.
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Pxtl
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Re: If metalmap is not found, mexes can still be built

Post by Pxtl » 15 May 2013, 20:36

Part of ZK's ideology is compatibility with BA maps. If a BA map is cloud-metal-based, ZK will support it.
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