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
Posts: 14673
Joined: 17 Nov 2005, 02:43

If metalmap is not found, mexes can still be built

Post by Forboding Angel »

Is this intended behavior?
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Anarchid
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Joined: 30 Nov 2008, 04:31

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

Post by Anarchid »

I would assume this is to make it work with speedmetal-like metalmaps.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

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

Post by smoth »

assumptions are bad, would be best to ask this sort of thing in zkdev forb.
Google_Frog
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Joined: 12 Oct 2007, 09:24

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

Post by Google_Frog »

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
Posts: 14673
Joined: 17 Nov 2005, 02:43

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

Post by Forboding Angel »

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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Joined: 23 Oct 2004, 01:43

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

Post by Pxtl »

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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