Metal Heck released

Metal Heck released

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Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Metal Heck released

Post by Storm »

Just ported Metal Heck. Download from FileUniverse.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Give us some pics! :P
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Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Post by Storm »

God, why didn't you guys tell me?

The map lacks at least a dozen geovents and the metal output varies between 0.9 and 2.1, completely without reason (the whole metal map is in one color.
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Redfish
Posts: 289
Joined: 27 Feb 2005, 16:12

Post by Redfish »

I think it has to be something in the engine. It's just weird when u place mex together some give the correct values others don't. We'll just have to wait until there is a new option in the metal smd file like IsMetamap=1 so that all extractors give same values.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Yes, metal varying without reason is very odd. To me it seemed like Spring throw a dice to determine metal output each time it is run. But somehow on my CPIA it fluacted only between 1.7 2.4, I have yet to see it change more than double without reason.
CaptainExo
Posts: 57
Joined: 01 May 2005, 03:18

Post by CaptainExo »

Generally, I find slapping down a bunch of Mexs will reduce the amount of metal reduced towards the end, ie;

Mex 1; 2.0
Mex 2; 1.7
Mex 3; 1.3
Mex 4; 0.8
Mex 5; 0.2
Mex 6; 0.0

It's actually a lot steeper and cuts off at about 0.1 at Mex 4. That only applies on Small Divide ATM, I have yet to check if it is similar on other maps.

Nice way to discourage Mex crowding. :-)
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Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Post by Storm »

No, my map has a short extractor range mexes don't affect each other. I had rows of 1.9 and a single with 0.9... absolutely no sense to it.
CaptainExo
Posts: 57
Joined: 01 May 2005, 03:18

Post by CaptainExo »

Bizarre... :|

Might just be a one off.
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

No, my map has a short extractor range mexes don't affect each other. I had rows of 1.9 and a single with 0.9... absolutely no sense to it.
It's not the metal extractor's fault. It is your energy supply's fault.

Spring does a much better job of "partially supplying" a consumer of resources (factories, metal extractors, metal makers, etc) than OTA did. So in OTA, your metal extractor would turn on and off each tick, and alternate back and forth between 2.3 and 0. Spring will supply all the extractors but one with full energy and give as much as it has left to the last one, causing it to run at reduced efficiency. Or it might divide it up differently, and give them all around 95% + or - 10%.

Anyway, if you want to test metal extractors when you are mapmaking, you need to make sure you have a surplus of energy. Your energy bar needs to not be flapping against empty like a car engine hitting the rev limiter.
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Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Post by Storm »

I play with the Commanders script when I test. Getting an energy drain in those settings is pretty damn hard.
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