Defining map settings before starting a game

Defining map settings before starting a game

Requests for features in the spring code.

Moderator: Moderators

Good idea?

Yes
18
55%
No.
15
45%
 
Total votes: 33

User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Defining map settings before starting a game

Post by TradeMark »

Yes.

So i could set maxmetal=0 in any map, no need to make copy of that map and put it maxmetal=0, or remove metalmap...

And if you could also move the starting positions when you are making battle. So if you dont want use boxes, you just move the starting positions to good places (some maps have starting points in wrong places or not at all...)

Yeah, and you could also change the wind, tidal, gravity, mex radius, hardness.

So how this would work? Host just sends the changed SMD file to players (only 3-5kB).
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Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

more options and configurability is always better - and this shouldn't be too complex to do - so yeah that'd be cool :-)
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I think that should just be a server variable, "metal multiplier", perhaps along with energy multiplier. So if you want to play on the geography of your favourite map but would like a match with few ressources you could downscale them. Similarily, if a map has too little metal for your needs you can increase it.

I think we agreed that it shouldn't be implemented to prevent idiots from turning anything into Speedmetal, though...
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BlackLiger
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Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

KDR_11k wrote:I think that should just be a server variable, "metal multiplier", perhaps along with energy multiplier. So if you want to play on the geography of your favourite map but would like a match with few ressources you could downscale them. Similarily, if a map has too little metal for your needs you can increase it.

I think we agreed that it shouldn't be implemented to prevent idiots from turning anything into Speedmetal, though...
Which I don't understand why....

Why should morons not be allowed to play SpeedMetalAnyMap if they so wish to? Doesn't hurt us real players.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Ugh.
Why does this idea keep getting brought up?
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Because we want it so hard?
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Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

it really would make sense for everyone! even for those about to play every map like speedmetal.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

everybody nuy that "Learn C++ in 10 days Book"


i heard the shops are running out of that...
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Oh lord, this isn't even possible.

Learn a few things and come back after you've had a crash course in md5hashes.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

This isnt possible? EH? Nothing is impossible to program -.-
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

TradeMark wrote:This isnt possible? EH? Nothing is impossible to program -.-
I'm yet to find a way to code a programme which stabs people in the face by way of irc commands.

/stab
/stab
/stab

:twisted:
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

Well, you would first need to produce a robot that responded to irc commands. . .make sure it was recieving commands and was able to effectivly comprehend your target. . .
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Forboding Angel wrote:Oh lord, this isn't even possible.

Learn a few things and come back after you've had a crash course in md5hashes.
It is possible if you make it a server variable and adjust the data at load time instead of changing the data on the harddrive.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Ya.

For the Forboding Angel, i quote himself:
Learn a few things and come back
:-)
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Possible doesn't mean good.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I do think a ressource multiplier would be a nice feature if e.g. you want to delay teching a bit or wish to play a quick game. Perhaps a buildtime multiplier as well. But the problem of hosts who don't know what they're doing messing up the game that way remains and it may get harder to find a match with default ressource and buildtime values when too many people start using stupid values for "fun" matches.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Maybe, but what if you could change such values only if you have star? :-)
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

That'd be pointless elitism and cause people to start games where everyone idles to get their rank up to get those options.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

I dont think anyone will put game on just because of idling... it needs 2 players at least...

Waste of time...
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

so. .two people start a game and idle it. I agree, no sense in elitism. It might help to either make the multipliers very obvious, or perhaps every one in the game would have to approve the change in map play?
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