Mod Defined Starting Resources

Mod Defined Starting Resources

Requests for features in the spring code.

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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Mod Defined Starting Resources

Post by Snipawolf »

Must have for my mod, extremely important... 1000 would break my game..

If it isn't implemented/no patch is made, I may have to learn C++ to do it myself..



Edit: I remember this somewhere, but searching for it, returned 4000 results.. No thanks..
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rattle
Damned Developer
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Post by rattle »

Bad choice of search options and arguments I guess. I'd design the low level stuff to work out with 1000.
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Snipawolf
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Post by Snipawolf »

Meh, starting with 1000 is insane..

We are going to be dealing with with +5 per...

I guess it can be a bonus for buildings and stuff >.>

I would still like a patch to be made..
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KDR_11k
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Post by KDR_11k »

I think I suggested adding a checkbox "use default ressources" that just uses the commander unit's storge instead of setting it to user defined values.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Why not juts balance to the starting resources? Surely it's simply a matter of multiplying your balance by a factor?

The fact is that the Spring Engine is largely built towards >1000 resource schemes, and so it simply behaves best when staying above that (try using negative storages).
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KDR_11k
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Post by KDR_11k »

Yes but what if he wants a ressource to start at 0?
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

multiply by 1000
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KDR_11k
Game Developer
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Post by KDR_11k »

That's still 0.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

well all resources would be gone in 1 tick
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Snipawolf
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Post by Snipawolf »

I think they could have 1000, but it be a bonus... Considering all infantry firing will eat .1 metal per shot, and plenty of other units use energy with weaponry..

I think that 1000 is needed now, but it would still be cool to have a patch..
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