Energy less
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Energy less
Just a suggestion, but I think versions of XTA and AA where you dont waste energy (or have to much of it). Would be interesting since it would make games faster but you would still need to expand to gather metal (metal generators would have pathetic efficiency).
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
And you can't expand your metal economy, hence you will be hard pressed to field any decently-sized armies. And even if the comm produces a lot of metal, you should make him use a lot of power too; however, if you do that you won't have a game at all since your power is depleted faster than you can say "OMG" with ur keeb0rdz and you still won't be able to build anything. Even if the comm produces some energy, initial production will be horrendously slow, and especially on small maps a very significant portion of the available space will be devoted to energy production.
AFAIK, it isn't possible to have a "scaling" metal maker whose usage/output differs as your energy levels change.
AFAIK, it isn't possible to have a "scaling" metal maker whose usage/output differs as your energy levels change.
That what I meantStrategia wrote:From what I could tell, you're all wrong. He means a mod in which energy isn't a factor entirely, only metal is; i.e., you have no energy production, but also no consumption.
Would be interesting IMO :)

- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Yeah, I hope they fix that soon. Either way, I was working on the design for a mod, myself, which uses energy to limit the players forces, rather like a continual use resource.
Each command centre (yes, command centres, as in bases) would produce X energy, while each unit would use its own amount of energy (bigger = more use) and so, when you have a certain number of units, you can't build any more (like the Orky resource in Dawn of War) without building an additional base (which would be big enough to only realisticly be placable in certain areas....)
Each command centre (yes, command centres, as in bases) would produce X energy, while each unit would use its own amount of energy (bigger = more use) and so, when you have a certain number of units, you can't build any more (like the Orky resource in Dawn of War) without building an additional base (which would be big enough to only realisticly be placable in certain areas....)
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Hehe, then the economics work "borkedly" in spring. If you have negative metal income and zero metal, you can still build metally things, it's just somewhat slower. Same with energy. I'd call that borked.PauloMorfeo wrote:No it isn't. People are just misunderstanding the facts of how the econimics work in Spring.bamb wrote:I'd make an energyless mod but atm spring is broken with the energy/metal per turn use being borked (ie stuff goes on ~normally even if you have negative metal income)
Thus you can't build any such troop limiting mechanisms in spring.
The thing has been discussed before and probable solutions have been found.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
I'm sorry but you are wrong. The 2 problems with the economics system in Spring is that the priority by which resources are used do not fit some of the things people want and that units the suck up resources still operate when not beeing able to suck up resources. Nothing else.bamb wrote:...
Hehe, then the economics work "borkedly" in spring. If you have negative metal income and zero metal, you can still build metally things, it's just somewhat slower. Same with energy. I'd call that borked.
...
He's right, it's not borked. If you have 10 income, a con unit that needs 2 metal, and a SuperMegaMetalSucker that needs 1000 metal, the con unit is still going to get the 2 metal per turn. Because it is the cheapest thing to run, it gets priority.
Not saying this is the way it should work, just saying the way it works is self consistent.
Not saying this is the way it should work, just saying the way it works is self consistent.
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Combat units should have higher priority on resource use than constructors. Otherwise, your shooting doesn't occur.Erom wrote:He's right, it's not borked. If you have 10 income, a con unit that needs 2 metal, and a SuperMegaMetalSucker that needs 1000 metal, the con unit is still going to get the 2 metal per turn. Because it is the cheapest thing to run, it gets priority.
Not saying this is the way it should work, just saying the way it works is self consistent.
Weapons > Construction/Repair > Movement, though.