Exponents and unit values

Exponents and unit values

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Post Reply
El Idiot
Posts: 147
Joined: 01 Feb 2007, 00:58

Exponents and unit values

Post by El Idiot »

Never made a mod for spring (made a mod in OTA as an experiment) but I had an idea in mind.
Rather than building more and more res structures, which allows for quicker players to expand and exploit faster, why not only a single or cluster of buildings that produce res at an exponential rate?
Start with something like a stationary com al la NOTA that slowly produces more and more res as the game progresses futher, so players are forced to work with the same exact amount of res.
Problem is, how do I set that up? In FBI? In LUA possibly? The unit scripts?
Thnx.
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Part of the game dynamic is that resources have to be managed (in a traditional RTS anyway). Mods like Kernel Panic remove that and make the main resources time and space.

That actually is an interesting idea; i can see it leading to interesting gameplay situations. F.ex, as long as both parties survive, you're guaranteed to see higher tier units if they provide an advantage.


The hard part would be keeping the battles sufficiently entertaining.
El Idiot
Posts: 147
Joined: 01 Feb 2007, 00:58

Post by El Idiot »

That didn't answer my question. How do you increase or edit unit values while in game? LUA? The unit scripts? I want how, not opinion. I'm making this for LAN with friends, so I really don't care what anyone thinks about it.
User avatar
ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Post by ralphie »

Being an arse really doesn't inspire people to help.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Not doable. A unit can only have two output values (active and inactive).
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

According to the latest posts from Trepan, it should be possible to invoke LUA scripts from COB now, with concurrent changes in the virtual machine's state. I think that if we can get this hooked into the database created by the Unit.cpp stuff, then we'll be able to do things like a real upgrade path fairly seamlessly. I've been sitting this out, though, because just getting the practical details of my project done is taking up all of my attention at the moment.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

If you want a workaround, you could easily have only one unit (Perhaps the com, or perhaps with a unit limit) which can create resource structures. Give the resource structure no yardmap, and he should be able to build the same structure over and over again on the same spot if he is put on repeat (I remember messing up with Solars once, and it did this thing where i could build them all on the same spot- was it the yardmap? I forget).

Of course, the growth would be linear, not exponential.

If you want the growth to be exponential you could make this builder of resource structures a factory. Have it build static resource structures inside itself, which can be built on top of ieachother, and give those resource structures some nano.

Set the factory on repeat, give it orders of 'guard self', and the resource structures will be built in the factory, and start helping with its nano to build more resource structures.

There you go! Thats the solution. Exponential economic growth with no micro.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Argh: I wouldn't try doing that until there's an official approval of the method, the current system was not designed with changing unit stats in mind so it's very unlikely to deal with them without major bugs (crashes, desyncs, ...)
Post Reply

Return to “Game Development”