Musings on Nanolathes - multiple per-unit?

Musings on Nanolathes - multiple per-unit?

Requests for features in the spring code.

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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Musings on Nanolathes - multiple per-unit?

Post by Pxtl »

First: I'm not a modder. I've just been noticing a common thread of recent threads of requests about nanos that I've been developing some ideas on the appropriate response to the problem.

More and more mods are requesting more and more complex things with nanolathes. Unit-masking, speed-multipliers, cost-multipliers, special effects, etc.

So I've been thinking: maybe the solution is to allow nanolathes to be added to a unit in a fashion similar to weapons? That is, a single unit can have many nanolathes that operate independantly, and script can be used to lock-out nanos if exclusivity is desired.

After all, then it becomes much simpler. Each nanolathe gets the following attributes

1) Buildpower
2) MetalMultiplier, EnergyMultiplier
3) CanRepair, CanReclaim, CanCapture, etc.
4) CanTarget (a list of which unit groups and features it applies to)
5) Range

This would avoid the usual tag-soup of extrapolating out the various limitations modders want to put on nanolathes. If a modder wants unit X's nano to be good at task Y on unit Z, but bad at task Q on unit P, they make a seperate nanolathe for that purpose.

Really, a fully seperate nanolathe might not be necessary - simply multiple "modes" might be enough, particularly since mutual-exclusion is probably the dominant behaviour and scripting out mutual exclusion is a pain.

Just a thought.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Not really, this would require engine development that would be better suited to a lua module, which would mean ti stands a chance of being done, isn't clogging up the engines innards, and can be mod specific and customized in any way wanted.
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