Selectable Build Trees

Selectable Build Trees

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.

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Zoy64
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Joined: 12 Nov 2006, 00:30

Selectable Build Trees

Post by Zoy64 »

since Lua is being used more now, i suggest this idea, the selectable build tree. just say, youve started a game and youre given 4 extra buildings along with your main buildings. the extra buildings constitute what build tree and upgrades you will use.
these extras would be:

Military HQ:better military units and more health to other attack units

Resource lab:makes all resource buildings produce more resources and ultimate recource generator unlocked

Spotter tower:all radar and jammers ranges increased and statellite unlocked

something dealing with defenses: increases range of guns and allows an extremely powerful weapon.

if you were to build one of these buildings, the others would be blacked out. and if you were to lose your selected building due to sharing, attack, etc. everything it allowed you to build would be destroyed. (to stop cheaters :-) )

Now, could Lua do this?
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KDR_11k
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Post by KDR_11k »

What?

You realize we don't have to tie abilities to buildings anymore, right?
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AF
AI Developer
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Post by AF »

look at my pre-requisites gadget code
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Zoy64
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Post by Zoy64 »

KDR_11k wrote: You realize we don't have to tie abilities to buildings anymore, right?
I'm saying that it would make for a good mod, if you could only go with one thing, than it would create a balance and would add more to gameplay.

And AF, im not focusing on prerequisites, im focusing on the fact on picking one benefit to conquer your enemies
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Felix the Cat
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Post by Felix the Cat »

Resource lab would win.

Maybe Military HQ for a good rush artist.
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Zoy64
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Post by Zoy64 »

thank you felix, for once im not being shot down :lol:
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Erom
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Post by Erom »

Would work nicely for a non-TA mod. Wouldn't fit well in the TA-clones, imo.
j5mello
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Post by j5mello »

Zoy64 wrote:I'm saying that it would make for a good mod, if you could only go with one thing, than it would create a balance and would add more to gameplay.
and he is saying that you don't have to use buildings. They could just be general upgrades a la armor/weapons in Starcraft. Cept they do all the stuff u listed.
And AF, im not focusing on prerequisites, im focusing on the fact on picking one benefit to conquer your enemies
Technically your whole system is based around pre-equisites. The boosts to econ, damage, what-have-you, have a pre-requisites of those buildings (or upgrades if you follow KDR's path).

Finally the only mod i could see implementing this (TA mod to be precise) is CA since pushing the limits of spring is what they are all about.

Also surprised there haven't been any "do it yourself posts" but then again i guess thats just implied now anyway.
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Muzic
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Post by Muzic »

Spotter should be changed to Intelligence. Which could open up units having more like covert and black-ops abilities for espionnage. It would require more micro but it would be awesome.

Just a suggestion? Cause if everyone else has super defences, resource capabilties and super tanks and then suddenly its just 'better radar'. Dont get me wrong, better radar is good but compared to all the others its not that amazing.
Saktoth
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Post by Saktoth »

Zoy, with all these ideas, you really should make a mod.
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AF
AI Developer
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Post by AF »

I am not sayign use my pre-requisite gadget as is.

I am saying ym pre-requisite already does everything you need, just take the various components and hack them a little to get a function thats around 80% identical.

AKA when a pre-requisite is filled, disable some other buildings, that's all you need to add to my gadget to get what you want.
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Zoy64
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Post by Zoy64 »

Muzic wrote:Spotter should be changed to Intelligence. Which could open up units having more like covert and black-ops abilities for espionnage. It would require more micro but it would be awesome.

Just a suggestion? Cause if everyone else has super defences, resource capabilties and super tanks and then suddenly its just 'better radar'. Dont get me wrong, better radar is good but compared to all the others its not that amazing.
Intelligence, i like the idea. :idea: when other techs have cloaked spies, intelligence would have a cloaked, stealthed attack kbot. does make it better?

and i would make a mod...but i need buildings and untis made. I stink in both categories.
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Pressure Line
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Post by Pressure Line »

scrounge around unit-universe, and the ota modpacks (TAUIP, UTSAP etc etc) as well as modes like Kuro TA, theres more than enough material to get at least a model for every concievable unit category
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Zoy64
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Post by Zoy64 »

i mean, im not good at the mod making business.
imbaczek
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Post by imbaczek »

get better then 8)
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Pressure Line
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Post by Pressure Line »

how do you think i started out? (or any of us for that matter)
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mecha
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Post by mecha »

talking about build trees, how would I do a research tree? ie a selectable list of technologies that take time and money to research (with a progress indicator too). Can I do this with lua at all?

I know this is used a lot in other rts games but have yet to see an implementation in spring... I'm mucking around with one of the FF units, adding stuff and that sort of thing, -want to make something similar to the carriers of homeworld where they can build extra functionality into themselves.
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KDR_11k
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Post by KDR_11k »

It won't be easy but should be doable.
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