P.U.R.E. 0.55
Moderators: Moderators, Content Developer
I just tested that, and it doesn't seem to work. Setting the MetalStorage and EnergyStorage does not override the start-script values, at least when running in SpringSP. I'll try it in Lobby, but I bet it doesn't work there, either.Why not just override the starting metal/energy to give the player a little more breathing room - the 1000 x 1000 figure can be overridden by the mod
Ok, I've tested sight distances and the other stuff, and here are my conclusions.
1. Despite all statements to the contrary, raising the sight distances of all mobile / defensive units / structures to 1024 did not result in a giant performance hit. I think partly this is because of the LOS mipmap dealio, where it's really half that, but meh... whatever, it works and wasn't a big hit. Moreover, when I looked at real gameplay changes, it wasn't a huge hairy deal on balance. So, that's a keeper.
2. Halving the time / cost necessary to put up a Landfactory was less icky than I'd initially feared. Players still face serious stall if they just clone out multiple factories without building their economy up, so meh, that is also a keeper. I'd rather get gameplay going than have everybody feel like there's just too much hangtime- the only bit that I think requires more testing before declaring yay / nay is whether this results in early rush play completely dominating any attempts to counter it.
3. I tested Assault Shells in a variety of situations, and I might want to nerf them slightly, but not much. They actually die pretty easily except if 1 v. 1 with most things- when it's 3 v. 3 or higher, it becomes increasingly weighted against them because of a lot of factors. 1 v. 1, they should be very dangerous- the only unit that kills them every time is the Tank. That's not a bug, folks- Tanks are supposed to be one of their counters.
3 v 3, though, it gets more complicated- depending on terrain, even 3 Sniper Shells can sometimes win against 3 Assaults, so meh, I don't see a serious problem, frankly. And AssaultTanks win, every time, because they negate the Shells with stun effects. I think that if you're playing a human who knows what they're doing, you're probably going to use Assaults, but only in niche roles- for the costs, a Heavy Shell is a much better buy for most situations, frankly.
1. Despite all statements to the contrary, raising the sight distances of all mobile / defensive units / structures to 1024 did not result in a giant performance hit. I think partly this is because of the LOS mipmap dealio, where it's really half that, but meh... whatever, it works and wasn't a big hit. Moreover, when I looked at real gameplay changes, it wasn't a huge hairy deal on balance. So, that's a keeper.
2. Halving the time / cost necessary to put up a Landfactory was less icky than I'd initially feared. Players still face serious stall if they just clone out multiple factories without building their economy up, so meh, that is also a keeper. I'd rather get gameplay going than have everybody feel like there's just too much hangtime- the only bit that I think requires more testing before declaring yay / nay is whether this results in early rush play completely dominating any attempts to counter it.
3. I tested Assault Shells in a variety of situations, and I might want to nerf them slightly, but not much. They actually die pretty easily except if 1 v. 1 with most things- when it's 3 v. 3 or higher, it becomes increasingly weighted against them because of a lot of factors. 1 v. 1, they should be very dangerous- the only unit that kills them every time is the Tank. That's not a bug, folks- Tanks are supposed to be one of their counters.
3 v 3, though, it gets more complicated- depending on terrain, even 3 Sniper Shells can sometimes win against 3 Assaults, so meh, I don't see a serious problem, frankly. And AssaultTanks win, every time, because they negate the Shells with stun effects. I think that if you're playing a human who knows what they're doing, you're probably going to use Assaults, but only in niche roles- for the costs, a Heavy Shell is a much better buy for most situations, frankly.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
this mod looks extremely cool, totally original and great effects, but NTai (new build for PURE from darkstars) doesnt seem to build - any other AIs support this mod? or anyone know why it might not work?
thanks for the release
Code: Select all
:: PURE0.5.sdz
:: map size 16 x 16
[-]|11:20:34| < Frame: 0 >Planner Init'd
[-]|11:20:34| < Frame: 0 >Manufacturer Init'd
[-]|11:20:34| < Frame: 0 >BuildingPlacement Init'd
[-]|11:20:34| < Frame: 0 >Chaser Init'd
[-]|11:20:34| < Frame: 0 >Value tasklists\normal\engineeringteam missing in file buffer
[-]|11:20:34| < Frame: 0 >Value tasklists\lists\engineeringteam missing in file buffer
[-]|11:20:34| < Frame: 0 > error loading tasklist for unit :: "engineeringteam" :: buffer empty, most likely because of an empty list
Wow, it looks impressive! Lots of great work in this!
Shame you dont have a job now.. try to cut spending and get some slack reserve money..
First year I worked as independent contractor I lived in overcrowded 2 room flat with 5 other people for 50€/month and had no other expenses (except food which I got from cheap ------- for schools) - all just for the fear I lose my income.. I bought other stuff like proper flat, car etc just only when I was sure I can maintain my lifestyle for at least 1-3 years just from backup money.
Shame you dont have a job now.. try to cut spending and get some slack reserve money..
First year I worked as independent contractor I lived in overcrowded 2 room flat with 5 other people for 50€/month and had no other expenses (except food which I got from cheap ------- for schools) - all just for the fear I lose my income.. I bought other stuff like proper flat, car etc just only when I was sure I can maintain my lifestyle for at least 1-3 years just from backup money.
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
I found some cob errors too, that may have caused my sync errors (I was desyncing in some test game).
I changed spring to actually give error messages instead of just accessing invalid stack entries (ie. uninitialized memory -> possible desync).
Try with 5021 or later to view the errors. I think it must be errors in the cob scripts, but I don't fully exclude the option of it being Spring bugs.
I changed spring to actually give error messages instead of just accessing invalid stack entries (ie. uninitialized memory -> possible desync).
Try with 5021 or later to view the errors. I think it must be errors in the cob scripts, but I don't fully exclude the option of it being Spring bugs.
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
I'll check out the COB errors, and see what's up. I have a hunch... but you're really not going to like the answer. I brought up COB doing strange stuff earlier, and if this is what I think it is... it's bad, and it's in Spring's COB interpreter code.I found some cob errors too, that may have caused my sync errors (I was desyncing in some test game).
That said, lemme look. I can get Scriptor installed over here (I'm snowed in, at my parents' home, so I'm not going anywhere today). So, lemme list out people's wishlist:
1. Longer sight distances. Done.
2. Faster build on Landfactories. Done.
3. Nerfed Assault Shells. Done.
4. Reversing the order of rotation, Artillery Shell, combat (although I do not think that will actually change anything, mind ye- I think this has to do with changes to the TryTarget aiming code's handling of MyGravity). Done, as soon as I fire up Scriptor.
5. Some sort of quick logo that has the acronym correct

6. Fixed video, same problems.
7. Maybe look at the Airtransport, and see if I can make it as non-buggy as Spring's current code allows?
Looks like most of this can be done here, with minimal tools. I'll start hacking away and put out a bugfix release that addresses these issues. Heck of a way to do QA, but meh, thanks for the bug reports.
Last edited by Argh on 16 Dec 2007, 17:15, edited 1 time in total.
@KDR: that used to be OK. In OTA, you can use parameters the same way as local-vars. It's an area where Spring is now "correct", but no longer follows how OTA did things. I know there are other people who wrote their COBs like that.
At any rate, it's easy enough to fix that- not fast, but easy. However, I've already tested, and using local-var assignments within Create() just doesn't work, I had to use static-vars. Luckily, it's stuff that gets referenced once and then never again, mainly.
At any rate, it's easy enough to fix that- not fast, but easy. However, I've already tested, and using local-var assignments within Create() just doesn't work, I had to use static-vars. Luckily, it's stuff that gets referenced once and then never again, mainly.