springlobby/tasclient - starting metal limit

springlobby/tasclient - starting metal limit

Requests for features in the spring code.

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Chosker
Posts: 37
Joined: 02 Sep 2008, 09:45

springlobby/tasclient - starting metal limit

Post by Chosker »

hello here's a request from me
the game my mod's based on (Dark Reign), its resource usage is far bigger-scaled than regular Spring. Default starting metal on any MP game is usually 15k, which goes away quite fast too. Money games can start in the million, plus it's useful for mod testing

so I'd like the Start Metal limit of 10k in SpringLobby or TasClient to be raised please, to whatever number is wanted. in TasClient I can input a number but it won't take anything more than 10k

later
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: springlobby/tasclient - starting metal limit

Post by hoijui »

what if you use a multiplyer-gadget or something?
so when the game starts, you multiply the starting metal with 1000, eg. (at least till the day when the lobbies support mods specifing their own max-max-metal value). cause for most other mods, it would be very unpractical to have a max-max metal slider of 1000000 (even when it were logarithmic).
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Chosker
Posts: 37
Joined: 02 Sep 2008, 09:45

Re: springlobby/tasclient - starting metal limit

Post by Chosker »

yeah it's just what I was thinking now
either that or create an option set with a starting metal option that overrides it when the game starts
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: springlobby/tasclient - starting metal limit

Post by hoijui »

ahh yeah, even better maybe, if you can do it.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: springlobby/tasclient - starting metal limit

Post by smoth »

it would be nice if projects could define a starting limit of their own for resources.

The resource sliders should be replaced with lua and mod options. This would solve the issue and remove confusion for all the NON-ta projects.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: springlobby/tasclient - starting metal limit

Post by imbaczek »

smoth wrote:The resource sliders should be replaced with lua and mod options. This would solve the issue and remove confusion for all the NON-ta projects.
THIS already does this.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: springlobby/tasclient - starting metal limit

Post by KDR_11k »

It doesn't replace the sliders though, it just adds an option that is read instead, a user with no knowledge of all this TA crap would still be confused.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: springlobby/tasclient - starting metal limit

Post by AF »

energy/metal etc should be mod options defined in the otacontent archive. The lobby and spring should eb modified to suit.
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det
Moderator
Posts: 737
Joined: 26 Nov 2005, 11:22

Re: springlobby/tasclient - starting metal limit

Post by det »

What's the point of such huge starting values in your game? What would you lose if you just divided all values by 10 ?
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: springlobby/tasclient - starting metal limit

Post by Auswaschbar »

Don't forget that ressources are floating-point numbers. You will get some ugly effects when they are too high.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: springlobby/tasclient - starting metal limit

Post by smoth »

imbaczek:
KDR_11k wrote:It doesn't replace the sliders though, it just adds an option that is read instead, a user with no knowledge of all this TA crap would still be confused.
The ta crap being the sliders that do not have anything to do with the project in question.
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Chosker
Posts: 37
Joined: 02 Sep 2008, 09:45

Re: springlobby/tasclient - starting metal limit

Post by Chosker »

det wrote:What's the point of such huge starting values in your game? What would you lose if you just divided all values by 10 ?
the point is that the values are like that for a reason. the most expensive building costs 8k and from there down to the cheapest one that costs only 500. then there's units costing down to 150
until this point it makes sense, but then building repairs cost like 1 every 1hp or something like that. if you run out of cash it's not the same to repair for 1hp than 10hp. same for almost-complete buildings.
small difference if you will, but anyway the money value range is quite big in this game and I don't want to kill the lowest ones. plus I don't want to confuse potential original-DR players :-)

so yeah I can override it or add a multiplier. but if you are new and see two settings for starting credits you'd be confused. same if you select a value and get X (10, 100 or 1k) times of it instead
so I agree that the max values for the sliders should be controllable via mod files
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: springlobby/tasclient - starting metal limit

Post by smoth »

The only issue with resources should be that there is a limit based on the ceiling for your number storage. I understand where you are coming from and you should NOT be forced to use TA's default values when they do not work for your project.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: springlobby/tasclient - starting metal limit

Post by imbaczek »

ahhh gotta start reading posts in full detail again 8)
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