springlobby/tasclient - starting metal limit
Moderator: Moderators
springlobby/tasclient - starting metal limit
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
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
Re: springlobby/tasclient - starting metal limit
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).
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).
Re: springlobby/tasclient - starting metal limit
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
either that or create an option set with a starting metal option that overrides it when the game starts
Re: springlobby/tasclient - starting metal limit
ahh yeah, even better maybe, if you can do it.
Re: springlobby/tasclient - starting metal limit
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.
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.
Re: springlobby/tasclient - starting metal limit
THIS already does this.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.
Re: springlobby/tasclient - starting metal limit
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.
Re: springlobby/tasclient - starting metal limit
energy/metal etc should be mod options defined in the otacontent archive. The lobby and spring should eb modified to suit.
Re: springlobby/tasclient - starting metal limit
What's the point of such huge starting values in your game? What would you lose if you just divided all values by 10 ?
-
- Spring Developer
- Posts: 1254
- Joined: 24 Jun 2007, 08:34
Re: springlobby/tasclient - starting metal limit
Don't forget that ressources are floating-point numbers. You will get some ugly effects when they are too high.
Re: springlobby/tasclient - starting metal limit
imbaczek:
The ta crap being the sliders that do not have anything to do with the project in question.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.
Re: springlobby/tasclient - starting metal limit
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 150det 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 ?
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
Re: springlobby/tasclient - starting metal limit
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.
Re: springlobby/tasclient - starting metal limit
ahhh gotta start reading posts in full detail again 

- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56