Wonders,, for the mods who just like to have the big things

Wonders,, for the mods who just like to have the big things

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Wonders,, for the mods who just like to have the big things

Post by Noruas »

Alright for those who know what i mean by subject name but for those who dont know ill try to explain. lets say in a certain personnal mod for a bunch of friends... you have the krogoth, and you and your friends just love this krogoth to death sadly, but thought he should be so strong, that one could end a game even if they do have 4 annilators and 100 bulldogs. so then we thought a great idea to make a huge gantry to make a huge krogoth.
(not accuarte to scale)


(krogoth) +
(big freaken huge krogoth) ++++++++++++
(hershy kiss yummy)

but its so huge, and its gantry should only be bigger. When you complete or start building this gantry, and or krogoth, i want it to where everyone, can see it from accross the map because its so huge, maybe like line of sight makes it just pop in. When you build a krogoth, it should send a message to all players *Krogoth under construction!* and alarms play. you should be able to see alittle los around the mammoth aswell. only enough to show building activity and speed, and where this giant monster is.
i hope i explained this well enough, if anything it would be a tag
sharelos=1 or 0; yes or no to share los with everyone.
losshare=200; if this is set, then it would be the los everyone else sees, if this is not in and sharelos is, then it should use the units line of sight.
i am sorry but i am not yet knowledgble in the scripting area to do this for spring, maybe a volunteer willing to contribitute can help too.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Can't make units visible to all players, they have to have LOS on it.

Can't inject messages into the chat panel.

Can't play alarms (for other players) when it starts building.

Can't show other players build progress (well, they can see the nanoframe if they have LOS, but again...)

Can't show an enemy where on the map it is either.

Why would you want to anyway? It'd make the unit completely pointless. Mark the position, give them a warning when you start building, play sounds, and show them all its vital stats? Only a complete moron wouldn't bomb that location to hell approximately 18 hours before the thing ever finished building...
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Well, this type of thing happened in AoE 1/2 when you started to build a 'Wonder' (hence this threads topic), and possibly other games. What you do to counter Gnomes strategy is to surround the site/gantry with as much defence and units as you possibly can. That, the opposition could not battle through your defences and kill it.

While this did work in other games, I dont really think it would fit in the TA universe very well. The whole point of scouts is to tell you this information, not for it to be announced to the whole world.
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Why not spend all those resources on attacking units and overwhelm your enemy instead of porcing for one silly unit which is hardly worth the risk of building?
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Well, then tune that unit up to make it worthwhile :D
(the original mad-ta karganeth comes to mind (not the neutered AA version))
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

IMSabbel wrote:Well, then tune that unit up to make it worthwhile :D
(the original mad-ta karganeth comes to mind (not the neutered AA version))
Um, I know you love to bash MadTA, but really - doesn't the Krogoth and Orcone fit the same definition as the original MadTA Karganeth?
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

nah.
The original karganeth had this 3rd weapon that ejected a whole bunch of blue stars (20-30 or so) that went 2 screens in a shotgun pattern and damaged everything they went through... everytime that one fired, a whole screen was filled with explosions :D
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Gnome while at the moment it cant be done, however it would be easy to make infoconsole play an alarm if anythign with P_HIGH priority is sent.
A single line of code is all that's needed to inject a chatmessage, or a GroupAI/lua script.

I suggest the code to do this would be relatively simple if all that was needed was a wonder=1 tag in the unit def.

And while we wouldnt use it in XTA or OTA it might be used in covnersions of other games, afterrall we want everyone to play spring eventually, so we need a diverse game engine that can be modded in as many ways as possible.
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Yeah umm view distance stuff... Umm thats hard coded radar/line of sight stuff. It would have to be a speical tag that makes a unit visible up to a certin distance for all players (we don't make things completly visible forever).

As for the Krogoth, dig up the pic from eather ccdata or ccmissions hpi folder showing the Krogoth taking out some arm units. Then scale it to the portions in the pic. Remeber use the Pewee as referance for scaling. Then use that same value for the gantry as well. And by the way if you have played AA, the Krogoth in that is big, BUT! the real values for it are bigger still.......
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

No it isnt, simply tell the engine to draw a blip at its location, by the time any unit is near ti it wont have any probs seeing or atatcking it, so LOS and Radar need not be affected.

Heck GroupAI or lua script could draw a skeleton model or a giant rotating circle where the krogoth was.
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Veylon
AI Developer
Posts: 174
Joined: 21 Sep 2005, 19:45

Post by Veylon »

Sounds like a really goofy idea, but I've played enough Civ to like it. Why not have a bunch of different Wonders that could do amazing things?

Maybe not a high priority, but if you have some extra time and nothing better to do...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

We at the least need a mechanism to make sure a unit can only be built once should the modder choose it.

Lets say a great energy producer that can onyl be built once because of the way it works.

Or at least a way to say 2 buildings of the same type have to be so far apart to be built
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