What do you think ct's economy should be like?
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Re: What do you think ct's economy should be like?
We are still slapping it together.
Re: What do you think ct's economy should be like?
that sounds kinda hot, got any pix of the slappin?
Re: What do you think ct's economy should be like?
lol @ these rocks :D love them
but, dont u think that colors should be reversed ? i mean, beginning from ground, black, dark grey, bright grey on top, would make more sense
but, dont u think that colors should be reversed ? i mean, beginning from ground, black, dark grey, bright grey on top, would make more sense
Re: What do you think ct's economy should be like?
not sure, but id like to see some colors on the "inside" or in the cracks like orange,green or blue would be nice.
so rocks looks more valuable.
so rocks looks more valuable.
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: What do you think ct's economy should be like?
I think a crater and steady (and not CPU intensive) plume of smoke could help them look valuable.
My thinking on the colors was the inside would be lighter, with the outside burnt. They're supposed to be cracked open. Kind of hard to tell.
My thinking on the colors was the inside would be lighter, with the outside burnt. They're supposed to be cracked open. Kind of hard to tell.
Re: What do you think ct's economy should be like?
yes cracked open sounds good.
i googled more rocks and minerals than i will ever want to see but did not find good pictures.
something like this, mineral and normal rock mixed:
http://www.febaumo.ch/Bergkristall-3.jpg
like there is this raw and burnt rock but the impact has cracked it open and inside is shiny stuff.
random stats from last testgame:


i googled more rocks and minerals than i will ever want to see but did not find good pictures.
something like this, mineral and normal rock mixed:
http://www.febaumo.ch/Bergkristall-3.jpg
like there is this raw and burnt rock but the impact has cracked it open and inside is shiny stuff.
random stats from last testgame:


- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: What do you think ct's economy should be like?
Well my biggest beef with that idea is how applicable "crystals" really are. You don't see robots made out of quartz or diamond. Crystals are precipitates, and are minerals. Yes, Aldaris wants you to collect more minerals, but weapons of war aren't made of minerals, they're made of metal.
It looks good though, Firestorm. Maybe if the crystals were eliminated we could use them. The meteors I made look pretty bad.
It looks good though, Firestorm. Maybe if the crystals were eliminated we could use them. The meteors I made look pretty bad.
Re: What do you think ct's economy should be like?
You could have multiple resources, as various non-metallic minerals are useful in industrial processes and hardware itself.
Re: What do you think ct's economy should be like?
in the Dune universe they harvest spice. cant build stuff out of spice but it is needed for other things (drug for spacepilots i think)but weapons of war aren't made of minerals, they're made of metal.
to me the depots look more like something that transports a small portion of valuable stuff than a transporter/smelter for raw ore.
crystals and minerals are an rts clich├® and cartoony but idk, it just fits.
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: What do you think ct's economy should be like?
I made a Spring model of the space rock. Don't know if you can (or want to) use it like this. let me know.
Oh, and i made the inside more metal-isch.
Oh, and i made the inside more metal-isch.
Re: What do you think ct's economy should be like?
now that "magical" metal generation from units is removed i tested how the income of mex and miners compare. well i wanted to test but then it was too much trouble setting up AIs and blabla
it is a bit unaccurrate
One test went for 5 minutes.
i was a bit lazy with stopping so in the graphs you must look at the 5minute mark, not the end.
i did not touch/controll the miners other then putting about 2 per rock at the start, no "microing" them.
all tests on eurekaV2 map in the flat areas.
first, 4 mex:
ie 3 starting mex+1 extra mex.
after 5 minutes: ~4000 m
very constant income of course, one mex does 3.1 (a bit over the "standard" of ~2.0 that most spring maps use i think)

6 miners with a little distance to travel

metal income of this test: ~2500m
so less metal income than the 4 mex but the distance is quite big and more miners could work there without clogging up, i think.
the income is quite constant too, over the time of a game it is almost linear. only small ditches when a rock was mined out or 2 workers blocked each other for a moment or whatever.

6 miners, closer to the rocks:
this might be about the usual distance if you do not move the depots nearer all the time and do not go too near to avoid clogging

metal income of these 6 close miners: ~4000
so about the same as 4 mex

if you look very close, mining slowed downed at one point. the power of paint makes this visible:

maybe happend when the near rock was mined out or maybe miners just went to further away rocks by stupidness, i didnt watch close enough. or just inaccurate test, pathing blabla
conclusion:
mining income is surprisingly close to mex even most values were guessed.
6 miners mining some rocks = 4 mex.
of course distance influences the result but is not yet clear how much. ie how the income in the "close" test would be without the closest rock.
In the testgames the income did not seem so far off either. Of course disregarding that the map got flooded in space rocks every 2 minutes
What could be changed is how much metal can be mined from a rock... could be a bit less, half or so.
next week:
how much wood would a woodchuck chuck if instead of miners mining mineable rocks there would be chuckable wood?
also +1 internet to whom finds the hidden bug to boost mining speed by ├╝bermicro
it is a bit unaccurrate

One test went for 5 minutes.
i was a bit lazy with stopping so in the graphs you must look at the 5minute mark, not the end.
i did not touch/controll the miners other then putting about 2 per rock at the start, no "microing" them.
all tests on eurekaV2 map in the flat areas.
first, 4 mex:
ie 3 starting mex+1 extra mex.
after 5 minutes: ~4000 m
very constant income of course, one mex does 3.1 (a bit over the "standard" of ~2.0 that most spring maps use i think)

6 miners with a little distance to travel

metal income of this test: ~2500m
so less metal income than the 4 mex but the distance is quite big and more miners could work there without clogging up, i think.
the income is quite constant too, over the time of a game it is almost linear. only small ditches when a rock was mined out or 2 workers blocked each other for a moment or whatever.

6 miners, closer to the rocks:
this might be about the usual distance if you do not move the depots nearer all the time and do not go too near to avoid clogging

metal income of these 6 close miners: ~4000
so about the same as 4 mex

if you look very close, mining slowed downed at one point. the power of paint makes this visible:

maybe happend when the near rock was mined out or maybe miners just went to further away rocks by stupidness, i didnt watch close enough. or just inaccurate test, pathing blabla
conclusion:
mining income is surprisingly close to mex even most values were guessed.
6 miners mining some rocks = 4 mex.
of course distance influences the result but is not yet clear how much. ie how the income in the "close" test would be without the closest rock.
In the testgames the income did not seem so far off either. Of course disregarding that the map got flooded in space rocks every 2 minutes

What could be changed is how much metal can be mined from a rock... could be a bit less, half or so.
next week:
how much wood would a woodchuck chuck if instead of miners mining mineable rocks there would be chuckable wood?
also +1 internet to whom finds the hidden bug to boost mining speed by ├╝bermicro
Re: What do you think ct's economy should be like?
cool, i will look at it later.FireStorm_ wrote:I made a Spring model of the space rock. Don't know if you can (or want to) use it like this. let me know.
Oh, and i made the inside more metal-isch.
iam trying to think of a system to have multiple rocks (various sizes etc) without:
-lots of different units
-lots of hide/unhide in unit script
probally will have to be different units like bminerals, bminerals_large, bminerals_medium, bminerals_small
But "bminerals" should always remain so that maps can spawn it. Also should not be changed too much as soon the first CT maps start using this, as not to break them. (will explain rocks on maps later)
Re: What do you think ct's economy should be like?
So what do we still have to do?
Craters
Unit Damage by falling rocks.
Smoke_th mentioned that Maybe some kind of decal to darken the crater because it would be hard to see the terrain deformation on ct maps otherwise. Or maybe just tell people to play with shadows on.
Neat little UI thing knorke is working on.
Knorke next time we are online at the same time could we talk about these things?
Oh and balance... and um adjust the rocks foot print.
Craters
Unit Damage by falling rocks.
Smoke_th mentioned that Maybe some kind of decal to darken the crater because it would be hard to see the terrain deformation on ct maps otherwise. Or maybe just tell people to play with shadows on.
Neat little UI thing knorke is working on.
Knorke next time we are online at the same time could we talk about these things?
Oh and balance... and um adjust the rocks foot print.
Re: What do you think ct's economy should be like?
fall damage is already possible by the death explosion of the meteor.
at the moment it is just kind of disabled because i put in a non-harming explosion for rocks (so miners dont die mining them) that is also used by the meteors i think...
anyway, when landing directly on units, meteors current just explode without leaving a rock because this would trap the unit or in front of a factory it would block the exit.
(on a related note, deploy/land a flagship on some units lol)
i think the death explosion of the meteor can be set up to do the craters too.
decals, i dont know how to do. can explosions leave a decal? or maybe have the bminerals have a groundplate like some factories in some *a mods do.
shadows do not work with LOS mode enabled :/
ill be probally online in lobby in 10h or so from this post, uni now...
at the moment it is just kind of disabled because i put in a non-harming explosion for rocks (so miners dont die mining them) that is also used by the meteors i think...
anyway, when landing directly on units, meteors current just explode without leaving a rock because this would trap the unit or in front of a factory it would block the exit.
(on a related note, deploy/land a flagship on some units lol)
i think the death explosion of the meteor can be set up to do the craters too.
decals, i dont know how to do. can explosions leave a decal? or maybe have the bminerals have a groundplate like some factories in some *a mods do.
shadows do not work with LOS mode enabled :/
ill be probally online in lobby in 10h or so from this post, uni now...
Re: What do you think ct's economy should be like?
sounds good i might be waking up by then.
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: What do you think ct's economy should be like?
The ones that spawn on the map can be a unit specifically for that. "Old" meteorites. Then we can have an assortment of "new" meteorites that can fall down later.knorke wrote:cool, i will look at it later.FireStorm_ wrote:I made a Spring model of the space rock. Don't know if you can (or want to) use it like this. let me know.
Oh, and i made the inside more metal-isch.
iam trying to think of a system to have multiple rocks (various sizes etc) without:
-lots of different units
-lots of hide/unhide in unit script
probally will have to be different units like bminerals, bminerals_large, bminerals_medium, bminerals_small
But "bminerals" should always remain so that maps can spawn it. Also should not be changed too much as soon the first CT maps start using this, as not to break them. (will explain rocks on maps later)