Default units at start

Default units at start

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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yes or no

yes
11
55%
no
4
20%
I dont care
5
25%
 
Total votes: 20

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BlueIce
Posts: 61
Joined: 27 Sep 2005, 10:05

Default units at start

Post by BlueIce »

I dont know if this has already been discussed but it would be cool to have an options to have some units at the start, the list (and position) of each unit should be added to maps.

Imagine to start with all lvl 1 factories some llt and some peewee to explore the map.

The boring part of the game (the start) would be removed.

Sorry for my english.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

it depends on map terrain for each map and start position, metal patches will always be different...
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BlueIce
Posts: 61
Joined: 27 Sep 2005, 10:05

Post by BlueIce »

each map with this feature will have something (a list?, a script?) with the units list for each start position.

I dont know how the engine work but it should not be too difficult to add some units to the start of the game. The feature will work only with fixed starting position obiviously.
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

So basically force modders to spend longer on there maps, And give more incentive to mkae maps with less palyers?

Hmm... Hard choice there.
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BlueIce
Posts: 61
Joined: 27 Sep 2005, 10:05

Post by BlueIce »

Drone_Fragger wrote:So basically force modders to spend longer on there maps, And give more incentive to mkae maps with less palyers?

Hmm... Hard choice there.
modders are not forced, this will be an option.

maybe unit lists can be external files:

MAP1_UNITLIST1.unt
MAP1_UNITLIST2.unt
and so on..


when a player host he selcet the map and a unit file


the engine can have a saveunitstate feature that save the current game to an "unt" file, that can be loaded so this will work to pause and resume game too....


sorry for my english, I hope you understand me :(
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Well,

Post by Pxtl »

Since the engine already supports a "start X" thing for placing the player starts, that screen could be expanded with more starts. For example, say a mod starts the player with, instead of the Commander, a few construction k-bots and two HLTs.

THe players then have several notes to put down "HLT1, HLT2, kbot 1, kbot 2, kbot 3". Or something like that. Then again, it wouldn't work well for water maps.

Imho, this is something best left to a theoretical future map type where the mod is bundled in with the map and the map includes heavy scripting, for the creation of something similar to StarCraft's "UMS" maps.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

The start isn't boring.
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

the start is the most important part of the game (imo).
But it would be good if there was support for starting units. (for compaigns etc).
patmo98
Posts: 188
Joined: 09 Jan 2006, 17:51

Post by patmo98 »

What if it was possable to run a LUA script at the start of the game?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

You guys are missing his point I think.

Remember the ota campaigns? This feature would be very useful.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

It is supported... the LUA test script exemplifies this.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

But can LUA scripts be run in multiplayer? And the lobby does not support LUA scripts anyway. But yes, this would be a good option to include
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Earth2150 had a map default option, that would be the equivalent of multiplayer missions.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I really like the idea of starting with a little base instead of a commander, and the idea of multiplayer mission. The only issue I see is that it couldn't be compatible with every mod. But bah, even if such multiplayer mission works only for a given mod, that wouldn't bother me. Just make sure:
- That each map can support many "mission", so dedicated mappers could create them for each mod.
- That they can be in file external to the map file. I mean, each "mission" would be for one map only, but they could be small file that you downloadable later, instead of having to be shipped with the map. For instance new mod could be shipped with "mission" for popular maps.
- That they are simple text file that you write in Notepad, so anyone and not only programmer can make them.
- That the mod check isn't very restrictive. Basially, look for units, if the unitname not found in the name, skip that unit, but don't refuse to work because the mod name changed or because one unit is missing. That way OTA mission could be used in AA, Mod X v 1.2.7 missions could work with Mod X v 1.2.8, etc...

One could try to define general category that apply to all mods (ex: scout, level 1 infantry, main tank), but I don't believe in that approach, because there will always be mods where the unit line doesn't fit the mold, and because even if one can find equivalent unit, they're never balanced exactly the same, and that would ruin the mission balance.

Some times ago I made a long post about it: .smd and mission Read it!
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

I like that idea

Post by Pxtl »

Having missions be seperate from maps - you can run a naked map with "Commanders" and a chosen mod, or you can run a mission which is associated with a map and mod.

The only thing I worry about is having your mod/map list cluttered up with maps and mods that aren't really meant to stand alone, but are just support materials for missions.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Why not just have a mod where you start with a self-supporting, self-defending factory that can scout?

Oh, wait... I already made one.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Argh wrote:Why not just have a mod where you start with a self-supporting, self-defending factory that can scout?

Oh, wait... I already made one.
Technically the commander was in that role before you made nanoblobs. :P
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Yeah, except he couldn't build mobile units. I was just being silly anyhow ;)
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

This really can't work for TA. In TA mobile units aren't built in such a way that they can deny access of an area to other mobile units, only stationary defences are that effective. This will just make the game first rush wins, which really wouldn't be that fun.

Other mods it may work for... but I think it's possible to do with the current map scripter anyways so there doesn't need to be much more discussion about it...
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Just need a way to specify the starting script, don't we? Doesn't the engine just use the "Commanders" script by default? If we could specify others, we could have a player start with, for instance, several extra mobile units. Maps could come packaged with a script that's designed to be really good on that map. For instance, Speedmetal could save idiots a few extra seconds by just STARTING OFF everyone with 300,000 krogoths.
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