Default units at start
Moderator: Moderators
Default units at start
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.
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.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
modders are not forced, this will be an option.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.
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

Well,
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.
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.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
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!
- 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!
I like that idea
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.
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.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
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...
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...
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.