Third Ressource: Supply

Third Ressource: Supply

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

Moderator: Moderators

Post Reply
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Third Ressource: Supply

Post by Andreask »

It would be awesme if Spring would support the Supply-Ressource, for enhanced modding capabilities.

Every unit you build would need supply on a scale from 1 to 10 per unit, and supply is gained by having a commander, structures that generate a fixed amount of supply and when losing units of course.

If we had supply as a ressource, very interesting gameplay-possibilities would open up, like limiting the player´s force to a very small number of dedicated units, to make micro more important.
Or Geo-Vents could become vital, by providing you with over-proportinal supply benefits, directly translating into a larger attack force for your side.

The possiilities go on and on...

Please add supply as a ressource. And add this thread to MTR.

ps.: if anyody knows how to emulate the supply ressource to a useful extent with the current system, please tell me so
User avatar
Targ Collective
Posts: 202
Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

Could be useful for a StarCraft mod.

That's why you're asking for this, right? I always found the issue of Supplies a drawback myself.
User avatar
Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

How about just let modders define whatever resources they want.

Then there can be supply, ammo, oil, crystals, vespine gas ( :roll: ), ect.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Lindir The Green wrote:How about just let modders define whatever resources they want.

Then there can be supply, ammo, oil, crystals, vespine gas ( :roll: ), ect.
That would be best of course. But i have that strange feeling that it wont happen.

Meanwhile, would it be possile to do a drity emulation of supply-limits by abusing the energy-stall feature ?

You know, whenever a player has an energy stall over a lenghty amount of time, his production suffers, some weapons wont works and thus he will probably lose.

To use this feature as an emulation of supply, the E amount needed for production and the running cost of each unit must be the same.

Example:

Basic Bot Production Cost = 100E
Consume Cost when active = 100E

Production of 1 Solar = 200E

So you could produce and maintain 2 bots per each solar without stall, if nothing else would be active. If you chose to produce more than your current limit permits, you could only produce in stall, or have some of your units without function.

Ideally, all units would have the "On/Off" switch, so you can have multiple groups rdy to be activated without stall, to enhance flexibility.

Of course, solars would not need E to be produced or maintained, as wouldnt factories or any other assets. Energy would fill the sole prupose of emulating supply.

Sounds cool ?
Last edited by Andreask on 05 May 2006, 17:08, edited 1 time in total.
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Dont see why not. Some small modifications here and there. (Small for the modders, I dunno about in code). This is how i could see it working:

Somewhere, like the gamedata/ folder, is a resources.tdf file. In there is defined the number of resources, its name, colour on the bar, ect.

In the units fbi, instead of saying like 'metalmake=123', use 'res1make=123', or just '*name of resource*make=123'. Also defined is something like 'extractRes1=123', so it extracts from the resource map. This could even be modified further to let it extract from different maps, so you could have a map for metal, oil, and food, for example. This of course would need a modification to the map format, but, conviniatley Zaphod is almost finished making a new one.

Of cource, legacy TA support would be kept, so that the default recources were metal and energy, and 'metalmake=123' in the fbi would specify metal, but this could be handy for many mods. Just my $0.02
User avatar
genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

What about a new building that can act as a solar collector and metal
maker, an be set as a solar collector or metal make by the user.
Say you have a lot of metal, but low on energy. Having a setting
to turn off and on metal making or solar during the game would
be nice.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Maelstrom wrote:Dont see why not. Some small modifications here and there. (Small for the modders, I dunno about in code)
This is the great thing about the tag system. The tags don't accurately enough mirror real code. Basicly this means that small for modders = huge for coding, and small for coding = wow, this hasn't already been implimented?
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Targ Collective wrote:Could be useful for a StarCraft mod.
Don't people ever learn? :roll:
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

hrmph wrote:
Targ Collective wrote:Could be useful for a StarCraft mod.
Don't people ever learn? :roll:
A WarCraft mod if you prefer.
Great for mods in general, the wider the support, the more distinct comds we can have. A way of 'Power' from the Westwood games would be nice to have as well.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Simple

Post by Pxtl »

For a StarCraft-esque "Supply" system, I'd just use Energy. Make building new units cost mainly metal and a small amount of energy, and make having units cost only energy. When you try and build new units if you're out of energy, then their limited energy cost will stop you. There.

If you wanted certain units to "fail" if they don't have energy, just give them an insignificant firing cost. Then they become lawn ornaments when you're out of energy.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Pxtl, while that sounds nice, it doesnt work quite right.

Scince you never run out of energy completely and there is no energy threshold, just a energy stall.

So, when ever you E stall, the building and firing will continue, but only once every tick (is that millisecond or second ? ).

Its as close as the current engine can get, but it is not quite there.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Maelstrom wrote:Somewhere, like the gamedata/ folder, is a resources.tdf file. In there is defined the number of resources, its name, colour on the bar, ect.

In the units fbi, instead of saying like 'metalmake=123', use 'res1make=123', or just '*name of resource*make=123'. Also defined is something like 'extractRes1=123', so it extracts from the resource map. This could even be modified further to let it extract from different maps, so you could have a map for metal, oil, and food, for example. This of course would need a modification to the map format, but, conviniatley Zaphod is almost finished making a new one.
Truth.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

its a open source engine. there should be a way to define what name of what resources you want. what the lack of said resources does in certain situations (eg. if Supply is less than 1 per unit randomly damage all units at 10 s intervals when damage is less than a fifth of total health. Or if Power is less than demand for power then turn all units into a sleep state or something)
etc etc
Post Reply

Return to “Engine”