Limited fuel - Page 2

Limited fuel

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

Moderator: Moderators

User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

.
iirc original C&C planes returned for ammo, not fuel.
In a game called: Conquest: Frontier Wars, all the units needed supplys for ammo, and certain units such as supply stations and supply units that carried lots of more supplys would give its own supply points to other units within a visible radius.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Noruas wrote:.
iirc original C&C planes returned for ammo, not fuel.
In a game called: Conquest: Frontier Wars, all the units needed supplys for ammo, and certain units such as supply stations and supply units that carried lots of more supplys would give its own supply points to other units within a visible radius.
The Supply system in Conquest was very nice. And for better or for worse, combat ships only had to go within a certain radius of the supply ship (or installation) to resupply, rather than docking with the supply ship. Certainly a more hands-off approach than docking.
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

Itd be really cool though fizwizz if Spring adopted that similar system on Conquest: Frontier Wars with the supply system, which was a very smooth and nice game, almost sued from Blizzard just because it had some simularities
User avatar
Johns_Volition
Posts: 134
Joined: 05 Jul 2006, 21:17

Post by Johns_Volition »

eath 2150 also had a nice supply system, air units would fly ammunition to whoever would need it, making it important to keep the air control during an attack...
User avatar
Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

Das Bruce wrote:
Pxtl wrote:Curious: is this aircraft-only?
It would appear so.
Well that's stupid. Why restrict it to aircraft?

It should be that you can have anything defined as a refuel point, and then define any unit you want to go to them when they are running low on fuel.

Or, even better, but a lot more work, maybe something where you can define which structure any particular unit goes to when it wants to refuel.

Just a thought...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I would be in major favor of making this apply to any unit, and having units be able to seek out a given unit to "refuel" from. In addition, I'd love it if "IsAirBase" was changed to "IsRepairBase", and could be made unit-specific. Then we could have units flee from combat, drive to a mobile repair vehicle, get repaired, and return to the fight, instead of having to manually target "healers". It would be a greatly beneficial change and allow for much more varied gameplay.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Argh wrote:Then we could have units flee from combat, drive to a mobile repair vehicle, get repaired, and return to the fight, instead of having to manually target "healers". It would be a greatly beneficial change and allow for much more varied gameplay.
Group AI maybe?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Argh IsAirBase was changed by smoth, there's now IsFirePlatform to differentiate between repair pads and transports that let their units fire
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

AF i think argh means that the tag itself "isAirBase" should be more generalized to allow its use on things other than aircraft.

That way we can have repair pads for ground units. seems like that might be a lot of work though. One thing that needs to be done though is that u need to prevent aircraft from trying to land on a ground only repair station. also how would u get a ground unit to "land" on the pad?

i think tweaking nanolathe abilities (repair, restore, build, etc) to be seperate tags or whatever so u can have something that can only repair or only reclaim would be most useful
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I thought thats what smoth did. Smoth seperated the two aspects of IsAirBase the dotn paralyze untis in transproter, and I'm a repair pad.

So in the next version anything with IsAirBase=1; will behave as Argh intended aka ground units with repair pads, aircraft with repair pads, buildings with repair pads.

And if you wanted units to fire while on a repair pad, or to fire while being transported, you'd add IsFirePlatform=1;


Wheres smoth when you need him.
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

AF wrote:I thought thats what smoth did. Smoth seperated the two aspects of IsAirBase the dotn paralyze untis in transproter, and I'm a repair pad.

So in the next version anything with IsAirBase=1; will behave as Argh intended aka ground units with repair pads, aircraft with repair pads, buildings with repair pads.

And if you wanted units to fire while on a repair pad, or to fire while being transported, you'd add IsFirePlatform=1;


Wheres smoth when you need him.
Argh means that he wants repair pads for units other than air (I think...)

And Smoth is away for a week, IIRC.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

As far as I'm aware thats certainly possible right now
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

as to how possible it is right now i have no idea.

Smoth's (very useful & overcontested :P ) patch basically allows a transport to carry a unit and have it fire without it being a air base i.e. aircraft don't try to land on it for repairs.

The best example of this is in gundam. The Zeon side's transport can hold one mech in its back and that mech can fire while in transport. The problem occurs when a aircraft reaches its land at threshold. The damaged aircraft seeks out the transport and tries to land expecting repairs (which won't happen). That unit is now stuck and can't do a thing unless u self d all the transports. Whats worse since the transport tends to move around, it and the unit trying to land end up in some wierd humping behavior.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

sounds like a bloody good idea also would like to see runways implimented. fuel for tansk and such would be cool especially if you could then have a unit to replenish the units obviously for realism mods and not for you crazy futurists :P
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Can the starting fuel be changed? I'd like that for handling superweapon bombers so they'd have to sit around for a few minutes before they can be deployed.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

AF wrote:As far as I'm aware thats certainly possible right now

It isn't, unless the OTA method of loading a unit in an air trans and unloading onto the pad (ummm, IIRC) still works.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

KDR has a good idea.

although i would not suggest putting that on a unit. while that would be nice it would mean that u would have to make sure that the air pad is close to the air fact otherwise the unit might not make it. instead (if i read the code post right) u can give this to a weapon on the superbomber and therefore it would need to land and "reload" before being able to be used.

and 1+ for the runways
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

+1 for these ideas, I'd like to see limited ammo and fuel on both ground and air units.

fuel would last a long time though on a mod like WD, otherwise it would be very frustrating, ammo wouldn't so it would have to be supplied by supply trucks and airfields/runways.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Arghhhh,(not you Argh) These ideas, I love but hate them all.....

I can't think if it would be good or bad for them....

Ah, hell, they would all be badass.... I think this is a thumbs up :mrgreen:

As a modder I think about some things, however I don't want it to be too realistic, while keeping it in a sci-fi world.....

I think I'll have a unit that has a range of 1000 or so for teleporting ammo to other units :P

Anyways +1

Could be good, could suck, depends on how it is used mostly.....

Captain Planet: The power is yours!

LMAO, sorry I couldn't resist...
User avatar
altaric
Posts: 185
Joined: 28 Oct 2005, 10:07

Post by altaric »

this sounds nice, but forks from OTA ..
load up the stats page, it says AA 96+8 XTA 19 clasic TA 3 EE 8
means OTA based mods are played about 95% and EE the remaining 5%
well i know things changes for sure

but don't think i'm saying it shoudln't be integrated
Post Reply

Return to “Engine”