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Re: mining

Posted: 06 Oct 2010, 15:45
by knorke
FLOZi wrote:Yes, but for *every* armed unit that is not a miner you need to give it an only target category which excludes minerals (Not always a trivial thing to do!)
fuck. doable but cumbersome.
i wanted to use Spring.SetUnitNeutral (res, true) but now miners do not attack the minerals either :/
well, it can not be that hard to correctly set up weapons/targets as most mods have at least air/ground seperation.
this problem deserves its own thread:
http://springrts.com/phpbb/viewtopic.php?f=23&t=24243
remember that mining units might get killed, what with crystals they were transporting ?
like in starcraft, age of empires etc: then its fucking gone maaaan.
Well let me try to explain how we wanted resource collection
ah ok.
i guess the spacerocks could be modified not to die on impact and leave a unit instead of a wreck/feature. The "rocks rain in wave" should be doable too.
For now, I would just replace the mexes with starcraft style mining.
(each player gets 2 to 4 mineral clusters, one lasts for 10 minutes or so)

Re: mining

Posted: 06 Oct 2010, 20:42
by Neddie
It would be cooler if the resources were scattered around them in the explosion. Cooler still if resources were dangerous for non-mining units.

Re: mining

Posted: 06 Oct 2010, 21:27
by knorke
space rocks can now rain down in waves.
ie 5 meteors every 60 seconds.

Re: mining

Posted: 06 Oct 2010, 21:28
by Pxtl
Neddie wrote:It would be cooler if the resources were scattered around them in the explosion. Cooler still if resources were dangerous for non-mining units.
I think it's enough that they arrive in deadly explosions... or so I assume - rocks falling from space do damage, right?

Re: mining

Posted: 06 Oct 2010, 21:42
by Neddie
Only if they spawned a weapon or applied crushstrength to the unit, eh?

Re: mining

Posted: 06 Oct 2010, 22:23
by knorke
the deathexplosion of the meteor can damage near units too.

Re: mining

Posted: 06 Oct 2010, 22:56
by Pxtl
Getting into idea-spitballing now: is the meteor a projectile or a unit? Because if it was a projectile, it would be really cool to use the Spring repulsors as a meteor-defense system. Alternately, CA grav-guns could work if it's a unit. Either way - you build repulsors in your bases to keep meteors from destroying them, and you retreat all your softer units into the repulsor umbrellas during the meteor storm.

Re: mining

Posted: 06 Oct 2010, 23:14
by SanadaUjiosan
While a reasonably neat idea, it sounds like a lot of things that could go wrong/be janky. Ideally the gadget would have something in it to prevent it from nailing someone's base and killing them, especially early on.

Also, we agreed that the meteors would in fact not do a lot of damage, for the sake of fun.

Re: mining

Posted: 07 Oct 2010, 03:00
by zwzsg
Wohah indeed using Spring's repulsor shields as anti-meteor-storm-shield would be awesome!

Re: mining

Posted: 07 Oct 2010, 03:04
by oksnoop2
So screenshot of what's going on with spacerocks currently.

Image

Uploaded with ImageShack.us

There's a pretty constant error, giant radar blips, and rocks seem to fall through the ground and keep going. Did you experience this knorke?

EDIT: also my miners are not mining. Here is my working copy.

http://www.megaupload.com/?d=UQI21YRI

Re: mining

Posted: 07 Oct 2010, 10:53
by knorke
space rocks:
i could only reproduce getting the giant blimps by doing /luarules reload

i think it is because then the gadget loses track of the meteors it was controlling/moving and they continue to fly downwards forever. can probally be fixed by scanning for uncontrolled meteors when the gadget is loaded.

space rocks should look like this:
Image
(it obviously needs a firetrail effect, spring could not load/find the "smallburn" from your version so i replaced it with "buildersparks" but these do not show outside LOS but specs can see them.)
is the meteor a projectile or a unit?
miners:
did you give the minerals to gaiea or enemy team? use h key.
did you try the miners from the download in first post where i uploaded my whole ct folder? it is not newest version but should work.
i did more changes than just the mining gadget, ie also adjusted damage/range of the miners and health of rocks.

Re: mining

Posted: 07 Oct 2010, 10:55
by Wombat
so much sex, this deserves own thread

Re: mining

Posted: 07 Oct 2010, 14:32
by Google_Frog
Wombat wrote:so much sex, this deserves own thread
It already has one http://springrts.com/phpbb/viewtopic.ph ... 38&start=0.

Re: mining

Posted: 07 Oct 2010, 14:44
by Wombat
very funneh :D but its in 'Conflict Terra' subforum, i think it should be in Games & Mods. im sure there will be a lot of ppl who gonna use it, now its kinda hidden and might be hard to find in the future.

just sayin D:

Re: mining

Posted: 08 Oct 2010, 06:36
by nightcold
:D!!!!!!!

if you guys actually pull this off, this will be (imo) the most innovative thing to happen 2 spring so far.....a none stream line economy :D (well unit metal spending will will be stream lined :/)

now u guys can actually have a real use for the econ trucks, they can be movable drop off point for miners(as can be the commander).....on a different note, i generally don't see the the point in having the storage trucks morph between mobile & stationary since when u change 2 stationary you lose all you extra M...nor will have a reason 2 morph to mobile, EVER...trucks should not have a morph option and should give 500 storage(or more) at all times....

btw, nota dose something similar with your meteors with chicken/bug's nest spawning.....

Re: mining

Posted: 08 Oct 2010, 08:11
by SanadaUjiosan
The trucks serve a purpose. And I'm very steadfast in keeping them the way they are.

Also, I wouldn't say this is the most innovative thing in spring, not by a long shot. Nice, and impressive, maybe, we'll see, but not the most innovative.

Re: mining

Posted: 08 Oct 2010, 16:18
by knorke
I dont know what you CT designers have planned but I think it would be worth a try to redesign the eco system into something "mining based."
It will require some changes and rebalancing but wouldnt it be more interessting than another mex-based game?
And you could have maps that not only visually fit the game but also gameplay wise.
nightcold wrote:the econ trucks, they can be movable drop off point for miners(as can be the commander)
yes! i think it would fit perfectly, especially seeing as trucks and commander ships can already deploy but at the moment this function of them is not so usefull.
At the start, players would mine the ressources near their startbase. Then sending out trucks&miners to mine the ressources near by.
The commandship could be used to mine on islands or rush to the location of a meteor storm where many rocks have rained down. Maybe it could also transport miners.

Wombat wrote:i think it should be in Games & Mods. im sure there will be a lot of ppl who gonna use it, now its kinda hidden and might be hard to find in the future.
before spreading, it should be tested & developed more.

Re: mining

Posted: 08 Oct 2010, 19:49
by knorke
oksnoop2 wrote:So screenshot of what's going on with spacerocks currently.

Image

Uploaded with ImageShack.us

There's a pretty constant error, giant radar blips, and rocks seem to fall through the ground and keep going. Did you experience this knorke?

EDIT: also my miners are not mining. Here is my working copy.

http://www.megaupload.com/?d=UQI21YRI
as said in lobby, so it is not forgetten:
i dont use sfxflare what is being written in the error message also the error is in ct_rocks2.lua

That file is not by me, it is a error in your unit script.

Try again with units/models that work, its settable in the script at the top where it says -----settings----
for testing you can just have it drop mechs or vehicles from the sky.

Re: mining

Posted: 13 Oct 2010, 03:07
by knorke
just did a commit:
http://code.google.com/p/conflictterra/ ... tail?r=502

some files would not upload because of "svn conflicts" but i think it got all the important ones.

i did not fix the "endlessly flying rocks on lua fail" yet because lazy and the fail does not happen with correct meteor unit.

but it is now easier to test as I for testing added in ressource ressource spawning in game_spawn.lua (test with oksnoop2s map)

Re: mining

Posted: 13 Oct 2010, 03:52
by MidKnight
Just dropping in to give my approval and encouragement. Nice work, knorke!

...It rhymes! :lol: