Smart Area Reclaim - Page 3

Smart Area Reclaim

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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aegis
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Joined: 11 Jul 2007, 17:47

Re: Smart Area Reclaim

Post by aegis »

spring doesn't like 1k commands sent instantly?
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Smart Area Reclaim

Post by Argh »

spring doesn't like 1k commands sent instantly?
Um... why not have a cutoff, so that it's limited to, say, 100 nearest objects, for extreme cases? If #table > 100 then ... ftw
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aegis
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Re: Smart Area Reclaim

Post by aegis »

like the thing where you can't place more than a certain number of buildings!
BaNa
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Joined: 09 Sep 2007, 21:05

Re: Smart Area Reclaim

Post by BaNa »

aegis wrote:like the thing where you can't place more than a certain number of buildings!
hey that is a feature i thought it was a bug.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Smart Area Reclaim

Post by Argh »

like the thing where you can't place more than a certain number of buildings!
Yeah. I'm fairly certain it was done for the same reasons, too. But meh, I'm sure that either way it'll be obvious once tested.

I just don't think that letting it spam > a fairly low number of commands (remember, this will do it per unit, if you grab a group of builders and have them all hit an area, among other problems) will work very well in practice...
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flop
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Re: Smart Area Reclaim

Post by flop »

you just killed cooper hill gameplay qq
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KDR_11k
Game Developer
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Re: Smart Area Reclaim

Post by KDR_11k »

I thought it just delayed large numbers of commands over multiple frames rather than simply removing extras?
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aegis
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Re: Smart Area Reclaim

Post by aegis »

try area building an epically large area of buildings
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Gota
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Re: Smart Area Reclaim

Post by Gota »

flop wrote:you just killed cooper hill gameplay qq
If someone finally realises that allowing users to choose to use any widget with any mod is wrong and someone makes a gadget that forbids the use of all widgets besides the widgets of the mod being played than all this wont matter cause ba will jsut forbid the use of these "cheating" widgets.
Unbeleivable nobody sees this as a problem yet.
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Re: Smart Area Reclaim

Post by Gnomre »

Gota wrote:
flop wrote:you just killed cooper hill gameplay qq
If someone finally realises that allowing users to choose to use any widget with any mod is wrong and someone makes a gadget that forbids the use of all widgets besides the widgets of the mod being played than all this wont matter cause ba will jsut forbid the use of these "cheating" widgets.
Unbeleivable nobody sees this as a problem yet.
What

Did you miss the multiple topics with multiple pages discussing this very subject
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Smart Area Reclaim

Post by Gota »

so is there a gadget that does this?was it decided that its wrogn to block thrid party widgets?
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Smart Area Reclaim

Post by imbaczek »

it wasn't. it was determined it's impossible.
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Gota
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Re: Smart Area Reclaim

Post by Gota »

Well is it possible ot shut down all widgets and only allow the mods gadgets to work?
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Smart Area Reclaim

Post by Pxtl »

Well, couldn't a compromise approach be taken? Break the big reclaim into a set of smaller area-reclaims that follow a spiral path?
dizekat
Posts: 438
Joined: 07 Dec 2007, 12:10

Re: Smart Area Reclaim

Post by dizekat »

Gota wrote:
flop wrote:you just killed cooper hill gameplay qq
If someone finally realises that allowing users to choose to use any widget with any mod is wrong and someone makes a gadget that forbids the use of all widgets besides the widgets of the mod being played than all this wont matter cause ba will jsut forbid the use of these "cheating" widgets.
Unbeleivable nobody sees this as a problem yet.
Players whose only real gameplay ability is fast clicking (read: nubs at virtually all more interesting aspects of gameplay) yet again propose to disallow widgets.
Classic.
BaNa
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Joined: 09 Sep 2007, 21:05

Re: Smart Area Reclaim

Post by BaNa »

dizekat wrote: Players whose only real gameplay ability is fast clicking (read: nubs at virtually all more interesting aspects of gameplay) yet again propose to disallow widgets.
Classic.
khm. I know you are just trolling, but try playing them before you badmouth em.

also: aren't you in K? lol.
dizekat
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Joined: 07 Dec 2007, 12:10

Re: Smart Area Reclaim

Post by dizekat »

Spring is open source game. Extra code to disallow widgets when mod asks to would be really easy to remove, if ever added. And popular mods aint gonna disallow widgets anyway, that'd severely undermine popularity.
The idea is fairy stupid, even if we assume it was proposed by strategical geniuses and paragons of tactical might.

Aegis: feel free btw to delete all offtopic here.
dizekat
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Joined: 07 Dec 2007, 12:10

Re: Smart Area Reclaim

Post by dizekat »

On topic by the way.
How much more optimal is the movement pattern (for mobile conses) comparing to default approach where it sucks nearest, then another nearest? Like, comparison of walk length or measured reclaim times ingame.

The nano turret's pattern looks quite good, cant get better than that.
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Smart Area Reclaim

Post by imbaczek »

http://www.math.sfu.ca/~goddyn/Courses/ ... istics.pdf

Nearest neighbour is what you want, I guess. It's not good.
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