Solar energy - Page 3

Solar energy

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Is it me or do fang and everyone else think this will change how the energymake tag works? If this is implemented it'd have to be via another tag aka solarmake so that immense damage isn't done to mods. If its implemented via solarMake not energyMake then modders can ignore the tag if they dont like it and continue as normal, and it'll then turn into a persuading caydr/quanto/Knox to sue the solar tag.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Obviously it would have to implemented through a new tag...
Arco
Posts: 75
Joined: 17 Jun 2006, 16:28

Post by Arco »

Forboding Angel wrote:Not to mention the extra modding time spend circumventing new said technique.
I don't get it, should I use a bigger font so you read all my words? There would be absolutely no need to "circumvent" this whatsoever. All units, as they function now, would function precisely the same way after the change. Only if you wished to support the new feature would you have to make ANY changes, and those changes would be simple.

A unit that makes 20 energy would still make 20 energy. Only if you specify it should make 20*solarvalue would it actually take the map's solar value into account. Note that, since this doesn't exist, all current "solars" are of the first form, and therefore nothing would change if this was implemented.

Naturally, maps lacking a specified value would default to 1, so you'd get expected performance for all existing maps even with the mod change. Nobod, on either side, has to remake anything. Only if they wish to modify their units to take advantage of the new possibilities do they have to change anything. And some modders and mappers are bound to do so. Maybe your maps never will, maybe Fanger's units never will, and that's fine. But I have a feeling Picasso would mess around with it a bit, and who knows what new mods might make strong use of such units.

Most people seem to realize how little a problem this tag would be; it's unfortunate that some of the community members with more sway seem to take such additions as a personal attack just because they don't plan to make use of them.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

PicassoCT wrote:
Forboding Angel wrote:
No typemaps were not a mistake. however, more often than not they are used very irresponsibly by newbie mapmakers and even some veterains. The mistake is more in the deployment and lack of information.
Name the Names :wink:
Agorm and mufdvr to name 2 (btw irresponsible was the wrong word. Incorrect would be the best word for what I meant). Both have been mapping much longer than I. However mufdvr made a small mistake. It wasn't intentional. I dunno about agorm anymore. He's done some really super cool stuff, but he doesn't produce many maps these days.


Arco, You and I are attacking this from 180 degrees apart. Both solutions work, just differently.

I still think that this feature would be mostly worthless though. It's just not worth the time. The benefit gained is marginal at best.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

1, he was joking. 2) Miss used it on the first two maps I made that used it, becasue I didn't understand the ramifications. :roll:

And I am still mapping... just RL sux's very much at the moment.

While i dont know if it should be implamented like this... I will say that for the purpose of a mod other than XTA, Et'all, it would be usefull for custom maps.

aGorm

::Edit ... sounds like Im in a mood there... shucks. *adds smilie*
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

aGorm wrote:2) Miss used it on the first two maps I made that used it, becasue I didn't understand the ramifications.
I understand. I was simply using it to make a point. I was not intending to slight your mapmaking. I happen to like most of the maps you've done. I really wish you would redo desert dunes. That map is cool. </offtopic>
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Forboding Angel wrote:
PicassoCT wrote:
Forboding Angel wrote:
No typemaps were not a mistake. however, more often than not they are used very irresponsibly by newbie mapmakers and even some veterains. The mistake is more in the deployment and lack of information.
Name the Names :wink:
Agorm and mufdvr to name 2 (btw irresponsible was the wrong word. Incorrect would be the best word for what I meant). Both have been mapping much longer than I. However mufdvr made a small mistake. It wasn't intentional. I dunno about agorm anymore. He's done some really super cool stuff, but he doesn't produce many maps these days.


Arco, You and I are attacking this from 180 degrees apart. Both solutions work, just differently.

I still think that this feature would be mostly worthless though. It's just not worth the time. The benefit gained is marginal at best.
I agree with this,, I don`t remember the specific map but I typed the sea floor incorrectly and the map suffered terribly.
<edit> The map in question was "Arctic Zone". :oops: I did fix it, in version 3 :wink:
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

yeah cause like 4 EE players (me, Forb, Deci, and Fang i believe) had a match on it and nearly hara kiried ourselves when we witnessed our ungodly slow amphib assaults. Afterwards we tracked u down and told u to fix it.

I would also say that while options are good too much complexity equals bad and as such i vote nay against this idea.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Bloody hell if you're going to make a word 3x the size of all the others atleast spell it right. Say it with me now folks...

V-E-T-E-R-A-N-S.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

V...EGETARIANS?

Everyone back to school for another 5 years please! 8)
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Das Bruce wrote:Bloody hell if you're going to make a word 3x the size of all the others atleast spell it right. Say it with me now folks...

V-E-T-E-R-A-N-S.
I didn't make it that big. Picasso did when he quoted me.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

NOiZE wrote:we are all sticked with 20, but perhaps we can include units with a map, and maybe they will override the default units.
take a look to the map cow:

http://www.unknown-files.net/index.php? ... &dlid=1903
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

What's so special about this map? I tried with AA2.23, and there is no difference in solar collector energy production.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

bwansy wrote:What's so special about this map? I tried with AA2.23, and there is no difference in solar collector energy production.
there is a fusion in that map that can be build by the commander...

So basicly i added a unit to the map...

so perhaps subsituting a unit is also possible...
User avatar
LBPB
Posts: 119
Joined: 25 Aug 2006, 10:27

Post by LBPB »

NOiZE wrote:
bwansy wrote:What's so special about this map? I tried with AA2.23, and there is no difference in solar collector energy production.
there is a fusion in that map that can be build by the commander...

So basicly i added a unit to the map...

so perhaps subsituting a unit is also possible...
How did you do that ?
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

LBPB wrote:
NOiZE wrote:
bwansy wrote:What's so special about this map? I tried with AA2.23, and there is no difference in solar collector energy production.
there is a fusion in that map that can be build by the commander...

So basicly i added a unit to the map...

so perhaps subsituting a unit is also possible...
How did you do that ?
just open the archive and take a look.
User avatar
LBPB
Posts: 119
Joined: 25 Aug 2006, 10:27

Post by LBPB »

NOiZE wrote:just open the archive and take a look.
Done.
I guess its such like making a new mod.

My only question is how do you get the .cob



btw, its a very cheap Fuzion : :shock:
BuildCostEnergy=34;
BuildCostMetal=44;
Locked

Return to “Map Creation”