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No Rush Zone set by host
Posted: 13 Jun 2007, 16:36
by benthemeek
First I understand that only newbs do such things blah blah blah, but i think it would be fun and I think there is a demand for it, so here is my suggestion. The zones which the host draws on the map to allow teams to choose their spots should be extended into the game for a time set by the host in which no unit could leave the zone for. This would allow for a little more diversity in tactics and units; the games i have played online almost all are rush for level one vehicle plant -> tank , team up or lose everything trying to kill opponent, gg. (In short BORING). Is this something that would require game code change or could it simply be done with a lua script? Or on a map level? It would be fun to have a little more breathing room... What do you think?
Posted: 13 Jun 2007, 17:00
by Torrasque
I don't really like the fact that you are forcing people to not expand.
So it don't really add tactics ..
Ihmo, it would be 100 time better to make all units in your starting point invincible for a given time.
So people wich like to expand can do it, but if they expend in the ennemi territory it's at their own risk.
(so, it's less contrainant, but achieve the same work : stop rush )
Posted: 13 Jun 2007, 17:16
by KDR_11k
The deployment lua rule will obsolete this by allowing you to start with a base on the level it would have after the no rush period is over.
Posted: 13 Jun 2007, 17:23
by 1v0ry_k1ng
why not just disable all mobile units
Posted: 13 Jun 2007, 17:33
by Guessmyname
Bet this is LUAable
Posted: 13 Jun 2007, 21:57
by benthemeek
KDR_11k wrote:The deployment lua rule will obsolete this by allowing you to start with a base on the level it would have after the no rush period is over.
Where can I find out more about this deployment lua rule? I came to spring from the EA game series Battle for Middle Earth and created several maps with no rush timers and zones. They were quite a hit, because it is fun to break through a persons "impenetrable defense" or also to hold off a large army. Like laying siege to castle per say. So it really could be a "mode" that is alot of fun especially to dorks like myself who like longer games instead or 20 min short ones.
One other thing, maybe this should be a second "feature request" but would it also not be better if the host could control more aspects of the game upon creation? A rule set that could be transfered at game start to the players or even before instead of downloading a whole new mod file? Like cheap walls, or disabled nukes etc etc etc. That type of thing can be done per map in other games but i always thought it was annoying to download the same map just for a different rule set.... anyway. Just thought I would post this as another feature request to think about...
Posted: 13 Jun 2007, 22:36
by jackalope
I just wanna say that only newbs do such things
Posted: 13 Jun 2007, 22:44
by zorbawic
jackalope wrote:I just wanna say that only newbs do such things
have You ever played
source forts ?
I think this could be a nice addition to the game... if made in sourceforts style
Posted: 13 Jun 2007, 23:02
by Guessmyname
benthemeek wrote:KDR_11k wrote:The deployment lua rule will obsolete this by allowing you to start with a base on the level it would have after the no rush period is over.
Where can I find out more about this deployment lua rule? I came to spring from the EA game series Battle for Middle Earth and created several maps with no rush timers and zones. They were quite a hit, because it is fun to break through a persons "impenetrable defense" or also to hold off a large army. Like laying siege to castle per say. So it really could be a "mode" that is alot of fun especially to dorks like myself who like longer games instead or 20 min short ones
I think you need a dev version of Spring for it to work, assuming trepan's summitted to necessary LUA stuff to the SVN. And assuming you get the LUA code for the deployments thing off of him
Posted: 14 Jun 2007, 09:41
by aGorm
I thought the host could disable units already?
Personly I can't see anyting wrong with the ide, as its not like yoyur being forced to use it if you dont want to.
Also... you could still rush, just it would be after 5 mins sudenly youd find 50 jeffys in yoru base...
aGorm
Posted: 14 Jun 2007, 13:55
by quantum
With trepan's LuaRules Deployment, you can setup your base and queue orders in peace before the game starts.
To try Deployment applied to CA, you can do this:
1) Install the latest
dev build of Spring in a new directory.
2) Get the latest
CA build (ca-r*.sdz).
3) Get the latest
CA Lua build (ca-lua-r*.sdz)
4) Get the latest
CA Deployment build (ca-deployment-r*.sdz).
Launch Spring and choose "CA Deployment" from the mod list.
Posted: 14 Jun 2007, 15:08
by det
quantum wrote:With trepan's LuaRules Deployment, you can setup your base and queue orders in peace before the game starts.
To try Deployment applied to CA, you can do this:
1) Install the latest
dev build of Spring in a new directory.
2) Get the latest
CA build (ca-r*.sdz).
3) Get the latest
CA Lua build (ca-lua-r*.sdz)
4) Get the latest
CA Deployment build (ca-deployment-r*.sdz).
Launch Spring and choose "CA Deployment" from the mod list.
I just tweaked the build system. It is way easier now. It makes a new directory for each revision and generates a zip for convenient download. You don't have to download each individual file, unless you want to. Also, latest will always contain the most recent build. Direct link:
http://files.caspring.org/snapshots/latest.
Posted: 14 Jun 2007, 18:28
by benthemeek
aGorm wrote:I thought the host could disable units already?
Can you game host also change attributes of the units as well on the fly? just curious.
Question: Am I able to play the test build with friends if they also download the latest?
Posted: 14 Jun 2007, 18:41
by Neddie
Yes, if I recall.
Posted: 14 Jun 2007, 18:56
by KDR_11k
I think you need to play on the test server for it to work right, grab an SVN installer and set the server you connect to to "
www.osrts.info".