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Potential Mod Idea

Posted: 08 Jun 2005, 01:20
by BlackLiger
Could someone look into the code of spring, to see if its possible to either restore the OTA style metal patches, but make it mobile units that extract, or make it like battlezone, except with the resources auto reclaimed and spawned continually in the area of metal depost......?

This would help for a mod Idea i am working on.

Also, someone look into making structures upgrade like in dark reign please :D Thanks in advance. Ill post more if asked....

Posted: 08 Jun 2005, 02:48
by Doomweaver
I imagine that you could have an invisible wreckage with LOADS of metal (water), and give it a size of 0 so units can move right over it. Then the unit could be given a nanlathe range of 0.1, so it has to move right over to harvest.
But i'm not sure if the energy webs required for a unit to 'load up' on water have been implemented.

Posted: 08 Jun 2005, 17:39
by BlackLiger
Well im thinkin like the C&C style, where ur harvesters gather the stuff up and then return to a refinary to drop it off.

Posted: 08 Jun 2005, 18:04
by Durandal
but how will you make it grow, then ?

Posted: 08 Jun 2005, 22:19
by Min3mat
well if you made reclaiming give you metal/tick and gave the tiberium a low reload time for its healing (possible???) and make it recover like its entire life in a tick howver i have NO idea how to make it spread :roll:

Posted: 09 Jun 2005, 07:56
by Delta
Spreading tiberium:
make it as a con/factory, building "resource units" around itself.

Posted: 09 Jun 2005, 09:25
by Doomweaver
would you have to make it its own players for it to rebuild itself?

Posted: 09 Jun 2005, 10:03
by Delta
well if you made reclaiming give you metal/tick and gave the tiberium a low reload time for its healing (possible???) and make it recover like its entire life in a tick howver i have NO idea how to make it spread
Spreading tiberium:
make it as a con/factory, building "resource units" around itself.
It doesn't need to self heal very quick, since the resource units around it starts to repair it as soon as it is damaged/harvested.
A good solution would be that when the resunit creates a new resunit the new starts out severely damaged (low value) and then gets repaired to full value after being left alone for some time. This means that a field left alone will grow, and if you harvest some of it, the plants around it will make sure it "grows" back to full value (the denser/older field the quicker this would go, since almost every square would be occupied by a plant.
would you have to make it its own players for it to rebuild itself?
Don't know, but sounds likely. Just make all the resunits team -1 or something.

Posted: 09 Jun 2005, 10:47
by smokingwreckage
I think someone made a mod for OTA based on C&C where an invisible plane flew in and dropped "plants".

But it would be closer to the C&C model if the plants increased in salvage value over time. And in the classic but ancient networked game "Bolo" trees were the ONLY resource from which everything was built, they didn't grow back but spawned near other trees.

Posted: 09 Jun 2005, 23:30
by BlackLiger
Well, the way i want it to work is like BioMetal in Battlezone 1, but so it is limitless. That would require modifying the code for units so when they died they would leave scrap behind, but otherwise.........

Posted: 10 Jun 2005, 17:14
by AF
methinks a GAIA player and associated AI would be useful for this.

GAIA thing randomyl builds special wreckage that looks and sounds like whatever reource its supposed to be.

As for upgrades, if you've solved the resourcing and the upgrades problem then you've amde spring compatible with the vast majority fo rts games as potential port overs.

Posted: 10 Jun 2005, 18:36
by Min3mat
hmmm could you give the GAIA player the ability to build anywhere/everywhere? a quick fix would be making the spawn.txt able to spawn wreckage (if it isn't already???) and have like 16 points on a map for players or something?...

Posted: 11 Jun 2005, 02:08
by BlackLiger
Thats a plausible stopgap.

Posted: 11 Jun 2005, 14:35
by AF
I dont see why neithr could be done, although what happens when resources start to spawn ontop of eachother?

Posted: 11 Jun 2005, 18:37
by BlackLiger
U'd have to code it so they wouldn't, i suppose.

Posted: 19 Jun 2005, 13:13
by BlackLiger
I been thinking about it, and it would be possible to script a Gaia player to do all this, but what happens when the resource producers are killed. And how do you make it so a unit has to collect then return to the refinary/base to drop off supplies and so on....

Posted: 19 Jun 2005, 15:20
by smokingwreckage
Do you mean producers or gatherers?

You could probably just set things up so a gatherer has to spend X amount of time in Y area of the map, then when it returns to base resources go up by whatever value the game designer likes.

Posted: 20 Jun 2005, 00:22
by BlackLiger
Hmm. That would actually suit me even better.