REQ: mexmaker widget
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- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
REQ: mexmaker widget
simple idea; using lua or rippling code from krogothes metal class thing from KAI, make a widget that places a button on the menu of capable con units that send them around automaticly building a metal extractor on the nearest unoccupied mex spot. for games on big maps with lots of metal spots (like 1v1 comet) where placing and replacing dead mex is a massive chore, it would be amazing
Re: REQ: mexmaker widget
Good idea, would also be cool if you could tell a T2 con to go into "upgrade mode" which would go around upgrading your t1 metex automatically (so you don't have to manually click each metex to upgrade). Maybe make it start by going to the metex which is in range of the most nano towers?
- adin_panther
- Posts: 164
- Joined: 06 Jan 2009, 14:14
Re: REQ: mexmaker widget
Don't make it too easy guys. From that it's only a very small step towards automatic base building.
Re: REQ: mexmaker widget
is possible already e.g. in xtaYHCIR wrote:Good idea, would also be cool if you could tell a T2 con to go into "upgrade mode" which would go around upgrading your t1 metex automatically (so you don't have to manually click each metex to upgrade). Maybe make it start by going to the metex which is in range of the most nano towers?
yeah yeah, really trueadin_panther wrote:Don't make it too easy guys. From that it's only a very small step towards automatic base building.

Re: REQ: mexmaker widget
Automatic base building? Are you telling me that your base structure is so simple that there are no decisions involved?
Re: REQ: mexmaker widget
They're joking. Well at least I hope they are.
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: REQ: mexmaker widget
+1. I mean, come on--even KAI and RAI build retorded bases (by human standards), and Krogothe and Reth have spend spent much, much more time on them than I have on any of my widgets (or perhaps even all of them combined).Decimator wrote:Automatic base building? Are you telling me that your base structure is so simple that there are no decisions involved?
I may make something like this eventually but don't hold your breath.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: REQ: mexmaker widget
already exists, built into xta (and im pretty sure its in ba too)YHCIR wrote:Good idea, would also be cool if you could tell a T2 con to go into "upgrade mode" which would go around upgrading your t1 metex automatically (so you don't have to manually click each metex to upgrade). Maybe make it start by going to the metex which is in range of the most nano towers?

Im assuming is this a reflex "dumb troll" response.Don't make it too easy guys. From that it's only a very small step towards automatic base building.
automex making widget would be no use in base building at all. early game you make 2-3 mexes and a base- later you make a mix of mex and cleverly positioned defences. which mexs you populate when and with what defines your stratergy. a con with auto mex maker just spams mexes everywhere including threatened or enemy occupied mex. it would only be useful for the situations I just listed, ie, replacing loads of raided mexes or expanding over loads of unoccupied mexes.
placing metal extractors over green spots is NOT a skill, its a MENIAL TASK that dumb shits can do just as well as pro elites- it may as well be possible to automate it. if you find basebuilding to be such an vital and thrilling part of the game, unless your playing simbase you are probly doing it wrong.
please someone make this. it would save so much menial clicking
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: REQ: mexmaker widget
./facepalmYHCIR wrote:Good idea, would also be cool if you could tell a T2 con to go into "upgrade mode" which would go around upgrading your t1 metex automatically (so you don't have to manually click each metex to upgrade). Maybe make it start by going to the metex which is in range of the most nano towers?
It's a groupai, and it's been there forever and works in all mods that use different techs of metal extractors (only exception that I know of is EvolutionRTS because the higher tiers are not on the buildlist, and with a no cost 7.5 second upgrade, if you complain I hate you and you're dumb ;p ).
That said, I made a wish for this long ago and got pretty charbroiled for it. Make it a gadget so that it can be modside only (and even disabled via modoptions if the modmaker gives the option).
I for one would welcome and auto base builder. Would be a wonderful noob teaching tool.
Re: REQ: mexmaker widget
Are you guys talking about the "upgrade mex" button? That reclaims and automatically replaces a t1 mex with a t2 mex?Forboding Angel wrote:./facepalmYHCIR wrote:Good idea, would also be cool if you could tell a T2 con to go into "upgrade mode" which would go around upgrading your t1 metex automatically (so you don't have to manually click each metex to upgrade). Maybe make it start by going to the metex which is in range of the most nano towers?
It's a groupai, and it's been there forever and works in all mods that use different techs of metal extractors (only exception that I know of is EvolutionRTS because the higher tiers are not on the buildlist, and with a no cost 7.5 second upgrade, if you complain I hate you and you're dumb ;p ).
Re: REQ: mexmaker widget
before there was a widget, there was a groupai for that - select a builder and do ctrl+q. anyway, both are broken because i usually want to build the upgraded mex first and only then reclaim the old one.
- adin_panther
- Posts: 164
- Joined: 06 Jan 2009, 14:14
Re: REQ: mexmaker widget
Not a troll response, but i wasn't replying to you, anyway. The second post stated it would be cool if it was automated, more or less by clicking an on/off button. There is a REASON this takes time. The reason is that nobody should automaticly get mexes/upgraded mexes. If you have an AI doing your mexes, all you have to do is build the unit and click the button so it will run off and build mexes. Especially in 1vs1 on middle-sized maps, this would be a huge advantage imho.1v0ry_k1ng wrote:Im assuming is this a reflex "dumb troll" response.Don't make it too easy guys. From that it's only a very small step towards automatic base building.
automex making widget would be no use in base building at all. early game you make 2-3 mexes and a base- later you make a mix of mex and cleverly positioned defences. which mexs you populate when and with what defines your stratergy. a con with auto mex maker just spams mexes everywhere including threatened or enemy occupied mex. it would only be useful for the situations I just listed, ie, replacing loads of raided mexes or expanding over loads of unoccupied mexes.
placing metal extractors over green spots is NOT a skill, its a MENIAL TASK that dumb shits can do just as well as pro elites- it may as well be possible to automate it. if you find basebuilding to be such an vital and thrilling part of the game, unless your playing simbase you are probly doing it wrong.
please someone make this. it would save so much menial clicking
This isn't about skill, it's about the time resource management takes so you can get more metal to spend. The skill is to be able to do this all at once: Fighting, Building, Resources. If you take away one of these factors, you change the way the game is played. This is not command&conquer after all.
Re: REQ: mexmaker widget
Time should be balanced among troop tactics, choosing what and whre to build for your base and frontline, and blancing your different resources. Clicking on green dots isn't part of that.
- adin_panther
- Posts: 164
- Joined: 06 Jan 2009, 14:14
Re: REQ: mexmaker widget
If it isn't then you should play speedmetal. On most other maps it seems to be because there actually ARE green dots. Whats the point of making them if the process of giving orders to the builders is not a part of the game AND your skill in handling everything at the same time ? Sure it places them closer to your enemies, but i don't see how that matters when someone just spams builders to let them graze the metal automaticly.
Fact is: While someone places his mexes, they spend time. If done correctly said person will profit from it, if not, the enemy gets the advantage cause they were able to do something else while their oponent was busy giving resource related orders. I honestly don't see the problem with that.
Fact is: While someone places his mexes, they spend time. If done correctly said person will profit from it, if not, the enemy gets the advantage cause they were able to do something else while their oponent was busy giving resource related orders. I honestly don't see the problem with that.
Re: REQ: mexmaker widget
In an average game, you only spend a few seconds giving mex orders. That's fine. In some games on large maps, it takes a large amount of time, which is rather pointless.
- adin_panther
- Posts: 164
- Joined: 06 Jan 2009, 14:14
Re: REQ: mexmaker widget
Why is that pointless ? For spending more time on placing the mexes you get more metal, if you take too long, you might miss something going on. *shrugs*
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: REQ: mexmaker widget
when you play spring long enough placing metal extractors on green dots loses its allure. its a bloody chore on comet to get the mex up in the first place, never mind when a raid blows half of them away and you have to rebuild them.
I appreciate that at low levels of play this would make a massive diffrence for all the noobs still trying to build mex on top of other buildings, but besides that all it would provide is convenience. if a player decides a con is going to make mex, thats the tactical decision made. playing mex is just the chore that comes afterward. the more automated we make the drudgery, the greater importance units, fighting and tactics (ie, the bits that are actually fun) take on.
the skill is deciding what to do, not being good at clicking loads so it happens
for anyone who enjoys replacing 20 odd destroyed mex after a battle, feel free not to use it
I appreciate that at low levels of play this would make a massive diffrence for all the noobs still trying to build mex on top of other buildings, but besides that all it would provide is convenience. if a player decides a con is going to make mex, thats the tactical decision made. playing mex is just the chore that comes afterward. the more automated we make the drudgery, the greater importance units, fighting and tactics (ie, the bits that are actually fun) take on.
the skill is deciding what to do, not being good at clicking loads so it happens
for anyone who enjoys replacing 20 odd destroyed mex after a battle, feel free not to use it
- adin_panther
- Posts: 164
- Joined: 06 Jan 2009, 14:14
Re: REQ: mexmaker widget
Meh, i suppose that is true. I just don't feel very comfortable with any kind of automatic LUA stuff.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: REQ: mexmaker widget
Time to grow a pair! 

- adin_panther
- Posts: 164
- Joined: 06 Jan 2009, 14:14
Re: REQ: mexmaker widget
xD A discussion is not a contest.