Is a Unitlimitation for a special kind of Units possible?

Is a Unitlimitation for a special kind of Units possible?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Is a Unitlimitation for a special kind of Units possible?

Post by Optimus Prime »

Is a Unitlimitation for a special kind of Units possible?
If yes, how can i do that? So many ppl spam repairdrones to build faster and they slow the game drastically so I want to implement a Unitlimit for Conunits.

Ups... wrong Forum... can someone pls move this topic to the developerforum?
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Actually I can't agree more here, sometimes some super-powerful units should only be build in certain numbers, it's also fun to have Hero-type units which you can only have one at the time of.
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Well, you can do that in the lobby if you're the host, but there's no way to hard code a limit in the mod itself currently. I agree it would be kind of nice, though.
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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

hm but there u can only completely disable a class. I want to reduce only its maximum number.
Do u think, that this will be a feature in the next Sprinversion? That would be great i think :)
(i really need such a feature)
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

this question/request/idea can bring more for "mods" ...

imagine game system based upon control of limited amount of units...

let say You have mod where some sort of HQ allows You control certain amount of robots ... to control more You need more HQ structures ...

or even more complicated ... in range X from HQ Y You can control maximally Z units ... if You move them beyond the range You loose control over them (they become inactive or start act independently (some basic AI functions like if You shoot me i shoot back etc but that's all) ...

etc...

You are only limited by own imagination ... ehm i mean by the engine :)
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

I think that there is a way to limit the number of things that a certain factory can produce, so if you have a 1 unit factory (think krogoth gantry style), you can limit how many of these are on the battlefield.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Optimus Prime wrote:hm but there u can only completely disable a class. I want to reduce only its maximum number.
Do u think, that this will be a feature in the next Sprinversion? That would be great i think :)
(i really need such a feature)
Want to code it? Zaphod and crew are busy mofos.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Dwarden wrote:this question/request/idea can bring more for "mods" ...

imagine game system based upon control of limited amount of units...

let say You have mod where some sort of HQ allows You control certain amount of robots ... to control more You need more HQ structures ...

or even more complicated ... in range X from HQ Y You can control maximally Z units ... if You move them beyond the range You loose control over them (they become inactive or start act independently (some basic AI functions like if You shoot me i shoot back etc but that's all) ...

etc...

You are only limited by own imagination ... ehm i mean by the engine :)
Yes, let your imagination run free, because the game you're describing damn sure isn't going to spark it!

I don't mind hard limits on hero units, but I absolutely hate population farming...
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

I just recently got C++ back (not sure if the correct version though), so I may take a shot at this, seeing as I need this for the Drones mod too.
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

Gnome wrote:
Dwarden wrote:this question/request/idea can bring more for "mods" ...

imagine game system based upon control of limited amount of units...

let say You have mod where some sort of HQ allows You control certain amount of robots ... to control more You need more HQ structures ...

or even more complicated ... in range X from HQ Y You can control maximally Z units ... if You move them beyond the range You loose control over them (they become inactive or start act independently (some basic AI functions like if You shoot me i shoot back etc but that's all) ...

etc...

You are only limited by own imagination ... ehm i mean by the engine :)
Yes, let your imagination run free, because the game you're describing damn sure isn't going to spark it!

I don't mind hard limits on hero units, but I absolutely hate population farming...
since when this was invented by blizzard? ...

just think about this "AI defence node" ... it will produce 10 defence units (let say some hovering droids)
then "secure" with them surrounding area ...

if some are destroyed they will be slowly rebuild ... and w/o additional command structure you can't increase theirs ammount etc ...

man ... blizzard ... gah
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Pxtl
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Joined: 23 Oct 2004, 01:43

Hm

Post by Pxtl »

Imho, Blizzard had a good approach with weighing the unit cap against a unit's power - I realise that unit caps are for engine reasons, not gameplay ones, but they affect the gameplay so they should be modified for it. Similar approach also worked for Master Of Orion 2.

I'd have two unit caps - first, the "hard" cap, which is the total number of units allowed per player, and the "adjusted" cap, which is weighed by unit power. Otherwise on metal maps it becomes all about the Krogs simply because the number of non-Krog units required to retaliate is obscene. The "Hard" cap is to prevent the game from breaking due to a player flooding the game with 50 000 Peewees - but encountering the "hard" cap should be rare - the player should usually be limited by the "soft" cap. The "Soft" cap makes sure that a player can still build a few AKs if he likes, as they're not consuming unit count that could be used on Krogs or something.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

IMHO they didn't, AT ALL.
but having the players limit things is good ^-^ no more krog fests on CPIA with only say 2 per team ^-^ no more brawlie swarms with only 40 allowed ^-^ more strategy, more fun. AND its dictated by the players of the battle not some randoms
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