Page 1 of 1

Is a Unitlimitation for a special kind of Units possible?

Posted: 29 Nov 2005, 00:41
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?

Posted: 29 Nov 2005, 01:21
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.

Posted: 29 Nov 2005, 01:31
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.

Posted: 29 Nov 2005, 01:45
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)

Posted: 29 Nov 2005, 02:28
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 :)

Posted: 29 Nov 2005, 02:46
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.

Posted: 29 Nov 2005, 03:36
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.

Posted: 29 Nov 2005, 04:23
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...

Posted: 29 Nov 2005, 06:48
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.

Posted: 29 Nov 2005, 08:38
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

Hm

Posted: 29 Nov 2005, 14:43
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.

Posted: 29 Nov 2005, 19:08
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