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Feature Request: Server-side global damage modifier
Posted: 06 Dec 2005, 00:08
by Caydr
This feature will be familiar to anyone who's played Star Trek: Armada 2 (a pretty crappy game, I admit, but it had a few good ideas)
Basically what it is, is a slider which adjusts how much damage all weapons do by whatever factor it's set for.
For instance, you might set it for 0.5 to make all weapons deal half damage, resulting in more strategic, long-lasting battles. You might set it to 2.0 for frag-fest games.
A similar slider for unit cost (including build time) would be cool too.
I know I'm inexperienced as far as c++ scripting goes, but this seems like a reasonably simple thing to do, the same way that Buggi scaled all units and ranged down by half in his custom exe.
Speaking of which, a unit scale slider would be good, even if it was limited to settings like 0.75, 0.5, 0.25, etc.
I just thought this would be a nice, easy-to-do feature that would make the game as a whole a lot more interesting. Those are the best kinds of features!

Re: Feature Request: Server-side global damage modifier
Posted: 06 Dec 2005, 00:24
by FizWizz
Caydr wrote:This feature will be familiar to anyone who's played Star Trek: Armada 2 (a pretty crappy game, I admit, but it had a few good ideas)
Basically what it is, is a slider which adjusts how much damage all weapons do by whatever factor it's set for.
For instance, you might set it for 0.5 to make all weapons deal half damage, resulting in more strategic, long-lasting battles. You might set it to 2.0 for frag-fest games.
A similar slider for unit cost (including build time) would be cool too.
I know I'm inexperienced as far as c++ scripting goes, but this seems like a reasonably simple thing to do, the same way that Buggi scaled all units and ranged down by half in his custom exe.
Speaking of which, a unit scale slider would be good, even if it was limited to settings like 0.75, 0.5, 0.25, etc.
I just thought this would be a nice, easy-to-do feature that would make the game as a whole a lot more interesting. Those are the best kinds of features!

*cough*soft mutators!*cough*
Posted: 06 Dec 2005, 02:26
by IMSabbel
ah.
i had endless fun with them and ta-mutation....
Posted: 06 Dec 2005, 04:42
by Zoombie
We should just add in all those totaly rockin soft mutators!
Posted: 06 Dec 2005, 04:53
by Dragon45
MM hmm, soft mutators would work just fine... maybe even a straight copy+paste of 99% of TA:M's code, with a few minor changes to accomodate the differently named .exe and file structure.
Although, it would be cool to see a TA:M-like interface integrated with the main Spring .exe

But it's unnecessary for now.
Posted: 06 Dec 2005, 20:51
by AF
Ahk softmutators, the engine could do this extremely easily. I just dotn know where the code is to palce the bit that needs changing ro how to tie it in to the lobby itnerface and script.
Posted: 06 Dec 2005, 21:59
by Spectre
well I used Ta:M on a spring Lan ^^ works fine except like 1000 warnings

Posted: 06 Dec 2005, 22:06
by IMSabbel
hah!
The only problem is that SOMETIMES, the warnings are actually there for a reason :)
Posted: 07 Dec 2005, 10:49
by AF
Eitherway I think softmutators are a bad idea. I certainly wouldnt like to think of how NTAI would be affected.
And if you get lots of messages it means you\'re unsynced, and that means what you see isnt necessarily what your enemy sees....
Posted: 08 Dec 2005, 09:00
by Caydr
I don't think things like a global weapon damage modifier could possibly affect an AI. All things remain relative. Can you give examples?
Posted: 08 Dec 2005, 09:04
by Maelstrom
Damage calculations. Things like submarines learning AI would have to factor in a whole range of new settings to get the calculations done right.
But I still like the idea.
Posted: 08 Dec 2005, 16:50
by FizWizz
If I had to choose between mutators and AI, I'd choose mutators any day of the week.
Posted: 08 Dec 2005, 19:41
by AF
I dont thik so, cosndiering the engien changes would be much quicker, and easier todo and implement switches than sort through the proces of mutators
Besides How are you gonan deal witht eh problem of sync and different people havign different mutators?
Posted: 08 Dec 2005, 22:23
by Nemo
Uh, a soft mutator would be something set by the host in the room, thus solving any sync issues.
I'd love to see soft mutators, more so than future versions of NTAI.
Posted: 08 Dec 2005, 22:43
by AF
well if Mutators work with sprign but give sync errors all you need todo si make sure every eprson ahs identical files, right down to each byte, that should guarantee a game without any fo these problems.
And why people are talkign as if it's a softmutator versus AI thign is beyond em if you take out AAI.
NTAI wouldnt be affected by thsi unelss it messed up and changed the unti balance drastically. And adding warpgate like support would be easy, just tell me what the unitname is and I'll add it to the buildtree for when people start using this more.
Posted: 09 Dec 2005, 02:57
by Nemo
I mention that because you mentioned the effect upon AIs as a reason for not creating soft mutators. A few posts up, I think.
Anywho, I would imagine that if they were added into the engine, they would be included in the patch, and thus everyone would have it. At least at first, once people start creating their own it would work just like mods do now. Don't have the mod, obviously....you can't play.
Posted: 09 Dec 2005, 07:48
by jellyman
Can't wait: Damage mutator x10: Hordes of Hawks owning everything.
Damage mutator /10: Hordes of construction planes reclaiming everything.
Posted: 09 Dec 2005, 12:43
by SwiftSpear
I agree with pxtl's failed attempt to post in this thread. A game host side slider is too violent a change to include in client, however mutators are cool because at least you can't blame mod authors for making a mod that a certain mutator breaks the balance for, and at the same time someone making a mutator has to put some thought about blanace into it, or else it will just suck and no one will use it.
Posted: 09 Dec 2005, 16:53
by FizWizz
jellyman wrote:Can't wait: Damage mutator x10: Hordes of Hawks owning everything.
Damage mutator /10: Hordes of construction planes reclaiming everything.
moron, nobody ever made x10 mutators for TA, they usually went only double or half. there were other mutators too, like the all transports now shoot stuff, the universal hide-damage mutator, adv. radar for commander mutator, and other things that some people actually liked. oh yeah, and trippy colors too =D
Alantai Firestar wrote:Eitherway I think softmutators are a bad idea. I certainly wouldnt like to think of how NTAI would be affected....
Alantai Firestar wrote:...And why people are talkign as if it's a softmutator versus AI thign is beyond em if you take out AAI...
Alantai Firestar wrote:...NTAI wouldnt be affected by thsi unelss it messed up and changed the unti balance drastically...
speaks for itself^
Posted: 09 Dec 2005, 20:42
by AF
I was referring to that because somebody mentioned how AI's would ahve to deal with a large amount of enw data describing the change sin a mutator.
Then I realized that was silyl, and posted why, and how simple it would be.
Then people made the comments
So i then posted that i didnt see why people where making the comaprison after I'd quashed it.
Besides you want mutators, go use the mod system, Caydr already uses a mutator like setup for AA usign techforges, and zwzsg did the same for OTA mod using the build pics ro different bits etc...