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More Customisable Reclaiming system

Posted: 17 Jul 2006, 15:32
by Min3mat
When giving a area reclaim command a basic level of customisation would be aweosme, eg. dontreclaimabove 1k /2k/5k

Posted: 17 Jul 2006, 15:37
by SwiftSpear
Better yet, reclaim metal only/energy only. It drives me nuts if I'm metal stalling and I have to manually pick peewee corpses out because for whatever reason they fell in a forest of trees.

Posted: 17 Jul 2006, 15:45
by Min3mat
+1

Posted: 17 Jul 2006, 16:12
by hollowsoul
how about limiting (patrol) reclaiming to your amount u got set to share to allies.
Nothing like it reclaiming metal / energy when u got nowhere to store it = a waste

edit:-
Or maybe also reclaim what u need more of dependin (i.e reclaims metal first if thats what u are low on instead of energy which could be 12k+) on what u are low on aswell

Posted: 17 Jul 2006, 18:09
by esteroth12
this could probably be done in a groupAI... /me pokes AF :P

just make it check, within an area reclaim, what you are lower on (numerically, not poportionally - not % storage) and reclaims those first, then reclaims the rest...

Posted: 17 Jul 2006, 18:35
by LordMatt
+1

Posted: 17 Jul 2006, 19:06
by NOiZE
can i post it?

I mean the image...

can i?

Posted: 17 Jul 2006, 20:04
by Comp1337
Aye.

Posted: 18 Jul 2006, 00:27
by unpossible
NOiZE wrote:can i post it?

I mean the image...

can i?
DO IT

Posted: 18 Jul 2006, 05:41
by ILMTitan
Changes I made to patrol (included in the SVN but not the current version of spring) stop the unit from reclaiming features the only have a resource that is currently full.

Posted: 18 Jul 2006, 11:36
by KDR_11k
There was a suggestion in the AA thread to have reclaiming work gradually for features (would be nice for units as well but might be too easy to abuse with reclaim/repair) so the feature would lose metal and energy right from the start.

Posted: 18 Jul 2006, 22:08
by Hunter0000
KDR_11k wrote:There was a suggestion in the AA thread to have reclaiming work gradually for features (would be nice for units as well but might be too easy to abuse with reclaim/repair) so the feature would lose metal and energy right from the start.
+1

this would also help people trying to create maps with alternite resourcing systems (i.e. some/all resources stored in reclaimable features).

On topic: Does this patch stop units from reclaiming a resource when it is FULL, or when the SHARE bar is full? because somthing like energy wildly fluctuates and is never 100% full...

Posted: 19 Jul 2006, 10:09
by ginekolog
Hunter0000 wrote:
KDR_11k wrote:There was a suggestion in the AA thread to have reclaiming work gradually for features (would be nice for units as well but might be too easy to abuse with reclaim/repair) so the feature would lose metal and energy right from the start.
+1

this would also help people trying to create maps with alternite resourcing systems (i.e. some/all resources stored in reclaimable features).

quote]


+10

Posted: 19 Jul 2006, 16:40
by KDR_11k
Hm, a fix for the repair/reclaim exploit that would come from allowing gradual reclaiming of units without forcing full cost repairs would be to make it gradual only for units that aren't friendly or allied. So reclaiming your own unit pays only at the end while reclaiming an enemy building will give you ressources immediately.