Resource management

Resource management

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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pin_
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Joined: 22 Jul 2006, 16:12

Resource management

Post by pin_ »

Is there a way to make the resources get alocated instantly when a unit/building is built. I'd like to see how things are when switching from the current gradual spending

Thanks
Last edited by pin_ on 01 Aug 2006, 19:07, edited 1 time in total.
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unpossible
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Re: Resource management

Post by unpossible »

pin_ wrote:Is there a way to make the resources get alocated instantly when a unit/building is built. I'd like to see how things are when switching from the current gradual speding

Thanks
do you mean build things instantly but still take the cost?
pin_
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Re: Resource management

Post by pin_ »

unpossible wrote:
pin_ wrote:Is there a way to make the resources get alocated instantly when a unit/building is built. I'd like to see how things are when switching from the current gradual speding

Thanks
do you mean build things instantly but still take the cost?
No, the other way around: take the cost instantly and build the unit gradually.
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unpossible
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Post by unpossible »

i don't think it's possible, they're linked together. unless you could fudge something in the script of the unit to freeze it in place for a time after it's officially been 'built' infinitely quickly.
gradual build is the only thing spring supports right now
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FizWizz
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Post by FizWizz »

the way that St*rCr*ft and W*rCr*ft does it? It will certainly make metal and energy storage much more prominent in mods that aren't re-balanced for it. I don't see the point for adding this function though...
Egarwaen
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Post by Egarwaen »

So you can use it in mods with that kind of cost model? :roll:
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unpossible
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Post by unpossible »

having thought about it a bit more perhaps it wouldn't be that hard, after all the game is happy with adding discreet amounts (like harvesting rocks, wrecks or cancelling builds)
....perhaps
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SinbadEV
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Post by SinbadEV »

I would post this in the feature requests forum as it is not implimented in the current engine barring weird funky scripting tricks.

I acctually posted a topic with a similar request under the subject of "Food".
pin_
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Post by pin_ »

FizWizz wrote:the way that St*rCr*ft and W*rCr*ft does it? It will certainly make metal and energy storage much more prominent in mods that aren't re-balanced for it. I don't see the point for adding this function though...
It's hard to keep track of the spending process this way. The most anoying thing IMO is when the unit production slows down because you 'bought' more than you could aford. Keeping track of what you can afford and what you can't is practially imposible since the money you paid for a unit did not got spent right away and you have a debt that will disappear only when the building process is completed. So you never know how much free money you really have. With instant spending you 'buy' only what you afford and you always know exactly how much free money you have left.
This is supossed to be a RTS not a economic simulation.


SinbadEV wrote:I would post this in the feature requests forum as it is not implimented in the current engine barring weird funky scripting tricks.

I acctually posted a topic with a similar request under the subject of "Food".
ok, I did that.
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SinbadEV
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Post by SinbadEV »

pin_ wrote:This is supossed to be a RTS not a economic simulation.
I beg to differ :P
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unpossible
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Post by unpossible »

pin_ wrote:
This is supossed to be a RTS not a economic simulation.
it's called TA :wink:
Hunter0000
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Post by Hunter0000 »

pin_ wrote: It's hard to keep track of the spending process this way. The most anoying thing IMO is when the unit production slows down because you 'bought' more than you could aford. Keeping track of what you can afford and what you can't is practially imposible since the money you paid for a unit did not got spent right away and you have a debt that will disappear only when the building process is completed. So you never know how much free money you really have. With instant spending you 'buy' only what you afford and you always know exactly how much free money you have left.
This is supossed to be a RTS not a economic simulation.
uh. I beg to differ.

In most RTS's you have no idea what your actualy income is (read: RON was one of the first prominite RTS the ACTUALY TELL YOU HOW MUCH REASOURCES YOU ARE MAKING since TA? WTF???). Now, since spring's design model is based on constant production, it also supplies you with a reasource drain counter. Now after some quick math folks, we now not only know exactly how many reasources we have comming in, but we can find out how much certain tasks take per second and know EXACTLY what we can create without stalling. IMO aside from our only having 2 reasources, our reasource management system is advanced compared to most RTS's which give you some random numbers that mean little since there is no indicator of your income and upkeep.
Egarwaen
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Post by Egarwaen »

Hunter0000 wrote:but we can find out how much certain tasks take per second and know EXACTLY what we can create without stalling.
Minor quibble: we could if Spring did things the same way as OTA and told us how much we're trying to spend. As-is, once you start stalling, you can't see how far in the hole you are, which breaks this model badly.
Hunter0000
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Post by Hunter0000 »

Thats true. but it could be rectified if a display option was added to the GUI to show both the present level of drain, and the desired level of drain.
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mehere101
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Post by mehere101 »

I'd say that the two different factors (income/upkeep) should be syncronized. As it is now, they aren't (at least the display isn't sync so you have a burst then it gets eaten). I know this is a minor quible, but...
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smoth
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Post by smoth »

wow this long a discussion when the answer is no.
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