Resource management
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Resource management
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
Thanks
Last edited by pin_ on 01 Aug 2006, 19:07, edited 1 time in total.
- unpossible
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Re: Resource management
do you mean build things instantly but still take the cost?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
Re: Resource management
No, the other way around: take the cost instantly and build the unit gradually.unpossible wrote:do you mean build things instantly but still take the cost?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
- unpossible
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- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
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.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...
This is supossed to be a RTS not a economic simulation.
ok, I did that.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".
- unpossible
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uh. I beg to differ.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.
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.
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 wrote:but we can find out how much certain tasks take per second and know EXACTLY what we can create without stalling.
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