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Instant resource spending
Posted: 01 Aug 2006, 20:25
by pin_
It would be nice to have the option to have resorces spent instantly when the building process begins (Warcraft style).
You can find more details in this thread:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6340
Posted: 01 Aug 2006, 20:55
by Drone_Fragger
soo... you want it so that most units require an insane amount of storage to build?
It could be done Via scripting. I think.
Posted: 01 Aug 2006, 21:00
by pin_
Drone_Fragger wrote:soo... you want it so that most units require an insane amount of storage to build?
It could be done Via scripting. I think.
Why 'insane amount of storage'?
You can have a default storage of say 100k or 200k.
Anyways resource pileup is a sign of bad strategy.
Posted: 01 Aug 2006, 21:22
by SinbadEV
Drone_Fragger wrote:soo... you want it so that most units require an insane amount of storage to build?
It could be done Via scripting. I think.
No... he wants the resources to be tied to the contructed unit at the start of construction instead of bled into over time by multiple agents.
If you were to use my resource model, as I put in my
Food topic there would be your metal and energy costs and a specific "workertime only" resource. so the energy and metal would be subtracted right away while the con units pumped workertime into the building until it's construction is complete...
Posted: 01 Aug 2006, 21:32
by pin_
SinbadEV wrote:
If you were to use my resource model, as I put in my
Food topic there would be your metal and energy costs and a specific "workertime only" resource. so the energy and metal would be subtracted right away while the con units pumped workertime into the building until it's construction is complete...
So can this be done already or it's just a feature request?
Posted: 01 Aug 2006, 21:34
by unpossible
you could pump all the resources into a unit at once, but unless you paralyse it via script you're going to have instant-built it due to the way things work at the moment
Posted: 01 Aug 2006, 21:37
by SinbadEV
pin_ wrote:SinbadEV wrote:
If you were to use my resource model, as I put in my
Food topic there would be your metal and energy costs and a specific "workertime only" resource. so the energy and metal would be subtracted right away while the con units pumped workertime into the building until it's construction is complete...
So can this be done already or it's just a feature request?
Just a ralated request and suggestion on how to impliment it.
Posted: 01 Aug 2006, 21:38
by SinbadEV
the script based work around I would try would be to insta build, but have it reduce it's own health to like 10% and not auto regain, then have the script locked to jam all funtionality until it gets to 100% health.
Posted: 01 Aug 2006, 23:16
by unpossible
SinbadEV wrote:the script based work around I would try would be to insta build, but have it reduce it's own health to like 10% and not auto regain, then have the script locked to jam all funtionality until it gets to 100% health.
yeah that could work - the time taken is in repairing the unit up to full HP, which factories do automatically if units are hurt whilst being built. only careful part is making sure that the script doesn't accidentally hop back into the paralyzing part and stone the unit when it gets damaged a little but that wouldn't be too tricky

Posted: 02 Aug 2006, 00:01
by Caydr
Set buildtime to 1. >_>
Posted: 02 Aug 2006, 00:05
by pin_
Caydr wrote:Set buildtime to 1. >_>
I don't want an instant build just an instant resource spending.
Posted: 02 Aug 2006, 00:19
by pin_
Caydr wrote:Set buildtime to 1. >_>
I don't want an instant build just instant resource spending.
Posted: 02 Aug 2006, 13:05
by KDR_11k
Caydr: That's a bad idea, if the workertime of the builder greatly exceeds the buildtime of the unit the cost isn't subtracted properly, you pay much more than the constructed unit really costs. Probably because each nanobit is coded to contain a certain percentage of the workertime and with e.g. a wt of 100 and a build time of 1 that part of the workertime is more than 1.
I've tried that in order to limit the availability of units to higher "tech" levels in CvC.
Posted: 02 Aug 2006, 13:11
by unpossible
pin_ wrote:Caydr wrote:Set buildtime to 1. >_>
I don't want an instant build just instant resource spending.
pin_ wrote:Caydr wrote:Set buildtime to 1. >_>
I don't want an instant build just instant resource spending.
damage it with script and then the factory will carry on healing it and only let go once it's finished.
Posted: 02 Aug 2006, 13:14
by smoth
pin_ I told you early, no it isn't I won't lie to you about that.
Like many other warcraft like features, it would need a patch.