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Tiberium style resource
Posted: 11 Sep 2006, 10:31
by Das Bruce
I just thought of a way we could have this and not change the actual map formats in any serious way.
Have reclaimable features spawn at a frequency based on the metal quantities.
Simple right?
... right?

Posted: 11 Sep 2006, 10:50
by NOiZE
make the patch = win
Posted: 11 Sep 2006, 10:52
by KDR_11k
This is borderline MTR but you're adding somethig new to the discussion. A potential problem I see is that metal maps weren't designed for this and might end up spawning features where they block movement or construction. On the other hand not every map works for everything anyway so that shouldn't be a concern. It's also a neat way of discouraging Speed Metal and its ilk for a mod since the map would be impossible to traverse.
Posted: 11 Sep 2006, 12:14
by Das Bruce
KDR_11k wrote:This is borderline MTR but you're adding somethig new to the discussion. A potential problem I see is that metal maps weren't designed for this and might end up spawning features where they block movement or construction. On the other hand not every map works for everything anyway so that shouldn't be a concern. It's also a neat way of discouraging Speed Metal and its ilk for a mod since the map would be impossible to traverse.
I try not to design my ideas around stupid maps and the like.
NOiZE wrote:make the patch = win
Help me compile and I'll do my darndest!

Posted: 11 Sep 2006, 12:17
by NOiZE
Das Bruce wrote:NOiZE wrote:make the patch = win
Help me compile and I'll do my darndest!

send patch to me and i'll compile
Posted: 11 Sep 2006, 12:18
by Das Bruce
NOiZE wrote:Das Bruce wrote:NOiZE wrote:make the patch = win
Help me compile and I'll do my darndest!

send patch to me and i'll compile
Fat chance of it working, I've done absolutely no tinkering so I have very little idea how spring works.
I
really need to tinker...
Posted: 11 Sep 2006, 13:35
by Snipawolf
Hmm, this idea owns. I think it would be good. Hahah, that would kill maps like Speedmetal XD
Posted: 11 Sep 2006, 15:21
by FizWizz
I think this is the first good method anyone has come up with for implementing harvestable resources. Clearly win.
Posted: 11 Sep 2006, 16:24
by SinbadEV
Spice Blooms?
Posted: 12 Sep 2006, 00:28
by Buggi
HAHA...
Giant worms FTW!
Posted: 12 Sep 2006, 01:12
by LOrDo
An optional idea like this would kick ass.
Posted: 12 Sep 2006, 03:00
by Das Bruce
So is anyone going to help me compile?
Posted: 12 Sep 2006, 08:41
by NOiZE
you know the trunk is currently broken? you can only compile up to 2140
EDIT:
it's fixed
Posted: 12 Sep 2006, 08:52
by Das Bruce
I haven't been able to compile since 0.40.
Who voted fail and why?
Posted: 12 Sep 2006, 08:59
by Acidd_UK
Because you touch yourself at night.
Posted: 12 Sep 2006, 09:57
by Das Bruce
What does that have to do with my ideas?
Posted: 12 Sep 2006, 10:23
by Argh
Hmm. That's interesting.
To really make this work, Features need to be subject to script operations. Then we could do some very interesting things.
Posted: 12 Sep 2006, 11:05
by Das Bruce
Argh wrote:Hmm. That's interesting.
To really make this work, Features need to be subject to script operations. Then we could do some very interesting things.
That sounds an aweful lot like volunteering to me!
Posted: 12 Sep 2006, 11:09
by KDR_11k
Script operations? All it needs is a pass that, for every "block" of the map, reads the metal amount and uses that as the probability for spawning a feature that gives a certain amount of ressources (map-definable with a sensible default, same should go for what value means 100%)
Posted: 12 Sep 2006, 11:10
by NOiZE
scripts for features would kick ass though!