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Mod Defined Starting Resources
Posted: 15 Oct 2006, 03:27
by Snipawolf
Must have for my mod, extremely important... 1000 would break my game..
If it isn't implemented/no patch is made, I may have to learn C++ to do it myself..
Edit: I remember this somewhere, but searching for it, returned 4000 results.. No thanks..
Posted: 15 Oct 2006, 04:27
by rattle
Bad choice of search options and arguments I guess. I'd design the low level stuff to work out with 1000.
Posted: 15 Oct 2006, 04:43
by Snipawolf
Meh, starting with 1000 is insane..
We are going to be dealing with with +5 per...
I guess it can be a bonus for buildings and stuff >.>
I would still like a patch to be made..
Posted: 15 Oct 2006, 07:55
by KDR_11k
I think I suggested adding a checkbox "use default ressources" that just uses the commander unit's storge instead of setting it to user defined values.
Posted: 15 Oct 2006, 09:36
by Warlord Zsinj
Why not juts balance to the starting resources? Surely it's simply a matter of multiplying your balance by a factor?
The fact is that the Spring Engine is largely built towards >1000 resource schemes, and so it simply behaves best when staying above that (try using negative storages).
Posted: 15 Oct 2006, 11:23
by KDR_11k
Yes but what if he wants a ressource to start at 0?
Posted: 15 Oct 2006, 12:19
by NOiZE
multiply by 1000
Posted: 15 Oct 2006, 16:49
by KDR_11k
That's still 0.
Posted: 15 Oct 2006, 17:16
by NOiZE
well all resources would be gone in 1 tick
Posted: 15 Oct 2006, 17:18
by Snipawolf
I think they could have 1000, but it be a bonus... Considering all infantry firing will eat .1 metal per shot, and plenty of other units use energy with weaponry..
I think that 1000 is needed now, but it would still be cool to have a patch..