Crosspaths (the TA Spring version)
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Crosspaths (the TA Spring version)
Well, Its a version of one of my maps for TA that used the Atlantis Metal tileset, which had blue water, so I assume it has blue skies. But I just used the settings from a greenworld map for those.
At any rate, here it is, enjoy.
http://www.fileuniverse.com/?page=showitem&ID=710
At any rate, here it is, enjoy.
http://www.fileuniverse.com/?page=showitem&ID=710
Here is the minimap:

And here is an in game screenshot:
http://images.igloos.ca/v/tangoimg/cros ... ewsIndex=1

And here is an in game screenshot:
http://images.igloos.ca/v/tangoimg/cros ... ewsIndex=1
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- Posts: 35
- Joined: 13 Mar 2005, 00:12
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- Posts: 35
- Joined: 13 Mar 2005, 00:12
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- Posts: 854
- Joined: 28 Jan 2005, 18:15
In OTA, they didn't have extracting radius's, they had a value in the .fbi that said how good they were at extracting metal. This was then related to the metal value of whatever they were sitting on- the ground based on the maps value and the different metal deposits (the size of which was only visual, their metal was defined in their feature file).
I'm not sure how metal works in Spring maps (I really should start learning it). I'm wondering what would happen if you lowered just the extractor radius, or increased just the max metal. Though just those two values make me wonder how moho's get more metal...
I'm not sure how metal works in Spring maps (I really should start learning it). I'm wondering what would happen if you lowered just the extractor radius, or increased just the max metal. Though just those two values make me wonder how moho's get more metal...
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- Posts: 35
- Joined: 13 Mar 2005, 00:12
By extracting radius in OTA I meant that it extracted metal from all the ground underneath its footprint, which is why mohos extracted a disproportionally large amount of metal on metal maps, i.e. metal maps made a much bigger difference to mohos than to normal mexes, because instead of extracting metal from a patch the size of a normal mex, mohos extract metal from a patch the size of their footprint. At least I'm pretty sure that's how it worked.
So what I'm saying is that mohos and mexes had a functionally different "extracting radius" on OTA metal maps, which is why mohos were much more efficient on these maps than normal. In Spring however mohos and mexes always have the same extracting radius regardless of map type, so on metal maps you won't see the enormous efficiency boost for mohos that you would see in OTA. I hope that came out clearly.
So what I'm saying is that mohos and mexes had a functionally different "extracting radius" on OTA metal maps, which is why mohos were much more efficient on these maps than normal. In Spring however mohos and mexes always have the same extracting radius regardless of map type, so on metal maps you won't see the enormous efficiency boost for mohos that you would see in OTA. I hope that came out clearly.
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- Posts: 854
- Joined: 28 Jan 2005, 18:15
erm... ok, this should clear it up:
This (located in the units fbi file) is the only thing that affected how much resources a metal extractor of any kind extracted: This one is from a standard metal extractor (from AA)
And this is from a moho.
So after gathering this data and pulling extraction values from memory, I conlcude that you are correct and I should have payed more attention some time ago.
This (located in the units fbi file) is the only thing that affected how much resources a metal extractor of any kind extracted:
Code: Select all
ExtractsMetal=0.001;
Code: Select all
ExtractsMetal=0.004;
So after gathering this data and pulling extraction values from memory, I conlcude that you are correct and I should have payed more attention some time ago.