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Crosspaths (the TA Spring version)

Posted: 30 Apr 2005, 05:00
by Tangaroa
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

Posted: 30 Apr 2005, 05:36
by genblood
.

... Cool map ... 8)

Great job on the map ....

Looking forward to seeing other maps you're done ....

LATER ...

Posted: 30 Apr 2005, 05:54
by Buggi
A screenshot of some size would help... Just a thought.

Posted: 30 Apr 2005, 08:39
by Tangaroa
Here is the minimap:
Image

And here is an in game screenshot:

http://images.igloos.ca/v/tangoimg/cros ... ewsIndex=1

Posted: 30 Apr 2005, 12:03
by Redfish
Hey Tanga, how much metal do your metal extractors and moho mines give? What values did you use for the extractor radius and max metal? Lemme know. Not that it matters that much on a TA metal map, because the idea is you have too much resources.

Posted: 30 Apr 2005, 12:42
by Tangaroa
The values I used in the map are:
MaxMetal=.06;
ExtractorRadius=100;

Normal metal extractors extract 2 metal, which is about right, however, moho mines extract 5 metal, they should really be extracting about 19 metal.

Posted: 30 Apr 2005, 12:58
by Redfish
Yeah I only managed 2.3 exactly for the normal extractors but the moho's only give 6.4. Must have to do with the units themselves.

Posted: 30 Apr 2005, 17:03
by The Grand Poobah
I think its because the normal extractor and the moho both have the same exctracting radius in Spring, whereas in OTA their extracting radius was based on footprint size, and the moho had a bigger footprint.

Posted: 30 Apr 2005, 18:31
by Redfish
Sounds logical. But the metal patch they extracted from was only so big. So the amount of metal you got from one patch would be more related to the efficiency of the mine imo.

Posted: 30 Apr 2005, 19:28
by The Grand Poobah
I see what you're saying. So this probably couldn't work unless the entire map was one big metal patch, like in OTA metal maps.

Posted: 30 Apr 2005, 20:21
by Archangel of Death
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...

Posted: 30 Apr 2005, 20:54
by The Grand Poobah
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.

Posted: 01 May 2005, 01:30
by Tangaroa
Yah, I think that the maths for the metal extractors probably needs to be changed.

Posted: 01 May 2005, 12:23
by Archangel of Death
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:

Code: Select all

ExtractsMetal=0.001;
This one is from a standard metal extractor (from AA)

Code: Select all

ExtractsMetal=0.004;
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.

Posted: 01 May 2005, 22:44
by Buggi
Now we can change the deformation of the map to 0. W00t!!