Metal Heck released
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Metal Heck released
Just ported Metal Heck. Download from FileUniverse.
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- Posts: 57
- Joined: 01 May 2005, 03:18
Generally, I find slapping down a bunch of Mexs will reduce the amount of metal reduced towards the end, ie;
Mex 1; 2.0
Mex 2; 1.7
Mex 3; 1.3
Mex 4; 0.8
Mex 5; 0.2
Mex 6; 0.0
It's actually a lot steeper and cuts off at about 0.1 at Mex 4. That only applies on Small Divide ATM, I have yet to check if it is similar on other maps.
Nice way to discourage Mex crowding.
Mex 1; 2.0
Mex 2; 1.7
Mex 3; 1.3
Mex 4; 0.8
Mex 5; 0.2
Mex 6; 0.0
It's actually a lot steeper and cuts off at about 0.1 at Mex 4. That only applies on Small Divide ATM, I have yet to check if it is similar on other maps.
Nice way to discourage Mex crowding.

It's not the metal extractor's fault. It is your energy supply's fault.No, my map has a short extractor range mexes don't affect each other. I had rows of 1.9 and a single with 0.9... absolutely no sense to it.
Spring does a much better job of "partially supplying" a consumer of resources (factories, metal extractors, metal makers, etc) than OTA did. So in OTA, your metal extractor would turn on and off each tick, and alternate back and forth between 2.3 and 0. Spring will supply all the extractors but one with full energy and give as much as it has left to the last one, causing it to run at reduced efficiency. Or it might divide it up differently, and give them all around 95% + or - 10%.
Anyway, if you want to test metal extractors when you are mapmaking, you need to make sure you have a surplus of energy. Your energy bar needs to not be flapping against empty like a car engine hitting the rev limiter.