Knuckle Cracker

Creeper World 2 => Suggestions => Topic started by: cclloyd9785 on August 19, 2011, 01:06:39 PM

Title: Custom Unit Power
Post by: cclloyd9785 on August 19, 2011, 01:06:39 PM
I suggest on custom maps you can get custom unit power.  Like a reactor can produce a whole energy, etc.

I wanna make some custom maps, one called "Lone Reactor of Solace", where you have one high energy reactor, and if it dies, you are dead.

Would this even be possible?
Title: Re: Custom Unit Power
Post by: Grauniad on August 19, 2011, 01:15:13 PM
No.
Title: Re: Custom Unit Power
Post by: Echo51 on August 19, 2011, 02:01:35 PM
If you had the source and wanted to redestribute your special release of CW2 which would get you sued due to stealing and distributing virgil's work, mmhm no.
Title: Re: Custom Unit Power
Post by: UpperKEES on August 19, 2011, 02:23:25 PM
Quote from: cclloyd9785 on August 19, 2011, 01:06:39 PM
I wanna make some custom maps, one called "Lone Reactor of Solace", where you have one high energy reactor, and if it dies, you are dead.

Would this even be possible?

Create a section surrounded by solid terrain with pre-built reactors in it. Leave 1 or more spaces open if you like, so the Creeper and drones can enter. Or close it and use a gateway with phantoms that are able to destroy them (the reactors don't need to receive or send out packets anyway). Disable the reactor tech and don't include it in your map. There you go! :)

Edit:

To make it really nice, shape this enclosed section like a reactor. Creativity has no limits! 8)
Title: Re: Custom Unit Power
Post by: thepenguin on August 19, 2011, 06:47:05 PM
Quote from: cclloyd9785 on August 19, 2011, 01:06:39 PM
I suggest on custom maps you can get custom unit power.  Like a reactor can produce a whole energy, etc.

I wanna make some custom maps, one called "Lone Reactor of Solace", where you have one high energy reactor, and if it dies, you are dead.

Would this even be possible?

(assuming I know basically how reactors are processed in-game)

possible=yes

easy=yes

community approval=no way, just because some people will get a not-quite-so bright idea and abuse it
Title: Re: Custom Unit Power
Post by: Ranakastrasz on August 19, 2011, 06:50:37 PM
Quote from: thepenguin on August 19, 2011, 06:47:05 PM

(assuming I know basically how reactors are processed in-game)

possible=yes

easy=yes

community approval=no way, just because some people will get a not-quite-so bright idea and abuse it

I personally would approve this, but there is an issue. You would have to either store more information in every single map file, including all save files, or cleverly add it on so as to only add a small amount per variable changed. This would not be extremely difficulty afaik. I would therefore have to disagree with easy and community approval, although I expect to be contradicted shortly.
Title: Re: Custom Unit Power
Post by: thepenguin on August 19, 2011, 06:54:48 PM
Quote from: Ranakastrasz on August 19, 2011, 06:50:37 PM
I personally would approve this, but there is an issue. You would have to either store more information in every single map file, including all save files, or cleverly add it on so as to only add a small amount per variable changed. This would not be extremely difficulty afaik. I would therefore have to disagree with easy and community approval, although I expect to be contradicted shortly.

the way I see it, one number at the end of the file replaces the standard reactor power constant

easy fix, assuming that virgil wrote his code well and didn't hard-code the reactor production in 15+ places, in seperate scripts
Title: Re: Custom Unit Power
Post by: Ranakastrasz on August 19, 2011, 06:56:26 PM
Quote from: thepenguin on August 19, 2011, 06:54:48 PM
Quote from: Ranakastrasz on August 19, 2011, 06:50:37 PM
I personally would approve this, but there is an issue. You would have to either store more information in every single map file, including all save files, or cleverly add it on so as to only add a small amount per variable changed. This would not be extremely difficulty afaik. I would therefore have to disagree with easy and community approval, although I expect to be contradicted shortly.

the way I see it, one number at the end of the file replaces the standard reactor power constant

easy fix, assuming that virgil wrote his code well and didn't hard-code the reactor production in 15+ places, in seperate scripts

Oh dear, I seem to remember that he said he has to write unmaintainable code, simply because function calls kill the framerate. Not sure If I remember that right tho.
Title: Re: Custom Unit Power
Post by: thepenguin on August 19, 2011, 07:09:22 PM
Quote from: Ranakastrasz on August 19, 2011, 06:56:26 PM
Quote from: thepenguin on August 19, 2011, 06:54:48 PM
Quote from: Ranakastrasz on August 19, 2011, 06:50:37 PM
I personally would approve this, but there is an issue. You would have to either store more information in every single map file, including all save files, or cleverly add it on so as to only add a small amount per variable changed. This would not be extremely difficulty afaik. I would therefore have to disagree with easy and community approval, although I expect to be contradicted shortly.

the way I see it, one number at the end of the file replaces the standard reactor power constant

easy fix, assuming that virgil wrote his code well and didn't hard-code the reactor production in 15+ places, in seperate scripts

Oh dear, I seem to remember that he said he has to write unmaintainable code, simply because function calls kill the framerate. Not sure If I remember that right tho.

that's only W/ the functions, I hope that he won't have the same issue with variables
Title: Re: Custom Unit Power
Post by: Fisherck on August 19, 2011, 08:05:06 PM
I think it very unwise to mess with the basic game mechanics. I just see to many maps by beginners with loki strength blasters and no gameplay involved whatsoever...
Title: Re: Custom Unit Power
Post by: Kithros on August 19, 2011, 09:01:39 PM
For the specific case you're trying to use it for, couldn't you just stack many reactors on the same space?
Title: Re: Custom Unit Power
Post by: thepenguin on August 20, 2011, 08:07:51 AM
Quote from: Kithros on August 19, 2011, 09:01:39 PM
For the specific case you're trying to use it for, couldn't you just stack many reactors on the same space?

the editor won't let you stack units :(
Title: Re: Custom Unit Power
Post by: Fisherck on August 20, 2011, 09:18:36 AM
Uhmm, mine lets me....
Title: Re: Custom Unit Power
Post by: mpete on August 20, 2011, 04:52:30 PM
drag them?
Title: Re: Custom Unit Power
Post by: Fisherck on August 20, 2011, 05:03:57 PM
Quote from: mpete on August 20, 2011, 04:52:30 PM
drag them?

That's the way to do it! ;)
Title: Re: Custom Unit Power
Post by: cclloyd9785 on August 20, 2011, 07:37:41 PM
Make a bunch of reactors then drag them to the same place in the editor?