Engine request

Discussion in 'Mod Discussions' started by squishypon3, October 30, 2014.

  1. squishypon3

    squishypon3 Post Master General

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    A set energy cost modifier if possible, so I can make something cost 50 metal yet 450 energy or what have you. This would help hugely for the mod I'm working on..

    Uber pls. :p
    cola_colin and Raevn like this.
  2. cola_colin

    cola_colin Moderator Alumni

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    hehe screw wysiwyg :)
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  3. emraldis

    emraldis Post Master General

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    I don't see why this is neccecary, you can just achieve the same result by fiddling with the build efficiency and metal cost...
  4. Raevn

    Raevn Moderator Alumni

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    That's done on the builder, which means it's shared across everything it builds. Setting it per-unit would allow more fine grain control, and make both our projects (which involve porting aspects of Total Annihilation) much much easier.
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  5. squishypon3

    squishypon3 Post Master General

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    Dat TA economy though. ;)
  6. emraldis

    emraldis Post Master General

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    I guess so? But you could achieve very similar results by doing what I suggested. Maybe the way you want to do it just makes no sense to me...
  7. squishypon3

    squishypon3 Post Master General

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    Okay in TA a building could cost little metal but a ton of energy, the point of that is because metal is already incredibly limited in TA, but they don't want a fab to build something super quick either. The compromise? Make something cheap metal wise but expensive energy wise.
  8. cola_colin

    cola_colin Moderator Alumni

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    FA as well.
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  9. emraldis

    emraldis Post Master General

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    why don't you just have the fabber require more energy then?
  10. Raevn

    Raevn Moderator Alumni

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    Because that would make every unit it builds require more energy.
  11. emraldis

    emraldis Post Master General

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    but isn't that what you want? things to require more energy?
  12. Raevn

    Raevn Moderator Alumni

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    Specific things :)
  13. emraldis

    emraldis Post Master General

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    so change their metal cost?
  14. squishypon3

    squishypon3 Post Master General

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    Let's say I had two buildings.

    A metal extractor and a turret. I want them both to be nearly the same in metal cost but I want the extractor to build quickly, and the turret to take a while. The metal extractor would cost 51 metal yet only 120 energy, the turret could cost 55 metal and 500 energy. The turret would take quite a while longer to build, yet be just as cheap.

    (Abitrary numbers)
  15. Raevn

    Raevn Moderator Alumni

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    The energy cost of a unit is currently linked to the metal cost, since metal cost dictates time to build. Changing the metal cost changes the effective energy cost also.
  16. squishypon3

    squishypon3 Post Master General

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    But then it's cost too much metal, TA's metal economy (as well as Raevn's and my own) are a very metal limited. Basic extractors give 2m/s and advanced give 6m/s (give or take)
  17. emraldis

    emraldis Post Master General

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    but that doesn't make a difference in a streaming economy...
  18. stuart98

    stuart98 Post Master General

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  19. squishypon3

    squishypon3 Post Master General

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    It really does. At the moment it takes 27 (or so) basic metal extractors to support 3 advanced vehicle fabricators in my mod...
  20. squishypon3

    squishypon3 Post Master General

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    @emraldis play either TA or Supcom and you'll notice it. :p

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