[ian-reeds-games] Re: To summon or not to summon...

  • From: Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx>
  • To: "ian-reeds-games@xxxxxxxxxxxxx" <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 13 Jul 2015 13:04:58 +0930

My first thought was that if you have a specific point that's used when
summoning the one unit, you get double the amount when the reactor or whatever
is added. Monkey has made use of the equip_max_mod script before, which
increases the maximum amount of a certain point when something is equipped. I
don't know whether that's how you're doing things, but that's the best solution
I can think of.

From: allan1.thompson@xxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] To summon or not to summon...
Date: Sun, 12 Jul 2015 13:53:25 -0400

I have a problem, and also a StarCraft update for the ones of people who are
interested, LOL.
With the advancement of tb in terms of new flags and scripts the work on the
Terran faction has gone pretty good. This is not going to be anything like
warlords. Maybe war craft?
My hope is that it will be similar enough to the game so that those who have
played it could see a similarity, while those who haven't get a taste of
what it's really like.
I'm hoping within the week, God willing, I can actually have something
available for testing the Terran faction.
One of the cool things about the Terran are the structures called add-ons.
They open up technology and help diversify various units with special
abilities. There also able to be used by multiple flying buildings.
One of the ad on buildings is called a reactor. This allows a structure to
build more than one unit at a time. This is very useful because everything
takes rounds to build or train. Because of this time factor, speed is king.
If you can get your troops out faster into an expansion area or battle, then
you're that much ahead of the game and/or the other player.
My problem is twofold. One is that with the reactor I'm not really sure how
to simulate this increase production. I thought maybe being able to summon
two units at a time might work, but not thrilled with that particular idea.
What if someone wanted to make two different types of units at the same time
instead of two from one type.
In addition all the structures that produce units don't start with the
ability to produce them all. Different buildings open up these units, and
one might not necessarily follow the full tech tree. Someone might want to
skip the biological units and go straight for the mechs. So I can't just do
a broad stroke, for instance removing and adding all the skills all at once.
I don't know, maybe I'm thinking too hard about it.

My other problem is that in StarCraft there is different levels of mineral
mines and gas geysers. In addition they all are not static. As resources are
taken away they begin to dwindle until it disappears. As it turns out, this
is actually become more more important because if a resource doesn't
deplete, then why move to a different expansion? Why would you fight for an
expansion?
Anyway, long story short, I'm hoping to get some ideas about these two
things if anyone has the time and inclination.

Thanks for reading,
al




of Nazareth 33AD




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