[:1]
(Rate-Based Economy System)
ADDONS ONS
Recommend to be used with the Economy Panel Mod
Thanks to Mithy for his codding help and hooking tips , And thanks to theshadowlord for the concept and giving me a starting point to work from.
SUPPORT INFO
• DLC Support only
• Can Be Used With both Vanilla SC2 And Mods
• Requests Mithys Mod Support MiniMod v6 and up
Version 1.2
• AI Has been given unlimited Mass and Energy (Blitzkrieg AI)
• Pause Ability added to UEF Energy Generators Engineering Arm
Version 1.1
• Improved AI handling of new eco
• Fixed rebuild bonuses costing resources
• Fixed combat scoring removing points
• AI Support added for the upcoming Revamp Expansion Mod Version 1.05
Version 1.0
• Improved the work around system
Play with a drain based economy like in SC1, FA.
This mod is configured for use with SC2 Mod Manager
Place the eco mod.scd within Steam\steamapps\common\supremecommander2\gamedata to enable it without the mod manager you will also need to place mithys mod support minimod into your game data folder as well.
DOWNLOAD
http://www.moddb.com/mods/revamp-mod/downloads|||can't wait |||Download is now live |||nice work LOD,|||Yay! |||A update will be uploaded some time today to fix up the AI.|||When will it be live exactly, the update?|||redmoth|||Thanks much! Ill get some sleep before installing it though |||Is it still not up or does 1.0 have the ai fix?
btw I'm not pushing you or anything, just wondering.|||Which files are being shadowed that it can only use v2 of the support mod?
New mods made with the intention of using the mod support mod shouldn't have any issues with newer versions - just hook the files that you would otherwise shadow. I'm only leaving v2 up for compatibility with revamp 1.01, which as far as I know is the only mod that creates custom abilities that hasn't been updated to support v4-5.
v5 has far fewer limitations than the previous versions, and can still operate alongside mods that replace lua.scd and z_lua_dlc1.scd as long as they don't also shadow the 3 core init files and orderstable.lua.|||redmoth|||Just change it to the new ID? I shouldn't need to change the ID from this point on - I mostly did that so anything requiring v5+ would turn down earlier versions, to eliminate confusion for mods that need the significant changes in v5 (e.g. my mass conversion mod).
I'm lobbying CerusVI for a $ReqVer parameter for mods, so that the ID never has to change and you can just specify a minimum version.|||Mithy|||Oh, right. That makes sense. v3/4 weren't compatible with revamp 1.01 either, so when you mentioned v4, it threw me off.|||Ill be releasing a blitzkrieg version of the eco mod that gives the AI unlimited mass and energy |||I just took 3 seconds to look at the AI, and found /lua/AI/AIEconomyUtilities.lua.GetUnitEconomy, which seems to report unit costs to the AI. Why not just override this so that the AI sees units at something like 25% cost, which will keep it from building unlimited units, while also preventing it from choking on really expensive experimentals that it can never afford all at once?
Or for that matter, have it report actual cost, but cap the cost at a reasonable level so the most expensive experimentals don't report their full cost.
Edit: You could also override GetEconomyStorage in that file, and have it report more or less stored resources based on the AI's actual income. In other words, if the AI has positive net income, report more of that resource than is actually available. Vice versa, if the AI has net negative income, report less so that it slows down construction jobs once it has a lot of them going. If you wanted to be really enterprising, you could add a third function that reports net income, and work that into the two places that this file is used (Builder.lua and BaseManagerPlatoonThreads.lua) so those functions consider income as well as storage.
Edit 2: Yeah, both of those files have pretty straightforward economy estimations. Right now, the platoon cost manager just adds up total cost for a platoon based on the unit cost function, and checks if storage > cost. The base manager does the same thing, but on a per structure basis. Both are just a simple pass/fail, and those conditions could be easily changed to consider e.g. unit per-second cost averages for the platoon vs its current net income, with a modifier based on particularly high or low storage (e.g. less than 5x the cost per second, or more than 30x).|||Mithy|||LoD, the ai seems to build too many factorys, wich slows down its economy. Its just something I noticed, But I dont know if it actually slows down its eco.|||redmoth|||I've fixed a hook that i had on replace and not merge so now the eco mod can be run with other mods that hook modblueprints as well, No other changes so it remain the same version a new version will be released soon.|||Hey, LoD
would it be possible to make a "quick" fix for the ai building too much factories? (limit the number of factories it produces) or even just point me out how to do this? :)|||redmoth|||liveordie|||With this mod enabled the AI never launches nukes. Shadowlords mod is the same way. It is the same with the revamp and default AI.
No comments:
Post a Comment