Thursday, April 19, 2012

[WIP/REL-FA] Routers- A local economy mod - Alpha Version 03

Alpha Version 03
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In this release, you spawn with a router. You can build a new router by building a router deployer from a factory and telling it to build a router in a location where no routers' build rings would overlap. You lose when all your routers are destroyed in assassination. Only Cybran works at the moment. Please report any bugs you encounter!
Economy UI is basic at the moment, but it should work. You will need to select your starting router and hit the weapon toggle button to make its resources appear in the UI. If you want to see the resources of another router, just hit that router's weapon toggle button. It should display all of the same info that is displayed in the default unmodded game.
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I've had an idea in my head for some time on how to do local economies in a way that would be both simple for the player to use and simple to code. This is my solution, and I'm working on getting it to a level I would be comfortable with releasing.
Routers is a mod for FA that changes the economy to be centered around structures called routers. Routers replace engineers, act as base establishment structures, and create a local economy around themselves.
Routers are initially mobile units built by factories. A router must be deployed, and once it is, it becomes a stationary structure that cannot become mobile again. Once deployed, routers can build other structures around themselves, which are linked to the router's local economy. Power generators and other resource generators add to this economy, while factories and other resource-consuming structures drain from it. Routers are the only units in the game that can build structures. Most structures from FA are going to be in the mod, with the exception of shield generators, stealth field generators, and intelligence structures. More on that in a couple paragraphs.
A router cannot be deployed within twice its build radius of another router. This prevents routers from being able to build within each other's build radii in order to keep it clear which structures belong to each router.
Routers can be upgraded like an ACU or SCU can in FA. I have not decided how I am going to arrange the upgrades, but I know that there will be upgrades to give the router a bubble shield, a stealth field, radar, and upgrades that improve those functions. There will also be upgrades that let your router build the next tech level of structures.
When a router dies, all the structures that it built die with it. This makes routers a very important target in a base.
The game begins with the gating in of a "command router," which is essentially the equivalent of an ACU. Once deployed, the command router (or CR for short) acts as any other router, except its upgrades are more powerful. If the CR dies the player loses (if playing on assassination mode).
For the sake of simplicity, there are no mobile factories in the mod and no mobile units consume resources.
I plan to have a basic, completely unbalanced version of this out soon which will be a proof of concept.|||This sounds awesome, sorta like C&C3, but better, as it's SC. :D
Can't wait for the first release.
GreetZ ThaPear|||This sounds very very interesting. I will be glad to get my hands on it.|||Alright, I put up a poll. I'm curious to see if people want mass and energy storage in Routers, or if it should just be infinite.|||making storage limited forces players to expand and build more routers, so imo, limited storage would be better.|||Well, players are already kinda forced to expand because routers have a limited build range, but I can see where limited storage would play a role as well.|||Limited storage could in my opinion help balance the bases between fewer heavy structures or more light structures, in addition to the base building radius. This whole sounds interesting at the least. I can't wait to see the proof of concept.|||Storage means two things; you can build expensive stuff - at a rate higher than the economy would allow - for a short amount of time, and that you'd still be able to produce something if a router goes up.
IMO, both good reasons to have them.|||This sounds very awesome, I will definitely try it out when you release any version of it. :)|||Progress update: I'm going on vacation so there won't be an alpha release for at least 12 days. At this point I'm almost done getting the backend code done- I'm working on enhancements at the moment, which appear to be working, but appearances are always deceiving in SupCom modding. :lol:|||Almost back from Canada; just a couple more days. Canadian internet sure sucks!
Anyways, I put up a new poll about a UEF specific unit idea I had: the shield projector.
A shield projector projects a flat shield in a directing specified by the player with an attack order (so that it can "follow" an enemy unit and block its fire).
What do you think?|||that seems like a UEF ground version of SC2 bomb bouncer
I'm guessing it will be a lot stronger that other mobile shield since its got limit or no protection from air or the side and back
but even though shields are UEF specially they already have a mobile one which can cover its unguarded area so maybe give it cybren since they don't have any even though it not there style but then it can be stacked with other mobile shields
I do like the idea since its easily countered by faster units but will but useful for holding off larger and slower units|||Oops, I forgot to mention that the shield projector is a structure, not a mobile unit.|||Alright, I just finished the enhancement code so upgrades through the enhancement menu (the way ACUs and SCUs are upgraded) work. I still need to make factory style upgrading work, complete the final bits of code that will manage resource producing structures, and get some UI stuff into the mod before releasing an alpha version for you guys to play with. I think I will have it done in a couple days.
The alpha version probably won't contain reclaiming that adds resources to the local pool or capturing that drains energy from the local pool.|||OK, I did some bugfixing, including a bug that basically gave you a magical linear increase in build power for no cost just by queuing up structures or units to build. :lol:
Anyways, I ran across an interesting issue. Because experimental units are so damn big, I can imagine a situation in a well-established base where you had taken up all of your room with factories, resource structures, and defenses and then had no place to build an experimental! That's not good.
Do you guys have any creative solutions to that problem?|||Would it be possible to simply allow experimentals only to be built in a slightly wider area, so that even a fully populated normal build area would have a clear rim around it that can populate experimentals (or any other mobile units that should be built the same way). This would, however, require there to be differently colored areas if there is a "build area" indicator shown from the router, to differentiate between normal build area and experimental extra area.|||Yeah, that's the only logical solution: allow anything with NEEDMOBILEBUILD to be constructed at +50% radius.
For what it's worth, I don't see this being a big problem, as any router system that could construct an experimental in any reasonable amount of time would have to be geared heavily toward resource production anyway, forcing the player to think ahead a bit one way or another.|||Really basic alpha version released! Check the top of the first post for details.|||Hi,
sounds interesting - but i like the old system ,and your idea too..
the imho best sollution for me ->
merge both - the old system stay as very low basic build system and the new
routers act as booster and upgrader ...
..only my little idea to this thing ;) ...
Regards
R-TEAM|||Thanks for the feedback, but I'm not going to do something like that.|||I haven't tested it yet, but I will say this, this could be something interesting to make 'add-ons' for.
Mike|||I like the idea, and had been coming up with my own version, not as a mod but as a whole game.
however, the name "routers" is really weird.
why not call it "Cities" instead?
after all, your idea is basically to make little (or big) cities....|||Cities would involve people, and I have thought about expanding this to involve city simulation as a separate mod.
However, this is called Routers because the router routes resources to the structures.|||ok, played around with this a bit, couple of times routers died but not all units built by them died as wel. also im rather confused as to how the eco works for these things?
i mean, one router had like 10 pgens and 4 mexes but the instant i tried to build another pgen/structure the drain was super fast causing it to pause almost instantly. whereas another router only had a single mex and 4 pgens and could build structures no prob and upgrade no prob. am i missing something?
anyway, i am really liking this little mod of yours seems very interesting and sounds like it could actually be rather fun once it gets past the alpha stage :D
edit: in my tests i didn't come across any log errors yet, but i'll post any if i get any|||Could you post how you managed to get the resource drain to go higher than normal?

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