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Cash system question
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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Nov 20, 2010 1:33 pm    Post subject:  Cash system question Reply with quote  Mark this post and the followings unread

I am not a big fan of having ore on the map. I rather have buildings or trees on it and have a bigger map to play on instead of cluttering it up with ore. But here is a thought I had....what if you have a refinery, but instead of having ore on the map, you have a building where you a truck pulls up to a building to a dock (like the refinery has) and instead of dropping off it is picking up. Kinda like a brinks truck going to a bank and getting money. The players would still have to "fight" over the cash.

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hotrods20
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Joined: 27 Jul 2009

PostPosted: Sat Nov 20, 2010 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

So what your saying is you want a RA3 cash system without the RA3. I have explored this issue to and only came up with an ore field that is a 1 square big and has a value of about a shat load.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Nov 20, 2010 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I once created an overlay type or terrain type, or something in that nieghborhood, that when when a vehicle or infantry type walked over it, it gave them money and even showed the money cursor, but for the life of me I cant remember what I did or how I did it. and if my memory serves me correctly I think it may have only worked in RA2 and not YR, but not sure. maybe someone else has done this that can bring some light to the table.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Nov 20, 2010 3:24 pm    Post subject: CSQ Reply with quote  Mark this post and the followings unread

hotrods20 wrote:
So what your saying is you want a RA3 cash system without the RA3. I have explored this issue to and only came up with an ore field that is a 1 square big and has a value of about a shat load.


Yeah and like Generals/Zero Hour, but I would like it to have to dock and take a couple seconds to fill then drive to the players base.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Nov 20, 2010 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats just not gonna happen without some help from an exe hack.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Nov 20, 2010 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

One word: Ares
I like the idea, get supplies from supply structures instead of gettin ore from the Alamo, which is very rarely and not seen in RL #Tongue

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hotrods20
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Joined: 27 Jul 2009

PostPosted: Sat Nov 20, 2010 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

My idea works pretty well and it takes the normal time for a miner to grab the ore it can hold. So you could make it so everything cost a shat load. The miners hold a shat load and the ore is worth 2-3 shat loads.

EDIT: I just shat bricks. What if their was a way to make a refinery give your miner resource to bring back to original refinery???

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Nov 20, 2010 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why not just slow down the Miner's harvesting speed.. iirc there was a global for that or something?

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Nov 20, 2010 9:32 pm    Post subject: Cash system question Reply with quote  Mark this post and the followings unread

This is my thought, you need to be able have a building that the "harvester" backs into (just like when it drops off ore) loads up and drives away to your base. The building is the least of the matter, you need the logic for the game to say this is where money, ore, whatever can be found. Bring your vehicle here, back in and we will fill you up and move out. The building would supply the ore so its not on the map.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Nov 21, 2010 12:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I already told you it's not gonna happen. Though I do like the idea and you should request it as a new feature over at the BugHouse. Wink

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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Sun Nov 21, 2010 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Why not just slow down the Miner's harvesting speed.. iirc there was a global for that or something?

HarvesterDumpRate=int||float
HarvesterLoadRate=int||float

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Nov 22, 2010 3:58 am    Post subject: csq Reply with quote  Mark this post and the followings unread

Cranium wrote:
I already told you it's not gonna happen. Though I do like the idea and you should request it as a new feature over at the BugHouse. Wink


Yeah, I know this won't happen and I did post up about it as a feature. I was just posting here on my idea.

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m7
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Joined: 17 Apr 2009

PostPosted: Mon Nov 22, 2010 5:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Why not use a mix of money generation from a 'refinery' structure with limited build limit, occupation of civilian structures giving cash (as in Blitzkrieg 2 for ZH) and Ares' ability to have money-style SWs? Would work better than the RA3 ore system, or whatever sad attempt you're trying to have at it.

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Mon Nov 22, 2010 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Why not make a building that acts like ore but has a bib for docking and has infinite gold?

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Nyerguds
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Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Mon Nov 22, 2010 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

The easiest solution to me seems to be to put down the ore mine/digger/spitter thingy, with 1 clear cell before it for growing ore, surround all that with impassable stuff, with 1 entrance cell of some sort of pavement which ore can't grow over. Adjust growth rate, unload rate and ore value, and wham, RA3 ore node.

Not sure if you can adjust the ore spawn rate of these ore spitters though.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Nov 22, 2010 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's a way to affect the ore spawn rate, but I can't remember it for the life of me. Nyer does have the best way to implement this though.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Nov 23, 2010 12:45 am    Post subject: Reply with quote  Mark this post and the followings unread

M7 wrote:
There's a way to affect the ore spawn rate, but I can't remember it for the life of me.


You have to edit these tags in

[TiberiumTypes]
Growth=
GrowthPercentage=
Spread=
SpreadPercentage=.

and

[TIBTRE]
AnimationRate=
AnimationProbability=

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Nov 23, 2010 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread

There is, and it's pretty damn easy to do. But because I want people to learn, I won't tell you what to do but it does have to do with the tiberium tree entries.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Tue Nov 23, 2010 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Why not use a mix of money generation from a 'refinery' structure with limited build limit, occupation of civilian structures giving cash (as in Blitzkrieg 2 for ZH) and Ares' ability to have money-style SWs? Would work better than the RA3 ore system, or whatever sad attempt you're trying to have at it.

Actually technically its Act of War's resource system, and a damn good game at that Very Happy
I'd like to see it too in TS & RA2, but highly doubtful

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huhnu
Cyborg Engineer


Joined: 16 May 2009

PostPosted: Mon Dec 20, 2010 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
There is, and it's pretty damn easy to do. But because I want people to learn, I won't tell you what to do but it does have to do with the tiberium tree entries.


Pics or it didn't happen #Tongue

And that's a bit mean, some people learn by being told how to do something, and can teach themselves how something works by having it explained.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Dec 21, 2010 7:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Sure, its like math teacher giving you every solution and you'd just note down the answers and move on without thinking it much yourself. Best innovations come from trying to figure things out yourself.

Life is a mean thing, we just adapt to it.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Dec 21, 2010 8:16 am    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:

Life is a mean thing, we just adapt to it.


Life is not mean or good. It's how we choose to live our life that makes it good or bad and that's only through our limited understanding and perspective. Adaptation is just the way in which we choose to confront choices in our life that will have lasting consequences. In this case if we fail to learn and let our reasoning senses go dull, we only hurt our own experiences and therefore it could be perceived as mean, because we have a sense that we are being forced to learn.

Everyone craves freedom, so the idea that we have to make adaptation choices which lead to more work, which means less time for other pursuits which means less freedom. This is not so much mean, but sad, because any pursuit of knowledge is good.

I'm rambling too much......

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Dec 21, 2010 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

*Orac begins to wonder why so many PPM threads turn into amateur philosophical debates*

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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Tue Dec 21, 2010 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
*Orac begins to wonder why so many PPM threads turn into amateur philosophical debates*

I think it's a good thing. Very Happy

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Dec 21, 2010 11:03 pm    Post subject: CSQ Reply with quote  Mark this post and the followings unread

Well, I think I figured out my solution. I will make a building with a foundation of the refinery. and the blank spot will be where a vehicle will pull in to get ore. it will be a 1by1 section then the vehicle will return to a refinery building.

I have an idea for something that I goes with idea that Iwill post up later.

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