Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Jul 24, 2025 4:43 pm
All times are UTC + 0
Mining?
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Jan 30, 2012 6:39 am    Post subject:  Mining? Reply with quote  Mark this post and the followings unread

a question i can't explain myself, since i'm not that good with coding


1. Is it possible that a harvester needs a lot longer to harvest from 1 patch? like starcraft , for example, i want to have rocks, and mining vehicles who drill on these rocks to get minerals, so these rocks have to stay for a lot longer that the crystal patches in TS.

2. other question is also related to tiberium, is it possible to give a tiberium "patch" a light value just like lamps in TS ?

_________________

Hydraw Art on Facebook

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jan 30, 2012 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

1.
These [General] keys are what you're looking for
HarvesterDumpRate=0 ;speed of unloading at the refinery (0 instant)
HarvesterLoadRate=1.0 ;harvesting speed (lower than 1.0 never fills up)
Then reduce the Storage of the Harvester, so a single patch provides enough tiberium to fill the harvester. And raise the tiberium value, so the few harvested minerals provide enough funds.

2. Afaik no. Afaik WW wanted it this way, but removed it due to too intense lighting, thus they used a single invisible lamp on the tibtree instead. But you can try giving the Overlay an AlphaImage (since AlphaImage is one of a few keys which work on almost everything, it might work here too)

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Jan 30, 2012 8:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
1.
These [General] keys are what you're looking for
HarvesterDumpRate=0 ;speed of unloading at the refinery (0 instant)
HarvesterLoadRate=1.0 ;harvesting speed (lower than 1.0 never fills up)
Then reduce the Storage of the Harvester, so a single patch provides enough tiberium to fill the harvester. And raise the tiberium value, so the few harvested minerals provide enough funds.


So...basically it should be possible that a single patch could be enough to fill the harvester 10 times if i want? because that what i'd want to

_________________

Hydraw Art on Facebook

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jan 30, 2012 8:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes.
I think filling a harvester 12 times is max.
A single tiberium patch has max 12 frames/growing stages and each of them is worth a single harvester bail. A harvesters storage is measured in bails so Storage=12 means, the harvester can load max a single full grown tiberium patch.

Thus if you give the Harvester Storage=1, it would have to harvest 12 times till the tiberium patch is removed.

With hex editing the exe to make the tiberium use more frames might even allow you to have a tiberium patch providing 100 bails. (though not sure if the growth logic works up to that point)

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Jan 30, 2012 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

wellm that is certainly interresting, i think i try that out, another issue would be the worth of the bail, can i make it higher?

_________________

Hydraw Art on Facebook

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jan 30, 2012 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Sure.
[Riparius]
Value=700

^^this would give 700 credits for each bail and the full grown patch providing 12*700=8400 Credits.

With these changes you would come really close to the Starcraft mineral/mining system.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Jan 30, 2012 9:56 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah that was what i was looking for, perfect, i had something in mind like a "drill tower" in the middle that players could capture and place a turret system on it to defend from enemy mining, with that drill tower that that"chums" up mineral rocks around it, that makes 4-6 patches of rocks wich can be mined by drill vehicles, altough when those patches of rocks are empty that means the "supposed to be a mine" drill tower has been depleted of valuable resources and cou got to move on to the next one. so yeah basically nearly similar to starcraft

_________________

Hydraw Art on Facebook

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1780s ][ Queries: 11 (0.0086s) ][ Debug on ]