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BuildTimeMultiplier...
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Fri Jun 12, 2015 7:08 am    Post subject:  BuildTimeMultiplier... Reply with quote  Mark this post and the followings unread

Is there any way to make this actually work so  a building could take 15 mins to build?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Jun 12, 2015 7:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Any reason you can't just make it cost a lot? Realistically that would deter you from building it if you were constantly short on cash... like say people attacking you.

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Fri Jun 12, 2015 8:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't think that's what he meant anyway, it doesn't need to cost that much to have build short build time , or rather have a split built time than Cost/Built time, but I guess:

Build.Time= N.s ( using seconds instead of frames but correct me If I am wrong each 100 Frame = 1 Second  ? if then (.s) defined as a multilayer of 100 or something )

Last edited by Bu7loos on Fri Jun 12, 2015 8:34 am; edited 1 time in total

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jun 12, 2015 8:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Pretty certain that tag works. I used it with success.

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Fri Jun 12, 2015 8:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Sarcasm O.o ?

Err I only meant it as a suggestion, or are you referring to super-weapons ?

Edit: Sorry did I miss a feature in ARES ? I just went throw the whole glossary.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jun 12, 2015 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

No sarcasm, this tag was added in YR, and I cannot confirm MadHQ here regarding this tag being broken.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Jun 12, 2015 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

It works as used it in past already but 15 mins is rather extreme, such would only give give feel of building time lag xD

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jun 12, 2015 9:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Bu7loos wrote:
100 Frame = 1 Second

It depends on your game speed, at setting 5 it's 30 frames a second, setting 6 is unlimited tho & depends on your PC specs.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Wed Jul 08, 2015 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Let's make Production Event a type, rather than hooking it to unit stats!

SWs could be production events if:
cameos could be sorted freely into any position on any tab,
Charging could be customized to start on click,
buildings could have a limit on how many SWs they could charge at the same time (with a queue) and
SWs could be manually fired, but automatically targeted and vice versa.

That way, you could have totally customizable production events that have uncoupled BuildTime from Cost, could spawn multiple units, deliver them in a variety of ways, and not only to factories, but also to other locations on the map if the modder wants that.

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