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The Ares of March
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Jan 11, 2016 11:35 pm    Post subject:  The Ares of March Reply with quote  Mark this post and the followings unread

Ten days ago Ares 0.A was released, and it is time to talk about the plans for the next version, which surprisingly will be called Ares 0.B. There are a few features I had to remove from the last version because it was too big already, so I'll include them first while only coding a few new minor features.

During the testing I'll look into Bounty to see how the three logics can be untangled. If all goes well, Bounty (maybe Pillager, not sure about Hacking) will become part of this release.

Ares 0.B will be smaller than Ares 0.A, but that means it won't be released in a year. I intend to release the next version in March already. So what can you expect? A few more fixes, and a few more features. The first bunch is available already.

  • Observers can see the production cameo and other extra info, as if the building is allied
  • Load ares_XX.csf, XX equaling the selected language's short code (support for German added already)
  • Also check for deactivated factory buildings, not just for ones toggled off
  • AI players will have the same factory checks as humans like BuiltAt (#1529632, #1529492, and #896278)

Extend Alternate Prerequisites to all Generic Prerequisite Groups
This means PrerequisiteProcAlternate is no longer special. Each of the Generic Prerequisite Groups can have this now. Also note: It is a list, not a single item any more.

[General]PrerequisiteXAlternate= (list of TechnoTypes)
A list of UnitTypes that satisfy this requirement. X is the key from GenericPrerequisites, first char upper case, lower case otherwise. Supports more than one item.

Because of design limitations, the General section has to be used, as alternate names under GenericPrerequisites would create a new group instead.


Accept arbitrary types as alternative prerequisites
This means the tag mentioned above now does not only work with UnitTypes. It works for InfantryTypes or AircraftTypes as well.

BuildingTypes should not be used, as there's no support for building upgrades, and also another counter is used to check whether the object is present, so the behavior would be different.

Whenever units change owner, are killed, put, or discovered, the construction options will be rechecked. Units in transporters count as present. Attacking a unit with a temporal weapon does not recheck anything (consistent with temporal-attacking buildings like GATECH).


Do not hide cameos if a factory is offline
Cameos will be grayed out. Several hooks had to be added to make this work, and I'm not sure whether this ever worked in the original game. A temporal attack also now triggers factory updates, while it previously didn't. ConYards have two factory queues, and there was no support for that. Buildings ready to place did not go on hold and they could still be placed even with the ConYard warping out (which creates some anim artifacts). Now cameos report as On Hold and they aren't clickable any more.


Fake buildings
[BuildingType]Fake= (boolean, defaults to no)
Whether this building is considered a fake. Fakes show TXT_FAKE when selected by the owning player or its allies, and by enemies if they infiltrated the building and it has SpyEffect.RevealProduction=yes set.


Support SpyEffect.RevealProduction on refineries and silos
If Storage > 0, enemy buildings show the available money using TXT_MONEY_FORMAT_1 as format string. Observers can always see the amount of money.


SpyEffect.StolenTechIndex now is a list
Invalid indexes are removed from the list automatically, each positive of them emitting a parser error. Negatives are silently swallowed, thus -1 can still be used to reset the tag. Should be completely backwards compatible.


Grant Super Weapon Spy Effect
When infiltrating a building, a super weapon can become available to the infiltrating player, just like the Sonar Pulse in Red Alert when infiltrating a Sub Pen.

[BuildingType]SpyEffect.SuperWeapon= (SuperWeaponType)
Grants this super weapon when infiltrating a building of this type. Not all super weapon types are supported. (No, I won't document this. Check for yourselves, please.)

[BuildingType]SpyEffect.SuperWeaponPermanent= (boolean, defaults to no)
Whether the granted super weapon will become available permanently. If yes, it will become available uncharged, and it won't be lost once fired. Otherwise, the super weapon will become available pre-charged but disappear again after being fired once.


Disallow entering a unit
[TechnoType]NoManualEnter= (boolean, defaults to no)
Whether units will not get an enter or no-enter cursor when on this object. If yes, the select cursor is used, as if this unit is not a transport.

This does not prevent units from entering by other means, like scripts, though. Also, the AI will not respect this setting. Use the specific passenger feature to prevent this.


Prevent Medics to get the Guard Area cursor on themselves
[InfantryType]NoSelfGuardArea= (boolean, defaults to no)
Whether infantry units with negative damage weapons get the Guard Area cursor on themselves. If no, the Guard Area cursor will not take precedence, allowing other cursors like the Deploy cursor to be shown.


Exempt or include buildings when mass-selecting
[BuildingType]MassSelectable= (boolean, defaults to yes for 1x1 buildings with UndeploysInto= set)
Whether buildings of this type are considered units when mass-selecting. If no, buildings will not be included in the selection, even if they undeploy into a unit and are actually to be considered vehicles.

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Last edited by AlexB on Sun Apr 24, 2016 11:35 pm; edited 1 time in total

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Mon Jan 11, 2016 11:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alex&Ares saving Yuri's Revenge once MOre. Time to test soon.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Jan 12, 2016 7:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Chrono Prison's feature is complete! Surprised

Abductor + NoManualEnter = Chrono Prison

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otamaa
Vehicle Driver


Joined: 14 Nov 2014
Location: Indonesia

PostPosted: Tue Jan 12, 2016 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

SW from spying XD

that great xD

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RehteA
Soldier


Joined: 16 Oct 2013

PostPosted: Tue Jan 12, 2016 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for keeping working these days and such a quick update!

I've noticed that there are two features involving cursors.
which reminds me of another cursor issue:
you still get no-move cursor when mouse over an passable building.


I also noticed there are two uncommon features within SpyEffect.SuperWeaponPermanent logic: pre-charged and fire once.
How about extend these two features to all superweapons?
That will be much more valueable.

Regarding AI and BuiltAt
I haven't yet tested if AI obeys BuiltAt.
But I have a building with Factory=UnitType and Factory.ExplicitOnly=yes
which only provides production boost.(no unit should be built at this building)
But AI can still build unit from it even without any other real factory.

Last edited by RehteA on Tue Jan 12, 2016 3:24 pm; edited 1 time in total

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Jan 12, 2016 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

More comprehensive testing to follow but for now can confirm that additional Alternate Prerequisites seem to work as expected (even with newly supported object types such as infantry). Also Fake=yes has couple of limitations to it's display, mainly that Primary Building and Power Output/Drain overlay texts take precedence over this one. Not sure if it should/can be amended but should atleast be mentioned in eventual documentation.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Jan 12, 2016 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

The possibilities of Ares are endless Very Happy

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Tue Jan 12, 2016 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Neat update!

MassSelectable buildings and RevealProduction/Credits on refineries both work.

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Wed Jan 13, 2016 2:24 am    Post subject: Reply with quote  Mark this post and the followings unread

is it downloadable for testing?

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jan 13, 2016 3:09 am    Post subject: Reply with quote  Mark this post and the followings unread

I tested some features

Grant Super Weapon Spy Effect

[NARADR]
SpyEffect.SuperWeapon=SpyPlaneSpecial
SpyEffect.Custom=yes

When I infiltrate Soviet radar with Spy, I indeed get Spy plane SW, but problem is that after fired once, I still have SW charging. Even if I put SpyEffect.SuperWeaponPermanent=no in radar.

Fake buildings
[NAPSIS]Fake=yes
And I got Fake word when select building. This is not working on factory types since when you select building, it will display you ,,Primary" instead of Fake. Just small note though, so do not test on regular factories. feature works

Disallow entering a unit
That works, infantry cannot enter in vehicle.

Exempt or include buildings when mass-selecting
[YAGGUN]MassSelectable=yes
And Gattling Cannon can be selected, and typed to select all of Gattling Cannons around.

Support SpyEffect.RevealProduction on refineries and silos
This works for power plant as well, not just for Refineries.
When Spy enters those building, after you select them you will get  Power production/Drain amount, or Number of cash stored in refinery.

Do not hide cameos if a factory is offline
This is buggy kinda. When I toggle power off War factory, I got vehicles grayed out only if I move cursor into meny where cameos are. Then in moment cursor is there, all cameos got grayed out. Same happens when I toggle power on building. Cameos stay grayed out unless I move cursor there, then they will get visible again. Only exception if I am already building some vehicle. Then moment factory is online again, all darken cameos become visible and vehicle keeps producing. I mean feature works fine except in part visually where you have to move cursor into vehicle list.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Jan 13, 2016 3:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for testing! I'll look at it soon.

@Ich-Henker: Yeah, sorry, didn't provide a link. It's still the Rough Sea build.

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Wed Jan 13, 2016 4:56 pm    Post subject:  Thanks Alex! Reply with quote  Mark this post and the followings unread

Graying out if buildoptions are unavailable

Worked for me - enemy attacked my Conyard with Chrono Legionnaires.
All of them went gray, no matter if the cursor hovered over them or not.

New Spy features:

-RevealProduction on refineries (+YAREFN) work.
-SpyEffect.SuperWeaponPermanent doesn't work: spied SWs are always permanent.

Superweapons I can get (so far) via spying:

-Yuri MapReveal
-American Paradrop
-SpyPlane
-Custom SpyPlane SW
---------------------------------------------
-Custom Paradrop
RechargeTime=20
---------------------------------------------
-Custom Warhead Superweapon with
AITargetting=Nuke
Timer=10
Type=GenericWarhead
ShowTimer=yes
DisableableFromShell=no
Range=3
LineMultiplier=2
Action=NewNM  
--------------------------------------------

SW I can't get via spying:

-IronCurtain
------------------------------------------
-Custom Warhead SW with
AITargetting=PsychicDominator
Timer =10
Type=GenericWarhead
ShowTimer=yes
DisableableFromShell=no
Range=3
LineMultiplier=2
Action=NewDom
------------------------------------------

Haven't checked for Genetic Mutator, Nuke, Weather Storm.

-Anyobody knows the deciding factor for spyable SW yet ... it is not the RechargeTime or Type=GenericWarhead. Maybe AItargetting or Action?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Jan 13, 2016 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Found the error with SpyEffect.SuperWeaponPermanent. It is used as "one time", that is, yes is one time and no is permanent. It's fixed, available soon.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Jan 14, 2016 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm still working on a new release, but for now I have a question. Does anyone get weird results when having a CloakGenerator building and  temporally attacking it? My base would decloak, and stay like that after I abort the attack. Then I do that again and the base cloaks again. Does anybody else get that?

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Thu Jan 14, 2016 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just tested it; can confirm Temporal=yes weapons 'toggle' the CloakGenerator effect.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Jan 15, 2016 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

tested with gap generator converted to cloak generator

First picture, cloak generator working
Second picture, chrono legionnaire disabling gap generator
Third picture, after legionnaire moved away from generator, it stopped providing stealth.

So, yeah, you were right. I also see problem that under second picture, once generator is being under fire of temporal weapon, it should stop providing stealth just like under emp, but its not case here.  
Maybe its problem under my code

[GAGAP]
UIName=Name:GAGAP
Name=Allied Gap Generator
BuildCat=Combat
Prerequisite=GATECH,GACNST
TechLevel=7
Adjacent=2
HasRadialIndicator=true
Strength=600
Armor=wood
Sight=5
Points=30
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Power=-100
Powered=true
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=4
MinDebris=2
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 150
AIBuildThis=yes ; commented out so that it's easier to debug base building
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
BaseNormal=no ;UMP
CloakGenerator=yes
CloakRadiusInCells=10
Cloakable.Allowed=no

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Millennium
Commander


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

PostPosted: Mon Jan 18, 2016 2:33 am    Post subject: Reply with quote  Mark this post and the followings unread

The following issue probably predates this version and may either be best adressed by clarification in the documentation, or considered an actual bug. To me, the section of the documentation that concerns this issue appears prone to be misunderstood.

Ares documentation wrote:

There are three firing modes opposed to the one known from Tiberian Sun. Buildings with EMPulseCannon=yes rotate their turret and then create a single bullet using the primary weapon that is thrown at the target. The building does not actually fire and several weapon effects are not respected.
...
If a building with EMPulseCannon=no is put into EMPulse.Cannons, the building will fire its primary weapon normally, but without charging and without any further range checks.


Does "normally" here mean that being listed in an EMPulse SW has no bearing on the behaviour of the structure itself, except at the moment the SW is used?
I assume that it does mean that.

When I tried using a structure which was not an EMPulseCannon in EMPulse.Cannons, that structure did indeed act as any normal armed building.
However, when firing the SW in which it was listed, the structure would not fire its Primary weapon at the SW target, the SW would never discharge, except when the target of the EMPulse SW apparently was in the same facing(!), relative to the structure, as the target which the structure had previously acquired as a regular attack target had been. In that case, it would fire, and the SW would discharge.

In case this is known and intended, the documentation should maybe be altered to state something to the effect that structures without EMPulseCannon=yes are not properly useable with this Type.

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Last edited by Millennium on Mon Jan 18, 2016 4:18 pm; edited 1 time in total

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Jan 18, 2016 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

The game will just fire directly for EMPulseCannon=no buildings. It works as intended. There is just no turret support. I'll see to make that clear in the documentation.

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Millennium
Commander


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

PostPosted: Mon Jan 25, 2016 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it so that CustomPalette is ignored for animations when they are displayed through a particle system? I have encountered this and have no other explanation. Might as well be known already and intentended that way, though.

Edit:
Perhaps I'm generalizing. The system and particle in question were BehavesLike=Smoke.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jan 25, 2016 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Particles aren't animations. This includes SHP particles as well.

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=======================
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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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Tue Jan 26, 2016 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Long pause... I'm a bit occupied / out of order, so I didn't progress that fast with Bounty, which I'm still reworking. The reason is the current code has no good structure and there are also some problems which are yet unsolved. The most notable of them is that it is possible to gain more money than modders might want to grant.

The fundamental question i'm trying to solve is what the value of a unit is. Should it be the cost (current, with house bonuses and Industrial Plants) or the Cost= tag? The latter could have the same problems as Grinders and IPs, the former is more difficult to calculate with. At the moment, I made it the actual cost of the unit multiplied by a CostMultiplier; this is used as the default for Bounty.Value, which can override this to support fixed amounts of money.

Also, there are four cases: positive and negative damage done to enemies or allies. I don't think it's a good idea to have this. It makes no sense to support a cost penalty for repairing enemy units. It makes no sense to have specific modifiers for damaging allies. I only plan to support Bounty on enemies for now. But... not this time. Bounty is not available yet.
  • French language support added. Thanks Kikou!
  • NCO bug fixed again (#1536408)
  • Fake markers take precedence over power, storage and factories
  • SuperWeaponPermanent meaning was reversed

Customizable Self Heal
[TechnoType]SelfHealing.Rate= (double - minutes, defaults to [General]RepairRate)
The minutes between applying the self heal.

Self Heal only to a certain percentage like the TD Mammoths and Harvesters.
[TechnoType]SelfHealing.Max= (double - percentage, defaults to 100%)
The health level this object is restored to when applying self heal. Self heal is capped at this percentage of the object's Strength. Overrides the veterancy specific tags below.

[TechnoType]SelfHealing.RookieMax= (double - percentage, defaults to SelfHealing.Max)
[TechnoType]SelfHealing.VeteranMax= (double - percentage, defaults to SelfHealing.Max)
[TechnoType]SelfHealing.EliteMax= (double - percentage, defaults to SelfHealing.Max)
The health level this object is restored to when applying self heal. These settings are fully independent of each other.

Amount of hitpoints restored
[TechnoType]SelfHealing.Amount= (integer - hitpoints, defaults to 1)
The amount of hitpoints restored when applying self heal. Cannot be less than 0.

[TechnoType]SelfHealing.RookieAmount=
[TechnoType]SelfHealing.VeteranAmount=
[TechnoType]SelfHealing.EliteAmount=
The amount of hitpoints restored when applying self heal for a unit of a certain veterancy level. Cannot be less than 0.


Building name for enemy players
[BuildingType]EnemyUIName= (csf string)
Optional name used for enemy buildings. Observers, allies and players who infiltrated the building get the real name, otherwise they see this one, if set.


Make ProduceCash buildings show the credits
[AudioVisual]ProclaimCreditsDelay= (integer - frames, defaults to 20)
The interval after which the credit amount this object is responsible for is announced. Until then, the amounts are collected to be announced after the interval expired.

[BuildingType]ProduceCashProclaim=boolean (defaults to no)
Whether the building will show the credits it produced. Not respected on upgrades. The setting from the main building type will be used instead.

I'm looking at a better name than Proclaim. Message is a text appearing in the upper left corner, so not that name.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Jan 26, 2016 2:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Customizable Self Heal
Mammoth Tank has
SelfHealing.Rate=.016
SelfHealing.Max=0.5
SelfHealing.Amount=5

As you can see, left picture, Mammoth Tank is damaged badly, on right picture it got healed at 50% and stopped. After some time it still stayed at 50% of health.

Building name for enemy players
EnemyUIName=NOSTR:Batman

So, when you select it or hover mouse over it, it really says Batman. After I infiltrated it, it writes Radar Tower.

Make ProduceCash buildings show the credits
[CAOILD]
ProduceCashProclaim=yes

Whoa, now with green text we got how many money does oil derricks generate Very Happy

I only have problem with this
[NARADR]
SpyEffect.SuperWeapon=SpyPlaneSpecial
SpyEffect.Custom=yes
SpyEffect.ResetRadar=yes
SpyEffect.RevealRadar=yes
When I infiltrate Soviet Radar, I got Spy plane SW, but ready immediatelly, without charging, and I can fire it once, but icon is still present. as it started to charge but never charges actually. Icon is not removed.

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Tue Jan 26, 2016 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried the EnemyUIName= and ProduceCashProclaim= and both working OK.

But EnemyUIName only works for Buildings, it would be good if it also can be used on Vehicles becuase i have Fake MCVs. They couldn't be revealed to enemy tho.

Edit: I now realized that flying strings of ProduceCashProclaim=, they are shown for enemy too and even when under shourd. As they aren't remapped like OpenRA ones, this doesn't look good to me. There should be another tag to enable/disable showing them to enemy.

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Kik0u
Civilian


Joined: 17 May 2014
Location: France

PostPosted: Tue Jan 26, 2016 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Customizable Self Heal
Code:
SelfHealing.Rate=.016
SelfHealing.RookieMax=0.51
SelfHealing.VeteranMax=0.75
SelfHealing.EliteMax=1.0
SelfHealing.RookieAmount=1
SelfHealing.VeteranAmount=3
SelfHealing.EliteAmount=5

Tested on infantry, unit and building lol, all work. Razz
Respect SelfHealing=true, VeteranAbilities=SELF_HEAL or EliteAbilities=SELF_HEAL

Idea I have put "SelfHealing.RookieMax=0.51" for see a green heal bar, because if i use "0.50" the bar stay yellow. Same betwen the red heal bar and the yellow, use "0.26" for see a yellow heal bar because if you use "0.25" u stay in red.


French language support
Fonctionne parfaitement. Cool

Last edited by Kik0u on Tue Jan 26, 2016 3:14 pm; edited 1 time in total

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Tue Jan 26, 2016 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

ProduceCashDisplay..? #Tongue

As for the Bounty money, I don't think any sane modder would give a 50% reward for destroying a unit, but much less so the Grinder+IndusPlant type of abuse shouldn't be doable even when the Cost value is used as a base.

The Grinder+IndusPlant issue came from the fact that a Grinder rewards a full price when grinding a unit in the vanilla game, which is ridiculous by itself and should be changed to 50% max with the Soylent tag by any sane modder.

Perhaps allow the Bounty to recalculate the Soylent value if needed?

I also have a related suggestion to allow to have this display on Refineries once a miner deposits ore at it.

EDIT: That display is visible through shroud!

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Last edited by Speeder on Tue Jan 26, 2016 12:07 pm; edited 1 time in total

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Millennium
Commander


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

PostPosted: Tue Jan 26, 2016 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

A few off-hand thoughts on this:

AlexB wrote:

The fundamental question i'm trying to solve is what the value of a unit is. Should it be the cost (current, with house bonuses and Industrial Plants) or the Cost= tag? The latter could have the same problems as Grinders and IPs, the former is more difficult to calculate with. At the moment, I made it the actual cost of the unit multiplied by a CostMultiplier; this is used as the default for Bounty.Value, which can override this to support fixed amounts of money.


As I see it, there are three places where a unit's 'value' plays a role, and the engine as-is as led us into thinking of them as one attribute, but they are really not all that closely related:
1) Production Cost (calculated from Cost and House/IndP multipliers)
2) Veterancy Value - The value of this unit towards the promotion of the unit that destroys it. This is - or should be - essentially something entirely distinct from Cost. Although the Cost can be, and almost always is, a good approximation of the threat level and combat value of a unit, that this is really a distinct attribute is exemplified in that the utility of (and threat posed by) a unit can go radically up with Veteran and Elite promotions, however its value towards the promotion of other units stays the same.
3) Soylent - How much does this unit/structure sell for? I have the same issue with this regarding Veteran and Elite status as I have with the Veterancy value.

A Bounty value would be something between 2) and 3). Like 2), it is the value of killing a unit (as in Veterancy), but it's not converted to "experience", it stays money. That makes it more like 3), the value of dismantling and "recycling" a unit.

The gameplay-related issue (Grinder&IP) IMHO precludes using base Cost for Bounty. A modder might chose to make stackable Cost multipliers that do eventually bring down the net Cost to below Bounty if it was calculated from brt Cost. The mitigating factor, though: as long as only enemies can do this to each other's units, it may be hard to exploit this.

On the other hand, I also don't think the ability to produce a unit at a lower cost in itself should have the added "buff" of denying your enemy a lesser or greater part of the resources he would get for destroying that unit.
Does this happen for Veterancy? Do Cost multipliers lower the value of units towards the promotion of units that destroy them? I don't know if they do (and I think not?), but they should not - producing a unit at a lower cost does not change anything about the attributes of the unit itself, and thereby changes nothing about its value in combat or the difficulty of destroying it. Same goes for Bounty, IMHO.

I agree with Speeder that Bounty should recalculate Soylent (if defined on the killer or the killing weapon), or else that it should define a separate, absolute value (on the victim).

Edit: Actually, using Cost as basis makes as much sense as using Soylent. Soylent may allow you to start at a lower value to calculate the net Bounty from, but if one thinks of Soylent being expressed as a ratio of Cost, rather than an absolute value, then one could think of a Bounty multiplier on killers/warheads/weapons as of the same category as Soylent-expressed-as-ratio, only that Soylent is expressed on the unit itself, and Bounty would be expressed on the killer/warhead/weapon and would have to be a ratio, because obviously it cannot be a fixed amount.
I.e. as long as the Bounty multiplier is expressed on killers/weapons/warheads, rather than on the victim, Grinder/IP abuse can easily be prevented (or at least reduced, depending on how much Cost reduction a player can get in a given mod) by simply using low ratios. Using Soylent in itself will not prevent Grinder/IP abuse - if the net Cost is low enough, it will drop even below Soylent*BountyMult. There is nothing that would speak for using Soylent over Cost as far as Grinder/IP exploit prevention goes. The only thing that would speak for Soylent that I can think of is that it would "decouple" the Bounty from the brt Cost and instead couple it to Soylent - a zero-sum result. All-in-all, I think a separate Bounty= value on units, either absolute or as a ratio of Cost, has its merits. Making Bounty='s input a ratio of Cost may be intuitive, but there is no reason for using a ratio over an absolute value.
This base Bounty value could be further modulated by a BountyMult on the killer/weapon/warhead, wherever you decide to plug that feature. I think that setup would provide the greatest degree of customizability. There is no way to completely prevent Grinder/IP exploit (at least I haven't found one) unless CostMults are factored into Bounty (which I object to for the reasons detailed above). At least I haven't found one. It's ultimately up to the modder to prevent it by setting the right ratios I guess. Preventing Bounty from working if one destroys one's own units seems to be a good, if not completely impermeable, approach to limit the impact of that exploit.

Unrelated:
I also agree with Speeder that it would be nice if Refineries also showed a string for unloaded ore. Also, perhaps, that the message could be added to structures which fire SWs that produce or deduce money?

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PostPosted: Tue Jan 26, 2016 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, and personally I think the Oil Derrick little money display goes up a bit too high, it seems like it disappears after it reaches a second height of an Oil Derrick structure?

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AlexB
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PostPosted: Tue Jan 26, 2016 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll look into your comments tonight. I just found another problem: If you Temporal-attack an Oil Derrick, the strings will stop, but if you let go of the building, they won't start again, because the Oil Derrick stops producing money. Was it always like this?

edit: At least since Ares 0.2 it is.

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PostPosted: Tue Jan 26, 2016 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
The Grinder+IndusPlant issue came from the fact that a Grinder rewards a full price when grinding a unit in the vanilla game, which is ridiculous by itself and should be changed to 50% max with the Soylent tag by any sane modder.


I never could understand this as some important thing. Grinder+Industrial Plan system abuse? Yeah, technically, but main fact is that  in reality players vs players its rare that during battle someone can manage to have both Yuri's Grinder and Soviet Industrial Plant. be in mind that Grinder cannot be captured, so you need to build both buildings yourself, to gather both technologies, which puts lot of effort. So, whoever manages that, for me personally, this ,,abuse" is reward to his effort.
Well, team battles are another thing, since, thanks to mind control via Yuri Prime, two players can exchange technologies and abuse system. I would get worried only about that

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PostPosted: Wed Jan 27, 2016 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

From the way I remember it works, you build a $1000 tank for $750 and grind it for $1000, you get bonus $250. In theory, infinite money in a long game. It's abuse.

Just like Brutes acquired from mutated Slaves.

Stealing tech from allies with a permament ConYard takeover through Yuri Prime is also an irrational design choice. Are you telling me you haven't made ConYards immune to mind control in your mod yet? #Tongue

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PostPosted: Wed Jan 27, 2016 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
Oh, and personally I think the Oil Derrick little money display goes up a bit too high, it seems like it disappears after it reaches a second height of an Oil Derrick structure?


Making this customisable should be good, currently it looks like it starts from Height= of building and going like 4-5 more height.

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MasterHaosis
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PostPosted: Wed Jan 27, 2016 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
Oh, and personally I think the Oil Derrick little money display goes up a bit too high, it seems like it disappears after it reaches a second height of an Oil Derrick structure?

I am strongly supporting this idea as well.
Also I will just add, when Spy steals credits that should be displayed too.

Speeder wrote:
From the way I remember it works, you build a $1000 tank for $750 and grind it for $1000, you get bonus $250.

Yes, I remember same as well.

Speeder wrote:
In theory, infinite money in a long game. It's abuse.

Yes, it is abuse. But accent is in theory as it is possible but hardly.
Same as in theory where you can blown half of enemy's base with Chrono Ivan, or Chrono Commando, those OP units, but you can get them hardly. So I do not see this as much of abuse. Yuri Conyard+Yuri Grinder+SovietConYard+BattleLab+Industrial Plant+Any factory to make this abuse. From what I calculated so far, it works in theory, but in reality it is very rare.

So it would not be fair towards you if I (constructively) argue with you about such matters since I do not have public mod, haven't seen it how players play online, and since MO has its specific requirements for balance, systems like this can be abused perhaps ,,in theory". So I will support you and whatever you say regarding this.

Speeder wrote:
Just like Brutes acquired from mutated Slaves.

Exactly, the most common abuse in original YR.
But this is how Yuri side works, it is not average like other factions, it is either overpowered or underpowered in same time.
I think it is design choice, but yeah, I agree that it is not very wise.

Speeder wrote:
Stealing tech from allies with a permament ConYard takeover through Yuri Prime is also an irrational design choice.

How do you mean permanent?
Mind control Con Yard, then undeploy it into MCV then deploying it back?

Speeder wrote:
Are you telling me you haven't made ConYards immune to mind control in your mod yet? #Tongue

Hehe, my mod turned out into Ares testing platform since I am constantly with AlexB on chat, so I just throw codes there and forget to delete them.
But yeah, to answer your question, my Yuri Prime can't mind control buildings. He has bigger range to regular mind control or can mind control up to three units just like Psychic Tower could, and psychic Tower is now laser Tower, Magnetron got Magnetic attack (just modernized ballistic projectile and warhead), Slave Miner got replaced for regular miner, etc etc... so all overpowered/underpowered units got replaced for  more classical variants. Secondary SWs I removed as well.

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MustaphaTR
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PostPosted: Wed Jan 27, 2016 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:

How do you mean permanent?
Mind control Con Yard, then undeploy it into MCV then deploying it back?


You can't do that with Ares.dll iirc. This was anything i was doing before Ares.dll, but with ares, you can't undeploy/deploy mc'ed deployable things. But you can just capture it, build what u need (war factory and service deport than you can build his mcv) and give his CYard back.

MasterHaosis wrote:

Also I will just add, when Spy steals credits that should be displayed too.


Also money from Goodie Crates.

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PostPosted: Wed Jan 27, 2016 11:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I think it is design choice


They were incredibly stupid design choices, we're here to fix them. #Tongue

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Millennium
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PostPosted: Wed Jan 27, 2016 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

Also I will just add, when Spy steals credits that should be displayed too.

Are moneystrings displayed for just the house that gets the money, or for all players? If it's the latter (as in Generals), then I see this leading to confusion. Optimum, I think, would be if the player who money is stolen from gets a red negative string, and the stealing player gets a positive one.

One more thing on Grinder/IP:
Yes, it is infinite money. But so is having money-generating structures, or having a mine close to, or in, your base. As I see it, to consistently make money off it, you are disabling your factory to essentially produce cash (units which you then grind). It's illogical that units would sell for more than they are bought, the procedure is clumsy, and, if a given mod has a certain Cost/ProductionSpeed/CostMult differential, it can be crippling to balance, but it is not in itself game-breaking. Disabling your factory for half a minute to produce a 2000$ unit for a total gain of 250$ may actually be crippling in itself, depending how easily money can be gotten otherwise and how direly you need your factory to actually produce units. Like MasterHaosis, I have no idea how crippling this exploit was to MP/online play.

(Edit: I forgot to accomodate for units that you first use to fight, and then grind. I guess that is pretty balance-breaking.)

The only hardcode way to prevent it is to either remove Soylent and make Soylent hardcoded to be some fraction of Cost times current CostMultipliers, or else, keep Soylent and make net Soylent recalculate itself with the same multipliers as are applied to Cost. A further point could be made about modulating Soylent by MaxStrength/Strength, but that exceeds the frame of this discussion.

But it's easy enough for a modder to just set the correct values on Soylent to prevent this exploit in a given mod.

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PostPosted: Wed Jan 27, 2016 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

MustaphaTR wrote:
Also money from Goodie Crates.

Oh yea, that can be useful, too. Basically, all what produce/drains money should be displayed. Green for giving money, red for losing...
Also, which could be added when Floating Disc when drains money from Refinery too.

Speeder wrote:
They were incredibly stupid design choices, we're here to fix them. #Tongue

Exactly, I found many of them stupid myself too, but some can be changed easily (mutating into another type of brute which does not generate money, increasing ROF of magnetron dragging from 20 to 100 so AI wont drag and drop up to three units at same time etc etc..), but some of them can't be just coded in INI. Like this feature we are talking about, regarding Bounty. This needs complex thinking to avoid chances of abuse.

Millennium wrote:
Are moneystrings displayed for just the house that gets the money, or for all players? If it's the latter (as in Generals), then I see this leading to confusion.

Why would it lead to confusion? this shows that Refinery lost money, obviously. So owning player of Refinery should see it as well to be aware that he just lost money.
But if you think optimal could be better, then OK. Only if AlexB can code that.

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PostPosted: Wed Jan 27, 2016 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Millennium wrote:
Are moneystrings displayed for just the house that gets the money, or for all players? If it's the latter (as in Generals), then I see this leading to confusion.

Why would it lead to confusion? this shows that Refinery lost money, obviously. So owning player of Refinery should see it as well to be aware that he just lost money.
But if you think optimal could be better, then OK. Only if AlexB can code that.

Well, what I meant was, if the moneystring for money being OBTAINED by a player are shown over the refinery of the player who was STOLEN from, and that string is visible to the player who was stolen from, then the player who was stolen from would see a positive amount of money being displayed by his Refinery, although he just lost money.

What you meant that Refineries that are stolen from should display negative amounts. You are right. This would probably not lead to confusion.

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PostPosted: Fri Jan 29, 2016 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I haven't read all yet, but the discussion shows that Bounty is not ready at all, and not even the minor thing like the flying strings can be agreed upon. I'm not sure I want to develop this feature further. My plan was to include a feature that was kinda done.

That is so frustrating. Writing the smallest kind of feature, and it gets bloated by feature requests like making everything customizable. Generally it's a good idea so you can decide, but I won't work on irrelevant features for hours.

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PostPosted: Fri Jan 29, 2016 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Axe flying strings then, play animation instead. Bounty was quite done in my days imo and only those caused issues anyway.

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PostPosted: Fri Jan 29, 2016 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Flying Strings actually work. They do what they are supposed to do. Also the "buffered" money string output, that gathers amounts until the intervall is over before it generates the next string.

Also, Bounty itself is fine. The branch just mixed Bounty, Pillager and Hackers, and the former are exploitable. I think I solved that, but I still have coder's block.

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PostPosted: Fri Jan 29, 2016 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hopefully the issues can be resolved.

If the core bounty logic could be implemented it would be the only major feature of the obsolete NParch which Ares does support in a more flexible manner.

I think pillaging and hacker logic should be separated as out scope original scope.

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Graion Dilach
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PostPosted: Fri Jan 29, 2016 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pillaging was never out of scope of the Ares Bounty implementation. Hackers are.

On the other hand I don't mind it anymore. I would get the blame for not delivering it either way.

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PostPosted: Sat Jan 30, 2016 12:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Bounty aka generals way would be the simplest implementation as mentioned on http://cnc.wikia.com/wiki/Cash_Bounty

It would also fall in line with the troop crawler feature.

Additional customisation would be a % override for technotypes or a set value e.g.  $500

The pillaging could be implemented at a later point.

Finally all this discussion after balancing / op - Ares isn't about balance unless it's actually game breaking e.g internal error

I could argue that some mods may want 100% solyent or 100% bounty e.g. moba mode or some exotic alien / mercenary faction

Shouldn't limit modding logics - that's a westwood approach. One of my pet peeves for example was the new rubble logic was designed for trenches and how it forces canbeoccupied=no although I am sure there is a game reason for that but it's a shame as I had an idea for initial payload bunkers.

@GD this isn't a witch hunt or blame game and thank you for the past contributisn to Ares notably the attach effect logic

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Millennium
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PostPosted: Sat Jan 30, 2016 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

If a separate customizeable Bounty value on units or a customizable bounty multiplier/ratio (either global or per killer/weapon/warhead) is not what you intend, then Soylent would probably be the best value to base the bounty calculation upon. This will give modders some degree of control without touching the actual production cost of the unit, but only the - relatively less critical - resale value.

(Essentially comes down again to what Speeder said.)

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PostPosted: Sat Jan 30, 2016 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
I haven't read all yet, but the discussion shows that Bounty is not ready at all, and not even the minor thing like the flying strings can be agreed upon.
I think that Flying String thing was the biggest issue that the bounty branch had back then (other than multi-cell structures giving bounty multiple times, but that was before CellSpread.Max= was added). I don't remember any other issues. So i guess everything else was more or less ready.

But as far as the Flying Strings go, i would have to say that for simplicity, we should look how it worked in other games. Don't remember if Generals showed income for oil derricks, but Tiberium Spikes in CnC3 did have it for sure. So the question is: how did it handle them?

I'm pretty certain that Tiberium Spikes did show the income string for all players, even those that didn't own the spike. Yet i don't think anyone was bothered with that. So no need to make it hidden for non-owners, unless as one-global tag that disables the strings for non-owners (just like insignia, except it affects flying strings instead).

The only issue here is, whether it should show through shroud or not. And i honestly don't remember if the income value was visible through Fog of War or not. Making it visible through shroud can be problematic balance-wise ("hey, look, he took over this and this Oil Derrick!"), but then, i'm not sure how hard it is to make them hide under shroud.

Also, don't see any need for cash showing when harvesters dump ore/tiberium or when spies infiltrate structures. Sure, it's nice to have it customizable, but i don't think any other CnC game (or many RTS games) has that. So if it's not a fun thing to work on, i don't think we really need it.

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Millennium
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PostPosted: Sat Jan 30, 2016 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think Refinieres are a borderline case. It would be nice to have, but if you keep thinking further along that track, you come to the point you would think any form of money lost or gained should have a string attached. Then you come to factories...

I.e., yes, the strings are nice, but you need to find a reasonable range of situations in which they should be used.

And no, no other C&C game has it for refineries, but there are many RTS games in which unloading some form of resource will be shown vaguely in the same way (an upwards-floating combination of a number and a resource symbol), be that resource gold, wood, money,...

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PostPosted: Sun Jan 31, 2016 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Guys, you did not play generals for long time. Yes, Generals had it. Black market and Oil Derrick's income was shown, even to enemy.
When Saboteur infiltrate supply center, you see with red numbers how much you lose. I think that it shows negative to everyone.
Also, their supply centers/refineries got visible money. I am pretty sure that Chinook unloads 600$, and after that money upgrade he drops 660$ and its visible. I only do not know if that is visible to other players as well. But Generals had it definitively.

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PostPosted: Sun Jan 31, 2016 1:10 am    Post subject: Reply with quote  Mark this post and the followings unread

For Generals:

Resource gathers (money has a physical source) - Owner's color
Oil Derricks (money has a physical source) - Owner's color
Hackers (money has no pyshical location -> internet) - Green color
Cash steal (money has a physical source) - Owner's color: -$2000 is shown over the enemy's Supply Stash/Center in the player's color, not the enemy's

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mevitar
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PostPosted: Tue Feb 16, 2016 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didn't take too much attention to it before, but...
AlexB wrote:
[TechnoType]SelfHealing.Amount= (integer - hitpoints, defaults to 1)

Does this mean the default RA2/YR self heal amount is hardcoded to 1 per each tick?

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PostPosted: Tue Feb 16, 2016 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

mevitar wrote:
I didn't take too much attention to it before, but...
AlexB wrote:
[TechnoType]SelfHealing.Amount= (integer - hitpoints, defaults to 1)

Does this mean the default RA2/YR self heal amount is hardcoded to 1 per each tick?


Yeah aka derp :p

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