How to fix the problem with oil-denying half-built derricks?
Re: How to fix the problem with oil-denying half-built derri
Nope, I still don't understand.
You want to distinguish neutral oil derricks from scavenger oil derricks? Why?
You want to distinguish neutral oil derricks from scavenger oil derricks? Why?
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Re: How to fix the problem with oil-denying half-built derri
NoQ, in this idea I would disallow of taking over of extra derricks by putting neutral structures on them (if there are no Scavengers), but this might be overkill...
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Re: How to fix the problem with oil-denying half-built derri
So you want only *some* of the extra oil derricks to be pre-captured?
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Re: How to fix the problem with oil-denying half-built derri
Yes, only those really "extra" ones, as iap stated earlier.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: How to fix the problem with oil-denying half-built derri
Let me try again. You want to say that there should be three sorts of derricks: the ones belonging to advanced bases, the extra derricks and the "really" extra derricks? And you want to re-make all maps to distinguish between extra derricks and "really" extra derricks?
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Re: How to fix the problem with oil-denying half-built derri
NoQ, since I don't exactly know concept of derricks of advanced bases (but I guess that they are those which exists on power sources when beginning game with advanced bases) I'll use "primitive" description.
Extra derricks is a concept from iap, for me those would be selected using some algorithm, first mark "core" ones (intended for use for specific player on start), this might use data about those belonging to player in "advanced bases" mode and if that data is not available then calculate that giving player (as leaving them without neutral building on top) four closest ones (there might be additional checks for cases when there is for example less than four sources per player).
Those which wouldn't be marked as "core" for players would be marked as "extra" and if there would be no Scavengers then those would have neutral derricks structures to destroy to gain access to power source.
Clearer now?
Extra derricks is a concept from iap, for me those would be selected using some algorithm, first mark "core" ones (intended for use for specific player on start), this might use data about those belonging to player in "advanced bases" mode and if that data is not available then calculate that giving player (as leaving them without neutral building on top) four closest ones (there might be additional checks for cases when there is for example less than four sources per player).
Those which wouldn't be marked as "core" for players would be marked as "extra" and if there would be no Scavengers then those would have neutral derricks structures to destroy to gain access to power source.
Clearer now?
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: How to fix the problem with oil-denying half-built derri
Hmm probably
Well, i think that trusting pre-built bases is the simpliest way, though getting four closest ones is nice too (high-oil fans will bury us though). In fact, the standard way of pre-built derricks, free derricks and derricks in scavenger bases is three-way enough, so this can be used for anything more complicated.
Alternatively, we could only cap the derricks that are capped in scavenger mode, which are usually the central derricks, that is, the hottest ones. This will make capped derricks mode intermediate between scavengers mode and no scavengers mode.
Well, i think that trusting pre-built bases is the simpliest way, though getting four closest ones is nice too (high-oil fans will bury us though). In fact, the standard way of pre-built derricks, free derricks and derricks in scavenger bases is three-way enough, so this can be used for anything more complicated.
Alternatively, we could only cap the derricks that are capped in scavenger mode, which are usually the central derricks, that is, the hottest ones. This will make capped derricks mode intermediate between scavengers mode and no scavengers mode.
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Re: How to fix the problem with oil-denying half-built derri
That would also improve situation.NoQ wrote:Alternatively, we could only cap the derricks that are capped in scavenger mode, which are usually the central derricks, that is, the hottest ones. This will make capped derricks mode intermediate between scavengers mode and no scavengers mode.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: How to fix the problem with oil-denying half-built derri
NOOOOOO!!!!!effigy wrote: Adding cost to derricks is one of my votes
Effigy has gone over to the noob side!!!!!!!!
Also known as Subsentient.
Re: How to fix the problem with oil-denying half-built derri
You complain because YOU are the noob. You are scared to lose an advantage because you are unable to win with pure skill. Face it
Heretic 2.3 improver and proud of it.
Re: How to fix the problem with oil-denying half-built derri
bendib wrote:NOOOOOO!!!!!effigy wrote: Adding cost to derricks is one of my votes
Effigy has gone over to the noob side!!!!!!!!
make them cost 50 would solve this problem
Re: How to fix the problem with oil-denying half-built derri
Actually what I meant (I'm saying it just to clarify, and not to force my opinion) is that the "extra" would be individual and will depend on how much generators the player has built. The reasoning behind this is to make the player consider a "trade off" when he decide to rush and build derricks. So instead of forcing a fee on each derrick or trying to find the best balanced formula of how to classify core and extra, the player will know that unassigned derricks might just be captured by his enemy, so he can either build more extra generators before building more derricks or guard each half built derrick or just not rush.Emdek wrote:NoQ, since I don't exactly know concept of derricks of advanced bases (but I guess that they are those which exists on power sources when beginning game with advanced bases) I'll use "primitive" description.
Extra derricks is a concept from iap, for me those would be selected using some algorithm, first mark "core" ones (intended for use for specific player on start), this might use data about those belonging to player in "advanced bases" mode and if that data is not available then calculate that giving player (as leaving them without neutral building on top) four closest ones (there might be additional checks for cases when there is for example less than four sources per player).
Those which wouldn't be marked as "core" for players would be marked as "extra" and if there would be no Scavengers then those would have neutral derricks structures to destroy to gain access to power source.
Clearer now?
Assigning derricks to scavengers could be random, or based on distance. And making neutral derricks that the player must destroy (and wait for it to cool) is a good idea.
However you choose is fine for me, most of the time I'm loosing anyway...
Re: How to fix the problem with oil-denying half-built derri
It's appears to me NoQ and Emdek misunderstood iap and came up with an alternate idea? If I'm understanding them correctly it's an interesting idea... wz adding neutral derricks to any oil resource that wasn't given a derrick (player or scavenger) in a map editor? It's interesting, but for that matter we could just start making maps with scavenger derricks on any unclaimed derrick.
I voted for 4 optoins: 1) shouldn't be "fixed" 2) Reduce burn time 3) no burn time unless derrick was finished and 4) add cost.
I think $50 sounds a bit much per derrick... ~$20 makes as much sense as possible to me.
I ultimately think we're misusing our resources on this non-issue, but that reducing burn time is the best compromise.
@reg312, you can all ready beat me with greater APM in this RTS... if you make the game too noob friendly that might change :O lol
I voted for 4 optoins: 1) shouldn't be "fixed" 2) Reduce burn time 3) no burn time unless derrick was finished and 4) add cost.
I think $50 sounds a bit much per derrick... ~$20 makes as much sense as possible to me.
I ultimately think we're misusing our resources on this non-issue, but that reducing burn time is the best compromise.
@reg312, you can all ready beat me with greater APM in this RTS... if you make the game too noob friendly that might change :O lol
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
Re: How to fix the problem with oil-denying half-built derri
What if we want to play without scavengers even though they are added, but still decrease oil rush? On Startup, for example.but for that matter we could just start making maps with scavenger derricks on any unclaimed derrick.
We have only two scavenger modes, so we have room for one more (:
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Re: How to fix the problem with oil-denying half-built derri
Yes, like you said, 3 modes... forgot to reiterate that
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241