Random idea: true 1x1 repair centers
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Safety0ff
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Random idea: true 1x1 repair centers
Currently the stats set them to be 1x1 but hacks in the code make them occupy more space ( for obvious reasons.) I just want to see what others think about this idea ( I haven't completely checked feasibility of this.)
Also, the current way repair center size is handled does not lend well to modding/text editing.
This is why I thought of this:
Also, the current way repair center size is handled does not lend well to modding/text editing.
This is why I thought of this:
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yamar
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Re: Random idea: true 1x1 repair centers
I would like that, it would make them much more "usable" in a base...
Cheers, Yamar.
Cheers, Yamar.
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BlueMaxima
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Zarel
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Re: Random idea: true 1x1 repair centers
Can you screenshot them next to anything they can be next to? As a base structure, you don't need to worry about two repair centers next to each other, but I'm wondering if there's anything else they could intersect with. Towers? Hardpoints? LasSats?
If there's no problem there, I see no reason for making them normal 1x1 structures.
If there's no problem there, I see no reason for making them normal 1x1 structures.
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Black Project
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Re: Random idea: true 1x1 repair centers
IMO, that could save a strategical space in your base and can be a lot easier to be build without worry with terrain and structures around it.Safety0ff wrote:Currently the stats set them to be 1x1 but hacks in the code make them occupy more space ( for obvious reasons.) I just want to see what others think about this idea ( I haven't completely checked feasibility of this.)
Also, the current way repair center size is handled does not lend well to modding/text editing.
This is why I thought of this:
download/file.php?id=6241&mode=view
BP
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Emdek
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Re: Random idea: true 1x1 repair centers
The reason for bigger space usage was that long repairing arm?
I would like to see this possibility, currently is sometimes hard to build repair center near landing zone on some missions (which is best place in case of artillery attacks on some maps)...
I would like to see this possibility, currently is sometimes hard to build repair center near landing zone on some missions (which is best place in case of artillery attacks on some maps)...
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The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
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Safety0ff
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Re: Random idea: true 1x1 repair centers
For those interested I've attached the patch for what I used to make that screenshot.
Edit: See third post from this one for the patch.
Notes:
- if you change the stats to 3x3, units have trouble getting within repair range (perpendicular tiles will give the best chance of being repaired.) This can be fixed ( I just didn't bother with that yet.)
- the build menu's repair station appears scaled down with a 1x1 station.
Edit: See third post from this one for the patch.
Notes:
- if you change the stats to 3x3, units have trouble getting within repair range (perpendicular tiles will give the best chance of being repaired.) This can be fixed ( I just didn't bother with that yet.)
- the build menu's repair station appears scaled down with a 1x1 station.
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Zarel
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Re: Random idea: true 1x1 repair centers
Hmm. I can understand removing the hacky resize-to-3x3, but why put it in the "built next to anything now" list?
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Safety0ff
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Re: Random idea: true 1x1 repair centers
While I was experimenting I found it annoying that the order in which things are built mattered, so rather than fix that logic it was faster to add it to that list.Zarel wrote:Hmm. I can understand removing the hacky resize-to-3x3, but why put it in the "built next to anything now" list?
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Safety0ff
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Re: Random idea: true 1x1 repair centers
There.
EDIT:This doesn't fix the range scaling issue, it's just a reply to the previous two posts.
EDIT:This doesn't fix the range scaling issue, it's just a reply to the previous two posts.
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Black Project
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Re: Random idea: true 1x1 repair centers
Does this feature will be implemented in 2.3.1?
Or i might smelling savegame break
Just kidding guys, forgive me please
BP
Or i might smelling savegame break
Just kidding guys, forgive me please
BP
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Safety0ff
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Re: Random idea: true 1x1 repair centers
LasSat doesn't count as wall/defense/vtol re-arm/etc. (and it wouldn't intersect even if it was.)Zarel wrote:Towers? Hardpoints? LasSats?
Walls have minor intersection, and I imagine brief intersection is possible (repairing a flying vtol when placed next to a rail gun hardpoint.) I didn't try to make it insect with flying vtols (I have better things to do.)
I checked, and it doesn't intersect with the nuclear cooling tower.
Just to clear up any possible confusion, it will still require 1 empty tile between base structures ( structures that aren't walls/defenses/vtol re-arms/etc.)
My first patch did allow it to be next to anything, but that was for the reasons stated above.
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Zarel
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Re: Random idea: true 1x1 repair centers
No, it won't be in 2.3.1, it's too big of a change.Black Project wrote:Does this feature will be implemented in 2.3.1?![]()
It won't break savegames.Black Project wrote:Or i might smelling savegame break![]()
I've attached my own patch to http://developer.wz2100.net/ticket/1807Safety0ff wrote:There.
EDIT:This doesn't fix the range scaling issue, it's just a reply to the previous two posts.
I think there can't be anything touching the repair facility, or else it would screw with the delivery point code.
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milo christiansen
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Re: Random idea: true 1x1 repair centers
Could they be made as a variant of the default repair center? The default 3x3 center would be the one units retreat to and the 1x1 center would be for building next to rearming pads ect.
In general, if you see glowing, pulsating things in the game, you should click on them.
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