Let the game creator decide how much oil the map should have

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Bonsaiheld
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Let the game creator decide how much oil the map should have

Post by Bonsaiheld »

Just a little thought out of frustration: When creating maps you always have to consider: Some people like low oil, some moderate oil, some rather play on high oil maps... And then you make a new map as a modification of an old one - and again have to save it multiple times, with different oil deposits... Not so good.

Is it possible to implement a new slider to the GUI when creating a game for configuring how much oil a map should have? We then could configure our maps for this the same way we make T1, T2 and T3 modes. Lets call it Oil1, Oil2 and Oil3 or whatever, so the player can choose - this way we don't have to create tons of maps, just to make most people happy. Let the game creator decide! :) This also wouldn't need a new slider on the main screen - a slider in the "Restrict buildings"-screen would be enough.

Map makers should then be able to even lock up this slider and configure, how many/which oil deposits appear when.

What do you think?
Last edited by Bonsaiheld on 28 May 2013, 00:56, edited 2 times in total.
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bendib
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Re: Configure oil deposits in game create screen?

Post by bendib »

That would be very very difficult, especially considering symmetrical maps. I have other ideas however.
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Bonsaiheld
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Re: Configure oil deposits in game create screen?

Post by Bonsaiheld »

bendib wrote:That would be very very difficult, especially considering symmetrical maps.
I think it would be most easy on symmetrical maps, when implementing it as a simple T1, T2, T3-like mode. Then the map maker just decides which oil deposits appear on which mode. It wouldn't be much different than the T1, T2, T3-mode now. :)
bendib wrote:I have other ideas however.
Share them. :)
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bendib
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Re: Let the game creator decide how much oil the map should

Post by bendib »

The problem is that each map is different, and there's no really good way to cherry pick what oils are automatically removed. For asymmetrical maps, you could get lopsided deposits, and for symmetrical maps, you could end up with oil deposits being unpredictable, ruining the purpose of the map. Maps aren't "smart" enough to make this task easy to implement properly, sorry to say.

There is the option of giving the host setup screen an option to present each player with 15 seconds to spawn whatever they want for free, but that seems FAR better suited as a mod. That's as close as I imagine this being implemented.
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Bonsaiheld
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Re: Let the game creator decide how much oil the map should

Post by Bonsaiheld »

bendib wrote:Maps aren't "smart" enough to make this task easy to implement properly, sorry to say.
Of course, the map system would have to be extended for that to work properly. No doubt. :)
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Re: Let the game creator decide how much oil the map should

Post by cybersphinx »

Adding an option to set the amount per time per derrick should be relatively easy, and would solve this problem, wouldn't it?
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Re: Let the game creator decide how much oil the map should

Post by Per »

cybersphinx wrote:Adding an option to set the amount per time per derrick should be relatively easy, and would solve this problem, wouldn't it?
Only if derricks are free. But that makes no sense. Why should anything be free?
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bendib
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Re: Let the game creator decide how much oil the map should

Post by bendib »

Per wrote:
cybersphinx wrote:Adding an option to set the amount per time per derrick should be relatively easy, and would solve this problem, wouldn't it?
Only if derricks are free. But that makes no sense. Why should anything be free?
You have inhaled air. That will be $19.95.

Perhaps because that's how it was always done. :^)
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NoQ
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Re: Let the game creator decide how much oil the map should

Post by NoQ »

cybersphinx wrote:Adding an option to set the amount per time per derrick should be relatively easy, and would solve this problem, wouldn't it?
We still have this option (and since 3.1 it even actually works) iirc.
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Re: Let the game creator decide how much oil the map should

Post by Lord Apocalypse »

A better solution might be to add a map trigger/event that can be set when the map is used.

So, you create your map, place all the oil you want.. Then on each derrick set a flag for 1,2,or 3 (low, med, high). When the game loads the map it will know which deposits not to display during the game.

So, you already have the tile below, you only need to decide if that feature is there or not in a game (on/off). Could it be done via rules.js or something like say a maprules.js that can have certain flags or events placed in them for each map?
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Bonsaiheld
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Re: Let the game creator decide how much oil the map should

Post by Bonsaiheld »

Lord Apocalypse wrote:A better solution might be to add a map trigger/event that can be set when the map is used.

So, you create your map, place all the oil you want.. Then on each derrick set a flag for 1,2,or 3 (low, med, high). When the game loads the map it will know which deposits not to display during the game.

So, you already have the tile below, you only need to decide if that feature is there or not in a game (on/off). Could it be done via rules.js or something like say a maprules.js that can have certain flags or events placed in them for each map?
That's exactly how i thought how it could work. :)
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Re: Let the game creator decide how much oil the map should

Post by Lord Apocalypse »

I spent waaaaaaaaaaay too much time with the Neverwinter Nights system so the functionality it used would make maps in WZ far better if someone had the time to add the needed code into WZ. I haven't looked but I believe the campaign maps do use some type of even/trigger system but it is handled manually during script creation rather than using more friendly gui system in the map editor. Even certain tiles had flags that could be set for lighting and animations.