Forged Alliance Forever Forged Alliance Forever Forums 2014-12-09T14:29:14+02:00 /feed.php?f=53&t=8963 2014-12-09T14:29:14+02:00 2014-12-09T14:29:14+02:00 /viewtopic.php?t=8963&p=87576#p87576 <![CDATA[Re: Map with scaled resources depend on players amount]]>
DeimosEvotec wrote:
Yes, it would probably more efficent but the code inside the map gives the mapmakers more control over which mexes and hydros are present when certain spots are occupied. e.g.: Removing the mexes that are too much and move the rest to ensure even mass distribution.


agreed. I'd also prefer for maps to work independently of some mod...

Statistics: Posted by Lionhardt — 09 Dec 2014, 14:29


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2014-12-09T13:39:13+02:00 2014-12-09T13:39:13+02:00 /viewtopic.php?t=8963&p=87567#p87567 <![CDATA[Re: Map with scaled resources depend on players amount]]>
Krapougnak wrote:
ozonex wrote:
Krapougnak wrote:Hi,

How is this different from the "Adaptative Ressources Spots" mod from Scrontch+C14 that removes resource spots around non-occupied spawn points ?


Because it add/removes additional resources when there are 2 players in same corner. Also this is not a mod, but map itself.


To avoid duplicate maps wouldn't it be more efficient to have a mod that, if activated, applies to all maps (even those allready on the vault) rather than specific code for each map ?


Yes, it would probably more efficent but the code inside the map gives the mapmakers more control over which mexes and hydros are present when certain spots are occupied. e.g.: Removing the mexes that are too much and move the rest to ensure even mass distribution.

Statistics: Posted by DeimosEvotec — 09 Dec 2014, 13:39


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2014-12-09T12:10:11+02:00 2014-12-09T12:10:11+02:00 /viewtopic.php?t=8963&p=87560#p87560 <![CDATA[Re: Map with scaled resources depend on players amount]]>
ozonex wrote:
Krapougnak wrote:Hi,

How is this different from the "Adaptative Ressources Spots" mod from Scrontch+C14 that removes resource spots around non-occupied spawn points ?


Because it add/removes additional resources when there are 2 players in same corner. Also this is not a mod, but map itself.


To avoid duplicate maps wouldn't it be more efficient to have a mod that, if activated, applies to all maps (even those allready on the vault) rather than specific code for each map ?

Statistics: Posted by Krapougnak — 09 Dec 2014, 12:10


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2014-12-08T18:44:20+02:00 2014-12-08T18:44:20+02:00 /viewtopic.php?t=8963&p=87501#p87501 <![CDATA[Re: Map with scaled resources depend on players amount]]>

Statistics: Posted by IceDreamer — 08 Dec 2014, 18:44


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2014-12-07T10:44:10+02:00 2014-12-07T10:44:10+02:00 /viewtopic.php?t=8963&p=87422#p87422 <![CDATA[Re: Map with scaled resources depend on players amount]]>
Krapougnak wrote:
Hi,

How is this different from the "Adaptative Ressources Spots" mod from Scrontch+C14 that removes resource spots around non-occupied spawn points ?


Because it add/removes additional resources when there are 2 players in same corner. Also this is not a mod, but map itself.

Statistics: Posted by ozonex — 07 Dec 2014, 10:44


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2014-12-07T09:18:38+02:00 2014-12-07T09:18:38+02:00 /viewtopic.php?t=8963&p=87420#p87420 <![CDATA[Re: Map with scaled resources depend on players amount]]>
How is this different from the "Adaptative Ressources Spots" mod from Scrontch+C14 that removes resource spots around non-occupied spawn points ?

Statistics: Posted by Krapougnak — 07 Dec 2014, 09:18


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2014-12-06T16:35:24+02:00 2014-12-06T16:35:24+02:00 /viewtopic.php?t=8963&p=87370#p87370 <![CDATA[Re: Map with scaled resources depend on players amount]]>
Lionhardt wrote:
I foresee a bright and joyous future without duplicate maps just differing in player count!

How hard is your script to apply to other maps?

Very easy. Just copy code from script.lua file.


And also, in save file for mexes and hydro you need to add:

X - first army numer (from 1 to 8)
Y - second army numer (from 1 to 8)

To connect with one player: for 'ARMY_1' it spawns it only when there is player in spot 1. This is an old script, and was already used in many maps.
Code:
['SpawnWithArmy'] = STRING( 'ARMY_X' ),


To connect with to players: Script is for strings eg. 'ARMY_12' spanws it only, when there is player in spot 1 and 2. Right now its not supporting more than 8 players. Maybe someone that is better in LUA will help me how to do it better. I think that i used groups (1,2), (3,4), (5,6) and (7,8) is also bad.For ranked maps spot 1 and 2 need to be on other sides, so it should be like (1,5), (3, 7), (2,6) and (4, 8)
Code:
['SpawnWithArmy'] = STRING( 'ARMY_XY' ),

Statistics: Posted by ozonex — 06 Dec 2014, 16:35


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2014-12-06T15:31:38+02:00 2014-12-06T15:31:38+02:00 /viewtopic.php?t=8963&p=87368#p87368 <![CDATA[Re: Map with scaled resources depend on players amount]]>
How hard is your script to apply to other maps?

Statistics: Posted by Lionhardt — 06 Dec 2014, 15:31


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2014-12-06T15:19:58+02:00 2014-12-06T15:19:58+02:00 /viewtopic.php?t=8963&p=87366#p87366 <![CDATA[Re: Map with scaled resources depend on players amount]]> Statistics: Posted by Crotalus — 06 Dec 2014, 15:19


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2014-12-06T13:36:11+02:00 2014-12-06T13:36:11+02:00 /viewtopic.php?t=8963&p=87359#p87359 <![CDATA[Re: Map with scaled resources depend on players amount]]> Statistics: Posted by Aurion — 06 Dec 2014, 13:36


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2014-12-06T12:57:15+02:00 2014-12-06T12:57:15+02:00 /viewtopic.php?t=8963&p=87357#p87357 <![CDATA[Re: Map with scaled resources depend on players amount]]> Statistics: Posted by da_monstr — 06 Dec 2014, 12:57


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2014-12-06T05:19:52+02:00 2014-12-06T05:19:52+02:00 /viewtopic.php?t=8963&p=87354#p87354 <![CDATA[Re: Map with scaled resources depend on players amount]]> Statistics: Posted by nine2 — 06 Dec 2014, 05:19


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2014-12-05T20:42:47+02:00 2014-12-05T20:42:47+02:00 /viewtopic.php?t=8963&p=87335#p87335 <![CDATA[Map with scaled resources depend on players amount]]>
I just created for test map that dynamically scale resources depend on number of players. I know, there was few maps that connected mex spots to players. But here I wanted to make little bit more.

Idea was to make map that is similar to Water of isis, but its more dynamic in play. Because water of isis has many versions (2v2, 3v3, 4v4, 5v5 and 6v6) i decide to try support it from 1v1 to 4v4 with resource balance like in all this versions. Main difference are more mexes and additional hydro if there is 2 players in same corner. So I scripted that if there are 2 players in same corner, than there are additional mex and hydro.
Also folder with downloaded maps and mods takes many space on hard disc.

In next map I want to try make players spots change positions depend on amount in same spot. Don't know if this is possible, but first I need to try.
Main problem of this kind of maps is that in lobby it shows always X/8 and players can ignore it because they don't want to play 4v4.

What do you think about working more on this kind of maps?

Egzample with 1v1 game
Image


And 4v4 game
Image

Statistics: Posted by ozonex — 05 Dec 2014, 20:42


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