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Population Gap in YR with NPatch


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#1 Romanul

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Posted 31 October 2007 - 02:09 PM

hi i was thinking at population gap to be added as a feature at NPatch
for those who dont know(or have a bad english) means a civilian building where civilians come out
i have asked at PPM at researches and it seems it isnt quite possible
i would like some tags like:

PopGapBuilding=yes(is population gap),no(reverse it isnt)
PopGapGenerates=(says the name of the units that can come out)
NumberGapGenerating1=how many units get out from the first unit
NumberGapGenerating2=self descriptive
etc.

VK,do you tink u can implement this?
if yes,please answer
also i think that NP is less buggier than RP or will be than RP2

Edited by secret, 31 October 2007 - 02:13 PM.


#2 imarafan

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Posted 31 October 2007 - 03:26 PM

HOLAS: ™

why that last quote sound like you hope Vk is going to answer you just because you posted that? :grin:

anyways.... i'm not an expert with FA.... but isn't possible to make that with some map editor skills?
i are a cat full of HOLAS..... delivering HOLAS to the world o.o

#3 Mig Eater

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Posted 31 October 2007 - 03:38 PM

I fail to see the usefulness of this feature...


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#4 MCV

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Posted 31 October 2007 - 03:40 PM

also i think that NP is less buggier than RP or will be than RP2

Because that fucking matters.
Seriously. Reversed fanboyism of something that nobody knows anything about is generally not a good idea.

No! Wait! I have another, better reason to crush you! You claim that a population cap building is a building that creates units. Double-joo Tee Eff? A population cap is a system where all units require a certain amount of population/supplies/pis-control/whatever, and you must build something to raise the current cap.
You'd nee the following tags:

UsesPopulationCap=bool (In [General], defines wherether to use the system.)
PopulationCap=integer (In [General], Defines the maximum amount of point that can be gained)
ProvidedSupplies=integer (On the unit, how many points it provies)
UsesSupplies=integer (On the unit how, many points it uses)

This would allow for awsome systems. For example, what if infantry were free and vehicles costed points? Then you'd have to spend your points wisely.
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#5 imarafan

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Posted 31 October 2007 - 04:49 PM

HOLAS: ™

he said Gap :grin:

anyways.... i think population cap would be great for a multiplayer mode :p avoid tank rushes

Edited by imarafan, 31 October 2007 - 04:50 PM.

i are a cat full of HOLAS..... delivering HOLAS to the world o.o

#6 Romanul

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Posted 31 October 2007 - 05:10 PM

ahem...
its for detail to be added at the game
the idea is to NOT EDIT ALL MAPS!
because it makes everything easier for mappers

#7 Mig Eater

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Posted 31 October 2007 - 05:59 PM

Don’t you mean it’s easier for lazy ppl like you :grin:


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#8 Romanul

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Posted 31 October 2007 - 06:11 PM

yeah maybe but think it could be more easier for begginer modders and besides think whats easier:
to write 4 words or
to make 40 maps
think

#9 OmegaBolt

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Posted 31 October 2007 - 10:07 PM

Whats the point in making modding easy? Takes all fun out of it. The idea if NPatch, as far as I can see, is to add features for real modders. Not half arsed modders who don't really want to struggle with errors or clamber over bugs but just have everything brough on a plate to them.

Beginners should struggle and want to give up. It teaches them what modding and developing is all about and whether they are really up for the job (Although in the last year most of these have just been demanding answers and stuff to put in "their" mod).

In short, i'd rather do the 40 map way tbh. Thats what its all about.

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#10 Blade

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Posted 01 November 2007 - 01:10 PM

I've seen this kind of elitism before in many areas... you shouldn't make X easier because it wasn't easy for me and so others should have to go through same to be as good as me... Err, why should they? I think making anything easier and more accessible is in general a good idea so that you have a larger number of potentially good people sticking with something. If the learning curve is too steep, too few people will ever get to a level to make good stuff. I'd rather suffer a few annoying no hopers in the hope of growing more elites any day.

#11 VK

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Posted 02 November 2007 - 04:14 PM

also i think that NP is less buggier than RP or will be than RP2

time will show.

I describe here some basic ideas about NPatch now.
NPatch isn't designed for n00bs. You should mod original YR very well at first.
At least, you should realy understand where your error and where NPatch error.
I develop NPatch not for one egoistic person, but for the whole community.
This is why I prefer develop new features instead of fucking old features customization.
I think, everyone prefer to see different mods, but not the clones.
I spend a lot of time on this project and this will be honestly if you test it a lot instead of me.
you shouldn't assume any future features - you should look and select stuffs, which you want to see in your mod.
Yes, the NPatch task isn't to safe somebody time.

About suggestion: this system will be good as universal reinforcements from building (like FreeUnit).
This can be implement when I found place for timer.
Other features like Alias= and UpgradeDuration= wait this too.
My site here: http://www.vk.cncguild.net - RP / NP / ETS / TOOLS.
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#12 Guest_Sercan386_*

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Posted 14 November 2007 - 04:13 PM

sorry if i'm wrong, but this can be done easily by adding an ambient animation to the building [can be invisible]
then, put all civilians into the [general] section of mutation {forgot its name}
add Makeinfantry=civ1 to the anim
there you go. the civies will slowly get out of the building, as they wander around.

#13 Guest_sercan386_*

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Posted 14 November 2007 - 04:45 PM

something I forgot: the anim gotta be very long. you may also make more invisible, short anims wich follow each other by using Next=

so:

add to [general]
AnimToInfantry=BRUTE,CIV1,CIV2,CIV3,CIVA,CIVB,CIVC, etc.

the building art:

[CIVILIANBUILDING]
Normalized=yes
Remapable=yes
Foundation=3x2
Height=3
NewTheater=yes
ActiveAnim=NAGENERATOR
ActiveAnimZAdjust=-5
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-12,30
ActiveAnimPoweredSpecial=true
ActiveAnimPowered=false

anims:
[NAGENERATOR]
Normalized=yes
Rate=400
MakeInfantry=CIV1
Next=NAGENERATOR2

[NAGENERATOR2]
Normalized=yes
Rate=400
MakeInfantry=CIV2
Next=NAGENERATOR3

[NAGENERATOR3]
Normalized=yes
Rate=400
MakeInfantry=CIV3
Next=NAGENERATOR4

et cetera.

CREDIT ME IF YOU USE THIS CODE!

#14 Medusa

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Posted 14 November 2007 - 11:04 PM

Has this been tested yet? Would be excellent if it works but it would cause severe problems for the AI and the game is unlikely to run smoothly with all the civies running around. :p
They shall perish...

#15 Jeeves

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Posted 22 November 2007 - 09:02 AM

About suggestion: this system will be good as universal reinforcements from building (like FreeUnit).This can be implement when I found place for timer.Other features like Alias= and UpgradeDuration= wait this too.

Well, if it would be possible to have it at the top of the unit/infantry tabs depending what it is, then that would be superb imo. If you couldn't make that differentiation, top of the armory tab like SW's seems most appropriate to me. Awesome feature if you do impliment it.

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