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The resource system


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#21 Gfire

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Posted 03 May 2009 - 06:07 PM

I don't even know how advanced this is... Trees are pretty simple, I think. They are already in-game. Do you have something against lumber mills?

I see your point, though. I don't think it's really reasonable to have both trees and gold. I don't now of any way to code it to make it work very well, anyway. I think we should stick to trees. But all factions should really have lumber mills, so it's all balanced. Well... Most factions, at least. There might be a few that wouldn't.
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#22 Rafv Nin IV

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Posted 03 May 2009 - 06:31 PM

Right you are, Matias. *shuts up*

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#23 Crusard

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Posted 03 May 2009 - 06:40 PM

So let me get this straight, you're all starting a community project in which new modders can learn the ''trade'', yet you're discussing most advanced coding techniques for something as basic as resource gathering? For the love of god, just have some new kid model a farm and have some other new kid code the damn thing in.


Newbies are not doing the whole thing.

This is a community project which is supposed to attract new modders. I'm sure we'll have simple tasks for them, Matias.

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#24 Mathijs

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Posted 03 May 2009 - 07:27 PM

So you think of difficult tasks for the ''senior modders'' and leave the simple stuff for others? I don't think that's very effective. Make the whole thing simple in theory, but deep in design is what I'd suggest.

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#25 Radspakr Wolfbane

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Posted 03 May 2009 - 09:55 PM

Exactly what Matias said.
We shouldn't rely on senior modders they may be around to help but it is highly unlikely that they'll work on the mod.
Because most have projects of their own.

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#26 Crusard

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Posted 03 May 2009 - 10:21 PM

You can't expect lots of new people coming to work on the mod all of a sudden.
I'm going to do my part, may that include the resource system or something else.

Aren't you guys willing to do your part too? It's supposed to be a community project after all.

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#27 Radspakr Wolfbane

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Posted 03 May 2009 - 10:26 PM

The purpose of it is to attract newer members to modding.
I'm doing my part by leading the project,DIGI said he might contribute something to the project.
But as I said most other seniors are busy with their own stuff.

Edited by Radspakr, 03 May 2009 - 10:26 PM.

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#28 Crusard

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Posted 03 May 2009 - 10:37 PM

I know, I'm pretty sure it's hard to keep one mod running at a time already :grin:
Still, there shouldn't be many complicated things in the current plans so experienced coders aren't that much needed other than to help newcomers.

For the love of god, just have some new kid model a farm and have some other new kid code the damn thing in.

Back on topic, I'll do the resource system if needed.
You can leave the other "damn things" for "some new kid".

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#29 Nertea

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Posted 03 May 2009 - 11:19 PM

Well I don't see what's wrong with the stock BFME resource system at all. A minimal management system is the way to go, and almost every single RTS except Starcraft II is going that route.

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#30 Námo

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Posted 04 May 2009 - 11:32 AM


Agree. Nothing wrong at all with the stock BFME resource system ...

... apart from the 'aesthetics' ... like trees for harvest falling too easy - just a rider passing by a little too close, and the trees are just falling like some straw trampled, without the rider even loosing speed. :grin: (love trees ... do even walk and talk with them)


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#31 Sûlherokhh

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Posted 04 May 2009 - 03:37 PM

Keep it in standard BFME1\2 way please :thumbsupsmiley:
As been said, balancing out differences between the different collectors are hard, and I believe that wood is the only thing that can be gathered anyways ;) Hardcoded.. not sure though


Correct. Gathering wood is an adaption of the C&C supply dump functions. Only works on a single source with no variation possible.

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#32 Crusard

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Posted 04 May 2009 - 04:03 PM

Variation is possible according to the inis (see my earlier post on the previous page).

But if everyone wants the standard farm system, so be it :thumbsupsmiley:

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#33 Gfire

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Posted 04 May 2009 - 04:29 PM

Flawless variation probably isn't possible, though. You'd still have the same workers with the same tools carrying the same resources around.

It would work if you wanted workers swinging axes at gold mines to find hidden wood inside :thumbsupsmiley:

Edited by Gfire, 04 May 2009 - 04:30 PM.

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#34 Lauri

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Posted 04 May 2009 - 05:23 PM

You can't expect lots of new people coming to work on the mod all of a sudden.
I'm going to do my part, may that include the resource system or something else.

Aren't you guys willing to do your part too? It's supposed to be a community project after all.

And you sure as hell can't expect any senior modders to come work all of a sudden ;)
I'm afraid if I help, I'll do my best, and probably end up trying to do every model for a whole faction just to keep them similiar...
Now, I won't venture out on those paths ;)
It's a community project, to help out newbies.. and to help n00bs becomming newbies :thumbsupsmiley:

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#35 Radspakr Wolfbane

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Posted 04 May 2009 - 10:06 PM

Things can get more advanced as the modders do.
But for now keep it very simple.

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