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I miss building multiple factories

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Date Editor Before After
7/21/2019 3:42:09 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 @AdmiralZeech that idea seems like it has the same effect as Global Research but with some differences in the feel. I'll summarise it. 1 @AdmiralZeech that idea seems like it has the same effect as Global Research but with some differences in the feel. I'll summarise it.
2 \n 2 \n
3 Tech Center: 3 Tech Center:
4 * Factories cost 200 4 * Factories cost 200
5 * There is a structure called a Tech Center that costs 600. 5 * There is a structure called a Tech Center that costs 600.
6 * If a factory on your allyTeam has a Tech Center associated with it then all factories of that type are active. Otherwise, all factories of that type are disabled. 6 * If a factory on your allyTeam has a Tech Center associated with it then all factories of that type are active. Otherwise, all factories of that type are disabled.
7 * A Tech Center can only be associated with one factory. This is achieved by making the Tech Center confer activation only for factories at a particular location adjacent to it. The UI may help people find this point. 7 * A Tech Center can only be associated with one factory. This is achieved by making the Tech Center confer activation only for factories at a particular location adjacent to it. The UI may help people find this point.
8 \n 8 \n
9 As far as I'm concerned this replaces Global Research. The Tech Center is not a hidden global variable and it can be destroyed. It has some unsolved problems: 9 As far as I'm concerned this replaces Global Research. The Tech Center is not a hidden global variable and it can be destroyed. It has some unsolved problems:
10 * When plop automatically places a Tech Center you have to ensure that players place the factory in such a way that the Tech Center is not blocked. 10 * When plop automatically places a Tech Center you have to ensure that players place the factory in such a way that the Tech Center is not blocked.
11 * More generally, when you place your first factory of a type there needs to be a way to show that the Tech Center is not blocked. 11 * More generally, when you place your first factory of a type there needs to be a way to show that the Tech Center is not blocked.
12 * Duplicate Tech Center plops are very useless under this system. The duplicate plopper would prefer to place the factory and Tech Center independently to allow it to be used on a new tech later. 12 * Duplicate Tech Center plops are very useless under this system. The duplicate plopper would prefer to place the factory and Tech Center independently to allow it to be used on a new tech later.
13 * I don't yet know how players are meant to learn that a Tech Center is required to produce units. Without some UI, perhaps auto-queuing Tech Centers for new factories, I can see people getting confused by factories that don't produce units. 13 * I don't yet know how players are meant to learn that a Tech Center is required to produce units. Without some UI, perhaps auto-queuing Tech Centers for new factories, I can see people getting confused by factories that don't produce units.
14 * It will be difficult to make a model that fits and seems to feed into the various factory models. 14 * It will be difficult to make a model that fits and seems to feed into the various factory models.
15 \n 15 \n
16 16 I think there needs to be a blueprint that is Factory + Tech Center and that has an appropriately large footprint. This solves the unclear UI and some issues with factory plop. Alternately we could figure out how to draw two blueprints at once. This involves reimplementing engine behaviour as it currently draws the blueprints and checks for valid placement.