Idea involving resources

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Ardis
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Idea involving resources

Post by Ardis »

Okay, I just tried a "mini-mod" on Maplantis called Winter Conquest and it gave me an interesting idea for my mod.

Instead of making Vespene Gas be mined through a geyser with a refinery attached, I wanted to make it so you could mine minerals at a higher rate instead of gas.

And Vespene gas would be some sort of energy, acquired through building a special building such as a generator. More of said building would give you more energy at a time.

So, here's my question, how was the resource acquisition through buildings (like in Winter Conquest) set up and would it be possible to use a refinery to mine minerals instead of gas?
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Lavarinth
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Re: Idea involving resources

Post by Lavarinth »

One way to cheat around the minerals is to replace the vespene GRP with that of minerals, and then in addition change the refinery GRP with that of the new advanced mineral collection and adjust the amount of vespene received to a higher amount. As for the resource collection through buildings, that one I don't know. I know you can make almost any if not every building have a supply adjustment whether negative or positive.
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Ardis
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Re: Idea involving resources

Post by Ardis »

I may have misinterpreted it at first, but this seemed like a good idea. The big problem is that I need geysers and minerals to give out the same resource, one just helps you get it at a faster rate. Basically one resource would be gained through mining. The other resource would be gained through triggers added by altering the game templates.

Shortly after I got the idea, I started thinking that which resource you gain is associated with which object is probably hard coded. If that's the case, either my idea is just not going to be worth the effort or its not going to work at all.
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Taeradun
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Re: Idea involving resources

Post by Taeradun »

make a trigger something like

Conditions:
Player has 8 vespene gas
Action:
Subtract 8 vespene gas from player
Add 16 (or whatever number) minerals to player
Preserve trigger

Also you'd probably want one after that that checks for 2 vespene gas and gives 4/whatever minerals for when the geyser is depleted; and maybe double up on triggers/have a binary counter thing if you expect the vespene gas to be pouring in a lot faster than those triggers can handle.

That of course means you can't use vespene gas itself for that other 'energy' thing, but you could use custom score or something for that instead. Though there's already a type of 'energy' like that in the game - food/control/psi generated by certain units and drained by most others. :P
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Ardis
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Re: Idea involving resources

Post by Ardis »

I don't want to drop Vespene gas altogether though. I'd rather not do the idea at all than have a number on the screen that seems to do nothing.
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