Post by Boost on Jul 19, 2013 22:59:52 GMT
So, I was wondering if anybody knew a way to make it more realistic. Our knowledge allows us to disable tributing via hex editing, well, Save-EE at least did it. So that will be good. What I mean by more realistic is simple, no more simply selecting the resource amount to tribute and viola, it's done within a split second. What I mean is below explained, and it is only a rough draft really:
For example, the C-47 Cargo Plane must land in an allies' airbase that has the space in order to deliver resources and vice versa, if the Airport has to say "16/15" in order for it to work, that's fine as long as it fixes itself upon taking the C-47 out again. Same goes for stuff like ships. I MAY end up keeping the transport ship the way it is, and instead making the, and renaming the LST into a cargo ship of sorts. And for land units, I dunno really. But the tedious part is...
Finding some sort of way of transporting resources this way in every epoch. I mean, in the Prehistoric Age for example, I may have to make it so that the scenario only unit, the Diplomat does it, respectively renamed, and well, some ages although, have not a single unit that is useless according to my knowledge. Hmm. Now that I think about it, I MAY be able to use the Diplomat as the ground transporter for all epochs, or at least a second choice since as with the citizens, he is always available and changes his appearance. I would LOVE to however, in WW1 & WW2 make the Staff Car be the primary choice for transportation of resources, but it's for some reason harder than the other scenario only units to get in game via hexing, at least for me.
Sure, it's not attached to a building by default, but I got the Golden Hind to work didn't I? It's the same! I dunno, I'll have to see. Also, the trigger system may be glitchy when making it detect that whenever a unit that is specified as resource transport only gets built. Because think about it, you and I may make a fleet of Staff Cars per se, where everyone but one is a decoy. The thing may glitch as it is waiting for you to define the resources to be transported by all instead of one. I would however like it if that when the resource transporter gets destroyed, that any player, allies or hostile, can pick up the resources that were supposed to be transported.
I was thinking in the Space Age I would rename the FTL Reserach Center to "Resource Teleporter" or something more scientific and BAM, two separate teleporters! But one thing that's be a bit hard for me to implement, at least in my theory, is the trigger system to detect how much resources a player has, so that he or she does NOT go into the negatives as well, triggers are the only thing that override the system that "Rounds all potential negatives up to 0" in EE. Trust me, negative resources really ARE negative! Hehehe.
So, does anybody know how to/would be willing to make such a complex system, or should I try my luck? I haven't tried it yet, and was just wondering. Maybe you guys could give me some pointers so I don't have to try and try for weeks only to find out that you guys could've told me a simple way
P.S. - It'd be nice if one could bring resources to the enemy as well as the allies, you know, something like "Ok, we will not attack you if you give us ...", like in reality, cutting business deals!
UPDATE: I started trigger work with this, but am running into problems. If anybody would like, I could post the current problems here?
For example, the C-47 Cargo Plane must land in an allies' airbase that has the space in order to deliver resources and vice versa, if the Airport has to say "16/15" in order for it to work, that's fine as long as it fixes itself upon taking the C-47 out again. Same goes for stuff like ships. I MAY end up keeping the transport ship the way it is, and instead making the, and renaming the LST into a cargo ship of sorts. And for land units, I dunno really. But the tedious part is...
Finding some sort of way of transporting resources this way in every epoch. I mean, in the Prehistoric Age for example, I may have to make it so that the scenario only unit, the Diplomat does it, respectively renamed, and well, some ages although, have not a single unit that is useless according to my knowledge. Hmm. Now that I think about it, I MAY be able to use the Diplomat as the ground transporter for all epochs, or at least a second choice since as with the citizens, he is always available and changes his appearance. I would LOVE to however, in WW1 & WW2 make the Staff Car be the primary choice for transportation of resources, but it's for some reason harder than the other scenario only units to get in game via hexing, at least for me.
Sure, it's not attached to a building by default, but I got the Golden Hind to work didn't I? It's the same! I dunno, I'll have to see. Also, the trigger system may be glitchy when making it detect that whenever a unit that is specified as resource transport only gets built. Because think about it, you and I may make a fleet of Staff Cars per se, where everyone but one is a decoy. The thing may glitch as it is waiting for you to define the resources to be transported by all instead of one. I would however like it if that when the resource transporter gets destroyed, that any player, allies or hostile, can pick up the resources that were supposed to be transported.
I was thinking in the Space Age I would rename the FTL Reserach Center to "Resource Teleporter" or something more scientific and BAM, two separate teleporters! But one thing that's be a bit hard for me to implement, at least in my theory, is the trigger system to detect how much resources a player has, so that he or she does NOT go into the negatives as well, triggers are the only thing that override the system that "Rounds all potential negatives up to 0" in EE. Trust me, negative resources really ARE negative! Hehehe.
So, does anybody know how to/would be willing to make such a complex system, or should I try my luck? I haven't tried it yet, and was just wondering. Maybe you guys could give me some pointers so I don't have to try and try for weeks only to find out that you guys could've told me a simple way
P.S. - It'd be nice if one could bring resources to the enemy as well as the allies, you know, something like "Ok, we will not attack you if you give us ...", like in reality, cutting business deals!
UPDATE: I started trigger work with this, but am running into problems. If anybody would like, I could post the current problems here?