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BUG - All Buildings With Missile Quantities???

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Date Editor Before After
7/17/2020 3:59:51 AMAUrankAdminGoogleFrog before revert after revert
7/17/2020 3:59:29 AMAUrankAdminGoogleFrog before revert after revert
7/17/2020 3:57:42 AMAUrankAdminGoogleFrog before revert after revert
7/17/2020 3:56:52 AMAUrankAdminGoogleFrog before revert after revert
7/17/2020 3:56:18 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 @MM_MasterMind the current system is the hardcoded engine system with minimal changes. The changes are in service to making it so that you don't need to know that the stockpile system exists to have functional structures. So if you build an Artemis it will keep shooting, not seemingly arbitrarily break after some time. 1 @MM_MasterMind the current system is the hardcoded engine system with minimal changes. The changes are in service to making it so that you don't need to know that the stockpile system exists to have functional structures. So if you build an Artemis it will keep shooting, not seemingly arbitrarily break after some time.
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3 I have forgotten the details since this has not been revisited in a while. I think the engine implements this behaviour: 3 I have forgotten the details since this has not been revisited in a while. I think the engine implements this behaviour:
4 * Units have a certain number of missiles stockpiled. 4 * Units have a certain number of missiles stockpiled.
5 * Players can order units to produce additional missiles. 5 * Players can order units to produce additional missiles.
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7 I think there were two bits of widgetry or gadgetry added onto this system gameside: 7 I think there were two bits of widgetry or gadgetry added onto this system gameside:
8 * Everything is told to make 100 missiles upon creation, because otherwise an Artemis or Trinity seem to be completely non-functional. 8 * Everything is told to make 100 missiles upon creation, because otherwise an Artemis or Trinity seem to be completely non-functional.
9 * Artemis is ordered to produce a missile every time it produces a missile. This is because it would sometimes burn through its 100 missiles and then appear to stop working. 9 * Artemis is ordered to produce a missile every time it produces a missile. This is because it would sometimes burn through its 100 missiles and then appear to stop working.
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11 @Berder technically there isn't a concept of max stockpile. Units just know how many missiles they have stored and how many additional missiles they have been told to produce. By coordinating interface and mechanics widgets/gadgets a consistent concept of max stockpile could be created, and seems like a decent solution to the problems here. The current widgets that interact with stockpile do not do this as they were written years ago to solve local problems. 11 @Berder technically there isn't a concept of max stockpile. Units just know how many missiles they have stored and how many additional missiles they have been told to produce. By coordinating interface and mechanics widgets/gadgets a consistent concept of max stockpile could be created, and seems like a decent solution to the problems here. The current widgets that interact with stockpile do not do this as they were written years ago to solve local problems.
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13 A Trinity that says 12/88 is saying that it has 12 missiles stored and it has orders to build 88 more. 13 A Trinity that says 12/88 is saying that it has 12 missiles stored and it has orders to build 88 more.
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15 I don't know if it makes sense to say that there are bugs here. Bugs exist with reference to an expected behaviour or design goal. The only thing that could currently be called a goal is the desire for users to never encounter 'apparent bugs' that result from them not realising that the stockpile system exists - for it to work seamlessly in the background. There are minor bugs, such as one piece of the UI disagreeing with another piece, but I don't think that is what the thread is focusing on. 15 I don't know if it makes sense to say that there are bugs here. Bugs exist with reference to an expected behaviour or design goal. The only thing that could currently be called a goal is the desire for users to never encounter 'apparent bugs' that result from them not realising that the stockpile system exists - for it to work seamlessly in the background. There are minor bugs, such as one piece of the UI disagreeing with another piece, but I don't think that is what the thread is focusing on.
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17 Bringing about the concept of max stockpile sounds like a decent solution. To people who don't know that stockpile exists, a stockpiling unit would never suddenly stop working. People who want to mess with the stockpile system would be able to set limits. This task would involve changing the values that are written in the UI and messing with the game widgetry that automatically tells units to stockpile additional missiles. It seems like it has a nice limited scope for anyone interested in developing. Here is a page: https://zero-k. info/mediawiki/index. php?title=Zero-K:Developing#Getting_sources 17 Bringing about the concept of max stockpile sounds like a decent way to design a stockpile system that makes more sense. To people who don't know that stockpile exists, a stockpiling unit would never suddenly stop working. People who want to mess with the stockpile system would be able to set limits. This task would involve changing the values that are written in the UI and messing with the game widgetry that automatically tells units to stockpile additional missiles. It seems like it has a nice limited scope for anyone interested in developing. Here is a page: https://zero-k. info/mediawiki/index. php?title=Zero-K:Developing#Getting_sources
18 \n 18 \n
19 Two stretch goals could be: 19 Two stretch goals could be:
20 * Add entries into the unit behaviour menu for setting the default stockpile maximum of newly constructed units. 20 * Add entries into the unit behaviour menu for setting the default stockpile maximum of newly constructed units.
21 * Allow stockpile maximum to go lower than the current stockpile. This is tricky because the number of missiles queued for construction cannot go below zero, so custom unit data would need to be added. 21 * Allow stockpile maximum to go lower than the current stockpile. This is tricky because the number of missiles queued for construction cannot go below zero, so custom unit data would need to be added.