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@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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@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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I have forgotten the details since this has not been revisited in a while. I think the engine implements this behaviour:
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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:
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4 |
* Units have a certain number of missiles stockpiled.
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* Units have a certain number of missiles stockpiled.
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* Players can order units to produce additional missiles.
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* Players can order units to produce additional missiles.
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I think there were two bits of widgetry or gadgetry added onto this system gameside:
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I think there were two bits of widgetry or gadgetry added onto this system gameside:
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* Everything is told to make 100 missiles upon creation, because otherwise an Artemis or Trinity seem to be completely non-functional.
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* Everything is told to make 100 missiles upon creation, because otherwise an Artemis or Trinity seem to be completely non-functional.
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* 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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* 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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@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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@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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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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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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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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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
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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
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19 |
Two stretch goals could be:
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19 |
Two stretch goals could be:
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20 |
* Add entries into the unit behaviour menu for setting the default stockpile maximum of newly constructed units.
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20 |
* Add entries into the unit behaviour menu for setting the default stockpile maximum of newly constructed units.
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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.
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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.
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