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DFD: 991 vs. 332, 588 vs. 328
#18
Beowulf, there is a nearly perfectly functioning workaround that only requires a little bit of extra work to pull off. Black Shadow has already presented everything necessary to get multiple stacking superweapons functioning perfectly, and with the "section templates" system there is hardly any clutter and very little work involved. If you are too damn lazy to make a few clones of a building and a superweapon, then you don't get to use multiple instances of the same superweapon. Plain and simple.

The vast majority of Ares' features either fix bugs or enable modders to do things that were previously impossible. Very few issues of mere convenience have made it into Ares' feature list, and TBH I would like it to stay that way. Modders have to put in the work for their mods too, you know. If there is a way, you simply need the will.

Anyways, for the fights:

Fight 1:

Firstly, to all of you putzes that are saying ore cannot grow or spread outside of the cell it was created in, that is dead wrong. Not only is ore able to grow and spread in the stock game (albeit at a rather unnoticeably slow rate), but this rate can also be tweaked to make ore grow and spread just like tiberium, and perhaps faster. The ability to have different ore types will add great strategic depth to the game, because you can make maps with ore as your basic resource, then something like gold as a more valuable and strategic resource and then gems as the most valuable. This would force players to make decisions, to go for the safe but worthless ore, the risky but valuable gold, or the hard-to-reach and dangerous, but incredibly valuable gems. A skilled mapmaker can make each position risky enough and vulnerable to attack but rewarding and worth the investment in protection that the player puts out for that specific resource, that is if he is able to protect it.

I think in the hands of a dedicated and hardworking modder and a skilled mapmaker, Issue #991 can make a vastly bigger difference in the outcome of a game than stackable superweapons would. And as said earlier, there is a perfectly functioning workaround for stackable superweapons that takes just a little bit of creative thinking and (ab)use of currently implemented Ares features.

EDIT: Also, issue 991 largely involves a restoration of an old TS logic. While the related coding may not be in the YR engine due to the fact that RA2/YR is based on the TS (and not FS) engine, it has been done before and if they hack the FS exe they can find the needed code.

Relatively simple, right? Maybe not the easiest thing to do but since the wheel has already been invented, the way is already paved for this to be implemented.

On the other hand, stackable superweapons is an attempt to circumvent and override a very fundamental and basic element of the game, and that is the fact that many management objects are global to that player or house, like superweapons. The request is attempting to override that fundamental, basic element and attach individual superweapons to individual buildings, and not only have the buildings manage the superweapons but then you also have to link these individually managed weapons to the global spectrum of the player/house's control structure.

Sound complicated at all? The work required to pull magic like that off vastly exceeds the amount of work needed for the modder to implement the rather simple workaround that already exists and works.

As for Fight 2:

Issue 588 is a bit of a dud. Even the original poster of the issue wanted it closed as a duplicate in favor of a different issue that has a much more sensible implementation plan in mind. That said, I support Issue #328 because I have seen many modders making use of SHP vehicles and they definitely need and deserve some attention for all the hard (and dazzling) work they have been doing.

For anyone who would say that SHP vehicle sequences wouldn't find SHP artists to care about them, that is a dead wrong assumption. In just that issue alone, 3 SHP vehicle artists have posted showing interest in this feature, and there are many more in the community who might take notice of this patch's feature and switch to ares for that reason.


Messages In This Thread
DFD: 991 vs. 332, 588 vs. 328 - by AlexB - 20.07.2010, 21:22:14
RE: DFD: 991 vs. 332, 588 vs. 328 - by MRMIdAS - 21.07.2010, 04:57:49
RE: DFD: 991 vs. 332, 588 vs. 328 - by Darkstorm - 21.07.2010, 05:00:27
RE: DFD: 991 vs. 332, 588 vs. 328 - by MRMIdAS - 21.07.2010, 05:05:07
RE: DFD: 991 vs. 332, 588 vs. 328 - by eva-251 - 21.07.2010, 05:48:12
RE: DFD: 991 vs. 332, 588 vs. 328 - by Beowulf - 21.07.2010, 08:02:52
RE: DFD: 991 vs. 332, 588 vs. 328 - by Darkstorm - 21.07.2010, 09:47:21
RE: DFD: 991 vs. 332, 588 vs. 328 - by Blade - 21.07.2010, 10:18:18
RE: DFD: 991 vs. 332, 588 vs. 328 - by Beowulf - 21.07.2010, 19:13:27
RE: DFD: 991 vs. 332, 588 vs. 328 - by Marshall - 21.07.2010, 19:14:10
RE: DFD: 991 vs. 332, 588 vs. 328 - by Blade - 21.07.2010, 23:13:44
RE: DFD: 991 vs. 332, 588 vs. 328 - by WoRmINaToR - 22.07.2010, 02:59:32
RE: DFD: 991 vs. 332, 588 vs. 328 - by Darkstorm - 22.07.2010, 07:23:33
RE: DFD: 991 vs. 332, 588 vs. 328 - by Marshall - 22.07.2010, 13:50:02
RE: DFD: 991 vs. 332, 588 vs. 328 - by Striker - 22.07.2010, 14:57:45
RE: DFD: 991 vs. 332, 588 vs. 328 - by Darkstorm - 22.07.2010, 19:33:21
RE: DFD: 991 vs. 332, 588 vs. 328 - by Renegade - 23.07.2010, 01:36:43
RE: DFD: 991 vs. 332, 588 vs. 328 - by AlexB - 07.08.2010, 15:27:34
RE: DFD: 991 vs. 332, 588 vs. 328 - by Renegade - 08.08.2010, 07:51:51



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