Forged Alliance Forever Forged Alliance Forever Forums 2016-08-23T16:56:51+02:00 /feed.php?f=41&t=11802 2016-08-23T16:56:51+02:00 2016-08-23T16:56:51+02:00 /viewtopic.php?t=11802&p=133363#p133363 <![CDATA[Re: Is it feasible to dynamically modify production speeds?]]>
Zsombi wrote:
So there could exist let's say a factory whose production /build rate increases or decreases depending on how many mexes the owner has; with each owned mex increasing that rate by a fixed value. ?

.. a good example, I guess, would be from the game Warhammer 40k's Necron faction's "dynamic" build /production rate system - which increases the more they have from a certain structure, or decreases if they loose those.


Yes, it is possible.

1. You can hook or add a OnCreate() function in your factory lua script.

2. You add a thread that watch the mexes around

You can catch the mexes with this code
Code:
local units = AIUtils.GetOwnUnitsAroundPoint(self:GetAIBrain(), categories.MASSEXTRACTION, self:GetPosition(), 1000)


3. You modify the factory build rate with some code like this
Code:
UnitFactory:SetBuildRate(NumMexes * BonusPerMexes)



You can do much more :
- process some formulas depending on Mexes level.
- process some formulas depending distance between factory and mexes.
- Process some formulas by adding a buildrate skill on your factory to be trained to increase the buildrate efficiency.
- Process some formulas by watching the storage distance between your factory
etc....

Statistics: Posted by Franck75 — 23 Aug 2016, 16:56


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2016-05-01T13:36:19+02:00 2016-05-01T13:36:19+02:00 /viewtopic.php?t=11802&p=126135#p126135 <![CDATA[Re: Is it feasible to dynamically modify production speeds?]]>
.. a good example, I guess, would be from the game Warhammer 40k's Necron faction's "dynamic" build /production rate system - which increases the more they have from a certain structure, or decreases if they loose those.

Statistics: Posted by Zsombi — 01 May 2016, 13:36


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2016-02-18T19:56:30+02:00 2016-02-18T19:56:30+02:00 /viewtopic.php?t=11802&p=120514#p120514 <![CDATA[Re: Is it feasible to dynamically modify production speeds?]]>
For example;

The buff system would allow you to create a structure that offers any number of enhancements or penalties to any units (yours, allies, enemies) that are within a range of the structure. The buff can be stackable, or not, and can apply to a wide range of factors;

- hit points
- regeneration
- mass or energy output
- mass or energy consumption
- intelligence radius (vision, radar, sonar, Omni)
- weapon range and damage
- unit speed

So, the short answer is yes.

Statistics: Posted by Sprouto — 18 Feb 2016, 19:56


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2016-02-18T19:47:09+02:00 2016-02-18T19:47:09+02:00 /viewtopic.php?t=11802&p=120512#p120512 <![CDATA[Re: Is it feasible to dynamically modify production speeds?]]> Statistics: Posted by Mot — 18 Feb 2016, 19:47


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2016-02-18T18:07:14+02:00 2016-02-18T18:07:14+02:00 /viewtopic.php?t=11802&p=120508#p120508 <![CDATA[Is it feasible to dynamically modify production speeds?]]> How feasible is it to dynamically increase or decrease production /construction /build speed of certain assets through another entity?

The idea is a structure, only placeable on mass points, and instead of mass it provides a "global" production speed boost as a fixed value (equal bonus to all) or a percentage (varying, dependent on affected asset's own value) - either just to the chosen faction or anything the player owns.

Statistics: Posted by Zsombi — 18 Feb 2016, 18:07


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