I made a map with a thorium rock in the centre sector. I made it count as Carbon, Silicon and Uranium.
My point is that rock attributes are not neccessarily attached to rock types. Either that, or I completely misunderstand AME.
Dead stations
Last edited by juckto on Mon Feb 26, 2007 9:49 am, edited 1 time in total.
Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
I will dig a bit deeper into the properties of rocks. There might be something hidden in there /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> I will update again in a few hours when I know how it actually works /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
/Avalanche



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA
<taps fingers> where is that update?
I like the idea. Replacing it with a rock with a specific texture should not be too bad code wise. A little more complex to replace it with a custom 'wreckage' (i.e. a new model) that could not be built on.
A 'salvage' constructor would be a really nice addition to the Belters faction. Likely need some new rock properties to make it work. They would get back the original base or basic version of a tech base back (perhaps with half the hull strength).
Seismics could be used to destroy the wreckage.
I like the idea. Replacing it with a rock with a specific texture should not be too bad code wise. A little more complex to replace it with a custom 'wreckage' (i.e. a new model) that could not be built on.
A 'salvage' constructor would be a really nice addition to the Belters faction. Likely need some new rock properties to make it work. They would get back the original base or basic version of a tech base back (perhaps with half the hull strength).
Seismics could be used to destroy the wreckage.

DOG PROPERTY LAWS:
2. If it's in my mouth, it's mine.
[unless it tastes bad, then it is yours.]
The update is that I realized I need to dig deeper into the properties of the rocks. But it seems like a possible and not overly large update.
The only two issues I have found is if we need to add additional properties for the rocks and how to figure out which model should be used to replace the station.
If it was possible to repair the stations or reuse the rock it would make the sesmic missile much more important. I do like this idea a lot.
The only two issues I have found is if we need to add additional properties for the rocks and how to figure out which model should be used to replace the station.
If it was possible to repair the stations or reuse the rock it would make the sesmic missile much more important. I do like this idea a lot.
/Avalanche



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA
psst, read the thread /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />Quia wrote:QUOTE (Quia @ Mar 6 2007, 09:27 PM) Why don't we make dead bases salvageable, and if it's a techbase you can research the enemies tech! Yeah!
(Only half serious. It would be cool if it worked that way, but the balance issues.. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />)






