Yes, I have another Requestion.
"What is a Requestion?" You may ask. The answer is this: Its a request and/or question (because I'm not sure if it has been fixed yet).
"To the point!" You say? Fine, don't get your panties in a twist.
Anyway, the requestion is this:
While developing SRV, I've noticed that you are limited to about 10 scrapholds (IE, 1 recy, 9 extractors; 2 recys, 3 silos, and 5 extractors, etc) before no new scrapholds register on the bar and give you more storage.
Is this/Can this be fixed in PB4? With silos included in gameplay, it would probably be a necessity to increase the limit of extractors from 10, to say, 20 (that should allow for quite a bit more flexibility in mods)
I think current source has a limit of 16 in the exe. Not sure if the UI .cfg files have changed, though.
-- GSH
The scrap cfg has only 16 bar "pieces"....
both would need to be increased...hmm
maybe that would be possible?? :) say, 60? 100? 255? ...*think of another crazy number that makes u happy*
naw...
something like 3261.5? :P
Naw, but realistically, could be increased to something modders could really use for...say, mutating scrap into something else. I could think of reasons why someone might want a bar going all the way across the screen with segments about 10 pixels wide. DLL could do anything with THAT :)
If it were increased, I'm sure it increasing to something that is a power of 2 would be more likely. 32, 64, 128, etc.
Reminds me of when Aaron Horrocks increased the scrap gauge and showed a screenie at Pandi forum. I think it went from top to bottom of screen. That was like 8 years ago though.
As far as I can tell, only nine extractors plus one recycler is supported. Even when the .cfg has support for 16 scrap producers. The scrap bar only showed the 10 after the 10th scav deployed meaning there were still nine scavs and one recycler when there should have been ten scavs and one recycler.
I don't see this as much of an issue, I can't remember having a game where I had 10 pools, If I did, I did not need 10 pools.
Wealth is maximised in bz2 by efficient translation of scrap into units, more capacity to store scrap actually just makes a player poorer because of the green/yellow/red scrap time.
I have only seen this limit reached on one map. I believe the mission is "Payback" in the bz2 single player campaign.
Quote from: mrtwosheds on May 03, 2008, 09:43:59 AM
I don't see this as much of an issue, I can't remember having a game where I had 10 pools, If I did, I did not need 10 pools.
Wealth is maximised in bz2 by efficient translation of scrap into units, more capacity to store scrap actually just makes a player poorer because of the green/yellow/red scrap time.
Did you read the part where I mentioned silos or not...
Having a scrap meter of 500 would be nice. :wink:
heh, you can do that with the current limit, you just need 5 modified extractors that hold 50 scrap ;)
QuoteDid you read the part where I mentioned silos or not...
I admit that I have yet to see silos working in bz2.
Presumably they do not produce scrap like extractors, just store it. making them worse than green scrap.
In bz2 the quicker you spend it the more you have.
Nope. They work just like green bars. If you have an extractor, they produce scrap. If you don't have an extractor, they don't produce scrap.
The theory is the scrap is being pumped into them by a below extractor, but you can set a bottleneck for this speed.
Quote from: mrtwosheds on May 04, 2008, 03:54:25 AM
I admit that I have yet to see silos working in bz2.
Download my mod already and stop piddling around!
alternatively, make the silo an extractor class if you want it to dig up scrap itself
The whole point of a silo is it is filled by something other than itself. This is faked by setting a silo as an extractor that only works with an extractor under it, although it gives its own rate.