MapDesigner Posted February 11, 2021 Author Share Posted February 11, 2021 (edited) Hello, Now I decided to revisit the ore mechanics. How does ore exactly grow? and How are the rules.ini parameters affect it exactly? I think it is good idea to compare it with ore refianery (oil derrick). oild derrick gives in one hour about 10875 >>> meaning it gives in one second about 3 gold per second, or 20$ per 6.62 seconds (game-time for each cycle) Tg has also demonstrated before that 1 ore miner ≈ 4 oil derricks. so then if you know how much ore is coming, you will know how many miners should come and take. Here is what might catch our interest GrowthRate=1 [Riparius] Name=Tiberium Riparius Color=NeonGreen Image=1 Power=0 Value=25 Growth=2200 Spread=2200 GrowthPercentage=.06 SpreadPercentage=.06 [TIBTRE01] Name=Tiberium Tree Immune=yes IsAnimated=yes RadarColor=192,192,0 LightRedTint=0.01 AnimationRate=3 LightBlueTint=0.01 LightGreenTint=1.5 LightIntensity=0.01 SpawnsTiberium=yes LightVisibility=4000 AnimationProbability=.003 [TIBTRE02] Name=Tiberium Tree Immune=yes IsAnimated=yes RadarColor=192,192,0 LightRedTint=0.01 AnimationRate=3 LightBlueTint=0.01 LightGreenTint=1.5 LightIntensity=0.01 SpawnsTiberium=yes LightVisibility=4000 AnimationProbability=.003 [TIBTRE03] Name=Tiberium Tree Immune=yes IsAnimated=yes RadarColor=192,192,0 LightRedTint=0.01 AnimationRate=3 LightBlueTint=0.01 LightGreenTint=1.5 LightIntensity=0.01 SpawnsTiberium=yes LightVisibility=4000 AnimationProbability=.003 I will be posting findings in this post. Edit: First finding: ore itself grows even in the absence of ore mine. However, it is only grows if there is ore already. I guess it might be related to the first code line GrowthRate=1 in the general rules (but even when I made it 0 still grow). even [Riparius] growthPercentage=0.00 and ore still grows. weird. Maybe I should use another number? Experiment 1: empty test map with 11075 gold If I sweep it right away > 12375 after 1 hour = 42100 after 4 hours = 117275 after 10 hours = 251725 now is the time to test the ore mines themselves with 0 ores on the map Edited February 11, 2021 by MapDesigner Link to comment Share on other sites More sharing options...
McPwny Posted February 12, 2021 Share Posted February 12, 2021 tiberium used to grow fast in tibsun. the growing code still half-assedly works and westwood made ore grow slowly probably as an easy fix to ore trees only filling the 8 adjacent tiles. some of the stuff is hardcoded and some of it is in the actual default settings for map files. Link to comment Share on other sites More sharing options...
MapDesigner Posted February 17, 2021 Author Share Posted February 17, 2021 Here is one more test. Industrial plant cost reduction only takes effect after the building is placed. the reduction is not dynamic: once you start training a tank, the cost will not be reducing even if you place the industrial plant. Moreover, if you started training WarMiner for 1400, then placed Industrial Plant, then canceled the miner, you will only be refunded for 1050 gold. This means that it is best to either cancel all tanks before placing the industrial plant. Link to comment Share on other sites More sharing options...
Pyrite Posted July 28 Share Posted July 28 (edited) Not only is ShrapnelWeapon (split hits) wonky against friendly units, CellSpread (traditional splash damage) also doesn't work on friendly or neutral buildings: At 4:06, the siege chopper seems to be weaker than the prism against an AFC (steel armor), but all the units are ordered to destroy their own house's building. But in a GreenElf video, both destroy a Soviet radar (wood armor) at the same time at basic rank: Neither discriminates between wood and steel, so the chopper had an unfair disadvantage in the first video. They only have 60% effectiveness against concrete though IIRC. My own tests confirmed that. Also, neutral buildings behave like friendly ones against CellSpread damage. Edited July 28 by Pyrite Link to comment Share on other sites More sharing options...
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