Ormand -> RE: Teach an old dog (AT classic scenario) new tricks (ATG rules)? (3/25/2016 7:49:45 AM)
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This is doable (I believe). I don't think it is all that hard, but it is not for the faint of heart. It will take about 0.5-1.0 day or so to do, and a few days to debug. Making sure you caught everything. There are several steps, and hopefully I have them all here. Experimentation is called for here. It is largely doable because ATG is predominantly an extension of AT. 1. The first thing you need to do is to create regime variables to keep track of the resources. Go to "Setng", "Regime Slot names 0-499". In the window on the left, there a bunch of empty slots. Name one of the Oil and the other Raw. (Look at ANewDawn3 for most of this to see how it is done). Change the Show button from "False" to "True". This will show the amount up in the bar at the top. These regime variables will keep track of the amount of the resource for each regime. 2. You need to make sure that there is an item group name for resources. Do this with the Group Names slot, and go down to "ItemGroups". Create two, one Raw Resources, the other Oil Resources (this way you can make it so that a mine can only make ore, and an oil field, only oil). 3. The next thing to do is to create an item to be produced. This done under the "Item" button. Add two items, call them Ore and Oil. You need to define the item group, raw resources for ore, and oil resources for oil. Then specify a production cost, it looks like 50 for ore, and 4 for oil. To make it a resource, then click on "IsRegimeSlot" and set it to the appropriate slot, Oil and Raw. Now, production of this item will go into the Regime Slot. Note that in ANewDawn, there are two types of resources, normal and recycled. One is for the resource center, and the other is for production centers, like cities. They both fill the approporiate Regime Slot. 4. Now that you have the items and a way of counting the resource, you have to have the resource centers. For this you need to create Location Types that will generate the resource. Click on "LT" at the top, and this will bring up the Loctypes. Here, there will be cities, capitals, etc. You'll need to create an oil and raw center. Again, look at these in ANewDawn scenarios. This is predominantly done under the "statistics" panel. Here you specify the number of production points, and set "AutoProd" to the appropriate item. Now, this center will produce the resource, and it will fill the RegimeSlot. You will need to play around with the picture, and make sure that AI autobuild is disabled, etc. To have multiple levels, Raw 1, Raw 2, etc., look at ANewDawn again. But, easy enough. Make it buildable, give EP, supply, and PP cost. Specify what it is upgraded from. Also, change the production level etc. Be sure to specify the Ground types where it can be and set the peoples to true. 5. Now, we need to set the cost for each item that will require ore to be built. Look at Light Tanks, in the middle of the slots, there is a button for "RegimeSlotCost", click this and set the RegimeSlot number, (0 for ore in NewDawn) and specify the cost, say 20. Now, every light tank will require 20 ore for it to be built. Do this for every item that will need this resource to be built. 5. Then, you need to edit every SFT that will use a resource (oil). The first button specifies which RegimeSlot used for fuel. Then specify the amount of fuel used for actions. Again, use ANewDawn as a model for how you want to do it. It must be done for each SFT that will use fuel. 6. Now, in the map, you need place the resources for the game. If we are talking a random game, this is harder. 7. If you are not allowing AI regimes, I think you are done. I am not 100% sure that there isn't something left, but most likely it would be something left over in the above steps. If you want AI regimes, there is more to do. Basically, you will need to import a couple events from ANewDawn. This is because the AI will not upgrade level 1 resources to level 2, etc. Also, it will not necessarily be resource compliant. For resource compliance, bring in event #40. Take a look at event #41 as well. This gives the AI a bonus for each raw and oil well it posses, and also randomly upgrades them. You will need to check your LocTypes with those in the event. For example line 17 checks if a loctype is raw 1, loctype number 2. Then further down with a 17% chance it is upgraded to raw 2, loctype number 16. The same is done for oil 1, and then later on for raw 2 and oil 2. You'll have to look through it, and change the event to match the loctypes you have. This will allow the AI to upgrade its resources, and will help it from running out by giving it bonuses (I think too many, but ...). Then event 39 looks at if the regime is using too much oil, and changes production accordingly. Lastly, you may want to have the fuel report from event #22. Here you will have change the regimevar to the slot you used for oil in the game.
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