Since I've not had much experienced with making a complex economy from scratch, I just want to verify how much of what I'm planning to do is currently possible and how much I'm going to need to request an addition to use.
In all levels of development players will be limited to one house and a second type of buildings (requiring cooperation between players to advance).
1) With that in mind...does the world's building type limiter look only at the 'building type' setting located in the Bdat...or does it look at the skill required to build it...
Example: A production player (whose specializes in 'build production' obviously)
goes to build a trading post type building (which his skill allows him to do)...assuming he already built some 'production' buildings and has a house...
... does the world get mad at him?
2) I know you can limit a player to one of a particular building...but is there a way to limit a player to one of a particular type of building (house) so that a player cannot own both a lvl 1 and lvl 2 house at the same time...
3) Force fields that work...
Something has gone horribly right...
- fhko
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I was serious about the force field...the bubble doesn't stop incoming or out-going shots fired unless they go about a third of it's radius's distance inward...at which point it just acts as a sort of anti-weaponry cloud and prevents weapons moving more than a foot before hitting nothingness...(I'm on collisions mode 5)...which it shouldn't do because like all bubbles it's hollow and allows a player walk around inside of it.
- Magicfinger
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- fhko
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The point of the shield is to protect a city from the opposing team...but only as long as they can successfully maintain (restore) it...
if the team gets lazy and doesn't produce enough of the building materials to fight back rapid decay and weapon's fire...then the shield fails and the other buildings and anyone inside becomes free game...
I could go back to my original plan of having a multi-part shield...but that would probably be much harder to build and maintain...
note: the shield I'm currently testing is probably significantly smaller than any I would eventually use in the end...
I just remembered...
any reason why my world qualified for GPR Exchange status?
if the team gets lazy and doesn't produce enough of the building materials to fight back rapid decay and weapon's fire...then the shield fails and the other buildings and anyone inside becomes free game...
I could go back to my original plan of having a multi-part shield...but that would probably be much harder to build and maintain...
note: the shield I'm currently testing is probably significantly smaller than any I would eventually use in the end...
I just remembered...
any reason why my world qualified for GPR Exchange status?
- fhko
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- Location: As I awake I find myself in a strange new place.
as an alternative to the standard heli (to clarify: it's not custom-made, I got it off of Turbo squid)
Heli-gunship
texture