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Hi, someone was asking me this and I can't really remember if there was an existing 0AD map ... is there anything that resembles a setup like SA with the Bab al-Mandab and Hormuz straits. Something you can run w/ naval merchants, etc. with a big more scale. I think they just wanted to use it as a history/logistics classroom tool for a group, nothing extremely detailed, etc. Thanks.
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By Grautvornix · Posted
@ThalattaThanks for you comprehensive review! My point is that I try to not substantially modify fundamentals in game mechanics just add a slight touch of more complexity. Salvaging allows getting resources in an emergency via a separate path (not trading, not gathering which might both not be possible in a situation). I'd prefer "salvage rate" so in the end it amounts to "salvage rate × condition = refund". It is a bit complex but I believe we should keep the ability to fine tune. Here we have rules we can turn on and off and also adjust some parameters ("when not sure make it configurable" ) I wanted to have configurable options so there might be a reason why certain types of buildings are excempt (chnged it to exclude fields but not exclude wall segments and towers anymore). So the mechanics is there and it can be configured to exclude what ever building we want - or none. The building shall be recovered only in peace times, i.e. it is not under attack and hasn't recently (15s, configurable). I wanted to make really sure it s not being attacked and not being taken over and is not partially "owned " by someone else, hence the multiplicity of rules. Destruction must be carried out by someone nearby (presence of a unit in 20m, configurable) I also thought about your proposal to let workers destruct (unproduce) a builidng (same animation like construct), but I consider this confusing to see exactly the same animation taking down as building up ("in the heat of the game..."). Absolutely - good point! Will remove that. Walls segments and towers are back in. Same rules as for all builidngs apply. I wanted to avoid adding another icon that might clutter the user interface. Let me experiment if we can "auto-salvage" ships and sieges. (click delete icon (means slavaging) and the ship or siege goes back to the nearest dock or depot where it is dismantled). No, its all of them. At the moment, buildings that don't satisfy the condition (unit nearby) are destroyed exactly like before, but no refund. Destroying with refund takes 10s (draining their health condition until they collapse - and only then there is a refund. The process will be cancelled by any attack). But they are not queued - so if you slect a group of builidngs, hit delete and have a unit nearby each, it takes 10s. I suggest modifying the general delete mechanics to take a few seconds both for structures - and also for units. Let me test if that works. -
Maybe @Alexandermb has some time, you might have to contact him via PM though so he gets an email or something.
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By Grautvornix · Posted
Thanks! Very good - I'll take that on board. Oops! Good point as well. Needs to be changed. You are right, was just lazy and tried to keep it initially simple for me on a local repository. Will change that. -
Good. Just give a name to the first percentage, it's salvageability, but maybe you can think of some other name. You could start with a 50% default for everything, to be fine-tuned later on if wanted (and food maybe could be ignored, because it's weird to salvage it). Incredibly complicated! And why? Why shouldn't walls and towers give a refund? Their stone was among the most salvageable resource. You said it yourself how things should be already, at least for buildings: And that's it! You later used the word "elegantly", then do it so: simple, no steps, no caps, no gaps, no radius, no more parameters, emulating existing processes, or their reverse. There you basically proposed to use unit(s) to unbuild structures, to be rewarded what I quoted from you at the beginning. Maybe I'm missing something, but I don't get why you would need ANY extra rule. What I quoted from you produces a simple rule: salvaging is unbuilding. For units, I can't help but keep saying that you don't need any extra rule! You use the same rule as with buildings: just unproduce them. Why complicate the ship rule with a radius, if you could just click a Salvage button on the ship, and then click a Dock, and all should be automatic from there? The ship would travel to the Dock, garrison, and get salvaged. All the radius thing is not simpler, not needed, not realistic, and not intuitive because the unproduce rule imitates that of buildings. Same with siege engines. Besides, you state you can dismantle (some of) them in one's territory, when one is not able to construct them there in the first place, incurring a logic gap. I agree doing so should be part of the game (with those big engines being extremely slow in return), but that's not yet there. When it is, yes, dismantle them wherever they can be constructed, to keep following the simple unbuilding/unproduce rule, but in the meantime it would be incoherent: the disassembly being realistic, while the assembly isn't. No. Scorched earth tactics should not be ultra-fast, that's exactly the point not to get the unsightly simultaneous collapse of everything (by the AI at least). What should be ultra-fast is deleting some building or unit that is bothering the player (I'm exaggerating with "ultra", it could take a very few seconds). The whole point is: you can use Self-Destruct, but you can't abuse it. The key is what I said: "only gets noticeable the more buildings at a time one wants to destroy". Thus, the best way to deal with all these and other issues at the same time seems to be modifying Self-Destruct the way I explained before (queue buildings, queue units in parallel if considered, and sequentially in each of both queues drain their HP at like 1000/s, etc), and all this has nothing to do with Salvage, there's no resource reward, because it's simpler and faster to execute.
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