Stygs 25 Posted February 3, 2016 (edited) Long time ago I added some late game boni to all factions in my mod that should make sure player dont run out of money late in the game (a bit inspired by the way CnC Generals dealt with the problem back in the day (and then I removed it once I realisized how badly balanced it was xD). However, I am starting to think about it again and was wondering what other ways of making money you know. Cash Hack Special Power Steal Money from your enemy (kinda pointless if both sides are broke) Bounty logic Get money for killing enemies (also only works of both sides have moneys to build units to begin with) Pillager logic Get money for attacking buildings (might be bugged in TW) Tib Spikes Generate a couple bucks every second Harvester As usual MARVester Get money from driving over Tiberium (and skip the refinery) Attribut modifer Get more money from harvested Tiberium (200% of 0 is still 0, so its use is limited) Seed Tiberiunm Create your own tib fields (Ichor/Tib Seed) Factory Boni Reduce unit/upgrade prices the more factorys (or other buildings of a certain type) you have (also pointless without money to buy units in the first place) Slaughterhouse/Grinder Recycle your own units and get some money for it. Or better yet, capture enemies and recycle them! (requires too much effort to make much of a difference) Any other idea/suggestion what I could use? Was thinking about a Drop Zone like in CCG, but I have no idea how much of the code would still work. Edited February 3, 2016 by Stygs Share this post Link to post
Lauren 78 Posted February 3, 2016 (edited) Technically the supply drop zone is nothing different that a black market/tib spike that gives you a bigger chunk of money with a bigger delay and a fancy animation (and some crates being dropped off in the wrong location sometimes). It's easy to recreate by just have a special power do the drop, using a MonitorSpecialPowerTimerUpdate to set a ModelCondition and using that for a ModelConditionEvent (lua) to fire the sp automatically. (Or just using a FireWeaponUpdate that fires a specialpowernugget, or if it works just by using the OCLUpdate but the original uses DeliveryPayload which was replaced by the StrafeArea stuff in TW) In any case you cannot really replicate ParachuteDirectly = Yes Edited February 3, 2016 by Lauren Share this post Link to post
Egozi44 28 Posted February 3, 2016 (edited) In my mod I also wanted from people to not run out of money on late game and went with generals idea I took all of the tier 4 support powers labs each faction have (GDI's space thingy, Nod's chemical lab, Scrin's signal thing) and made them unique structures so you can build them only once (as there's no real point in build them twice unless you want back up) and added to each of them funds incoming, I could've done it like generals and spawn big income each several minutes, but I preferred to make it small income each sec like tib spikes are so that players could gather the money right away As for why they bring income I wrote excuses in the description Like gdi do space research, nod was something that relate to tibirum research, and scrin teleport funds from space? (Really need to see what I wrote there xD) Generals also had prisoners faction that been removed but that something else Edited February 3, 2016 by Egozi44 Share this post Link to post
Nmenth 291 Posted February 3, 2016 Technically the supply drop zone is nothing different that a black market/tib spike that gives you a bigger chunk of money with a bigger delay and a fancy animation (and some crates being dropped off in the wrong location sometimes).And the planes could get shot down if they were (very) unlucky. Share this post Link to post
Egozi44 28 Posted February 3, 2016 Which is why these pointless gameobjects are just waste of time Sure they look nice visually and you can set the plane to be unattackable but I think it can also be buggy on some maps Share this post Link to post
TaxOwlbear 20 Posted February 3, 2016 Is there a way to have the Tiberium spikes give more money over time? Share this post Link to post
Ravendark 46 Posted February 3, 2016 (edited) Is there a way to have the Tiberium spikes give more money over time? You mean a larger base amount or incremental? like between 0 and 10 sec give 10 per second, between 10 and 20 give 20 per sec and so on? The first one is easy. The other one you probably could do but would involve some more work. Monitorocl -> when SP READY -> lua event fire special power - > special power gives upgrade -> spawn a dummy that has the auto deposit update. -> upgrade unpauses new sp with a timed monitor ocl -> fire that to give another upgrade -> spawn new dummy with a different auto deposit. rinse and repeat. Maybe slam some better lua on it to bypass the dummies or to remove the previous dummy etc. All by all it is doable. The interesting about the dummies is that if you treat them like factory drones, every time the spike gets captured you can kill of the dummies and even force a reset of the system, so the longer you can hold a spike "cough" control point" the more cash you can get out of it if you want. Edit: or you can do a single upgrade and add a scaling bonus to it according to the xsd. Havent tried it so not sure if that works. -------------------------------------------------------------------------------------------------- Sell intel: Do a spy satellite like thing, but let it be able to fire at units. The projectile spawn a limited lifetime object that gives a auto deposit update but lives only long enough to do it once. So it looks like you are basically getting payed by selling enemy movement intel or so. Maybe more a nod/gla thingy. Tbh most economy system are more or less the same. It is either based on harvesting, auto deposit updates, or crate colides i imagine. Edited February 3, 2016 by Ravendark Share this post Link to post
Stygs 25 Posted February 3, 2016 Tbh most economy system are more or less the same. It is either based on harvesting, auto deposit updates, or crate colides i imagine. Yes,but the engine has some cool ways to grant the player money. I remember BFME1/2 having a special power to harvest an entire area and turn them direkt into money and stuff like that. Share this post Link to post
Ravendark 46 Posted February 3, 2016 Yes,but the engine has some cool ways to grant the player money. I remember BFME1/2 having a special power to harvest an entire area and turn them direkt into money and stuff like that. Any chance you remember how it was done or what module did it? Could just be a aoe weapon fired at objects that have the bounty attribute...from the top of my head if i had to recreate something like that. Share this post Link to post
Stygs 25 Posted February 3, 2016 It used the DevastateSpecialPower - unsuprisingly, it is missinig from TW :/ Share this post Link to post
Egozi44 28 Posted February 4, 2016 BFME also had something like building which give you more money over time but that was due to the structures level up (and have levels to begin with) iirc Share this post Link to post
TaxOwlbear 20 Posted February 5, 2016 You mean a larger base amount or incremental? like between 0 and 10 sec give 10 per second, between 10 and 20 give 20 per sec and so on? Basically like that. That would be closer to the Generals economy, where lategame (provided you get there) income is generated by hackers/drop zones/black markets or oil derricks. Share this post Link to post
Ravendark 46 Posted February 5, 2016 (edited) Basically like that. That would be closer to the Generals economy, where lategame (provided you get there) income is generated by hackers/drop zones/black markets or oil derricks. Oil derricks and blackmarkets are basically tiberium spikes. IIRC even in generals/zh they gave a fixed amount per time interval, nothing incremental (although the usa had a supply lines upgrade that increased income from (all?) sources) The hacker used a module that doesn't exist anymore in TW/KW Behavior = HackInternetAIUpdate ModuleTag_03 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) CashUpdateDelay = 2000 CashUpdateDelayFast = 1800 ; Fast speed used inside a container (can only hack inside an Internet Center) RegularCashAmount = 5 VeteranCashAmount = 6 EliteCashAmount = 8 HeroicCashAmount = 10 XpPerCashUpdate = 1 PackUnpackVariationFactor = 0.5 ;Adds + or - 20% to pack and unpack time randomly. End The derricks and black market use the same autodeposit update, which is also present in TW/KW as tiberium spikes. You might be able to stagger the autodepositupdate by slightly altering it. I think it inherits from the updatemodule which in its turns inherits from base modules...so you could use a need/forbidden upgrade element...in theory. So it might be possible to use upgrades or veterancy upgrades to stagger/switch between several autodeposits. Or not...would need major experimenting tbh. Edited February 5, 2016 by Ravendark Share this post Link to post
Lauren 78 Posted February 5, 2016 (edited) An autodeposit update can have an upgrade which enables a scalar. Additionally you can replace the structure with a similar one but a different auto deposit over time. You can also spawn slaved/child objects which do the actual deposit. Edited February 5, 2016 by Lauren Share this post Link to post
Ravendark 46 Posted February 5, 2016 An autodeposit update can have an upgrade which enables a scalar. Additionally you can replace the structure with a similar one but a different auto deposit over time. You can also spawn slaved/child objects which do the actual deposit. *checks the magenta colored handprint on his cheek * This always happens when i over complicate things The slapping is real! But as Megumi said, probably the better and easier thing to do. Share this post Link to post