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Posted: 16 Sep 2006 19:31
by m4rek
while that is an interesting idea, it isnt quite what im going for...that would turn the entire map into a warzone, make making battles possible, and it would mean you can simply plonk down a railway through a battlefield...

intresting...fun...

not quite what im going for

but definately a cool idea...


i have had a few thoughts to add to this set...(this would increase complexity and realism, but it would also make it much harder to code...perhaps impossible):


make it so that industries change with time...as in the actual building graphics change after certain years.
with this, we could have new graphics all the way up to the year 3037, which would make the game a bit more fun with the infinite game switch, and of course have new vehicles up to that date...

along with that i have another card up my sleeve, which is currently in theory form, but as soon as i work out all the bugs in the theory, i will post it (although i think it may be impossible)


i have also had the idea, as industries change appearance of the years, so power stations could start to be replaced by nuclear and fusion power, no longer accepting coal and oil, (both oil and coal would start disappearing from the map over time)

give me your thoughts

plz and thank you

:P :P

Posted: 16 Sep 2006 19:44
by Dave
Pikka is the main man on industry coding, so I assume you'd want to ask him.

How will this work then? The map will be behind the frontlines? with one edge of the map being the frontline with the "battlefield" industries that you suggested in the web?

This wouldn't be possible unless you can define an area of the map as different and thus only allowing certain industries there... Though as I've said that, this is possible, right? Arctic and Tropical define desert and mountainous?

Posted: 16 Sep 2006 20:52
by m4rek
something like that...

my thoughts were of making maps for it and only allowing those maps
- i have, however, spent the past 5 minutes shooting holes in the idea and decreed that its dead

Posted: 16 Sep 2006 20:53
by Redirect Left
M4rek wrote: - i have, however, spent the past 5 minutes shooting holes in the idea and decreed that its dead
What the entire thing is now dead?

Posted: 16 Sep 2006 20:59
by m4rek
no, no, no,
just that particular idea, as mentioned in my post - only one line above
(see below)

M4rek wrote:my thoughts were of making maps for it and only allowing those maps
- i have, however, spent the past 5 minutes shooting holes in the idea and decreed that its dead

Posted: 16 Sep 2006 21:01
by Redirect Left
M4rek wrote:no, no, no,
just that particular idea, as mentioned in my post - only one line above
(see below)

M4rek wrote:my thoughts were of making maps for it and only allowing those maps
- i have, however, spent the past 5 minutes shooting holes in the idea and decreed that its dead
oh good! I thought you was quittin it all,
I love the general idea of Military transport :)

Posted: 16 Sep 2006 21:47
by Samwise
Dave Worley wrote: How will this work then? The map will be behind the frontlines? with one edge of the map being the frontline with the "battlefield" industries that you suggested in the web?
You can.. I remember the oil refineries, you can only place them on the edges of the map, remember? ;)

Posted: 16 Sep 2006 22:59
by Dave
Yes, but that's on any of the edges. A battlefield is unlikely to be on all four sides.

Posted: 17 Sep 2006 07:20
by Samwise
Well it surely will be possible to code it that way so it only appears on one edge? not?

Posted: 17 Sep 2006 12:16
by PikkaBird
Yes, it's possible to make industry tiles change appearance over time.

Yes, it's possible to make industries and industry tiles change acceptance over time (but you're still limited to the overall maximum of 3 cargos accepted per industry or tile).

Yes, it's possible to limit the part of the map an industry can be built on.

It may be difficult to make your "field" warzones look good, since fields are not random at all, but consist of blocks of the same tile.

Posted: 17 Sep 2006 12:25
by Dave
I knew he'd come through for us :D.

Posted: 17 Sep 2006 17:39
by m4rek
hmmm, blocks of the same tile?

is there a limit to the amount of different tiles?

is there a limit to the size of these blocks??

-i have an idea

Posted: 17 Sep 2006 17:55
by PikkaBird
M4rek wrote:hmmm, blocks of the same tile?
is there a limit to the amount of different tiles?
is there a limit to the size of these blocks??
At the moment, there's no control over these things at all. The only way of making "battlefields" outside an industry would be a straight replacement of the farm field graphics.

You could, of course, make a battlefield as an industry proper, but this would mean the individual tiles couldn't be demolished to build a railway, etc, through. You could also, possibly, use towns as battlefields - you could make "destroyed" or military buildings in a town depending on how close it was to the "front".

Posted: 17 Sep 2006 18:15
by bobo
Had an idea for an industry. In the future (about 2020) have a... Tiberium mine and refinery! I couldnt make deads or tales of the industry web but this might be ok since C&C is a warzone. :roll:

Posted: 17 Sep 2006 18:40
by Purno
Shouldn't you be able to transport medicines from a food processor or supply thingy to a field hospital?

EDIT: And perhaps missiles to from a weapons factory to a missile silo? Or is that same as artilllery?

Posted: 18 Sep 2006 06:58
by m4rek
these are all amazing ideas :D

i think artillery would start to change to xxxxxxxx and then to missle silos

supplies to field hosptial will be added to the industry web

and bobo, thats a cool idea...but i think that isnt what we are going for here (and probably copyright too)

and pikka, i think you may have something there with your town idea.
give me a couple hours to think that over

Posted: 18 Sep 2006 19:23
by m4rek
ok, some artillery would turn into THIS:



227mm Multiple Launched Rocket System (MLRS)
The 227mm Multiple Launch Rocket System (MLRS)is a self-propelled artillery rocket system with a range in excess of 30 km. MLRS is self-loaded with two rocket pods, each containing six rockets. Loading is power assisted and a single round ‘fire for effect’ of 12 rockets delivers 7,728 bomblets or 336 anti-tank mines. Operated from hides, usually as a battery of nine launchers, MLRS avoids counter attack by ‘shooting and scooting’ – moving fast and frequently between fire-missions.






Crew 3;
Weight loaded 24,756 kg;
Length 7.167m;
Width 2.97m;
Height (stowed) 2.57m;
Height (max elevation) 5.92m;
Max Road Speed 64 kph;
Road Range 480km;
Engine Turbo-charge 8 cylinder diesel;
Rocket Diameter 227mm;
Rocket Length 2.93m;
Rocket Weight M77 Bomblet 302.5kg; AT2 SCATMIN 254.46kg;
Range M77 Bomblet 11.5-32 kms; AT2 SCATMIN 39 kms.


EDIT: they call it the "grid square removal service" because it can competely flatten a 1km grid square from your local map

Posted: 18 Sep 2006 19:30
by GameR
i love that rocket launcer! it's used in most games i playd. and in many movies :P

Posted: 18 Sep 2006 19:55
by Griff
I may have overlooked this idea, but if not...

How about a city is destroyed periodically..So instead of a lovely nice city its a burnt down, broken, destroyed town. Alas! though the town exists. One of your jobs is to transport materials to the city in order to rebuild it.

Posted: 18 Sep 2006 20:14
by Redirect Left
jpmaster wrote: Alas! though the town exists. One of your jobs is to transport materials to the city in order to rebuild it.
Sounds like the thing i was suggesting with my "cht: nukecity" idea... , it got laughd off though.