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New Spawning System?

Submissions for the new build-script system are posted here; questions on the system are answered here.

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Would you say the current system of spawning units is fast or efficient?

Yes, it is both fast and effiecient, and I have read this entire topic before voting.
3
50%
No, it is not fast or efficient, and I will read about a new system in this topic
3
50%
 
Total votes : 6

New Spawning System?

Postby Dr.Panda on Tue Jul 14, 2009 3:27 pm

Question, what is the advantage of spawning units the way SotDRP does; with all those numerous buildings and having a spawn command?

I think using the VD&D style of spawning will be very quick, very efficient, and very useful compared to the current style.

Hear what I have to say, I explain as best I can.

First it is very quick, because once you have selected the unit, you can just spawn it by right-clicking somewhere on the map.

Second it is very efficient because we can throw away ALL of those unit-spawning-buildings that take that a region of space on the map, despite the literal size of the building. And the system could work like this: have just a few buildings, that may possibly categorize like, Melee, Campaign, Heroes, Custom. Those buildings would have a unit from that category like say a footman icon for an all-human-units-building, and we could trigger it so that clicking on that footman icon, will spawn a building under your spawner with every human unit inside, and if you click on say a knight, then this allows your building to create a knight where ever you happen to right click on the ground with the all-human-units-building(building must be able to issue an order to that place, ex: "attack"). To remove this building you would simply hit esc, and it will disappear or we could just make it so that you would need to remove it yourself, this would make it plausible to have more than one of these buildings operable at once.

This will be a difficult system to first make, and then use. But by reorganizing the units in this fashion, we not only make the act of spawning them much faster, and the amount of space used for all of those buildings in the current system would become a minimal.

My third point, the point of usefulness: The unit will spawn where ever you right click, not where ever your spawner is, thus, you can spread the units out across the map much more quickly around the map than you could by having to first move your spawner each and every time you make a few units that are spread out.

Summary of the suggested system: BASICALLY you just replace all those buildings that contain the original units from the original game and its expansion, with several buildings maybe 6 max. It's like all those unit buildings are folders, and the new system just simply reorganizes them in a giant file cabinet. Looking for the file may take longer, but spawning them will be faster. The actual new thing here is the part where clicking on the footman icon in the melee building will create the all-human-units building under the spawner, and that building having a move skill or attack skill able to create units at a faster pace after selecting a unit to spawn from the building itself.

This is my suggestion for a new system of spawning things already explained. But let's think about it, let's weigh the pros and cons about this suggested system in bullet form and take a further approach on this topic.

Pros:
1. You can spread 12 footmen in a matter of seconds around the entire map where it may take a full minute to do it with the current system.

2. All the space used for the current system's multiple buildings for spawning units can now be used for something else.

3. Organization of units CAN go up if it is placed in the right spots of the "file cabinets"

4. You CAN still use spawner to spawn units using the spawn cmd, but honestly this new system defeats the purpose of a spawner unless you are TRYING to spawn in bulk and mass using copy/paste. Like you can literally lag the game to the point everyone's comp freezes by copy/pasting spawn 12 goldmine over and over.

5. This system CAN be used for melee/campaign/custom buildings too, but isn't highly suggested..

6. The building for say, All Human Units, can hold more than 12 units in there, if we implement a "next page" sort of option inside the building, so you could probably throw the human campaign units in there too.

7. This can be better for themes, that require the usage of the entire map for a good game (ex: "War Theme", "Zombie Theme", "Kill all them fucking sheep cuz they're everywhere and pissing me off theme").

8. Since this IS a VD&D style spawning, players from that community starting SotDRP will understand the style of spawning a bit more. In my experience, a lot of the D&D players were actually disappointed in the speed of spawning units with the old system and went back to D&D.

9. The auto cmds for spawning units with things like autotint, autoinvul, or autoface can be made to work with this.

10. Doing this separates the newer versions from being confused with the maps that Saken and the other SotDRP team produces. We can call it "Vuen's System, implemented by Narks" on the map description for clarity to players.

Cons:
1. This makes massing AROUND the map a lot easier, and this may be a bad thing, because we all know noobs will just be gay with it, I recommend that admins or only red be able set a max on spawning things with this system.

2. This will make looking for the unit take just a bit more time than the old system.

3. The name of the spawner will become obsolete because it will almost serve no purpose in spawning units, when you can spawn them faster with this new system, and in better positioning.

4. This IS a D&D system, some of the SotDRP players MAY not like it. Narks, you can implement at your own risk after reading this.

5. This system will take longer to create and update. (I'm actually not sure about the updating part, but I know it will take a long time to make.)

6. Doing this separates the newer versions from being confused with the maps that Saken and the other SotDRP team produces. We can call it "Vuen's System, implemented by Narks" on the map description for clarity to players. (This is on the con side as well as the pro side, because using Narks' very name may discourage the part of the SotDRP community that actually hates him to playing, or it may encourage the people to play due to their trust that Narks' doesn't release anything but great maps).

So there, if the pros didn't outweigh the cons in quantity, then I think it will in quality.

Please feel free to comment, critique, praise, or whatever you wanna do.
But it'd be great to hear what you all actually have to say about this system I have suggested.
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Postby Krynvelhat on Thu Jul 16, 2009 12:59 pm

I am not exactly sure what this system does; but what I picked up on, was the fact that there had to be organisation of the units.

That means someone must manually organise all the units into the various categories.

Can you please explain it more clearly for us?
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Postby Dr.Panda on Thu Jul 16, 2009 2:03 pm

I explained it as best I could.

So I'll do it again, literally and metaphorically.

Literally, the example situation I'll provide is like this: You have 5 buildings, only 5. They are named and contain: Melee Units, Campaign Units, Counterpart/Forgotten Units, Heroes, Custom Heroes. And inside these buildings you would have for example, in the Melee Units building, you would have a footman icon for Human Units, and say an Archer for Night Elven Units. If you click on say the Footman Icon, we should have it create the Human Units building, the same on that currently exists in the current maps. What this new suggested system does is that when you choose to spawn a unit, it doesn't spawn under your spawner, instead it will spawn where ever you happen to right click, which makes it necessary for the building to have an attack. Yeah you can spawn it under your spawner if you right click under it. This system is useful because you can make and spread out 12 footman around the entire map in a matter of seconds, while it takes the current system much longer, cuz you must first move the spawner, then make a footman, or make all 12 and move to a spot to unload them, both will take quite a bit longer than my suggested system.

Metaphorically, the 5 buildings I listed and named would be file cabinets. All the buildings that create units in the current game are files. For simplification and to make better usage of the space that the current files take, we would place the files inside the correct file cabinet. Imagine a big room, and on the ground there are folders neatly laid out side by side and they cover the entire floor, your task is to minimize the surface area of the ground that the folders occupy, or to just do some "spring cleaning" I don't care, but you have 5 file cabinets by you, which don't take a whole lot of room at all. I think you get my point.

If we don't literally organize the numerous unit creating buildings into another building then at the very least we could implement the new spawning system, which is give the building a move ability, and after you click on the unit icon, the game will create whatever unit you clicked on where ever you tell that building to move, which can literally be anywhere on the map. We can have the auto cmds work with it too.

This wouldn't only be faster than the current system, it is in almost every way better, because we're not actually removing anything if we ONLY apply the new spawning system without the organizing of "files" into "cabinets". All we'd be doing is added a new way to spawn that is much better. You can still spawn with the spawn cmd, if you like having to spawn directly under your spawner, in which if you use mnstr they come out in an unrealistic group that takes the shape of a funky square. Anyway, with this new system unit placement will be much easier with several clicks with the building you can create several units across the entire map, it would take your spawner dozens of clicks to do the same job, and most likely twice the time.
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Postby Party_Cat on Fri Jul 17, 2009 10:12 am

u sir r a nigger
*tips hat*
gud day
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Postby Steel_Stallion on Fri Jul 17, 2009 4:30 pm

Party_Cat wrote:u sir r a nigger
*tips hat*
gud day


dis cat speaks truf

chea
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Postby Evildutchman on Fri Jul 17, 2009 8:50 pm

Nope... don't feel like reading this again.
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Postby Dr.Panda on Fri Jul 17, 2009 10:29 pm

Do any of you know what the D&D system is?

It's just where you make units by right clicking on the ground somewhere, instead of spawning it directly under a spawner.

It's just as simple as that.

I have a habit of posting long ass posts to be as detailed and specific as possible.
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Postby Evildutchman on Sat Jul 18, 2009 1:46 am

I'd just stick with the shizzle we have atm, less of a hassle then to create something new.
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Postby Dr.Panda on Sat Jul 18, 2009 4:34 am

I suppose but i'm just saying it'd be a good idea to maybe use that in later versions.
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Postby Tuesday on Tue Aug 04, 2009 11:38 pm

This seems like it would be a pain in the ass for someone to put into SotDRP.
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Re: New Spawning System?

Postby Dr.Panda on Fri Dec 04, 2009 3:51 pm

Well I mean it'd pretty much revolutionize the way you spawn things in SotDRP. No longer would you have to spawn things one by one perfectly under your spawner, but you can mass spawn around the entire map where ever you happen to click. Yes massing is easier for noobs but I would like to suggest that only admins can use this feature. No one has to categorize anything, I just added that earlier as a suggestion because I thought that it'd save a ton of room on the map lol.
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