>
> For instance, that
> time you stockpiled more than 150k of oil - did you actually spend
> down to below 50k?


You're right, I don't remember using up that much power; the closest I've
ever got is producing on all 15 factories and immediately losing the units
to a heavily-fortified base. But as you say, that's the realm of whale fin.

Up to now I was playing the campaigns in beta 6 with a save file hack that
gave me a finite 16.7m power-- infinite essentially, but allowed me to see
how much I had used. Cam1 used about 200k I think, with only
4 derricks built. I came to a halt in cam2 due to a bug in a mission that
caused a CTD; the bug only happened twice, then stopped. I then switched to
beta 7.

It's best for the power cap not to be configurable - more
> configuration usually results in more bugs (several times more
> configurations to test, as well as necessity for a multiplayer
> protocol to send those configurations over) and more confusion when
> playing multiplayer about just what the configurations are.


For multiplayer, you could have the server set & dictate the value to all
clients and ignore the client's local value (although admittedly this is a
lot of work, with networking, interfaces etc).

Debugging is a good point, obviously. I come from the "everything is
customisable for the end-user" school of thought and hadn't considered this
from the developer's point of view before; but couldn't you just include a
copy of the config file (containing said custom values) in the .RPT?

Although I suspect there is a way of using SVN and scripting (even on
windows) to compile the latest version with a custom powercap value, I
haven't a clue how. I'm not too sharp with compiling at all, to be honest.

But thank you for taking the time to justify this to me.
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