Mining Hidden Resources
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Mining Hidden Resources
Allowing a player to mine a hidden resource becomes an issue when a geologist discovers it, as it will turn into a discovered resource and then the amount of resources left will become the maximum again.
for example:
a hidden resource has 5 stone, a mine take 3 stone from it leaving it with 2 stone, the geologist discovers it making it become a discovered resource with 5 stone. This means the player will end up getting 8 stone from the resource, way more than the intended 5.
I have come up with a solution to this problem that I have used in More Mining
The trick is to have many map items, one for each amount of item (these can all use the same image set).
for example; we have a map item called hidden stone 5, hidden stone 4, hidden stone 3 etc
and some more map items called stone resource 5, stone resource 4, stone resource 3 etc
hidden stone 5 would have actions like as follows:
discovering is called by the geologist and turn the map item into stone resource 5
remove 1 stone is called by the mine and turn the map item into hidden stone 4
hidden stone 4 gets turned into stone resource 4 by the geologist or hidden stone 3 by the mine.
and so on until hidden stone 1 where destruction is called
as the hidden resources will always get turned into another map item, we only need a single item as an attribute that does nothing on depletion, like as follows:
stone resource 5 has the following actions:
where cleared is called on depletion that destroys the map item
get one stone is called by the mine.
The stone resource does not turn into anything, so it's attributes is as follows:
note that stone resource 4 has an amount of 4 etc
The mine requirement is:
simply bread and stone for 10 map items
The 10 map items are all the hidden resources and discovered resource:
The geologist is only look for hidden stone map items, calling discovering:
All this is repeated for coal, iron ore and copper ore
click here to download an rar archive of the project
for example:
a hidden resource has 5 stone, a mine take 3 stone from it leaving it with 2 stone, the geologist discovers it making it become a discovered resource with 5 stone. This means the player will end up getting 8 stone from the resource, way more than the intended 5.
I have come up with a solution to this problem that I have used in More Mining
The trick is to have many map items, one for each amount of item (these can all use the same image set).
for example; we have a map item called hidden stone 5, hidden stone 4, hidden stone 3 etc
and some more map items called stone resource 5, stone resource 4, stone resource 3 etc
hidden stone 5 would have actions like as follows:
discovering is called by the geologist and turn the map item into stone resource 5
remove 1 stone is called by the mine and turn the map item into hidden stone 4
hidden stone 4 gets turned into stone resource 4 by the geologist or hidden stone 3 by the mine.
and so on until hidden stone 1 where destruction is called
as the hidden resources will always get turned into another map item, we only need a single item as an attribute that does nothing on depletion, like as follows:
stone resource 5 has the following actions:
where cleared is called on depletion that destroys the map item
get one stone is called by the mine.
The stone resource does not turn into anything, so it's attributes is as follows:
note that stone resource 4 has an amount of 4 etc
The mine requirement is:
simply bread and stone for 10 map items
The 10 map items are all the hidden resources and discovered resource:
The geologist is only look for hidden stone map items, calling discovering:
All this is repeated for coal, iron ore and copper ore
click here to download an rar archive of the project
judder- Posts : 4
Join date : 2018-12-14
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