The Zod Engine

Discussions, requests and appeals to lay open the Z source code

Moderator: Brad

User avatar
buman
Major
Major
Posts: 169
Joined: 2006-12-02, 00:50
Location: Germany

Re: The Zod Engine

Postby buman » 2010-05-11, 23:02

-confirm-
build time is affected by...
... number of territories
... building health
(not by level)

but i don't know what the equation is or how/ by which factor the number of territories influences build time... same thing for building health. does anyone know that already or know where to look that up?
Image
Pestario
Sniper
Sniper
Posts: 16
Joined: 2010-04-13, 00:30
Are you a spam bot?: No

Re: The Zod Engine

Postby Pestario » 2010-05-12, 04:24

it should be something fairly simple like: standard time of unit * (1 - percent of territories)
e.g. beginning of level 1. grunt build time is like 150 seconds /(1 - .09) = 164.8 standard for units
when you own 6/9 of territories it would be
164.8 * (1 - .6667) = 54.9 seconds
so kinda something like that. you could make a X Y table to figure out the actual formula but cheers
User avatar
FreakNigh
General
General
Posts: 251
Joined: 2009-12-23, 22:41
Are you a spam bot?: No
Location: Philadelphia, USA
Contact:

Re: The Zod Engine

Postby FreakNigh » 2010-05-12, 04:41

Code: Select all

	//do effect from zone ownage
	build_time = build_time - (build_time * 0.5 * zone_ownage);

	//do effect from building health
	build_time += build_time * (4.0 * (1.0 - (1.0 * health / max_health)));
is the algorithm I've used.. Also I have made it so only tanks and toughs etc can shoot buildings which is some prep code I need to do before I can do grenades.
Image Image
Pestario
Sniper
Sniper
Posts: 16
Joined: 2010-04-13, 00:30
Are you a spam bot?: No

Re: The Zod Engine

Postby Pestario » 2010-05-12, 06:24

x y for grunt level 1 territories: 9
1 66
2 57
3 53
4 47

x y for grunt level 10 territories: 11
1 66
2 61
3 53
4 50
it looks like the orginal game doesn't count forts as territories because the percent value gives the same value 66 if I wasn't partially drunk I would figure out the formula for you but maybe later :P
BallWin
Major
Major
Posts: 195
Joined: 2006-10-24, 02:24
Location: Russia
Contact:

Re: The Zod Engine

Postby BallWin » 2010-05-12, 10:34

Hi FreakNigh.

Information (on Meeky) the organization rocks in the original is in the attached file.
Tell if you need clarification on the code ZMap.


I looked zod_engine_windows-05-06-10.
Great work!

Note:
1) Factory in the occupied territories should immediately create products. By default, this should be the weakest one. Players can adjust only the type of product. They can not stop the work of the factory and should not include a factory hand. The factory should include the production units (by default) automatically (immediately after the seizure of territories).
2) Left click on the gray icon "G" in the upper left corner of the screen should change the cursor on the icon created by the gun. Then drag-and-drop the icon to place the installation tool. You should not call factory interface! Player dozhen immediately put a gun!
3) Automatic scrolling maps in moving the cursor is not (only the arrow keys). It will be done later? :)
4) Grunts destroyed the fort with small arms ... Fort could be destroyed only by shells, fires and rockets (Toughs, Pyros - tanks, Mobile Missiles). Grunts, Psychos, Snipers, Lasers - blow up a fort just inside.
Attachments
ROCK_Meeky_en.rar
organization rocks in the original
(6.21 KiB) Downloaded 48 times
Pestario
Sniper
Sniper
Posts: 16
Joined: 2010-04-13, 00:30
Are you a spam bot?: No

Re: The Zod Engine

Postby Pestario » 2010-05-12, 22:01

ok this is a fairly close formula

Code: Select all

terrtotal = (terr - 2)  'don't count forts in total
if terrowded - 1 = 0 then     'if you only own your fort
buildtime = buildtime
else
buildtime = 66 * (1.04 - ((terrowned - 1)/terrtotal)) '  66 is the starting build time for grunts
end if
the X Y tables for level 10. territories: 11 including forts 9 without

Code: Select all

original                                    Mine
X    Y                                      X    Y
1    66                                     1    66
2    61                                     2    61
3    53                                     3    54
4    50                                     4    47
there you go its a fairly close formula. give it a whirl see if you like it. cheers
User avatar
FreakNigh
General
General
Posts: 251
Joined: 2009-12-23, 22:41
Are you a spam bot?: No
Location: Philadelphia, USA
Contact:

Re: The Zod Engine

Postby FreakNigh » 2010-05-15, 22:20

Image Image
Pestario
Sniper
Sniper
Posts: 16
Joined: 2010-04-13, 00:30
Are you a spam bot?: No

Re: The Zod Engine

Postby Pestario » 2010-05-16, 06:15

Awww, I'm sad. absolutely no acknowledgement for my work on the formula :(
User avatar
FreakNigh
General
General
Posts: 251
Joined: 2009-12-23, 22:41
Are you a spam bot?: No
Location: Philadelphia, USA
Contact:

Re: The Zod Engine

Postby FreakNigh » 2010-05-16, 17:05

Pestario we have the same algorithm dude ;p cept yours can let a buildtime go to zero, mine will max out at half of the original time. 8)
Image Image
Pestario
Sniper
Sniper
Posts: 16
Joined: 2010-04-13, 00:30
Are you a spam bot?: No

Re: The Zod Engine

Postby Pestario » 2010-05-17, 02:20

Yeah now I see it... :? oops I was drinking again that day :cheers: Your AWESOME!

*Pestario quickly runs away*
User avatar
FreakNigh
General
General
Posts: 251
Joined: 2009-12-23, 22:41
Are you a spam bot?: No
Location: Philadelphia, USA
Contact:

Re: The Zod Engine

Postby FreakNigh » 2010-05-17, 04:08

Ya man thanks for getting some of the original times too!
Image Image
goblin
Pyro
Pyro
Posts: 29
Joined: 2009-04-06, 02:14
Are you a spam bot?: No

Re: The Zod Engine

Postby goblin » 2010-05-22, 09:45

Any updates? Keen to know what changes have been implemented.
User avatar
lil' T
Lieutenant
Lieutenant
Posts: 77
Joined: 2007-03-07, 20:40
Location: Germany
Contact:

Re: The Zod Engine

Postby lil' T » 2010-05-22, 11:21

You could ask FreakNigh to submit his changes to the SVN repository provided by SourceForge. Then, depending on how frequently he commits changes, everyone could check out the latest version at any time. :cheers:
User avatar
FreakNigh
General
General
Posts: 251
Joined: 2009-12-23, 22:41
Are you a spam bot?: No
Location: Philadelphia, USA
Contact:

Re: The Zod Engine

Postby FreakNigh » 2010-05-23, 04:43

right now I am still working on tweaking the map death effects and some bug fixing..
Image Image
User avatar
FreakNigh
General
General
Posts: 251
Joined: 2009-12-23, 22:41
Are you a spam bot?: No
Location: Philadelphia, USA
Contact:

Re: The Zod Engine

Postby FreakNigh » 2010-05-24, 05:20

Here is the map death effects, hope you like nine inch nails =)

http://www.youtube.com/watch?v=lWgUznxliBs
Image Image

Who is online

Users browsing this forum: No registered users and 1 guest