MMM to Manage Collective Connections
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posted on December 4th, 2014, 5:46 pm
I just though of using MMM to store Collective Connections values and enable/disable certain items until the required number of CC is reached, then reduce the CC once construction has been initiated. I'm not sure if MMM supports that though.
posted on December 8th, 2014, 3:42 pm
I'm pretty sure it can, would require using hooks but you would basically be telling MMM to watch whatever resource they changed to CC (Latinum?) and then using if statements to unlock ships at a certain number of CC...
However that would be a super complicated way to do it over what they have now that works fine?
However that would be a super complicated way to do it over what they have now that works fine?
posted on December 8th, 2014, 4:12 pm
I like the idea of (making this specific example into a more general idea) a build button being disabled until the required resourses are gathered, effectively making it another prerequesite alongside research, race etc. Another code for the new techtree system for NX, perhaps...?
It would be less practical for shipyards, though, what with the queueing. You'd have to redo the game mechanics to take the resources from the pool when you click the button, rather than when construction begins... It would alleviate the annoyance of sending a construction ship across the map to then get "Insufficient resources" when it got there...
It would be less practical for shipyards, though, what with the queueing. You'd have to redo the game mechanics to take the resources from the pool when you click the button, rather than when construction begins... It would alleviate the annoyance of sending a construction ship across the map to then get "Insufficient resources" when it got there...
posted on December 9th, 2014, 2:15 pm
It appears that the MMM API doesn't have what it takes to do this.
I was thinking of using a variable in the script to take the place of the CC resource and simply disable the build button if there are not enough CC to build that chassis.
I was thinking of using a variable in the script to take the place of the CC resource and simply disable the build button if there are not enough CC to build that chassis.
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