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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Crabconomy!
Excitment! Adventure! Fresh crab meat! Grab your starter's kit and start farming crabs! Profitable crabs, sir! For your convenience, an empty skirmish activity is included, along with a pre-equipped farm. Once you're feeling confident enough, be sure to take this goldmine out to the western front to supplement the dwindling gold supply! ... Uh, yeah. I was planning on doing more accesories and maybe some modules to further refine products (crab soup!), maybe diseases and such, but can't be arsed, not now atleast. Right now it contains a Crabkeeper clone, a commercially exploitable Industrial Crab, and gear to exploit said crabs. Included also is a campaining mission; a ready-made farm with no enemy spawns usable without fiddling with activities. The crabs breed and need food and grow. There's some silly genetics going on with global Lua tables. Ew. If you don't want to spoil yourself anything, just check out the status symbols from /Status and fire up Crab Farm with "Empty Scenario" The profit rate stuff isn't really tested at all. All the values are just some uneducated guesses. There's not much custom artwork to this mod, so this will have to do: Replace free with profitable. This mod has a lot of room for expansion, but it's all very work-requiring. Please don't spoil the mechanics for those who wish to try them out in action instead.
Last edited by findude on Thu Dec 30, 2010 11:06 am, edited 3 times in total.
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Tue Nov 30, 2010 4:34 pm |
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[Insert Name Here]
Joined: Wed May 26, 2010 9:58 pm Posts: 270 Location: [Insert ominous, personally significant and extremely obvious location Here, e.g. behind you]
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Re: Crabconomy!
I don't get it. How does it work?
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Tue Nov 30, 2010 5:31 pm |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: Crabconomy!
Heh, I dig the sunhat man. Also a nice change of pace from blowin stuff up.
I'm thinkin' we need some prefabricated incubator huts and stuff you can order when you need it.
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Tue Nov 30, 2010 6:27 pm |
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Fail Flail
Joined: Sun Jun 13, 2010 5:40 am Posts: 1059 Location: I chose my fate, do not pity me.
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Re: Crabconomy!
Wow!, this was much more than i was expecting. Great work, although i think it would be a little hard to keep a profitable farm going in skirmish and such without another player, and the they dug through the dirt a little to easy, so i edited the map a bit the teleporter was for easy drop ship loads and enclosed so it felt more oppressive! What? My maps ugly? meh, also a read me would be nice, I am interested in the genetics factor (haven't encountered it yet) but aside from that a terrific mod, and i hope more content will be added.Spoilerish (auto-feeder, device that removes fat crabs from normal crabs, and undesired genetic features){EDIT} realized a small problem when i needed to call more crabs in, and added a high tech hole in the roof
Last edited by Fail Flail on Wed Dec 01, 2010 11:02 am, edited 1 time in total.
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Wed Dec 01, 2010 10:52 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Crabconomy!
findude, instead of changing the global skirmish, make it a campaign mission with no enemies.
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Wed Dec 01, 2010 10:59 am |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Re: Crabconomy!
findude wrote: If you don't want to spoil yourself anything, just check out the status symbols from /Status and fire up Crab Farm from the campaning screen.
findude wrote: just check out the status symbols from /Status and fire up Crab Farm from the campaning screen.
findude wrote: Crab Farm from the campaning screen.
... FailFlail: If your crabs made eggs, then genetics already worked. The crabs have a lot of invidual variables they pass on.
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Wed Dec 01, 2010 11:23 am |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: Crabconomy!
some more colors would be nice .
Attachments:
Crabs.zip [29.76 KiB]
Downloaded 432 times
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Wed Dec 01, 2010 8:23 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Crabconomy!
Not knowing their genders until they want to make use of them is slightly annoying. I suggest you add a M/F symbol to their HUD and make males and females separately buyable. Maybe also have a third with random gender and status at a discount?
Also if the handler could have a harmless jetpack, that'd be handy. And/or you could use SetMONotToCollide or whatever it is to avoid other means of accidental deaths due to 2d physics. If the crabs could navigate past each other and get to food when they're hungry instead of starving behind another crab, that'd be nice. Making eggs handleable with the handler and sellable by craft would be nice.
Also a wall on the left of the screen would be nice. Anything ejected from the left door of a rocket in the left rocket dock falls off of the world.
All in all, it's a neat concept and you've done some good work on it, but it's still very underdeveloped.
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Thu Dec 02, 2010 6:14 am |
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Rampancy
Joined: Thu Nov 05, 2009 11:04 pm Posts: 12
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Re: Crabconomy!
Very interesting. I love seeing game engines used in creative/random ways like this, and I'm glad to see a fresh new idea...honestly I hope such a concept could be used as a core gameplay mechanic, I was actually wondering about a similar idea at one point.
In any case, great idea, great mod. I love seeing those crabs finally used for something.
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Wed Dec 08, 2010 4:39 am |
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Teh N00b
Joined: Tue Jun 15, 2010 12:12 am Posts: 18 Location: in your bathroom
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Re: Crabconomy!
maybe add other kind of crab, like the ballon crab or something and, if they breed, hybrid crab!
BTW, great idea, this is awsome!
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Sat Dec 18, 2010 5:21 am |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Crabconomy!
Updated for B24. "Empty scenario" contains no attackers.
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Sat Dec 18, 2010 10:40 pm |
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cecil
Joined: Sun Dec 19, 2010 6:21 pm Posts: 6 Location: california
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Re: Crabconomy!
this is great! the only problem i had was with the crabs digging, so i tried to edit the level in the scene editor, and i did. then i loaded it back up and i got this error: Attachment:
Picture 1.png [ 35.73 KiB | Viewed 16718 times ]
any idea why?
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Tue Dec 21, 2010 11:39 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Crabconomy!
Open Crabconomy.rte/Scenes.ini. Show us the first dozen or so lines.
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Thu Dec 23, 2010 2:11 pm |
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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Crabconomy!
Why doesn't anybody post on this. I want to see this improved, like hybrid crab.
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Thu Jan 27, 2011 5:51 am |
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bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
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Re: Crabconomy!
I agree,this could be very very cool, just needs noncolliding crabs, easier to care for ecedera. AND GROWING PLANTS
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Sat Feb 19, 2011 6:46 am |
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