Reenable/Fix Ore Storage Logic

Registered by Regulus

The ore/tiberium storage logic appears to have been partly removed or bypassed in Yuri's Revenge. Some of the logic remains, as it is used by the harvesters to store "bails" (as the ini's refer to them) in the unit itself before dumping it at the refinery. However, the tag doesn't appear to affect the maximum credit amount capable of being held by the player at any given time. Fixing it would allow for a more pure total conversion to classic C&C titles such as Tiberian Dawn and Red Alert. It would also open up a new strategy layer not found in Yuri's Revenge.

Blueprint information

Status:
Complete
Approver:
AlexB
Priority:
Medium
Drafter:
AlexB
Direction:
Approved
Assignee:
AlexB
Definition:
Approved
Series goal:
Accepted for 0.5
Implementation:
Implemented
Milestone target:
milestone icon 0.5
Started by
AlexB
Completed by
AlexB

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Whiteboard

Storage on buildings works like in Tiberian Sun, but it has to be enabled for each refinery building. If not enabled, resources are converted to credits as in Red Alert 2.

[BuildingType]Refinery.UseStorage= (boolean, defaults to no): Whether the building will store the tiberium instead of converting it to money directly. Tiberium that is converted does not require storage space.

Bonus money created by ore purifiers are always stored on the bank account instead of in the silos. This is because the bonus is calculated in tiberium bails, which would count against Storage. When the silo is destroyed, this bonus money would be placed on the map, which would create tiberium out of nothing.

EVA_SilosNeeded is played whenever the game feels like it.

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[By FS-21] Using the version 13.272.1105 I observed:
- Refinery.UseStorage=yes works in standard Refineries (Allies, Soviet) but it doesn't work on Yuri Slave miners. Only shows the Storage bar empty.
- Refineries storage pipes can show 2 colours depending of the quantity of the stored resource (ore and/or gems).
- First is emptied the bank money and later the ore storage.
- Exploit: if you want save some refineries storage (or empty all the ore storage) without loose the money start the construction of anything (unit, building...) and abort when you consider sufficient, the refunded money will go to the bank instead of the ore storage. I know that this is the same TS behaviour but I had to comment it.
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[By FS-21] Using the version 13.281.750:
- When a Slave miner with the Refinery.UseStorage=yes tag is deployed after you place a RA2 refinery (without this new tag) the slave miner will not update the storage pips until you sell the RA2 refinery, in which case it will be updated with the collected ore by the slaves until now.
- Everytime the slave miner is re-deployed the storage is forgotten (looks that the money is converted to bank credits).
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The stored Tiberium is not transferred when a Slave Miner deploys or undeploys. Even though that could be fixed rather easily, I don't think it is a good idea, because money is not taken from vehicles anyhow. Thus, your available credits would go down when the Slave Miners change positions (which is almost all the time). Having them deposit their stored Tiberium on currently deployed miners would fill them up rather quickly, and you'd lose money because you apparently don't have silos. I'm more inclined to leave it like this, and not support Slave Miners or undeployable Refineries at the moment.
The buy stuff and abort hack only works once (up to the cost of the most expensive item). If you abort it and start building something else, the money on the bank account is used first. There's no way to fix this. The game does not keep track of where the money came from, so it cannot put it back there (changing this to always put it back in Tiberium bails wouldn't make people happy, because they might lose mony like this).
Thoughts?

(?)

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