Suggestion of the day: on the Islands map (4) Zero Point, replace the neutral Allied Ore Refineries with Tech Refineries.
Tech Refineries has been removed in skirmish due it's bugged with tag Insignificant=yes since 3.3.0
Posted 20 November 2018 - 10:14 AM
Suggestion of the day: on the Islands map (4) Zero Point, replace the neutral Allied Ore Refineries with Tech Refineries.
Tech Refineries has been removed in skirmish due it's bugged with tag Insignificant=yes since 3.3.0
Posted 20 November 2018 - 10:04 PM
Suggestion of the day: on the Islands map (4) Zero Point, replace the neutral Allied Ore Refineries with Tech Refineries.
Tech Refineries has been removed in skirmish due it's bugged with tag Insignificant=yes since 3.3.0
That only affects AI though right?
Posted 21 November 2018 - 02:14 PM
Suggestion of the day: on the Islands map (4) Zero Point, replace the neutral Allied Ore Refineries with Tech Refineries.
Tech Refineries has been removed in skirmish due it's bugged with tag Insignificant=yes since 3.3.0
That only affects AI though right?
Also players, which is annoying as shit since miners would end up going back to the base rather than the tech refinery.
Posted 21 November 2018 - 09:20 PM
Suggestion of the day: on the Islands map (4) Zero Point, replace the neutral Allied Ore Refineries with Tech Refineries.
Tech Refineries has been removed in skirmish due it's bugged with tag Insignificant=yes since 3.3.0
That only affects AI though right?
Also players, which is annoying as shit since miners would end up going back to the base rather than the tech refinery.
Ah. Hmm... can miners be bound to only a single type of refinery? Maybe have a tech ore truck that goes along with it, specifically coded to only return to tech refineries. Or automatically spawning drones like a slave miner.
Posted 22 November 2018 - 04:21 AM
Most of TechRef in skirmish has been replace with Tech Expansion Post
Map that replace TechRef with AlliedRef, because that location lac area place to build refinery.
Edited by GameMaster0000, 22 November 2018 - 04:24 AM.
Posted 22 November 2018 - 12:03 PM
Posted 22 November 2018 - 03:49 PM
So Fin, Alize and Eureka are getting IFV modes..
I'm curious of how they would work, but I'm worried that Fin's IFV mode could be just his own weapon + no ammo... Basically Tanya IFV but with a bullet.
Eureka might end up blowing herself up if not managed properly, but I wonder if it's just a buff for range...
Alize could just get a range buff...
Posted 22 November 2018 - 04:33 PM
What is it about tech buildings that make the Insignificant= line necessary for them but not other buildings? Can it be circumvented?
Posted 22 November 2018 - 05:54 PM
Edited by Tathmesh, 22 November 2018 - 05:54 PM.
Posted 23 November 2018 - 09:46 AM
Ofcourse IFV's are completely different entities than open topped. Have you ever put a Gi in one? It does 5 times the damage and twice the range of a normal one including a completely different sound. There are also plenty of units with inconsistancies due to lack coding inside the IFV. For example, volkov cannot damage buildings inside one because only 1 weapon can exist so the tesla bombs can't be used. The same happens with stalkers, they can't shoot at infantry, only the normal projectile is used. I wrote a 5000 word guide on IFVs some time ago. Another fun IFV fact, when a certain infantry is nerfed or buffed the IFV version does not automatically change with it, for example snipers gained a damage buff but the IFV still does the same 3.3.3 damage. However, when virus damage was nerfed the IFV was also nerfed, since it was the warhead instead of the unit's direct damage which is different for IFV.
Posted 23 November 2018 - 11:40 AM
so I replaced AlliedRef with TechRef. Miners automatically unload at TechRef perfectly fine.
edit: just basically replaced it (GAREFN to CAREFN). didn't modify anything else than that.
Edited by FELITH, 23 November 2018 - 11:44 AM.
Posted 24 November 2018 - 02:02 AM
so I replaced AlliedRef with TechRef. Miners automatically unload at TechRef perfectly fine.
edit: just basically replaced it (GAREFN to CAREFN). didn't modify anything else than that.
Because TechRef doesn't has tag Insignificant=yes that why Miner can auto unload
but it will keep player alive if other unit/structure is destroyed, that not be Tech Structure feature.
Posted 24 November 2018 - 06:30 AM
so I replaced AlliedRef with TechRef. Miners automatically unload at TechRef perfectly fine.
edit: just basically replaced it (GAREFN to CAREFN). didn't modify anything else than that.
Because TechRef doesn't has tag Insignificant=yes that why Miner can auto unload
but it will keep player alive if other unit/structure is destroyed, that not be Tech Structure feature.
Seems to be a marginal drawback. So what that only having a tech ref standing will keep a player in the game?
Posted 24 November 2018 - 06:52 AM
Tech Structures are supposed to be "Insignificant" overall; as in, they aren't supposed to allow the player to continue playing once their actual military structures are gone. It would be inconsistent to have one be a valid structure but none of the others. It sets a consistent trend and, in the long run, makes more sense.
Edited by Derxwna Kapsyla, 24 November 2018 - 10:38 AM.
Posted 24 November 2018 - 11:55 AM
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
Posted 24 November 2018 - 12:12 PM
To be fair, Missile Bunker also keeps player alive
Seems to be a marginal drawback. So what that only having a tech ref standing will keep a player in the game?
Edited by Divine, 24 November 2018 - 12:13 PM.
Posted 24 November 2018 - 05:20 PM
In order to function, Tech Missile Bunker and Tech Refinery aren't considered Insignificant. The drawback of this is the simple fact that they are required to be destroyed in order to win. Thanks to Westwood's genius level of programming, there's no other way to make them work, they either behave like this or don't exist. There are experiments with implementing a feature, which could override this by simply discounting them from the victory condition, but there hasn't been any breakthroughs in this regard and don't really hope for such.
Posted 24 November 2018 - 08:15 PM
In order to function, Tech Missile Bunker and Tech Refinery aren't considered Insignificant. The drawback of this is the simple fact that they are required to be destroyed in order to win. Thanks to Westwood's genius level of programming, there's no other way to make them work, they either behave like this or don't exist. There are experiments with implementing a feature, which could override this by simply discounting them from the victory condition, but there hasn't been any breakthroughs in this regard and don't really hope for such.
But still, it's hardly something to develop or remove a feature for. What's so bad about a little inconsistency with tech buildings excluded from victory conditions?
0 members, 0 guests, 0 anonymous users