It is possible to have both land and sea units, kinda true foils.
And additional change is, that copters can have no penalty of no landing, 30%
I sort of forgot all the details, why I switched these two slots, but this is how it can be done:
1) Foils and Copters are switched with slots.
- Copters have no penalty in this way, they need to be redesigned though to avoid overpowering.
2) Foils in their new slot need to have 3 for triad
===
;
; Chassis
;
...
; Speed = # of moves
; Triad = Movement (0=Land 1=Sea 2=Air 3=Land+Sea(UMod))
; Range = Range in turns from base (air units only)
===
This way, the unit can move over land and sea. It is not considered a true land unit though.
Problem:
Caviar files needed to be switched too. So that new foils and new copters look properly.
Implemented in UMOD 0.5. This is in testing.
Why such true foils?
- This is really missed in SMACX, I think in Civ BERT explorers have this ability.
- And it feels right. What is foil in original? A worse kind of boat? Aldebaran mod did upgrade of foil speed to larger than that of cruiser, as we could think about it as modern-hull ship. Yet, ability of going over land was not there.
I was thinking about limiting such foil movement to flat tiles only, but this probably not possible (without heavy exe modding).
===
Copter,M1, Chopper,M1, Rotor,M1, Lifter,M1, 2, 2, 1, 0, 1, 5, MechEng, Gunship,M1, Warbird,M1,
Cruiser,M1, Destroyer,M1, Cutter,M1, Gunboat,M1, 7, 1, 0, 0, 2, 5, DocFlex, Battleship,M1, Monitor,M1,
Needlejet,M1, Penetrator,M1, Interceptor,M1, Tactical,M1, 12, 2, 2, 0, 1,10, DocAir, Thunderbolt,M1, Sovereign,M1,
Foil,M1, Skimship,M1, Hoverboat,M1, Coastal,M1, 3, 3, 0, 0, 1, 3, DocInit, Megafoil,M1, Superfoil,M1,