Author Topic: The list of things that can't be modded in the alpha(x).txt file  (Read 4467 times)

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Offline ete

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #15 on: August 06, 2013, 09:14:14 PM »
I actually tried to build a defensive field of Annihilator owned towers, but the towers became native and the Annihilator attacked them...

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Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #16 on: August 06, 2013, 09:17:58 PM »
Maybe done right, one could spin that into 'free money for the AI' by way of compensation for damages to their own defenses - tower-busting is hard to beat for income early game.

Offline ete

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #17 on: August 06, 2013, 09:29:35 PM »
True, and with the large planet a psi bonus not much does it better.. but it would be nice to be able to have allied defenses.

Offline Yitzi

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #18 on: August 06, 2013, 10:27:04 PM »
You mean something like an "immobile" special ability?  I'm pretty sure that could be done; ask once I start taking requests.

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Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #19 on: August 06, 2013, 10:44:06 PM »
I thought we'd sidetracked into how nice it would be to be able to put down faction-owned fungal towers, especially if planting them was a former option, but even doing it in the scenario editor would be great.

But I may have lost the thread of the talk somewhere.  That as a wish-list item stands, anyway.

Offline Sigma

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #20 on: August 07, 2013, 01:33:17 AM »
The only way Immobility would be practical or useful would be for it to confer some kind of big defensive or offensive bonus, otherwise there's no real point to having it exist beyond flavor. Also, they would need to be able to be carried by transport units at the very least.

Offline Yitzi

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #21 on: August 07, 2013, 02:04:40 AM »
I believe immobility will not prevent them from being carried by transports.  As for bonuses, the easiest way would probably be just to make premade units that are cheaper and easier to tech to than their weapon/armor would indicate.

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Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #22 on: August 07, 2013, 02:09:00 AM »
What about placing the Fungal Tower in a base? Even if it reverts to unowned it might still defend the place...

Offline Reefa

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #23 on: August 07, 2013, 06:49:53 AM »
My experience is: 1st you can place Fungal Towers over units -> you have to attack them if you drive away and want to come back to that field. 2nd you can place them in a base and that actually works as a defense. You can drive into your own base without problems. An attacker has to attack the Fungal Tower first. But since that does count as Alien, he can attack your base without declaring Vendetta. Also beware that all those Fungal Towers make Xenofungus appear, but that doesn't seem to lower the resource outcome of a base.

Regards,
Reefa

Offline Geo

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #24 on: August 07, 2013, 04:18:40 PM »
What about placing the Fungal Tower in a base? Even if it reverts to unowned it might still defend the place...

Yeah, against your own adjacent units!  ;lol

Offline Reefa

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #25 on: August 07, 2013, 04:27:34 PM »
Own units just walk over as if no alien would be there. Just enemy units are stopped (without declaring Vendetta).

Regards,
Reefa

 

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