The main drawback to this initial method is that you need to construct the main War Factory first before you could construct the deployable Alternate War Factory, a la Mobile War Factory way. Something caught my interest, since you can actually receive the Mobile War Factory as a Free Unit upon building a "Precursor" building. You still have to hit the Deploy action to set it up, since I can't get the Free Unit Alternate War Factory to deploy automatically.
Somehow, I managed to get the Alternate War Factory set up without having to build the vehicle form, bypassing the construction of the generic War Factory altogether. The side-specific vehicles don't come out of the generic War Factory and the generic vehicles don't come out of the Alternate War Factory, just like Morpher's method.
Now, here's the problem that has been bugging me for a good while now: You can't build the side-specific vehicles until the generic War Factory is properly constructed. Granted, the test Alternate War Factory is a 1x1 building (with the vehicle appearing at the SW corner, then moving forward about 5-6 cells SE automatically). I don't know if it would work like it's supposed to if it was a proper 4x3 building like the generic War Factory. At the very least, now we might be able to have a Naval Yard constructed via the Construction Yard as opposed to building a special deploying unit.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Dec 14, 2012 5:14 pm Post subject:
Re: Working around the Alternate War Factory
Chordeiles wrote:
Granted, the test Alternate War Factory is a 1x1 building (with the vehicle appearing at the SW corner, then moving forward about 5-6 cells SE automatically).
Do not use WeaponsFactory=yes on such foundations, the move you say is triggered by that (it's 3 cells actually). QUICK_EDIT
Tutorial: Naval Yard/Alt war factory V 2.0 by Machine
-No need for a freeunit that deploys.
-Both warfactories buildable directly from the conyard.
You can also check public mods how they did it.
e.g.
TI cyborg barracks/Hand of Nod, Banshee bomber helipad/normal helipad, warfactoy/shipyard
DTA shipyard/warfactory and GDI helipad/A10 runway _________________ SHP Artist of Twisted Insurrection: Nod buildings
Do not use WeaponsFactory=yes on such foundations, the move you say is triggered by that (it's 3 cells actually).
Ah, that explains it. Thanks for the tip.
Lin Kuei Ominae wrote:
Tutorial: Naval Yard/Alt war factory V 2.0 by Machine
-No need for a freeunit that deploys.
-Both warfactories buildable directly from the conyard.
You can also check public mods how they did it...
I was trying to find a simpler method, but I guess this one's a dead end. Oh, well. Thanks for the tip as always, LKO. Maybe I really should take a look at TI... (Have been holding back the urge to sneak a peek at TI's codes.) QUICK_EDIT
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