Posted: Mon Apr 08, 2013 12:41 am Post subject:
Slave Miner logics - To use one for each side?
Subject description: "we need more!"
Many mods have replaced Yuri's slave miner and gave it a traditional refinery...
But what if we did the reverse? Give every side a different Slave Miner. Would this work? Can there be more than one? Including different infantry "slaves"
Some things seem to be "hardcoded" for every instance:
Quote:
AISlaveMinerNumber=6,4,2;gs can't use harvestersperrefinery since no refineries (changed from 3,2,1 per Todd)
HarvestersPerRefinery=3,2,1 ;gs this used to hard coded. If it is here then design has control
AIExtraRefineries=3,2,0 ;gs Again, formerly hardcoded. Does not apply to SlaveMiner
Quote:
SlaveMinerShortScan=8;gs the Slave Miner looks this far to decide if it needs to move closer, but the new spot needs to be SlaveMinerScanCorrection cells better to warrent moving
SlaveMinerSlaveScan=14;gs slaves scan shorter than the miner since they trust if things could get better, the miner would move
SlaveMinerLongScan=48;gs the Slave Miner looks the far when Searching for Ore
SlaveMinerScanCorrection=1 ;gs when a deployed slave miner decides it needs to scoot forward to get closer to the ore, there needs to be a spot that is this much better in cells to bother getting up
SlaveMinerKickFrameDelay=150;gs If the SlaveMiner is in Guard for this long, he'll try to look for ore again at SlaveMinerShortScan range to find ore and wake up
Quote:
SlavesFreeSound= SlaveWorkerLiberated ; sound made when miner slaves are freed
SlaveMinerDeploySound= SlaveMinerDeploy
SlaveMinerUndeploySound= SlaveMinerDeploy
(but possibly ares edit could change this making it per-unit readable, as that seems to be one of the most common hacks for flags)
But in any case, as it is, it does not seem to prevent that there is more than one different "smin" or "slav"
* * *
On the other hand,
Is it possible that an InfantryType be a harvester? As in bringing the ore to the refinery structure, etc. (probably this woudn't work with the AI strictly speaking, but it can be given different cash sources than the player)
So, on both accounts, what are your insights on the issue?
PD. Graion Dilach should probably not comment on this topic as he won't say anything useful. _________________
As you mentioned those are the only drawbacks at the moment but you can indeed give different slaves for each side.
You could just dummy out the liberated sounds anyway (Since as you seem to just be making "Workers" instead of "Slaves" _________________ ~ Excelsior ~ QUICK_EDIT
Yes, I though of allied and soviet workers. However, how would it be explained that they join the enemy after the vehicle is destroyed? That would be some unpatriotic soviets/allies
I should research a way to change this, but it does seem hardcoded and no way to avoid it (unless, perhaps, a shockwave from the mobile refinery that kills only the worker's armortype, so they would die instead of turn... but not much better) _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Apr 08, 2013 5:42 am Post subject:
It's more simpler to get the worker being a parabomb infantry. Because of CellSpread.
InfantryTypes are heavily depending on subcell positions, so using them as harvester would be problematic, IMO.
And no worries, Captain Obvious, you're not useful neither. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
"more simpler"? You should get some grammar lessons.
Apart from that, the worker being a parabomb infantry makes no sense whatsoever... . . .
It's simpler if they are made a terrorist that doesn't actually explode and using a virtual weapon as rangefinder.
In fact, for the self-destruct weapon animation, you could use a makeinfantry that replaces them for neutral versions of themselves. Or even random.
OR... that the vehicle miner AreaEffect death weapon actually triggers a death animation that replaces the infantry miners with a version that is still YOURS (the former owner of the "worker miner"). CellSpread limits will be no problem since slaves do not stray as much as 11 cells away from the miner. And that way, you keep them after the "master" has been killed.
So see, that is useful _________________ Last edited by NimoStar on Mon Apr 08, 2013 6:16 am; edited 1 time in total QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Apr 08, 2013 6:15 am Post subject:
Slaves do stray away from the miner for 11 cells. You haven't seen a Miner going between ore patches yet?
Not to mention the ingame scenarios of having a miner on an island and a worker on another (because you missed that out when you put the miner into the amphitransport) and so on.
Besides, I have two miners next to each other, you kill one and BLAM both miners lose their workers?
Parabomb infantry works because the worker is suppressed to harvest as long as the miner is alive and when the miner is destroyed the bombs just explode. You can play with mutation on that as well, but the point still stands, you can't depend on a cellspread explosion upon the miner to determinate worker's fate.
If you want to differ between minerblowup and workerblowup, then use Primary and DeathWeapon to distuingish the two. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Vehicle miner with Death effect is a good thought, but if slaves are over 11 cells away it won't work. And slaves often are left behind when miner decides to get up and move somewhere else to go get new ore.
I'd say just let the poor workers be "captured" upon destruction of their refinery. Just don't give them weapons, and make their physical size 99 so they can't be used to benefit the enemy. Like bio Reactors.
They can still be used as fodder of course, but that's no different then the mongols who captured the people they conquered, they often forced their captured victims to march in the front of their lines to be used as human body shields for the incoming arrows etc.
Graion beet me to the punch in responding, I agree with him on this. _________________ Grab my Map Logic Expansion Pack 5.2 here!
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They don't lose them; they become "free". Existing vehicles can regain their new miners with time. This is hardly abusable as people won't destroy their expensive harvesters just to get some cheap infantry.
And you can do both: Miners less than 11 cells from the vehicle convert to you, miners over 11 cells away become neutral. This actually makes sense as "loyalty" can be determined by distance and it would make no sense for a stray miner to become yours if it's stranded on an island.
You can't set them become yours from a "parabom-infantry" type weapon since when this is invoked, they are already owned by the enemy. _________________
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