no mobile warfactory,barracks and a small piece of MCV _________________
Askhati wrote:
The Flying Circus carryall! See many vehicles crammed into one! See bewildered AA units go crazy! See the most expensive crash in the history of TS when the Flying Circus is shot down!
i dont follow what you are saying... WHAT is it you want to do? one thing that can build and train units at the same time? _________________ Dont look in his eyes! QUICK_EDIT
The Flying Circus carryall! See many vehicles crammed into one! See bewildered AA units go crazy! See the most expensive crash in the history of TS when the Flying Circus is shot down!
Why would you want Crawler logic anyway? It's f*cking lame.
Haha, it's awesome, in its own way. (Says a player of TBSs.)
AFAIK, dunno really, but maybe you could do something like this:
set MCV as deployable into War Factory
set first units as other deployable buildings (barracks, power plants, etc.) or/and regular combatant units
But dunno if TS must have a BuildingType building. If so, then maybe making it unbuildable could work (TechLevel=-1). Then you must make production buildings units (for Barracks + refs + pads).
But you'd have basic vehicle type units buildable only via this 'crawler'. _________________ QUICK_EDIT
1. Unit that deploys into a construction yard.
2. The contruction yard undeploys into a unit that deploys into a warfactory.
3. The warfactory undeploys back into the original vehicle.
You would have to do some deploy / undeploy which might get annoying. But it could also be kind of a tactical feature I guess. QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Sun Feb 28, 2010 3:24 pm Post subject:
why not a mobile war factory which deploys in to a war factory allowing you to build other deployable units which give power, train inf, build buildings etc _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
1. Unit that deploys into a construction yard.
2. The contruction yard undeploys into a unit that deploys into a warfactory.
3. The warfactory undeploys back into the original vehicle.
You would have to do some deploy / undeploy which might get annoying. But it could also be kind of a tactical feature I guess.
I thought about it too, but it's too buggy/complicated.
Better simple making MCV a mobile war factory, and omitting ConYard completely.
Revolutionary wrote:
why not a mobile war factory which deploys in to a war factory allowing you to build other deployable units which give power, train inf, build buildings etc
Crawlers build EVERY type of units/buildings, that's the problem.
In TS one could only set MCVs as mobile war factories - i.e. VEHICLE type units.
There exists working mobile war factory, could be used as a MCV.
Then one would have to make vehicles deployable into economic buildings nevertheless, unless one makes a mod without power resource + w/o any buildings, except the crawler.
<- but then, infantry units & aircraft would be unbuildable.
Unless one uses SuperJoe's idea to make something like this:
MCV deploys into War Factory
War Factory undeploys into a unit deploying into Helipad
Helipad undeploys into a unit deploying into Barracks
Barracks undeploy back to MCV ;-D
(w/o ConYard at all)
Why would you want Crawler logic anyway? It's f*cking lame
i like it
Quote:
Haha, it's awesome, in its own way. (Says a player of TBSs.)
AFAIK, dunno really, but maybe you could do something like this:
set MCV as deployable into War Factory
set first units as other deployable buildings (barracks, power plants, etc.) or/and regular combatant units
But dunno if TS must have a BuildingType building. If so, then maybe making it unbuildable could work (TechLevel=-1). Then you must make production buildings units (for Barracks + refs + pads).
But you'd have basic vehicle type units buildable only via this 'crawler'.
i am now using a mobile war fact that can create a unit that deploys in a power plant and one that deploys in a refinerie
Quote:
Crawlers build EVERY type of units/buildings, that's the problem.
In TS one could only set MCVs as mobile war factories - i.e. VEHICLE type units.
There exists working mobile war factory, could be used as a MCV.
Then one would have to make vehicles deployable into economic buildings nevertheless, unless one makes a mod without power resource + w/o any buildings, except the crawler.
<- but then, infantry units & aircraft would be unbuildable.
Unless one uses SuperJoe's idea to make something like this:
MCV deploys into War Factory
War Factory undeploys into a unit deploying into Helipad
Helipad undeploys into a unit deploying into Barracks
Barracks undeploy back to MCV ;-D
(w/o ConYard at all)
Feillyne there are parts that are wrong of what you say:Crawlers build EVERY type of units/buildings, that's the problem.
only the defense crawler can build buildings mostly defense systems and some infantry
only the support crawler can create airplanes and use support powers
only the offense crawler can create infantry and vehicles
if you classify the game that way it could be possible only you only got problems with the offense and defense crawler and if Tib sun could have in total 8 sides QUICK_EDIT
Then one would have to make vehicles deployable into economic buildings nevertheless, unless one makes a mod without power resource + w/o any buildings, except the crawler.
<- but then, infantry units & aircraft would be unbuildable.
only infantry would be unbuildable because you have a support Crawler that can create aircraft
maybe i'm making a mod of this _________________
Askhati wrote:
The Flying Circus carryall! See many vehicles crammed into one! See bewildered AA units go crazy! See the most expensive crash in the history of TS when the Flying Circus is shot down!
you can limit your infantries you want to have so its not much of work to juggle infantry frames to convert them into vehicle types, don't know of bugy that would bring this, you might edit death anims on these and things but it should work, that way you can have a crawler that deploys into a WF with vehicles and infantry. _________________ Hydraw Art on Facebook QUICK_EDIT
Feillyne there are parts that are wrong of what you say:Crawlers build EVERY type of units/buildings, that's the problem.
only the defense crawler can build buildings mostly defense systems and some infantry
only the support crawler can create airplanes and use support powers
only the offense crawler can create infantry and vehicles
if you classify the game that way it could be possible only you only got problems with the offense and defense crawler and if Tib sun could have in total 8 sides
Oh, right, I made a mistake. Played the beta, I just forgot about it. O.o
But anyway, the point remains - you can't have both factory types on one building, that's why this:
CCHyper wrote:
Multiple Factory Types, something to look into
would be veeery interesting. (Personally I'd like to see an 'exclusive' type of factory type, i.e. units produced from a specific building.) _________________ QUICK_EDIT
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