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Harvester truce
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sat Jan 12, 2013 7:44 am    Post subject:  Harvester truce Reply with quote  Mark this post and the followings unread

Out of interest, what exactly does this multiplayer setting do? Does it make every unit with Harvester=yes immune, or just the HARV unit (since it was the only Harvester unit in the original TS)? From how WW did things it wouldn't surprise me if it was the latter.

Also something random I noticed, when you give a vehicle (e.g. MCV) Harvester=yes, it cannot be deployed anymore by human players. The AI however will deploy it just fine. Probably doesn't have any practical use, just interesting to notice.

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sat Jan 12, 2013 8:10 am    Post subject: Re: Harvester truce Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
Out of interest, what exactly does this multiplayer setting do? Does it make every unit with Harvester=yes immune, or just the HARV unit (since it was the only Harvester unit in the original TS)? From how WW did things it wouldn't surprise me if it was the latter.

Also something random I noticed, when you give a vehicle (e.g. MCV) Harvester=yes, it cannot be deployed anymore by human players. The AI however will deploy it just fine. Probably doesn't have any practical use, just interesting to notice.


Harvester Truce makes all harvester immune to any kind of damage. This is especially a problematic if Short game are off. AI do not follow the prerequiste and rules, they play thier way but the human players have to play by the rules.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jan 12, 2013 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Zero18 wrote:
Harvester Truce makes all harvester immune to any kind of damage.

wrong. It only makes the Harvester immune that is/are listed on the HarvesterUnit= key in the General section.
Other units with Harvester=yes are still destroyable.

Zero18 wrote:
This is especially a problematic if Short game are off. AI do not follow the prerequiste and rules, they play thier way but the human players have to play by the rules.

Immune Harvester are automatically Insignificant and thus work fine even with Short Game disabled. So they don't matter and you lose if everything else is destroyed (the immune harvs simply explode then).
Immune Harvester are also completely and automatically ignored for any targeting, means your units don't fire automatically on them. That is problematic as it can be abused to block small passages like bridges with a few of them. Then there is no way for the enemy to get through that blockade.

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