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Visceroid combine
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Mon Mar 11, 2013 9:45 am    Post subject:  Visceroid combine Reply with quote  Mark this post and the followings unread

Noticed something interesting when messing around with SmallVisceroid=yes. Not sure if this is common knowledge, but when a neutral owned small visceroid and your unit with SmallVisceroid=yes meet up, the resulting unit (set in LargeVisceroid=) will be owned by you. It even remembers the team ID of the unit (3 in the anim below). Always thought it would turn into a neutral owned unit. The ownership might be defined by which unit initiates the combination. In the animation the neutral small visceroid decided to combine with my unit, so I gained the ownership of the large visceroid. Wonder what happened if 2 player owned units like these combined.

This thing could open up some new logics. If you were willing to replace the normal visceroid transformation, you could use the logic for example to place neutral weapon upgrades on the field, and when your unit touches them it upgrades to another unit. Or you could have a buildable unit that can be used to upgrade and gain control of small visceroids on the field. This wouldn't even require getting rid of the normal visceroid logic.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Mar 11, 2013 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting.
Though i fear the inherent random movement will make the unit very bad to handle.

btw, if you hex change in game.exe the only occurrence of Neutral to GDI and you play as GDI, all new spawned visceroids will automatically belong to your house.
Though this is not usable too due to too many sideeffects. e.g. AI sells every Neutral/civil building on the map right when the map starts.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Thu Mar 14, 2013 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I'll post this here too. You can stop a unit with SmallVisceroid=yes or LargeVisceroid=yes from randomly moving around by giving it a fake weapon with max range. Use the reaper splits logic to make sure it can't actually harm anyone.

Code:

[UNITX]
SmallVisceroid=yes
Primary=ViscBusy
GuardRange=255

[ViscBusy]
Damage=0
ROF=150
Range=255
ProjectileRange=0
Projectile=ViscBusyPR ; Use the reaper splits logic here (need to define this)
Speed=25
Warhead=SA


This would open up the possibility for the buildable unit that can combine with neutral small visceroids to create player controlled large visceroids. Two of these units would also be able to merge into a large visceroid by themselves. If you wanted to get rid of that, give it BuildLimit=1, so only one can be active at a time.

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