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Theoretically speaking, if an engineer had a medic weapon for buildings, would that disable capture?
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warrior002.the.official
Cyborg Soldier


Also Known As: Axidental JeepBuilder
Joined: 24 Jul 2019
Location: Miskolc, Hungary

PostPosted: Sat Jun 17, 2023 4:57 am    Post subject:  Theoretically speaking, if an engineer had a medic weapon for buildings, would that disable capture?
Subject description: Trying to lay my hand on some information before diving into the unknown.
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Or would it repair buildings from the outside and could still capture enemy ones?
What I think I am sure about is that bridges would need a new unit to repair them; which is basically an engineer that goes inside to repair then disappears?

Is it possible to repair bridges from the outside?
Maybe I just want too much change for my mod that would not make sense in terms of gameplay and balance...?

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Sole developer of Fall of Yuri mod v0.0.1.75b and 2700 mod v3.1. These titles are occupied from now on. =))

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Jun 17, 2023 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

In standard Yuri's Revenge, infantry types can only heal infantry types. You'd need Ares to open up the possibility of a building-healing weapon on an engineer.

From there, I expect that the building targeting would conflict with the capture system. That's pure speculation, though. I've never personally tried to make a combat engineer or anything like that so I don't know what takes priority. I'd encourage you to give it a test.

As for the bridge question, that's going to be no. Having an engineer enter a building marked as a BridgeRepairHut is the only way of repairing a bridge.

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warrior002.the.official
Cyborg Soldier


Also Known As: Axidental JeepBuilder
Joined: 24 Jul 2019
Location: Miskolc, Hungary

PostPosted: Sat Jun 17, 2023 6:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I gave it a go to check it out rn and it does conflict with the Engineer= logic. And it seems like if something is an Engineer, it will both capture and repair. Only capture is not possible Neutral
Welp, I learned something new today too.

So no other way for bridges either, I see.
Thanks for your answer!

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Sole developer of Fall of Yuri mod v0.0.1.75b and 2700 mod v3.1. These titles are occupied from now on. =))

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Jun 17, 2023 6:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are a few ways you could overhaul the capturing system to make what you want possible. Ares and Phobos have changes to the mind control system that could possibly be abused to create an entirely new system for capturing structures. I've also seen a mod (I think Final War? I don't remember) that removed engineers entirely but maintained tech buildings by turning them into garrisonable structures.

EDIT: Another possible option might be Ares type conversion. You could have a repair mode engineer and capture mode engineer, then just use deploy to convert to go between the two modes or something. It also has tags to disable the ability for a capture mode engineer (using Engineer=yes) to repair buildings by entering them, while not disabling the ability to sidebar repair.

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warrior002.the.official
Cyborg Soldier


Also Known As: Axidental JeepBuilder
Joined: 24 Jul 2019
Location: Miskolc, Hungary

PostPosted: Sat Jun 24, 2023 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting, I will try that one out in the future and see how well I can implement it into my mod.
Thanks again!

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Sole developer of Fall of Yuri mod v0.0.1.75b and 2700 mod v3.1. These titles are occupied from now on. =))

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southfar_2
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Joined: 17 Jun 2023

PostPosted: Sun Jun 25, 2023 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Engineers (viz. units with Engineer tag) cannot use any weapons at all, except when force-firing on the ground (including DeployFire), or when the weapon is a BombDisarm weapon. So you can give an Engineer a weapon which repairs buildings without affecting capture/repair, however the weapon will also have no other effect at all.

You can make the weapon function to repair buildings by making it DeployFire and giving it an AoE, making the unit capable of repairing buildings without entering them. However, this also would not prevent the unit from being able to enter buildings to repair them, when undeployed.

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