Posted: Mon Apr 29, 2019 6:51 pm Post subject:
Naval Warfare
Subject description: Tiberian Sun
As you may know I am adding Naval Warfare to The Second Tiberium War and from what I've seen not many mods attempt to do this. I am aware Tiberium Sun was never intended to have it but in a few instances like campaign missions, Naval warfare works fine when regulated.
So far I've successfully added both GDI and Naval yards and 1 ship to each faction for testing purposes. So far this is the list of problems I'm aware of.
1. Ships exiting the war factory and tanks exiting the naval yard.
I just followed the tutorials in the forums on how to combat this problem and it seems to remedy the problem mostly but add's another in it's place #5. In fact I was able to make it work without adding any new houses by using neutral for tanks and special for boats.
2. AI in skirmish will not construct a naval yard.
Other than triggers I cannot see how they would make one in a nearby body of water.
3. Mass production causes units to be lost.
One problem I haven't seen anyone mention is when your production speed is very fast since war factories and naval yards share the same build rate, the boats that are constructed too quickly do not properly jump to the next naval yard and are lost completely. Though multiple war factories work fine and multiple naval yards as well, when you begin to have both that is when the problem occurs as it tries to jump your ship to the war factory.
4. Naval pathing
I can see Westwood didn't focus on naval pathing as naval was not even implemented in TS but any complex pathing greater going around one 90 degree angle is required, the boat just simply refuses to move.
5. Not Allowed to start in multiplayer
Once the vehicles owner is changed to prevent them from exiting the naval yard, it no longer is able to start in a skirmish match with AllowedToStartInMultiplayer=yes .
6. Carryall
The carryall does not work with naval units, it can pick them up but cannot drop them off in the water or at all from that point.
Conclusion:
Overall the only way I can see unit's working properly is on a campaign mission with limited production or no production, or the option of "naval mode" which completely disables the war factory but enables the naval yard, which is kind of a cool idea. _________________ Last edited by Ever_Valiant on Tue Apr 30, 2019 12:52 am; edited 1 time in total QUICK_EDIT
I just played some DTA and yes the AI built a naval yard in the water. I checked the map to see if there is a trigger to get the AI to do that but there Isn't. So there is way, how is that done? _________________ QUICK_EDIT
#1 is already solved using the Alternate Warfactory workaround by Morpher and Machine. Take a look at how they work and see which method you like using. I personally prefer the first method since there's less new coding, but the second method is more thorough. I myself use a modified version of Morpher's method, but it's still a bit fidgety and (naturally) the AI has trouble using it properly.
#2 is related to #1. The AI doesn't seem to play well when it has to handle multistage building and transformation. Though, if I remember correctly, Machine's Method had a way to work around that so the AI is using it properly.
#3 is an engine limitation that happens even in Vanilla TS. It's mainly due to the units being produced too fast and it can't exit the factory quick enough, thus getting refunded. See "Units get lost at Production Time" for more details.
#5 seems to be how the engine handles Unit Ownership. That's more to do with the engine limitation than a bug, though perhaps there is a way to fool the engine to give us those units. Haven't seen a thread about it yet.
#6 might have to do with the Carryall needing to land on a land tile, while Naval Units with restricted movement zone in water can't be placed on land. Would making the Carryall landable on water solve it, though? (Then again, I don't think you can have aircraft land on water in the first place...?) QUICK_EDIT
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