its just an idea...something like a kbot that gives m when standing on an m-spot
maybe not needed since mexes are cheap and build extremely fast...?
still, discuss plz
walking metal extractors
Moderator: Content Developer
Re: walking metal extractors
Once I used a stargate to teleport a mexx, and I was surprised to see it still extracted in the old spot.

Then it was so many years ago I'm not sure it still works like that (we can't even teleport buildings anymore now!
)
However BA is now set, go propose that to a more lively mod. And keep in mind there might be some technical difficulty. Not a reason to go spam the same topic in engine feature request though!!! With a bit of Lua nothing's impossible! Anyway, that's more the kind of feature that everybody's already thought about it and that is pointless to discuss unless a modder is seriously wanting to use it.

Then it was so many years ago I'm not sure it still works like that (we can't even teleport buildings anymore now!

However BA is now set, go propose that to a more lively mod. And keep in mind there might be some technical difficulty. Not a reason to go spam the same topic in engine feature request though!!! With a bit of Lua nothing's impossible! Anyway, that's more the kind of feature that everybody's already thought about it and that is pointless to discuss unless a modder is seriously wanting to use it.
Re: walking metal extractors
zwzsg covered technical diffis
survival quote of units and buildings is low
work to rebuild is low,
therefore probability that this is done = lets overthink that widget
but seriously i like the idea of a nomadic faction, but you have to bear the consequences, buildings that walk will be abused as tankshields, screwin your ballance if you give them to much hp, or just never make us of the walk feature if they die on the spot. So its basically something that for uncertain gains (most players dont even have time to proper micro there combatunits, left alone there infrastructure) sacrifices loads of work. But still, factory- walk this ways.
survival quote of units and buildings is low
work to rebuild is low,
therefore probability that this is done = lets overthink that widget
but seriously i like the idea of a nomadic faction, but you have to bear the consequences, buildings that walk will be abused as tankshields, screwin your ballance if you give them to much hp, or just never make us of the walk feature if they die on the spot. So its basically something that for uncertain gains (most players dont even have time to proper micro there combatunits, left alone there infrastructure) sacrifices loads of work. But still, factory- walk this ways.
Re: walking metal extractors
just hook prospector widget up to a unit as a gadget
Re: walking metal extractors
wouldn't walking powerplants and metal converters make more sense?
I mean a slow moving nuclear plant would be hard to hit, and could theoretically be used as an oversized crawling bomb..but...
I mean a slow moving nuclear plant would be hard to hit, and could theoretically be used as an oversized crawling bomb..but...
Re: walking metal extractors
wouldnt it be faster to rebuilt and reclaim a building?
Re: walking metal extractors
but you didn't play much XTA.cainchild wrote:wouldn't walking powerplants and metal converters make more sense?
I mean a slow moving nuclear plant would be hard to hit, and could theoretically be used as an oversized crawling bomb..but...
Re: walking metal extractors
there was this techdemo of a vehicle that could deploy into a mex.
sadly all spring games go the direction of cheap spamable mex so that would just be annoying to micro. but with more "expensive expanding" (think starcraft, c&c) it would be cool.
http://springrts.com/phpbb/viewtopic.ph ... mobile+mex+
there it is
sadly all spring games go the direction of cheap spamable mex so that would just be annoying to micro. but with more "expensive expanding" (think starcraft, c&c) it would be cool.
http://springrts.com/phpbb/viewtopic.ph ... mobile+mex+
there it is
Re: walking metal extractors
It wouldnt be that hard to micro, with lots of them... About same minimum effort as building mexes I'd think? If you have a smaller # of mexes the movement might make a smaller difference I feel, since then most likely those mexes are under a death threat less often and it'd be more straining on your econ to move them away and lose harvesting time.
Re: walking metal extractors
thx knorkeknorke wrote:there was this techdemo of a vehicle that could deploy into a mex.
sadly all spring games go the direction of cheap spamable mex so that would just be annoying to micro. but with more "expensive expanding" (think starcraft, c&c) it would be cool.
http://springrts.com/phpbb/viewtopic.ph ... mobile+mex+
there it is