FR: Build mohos over lvl1 mexes
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FR: Build mohos over lvl1 mexes
Don't know if this has been discussed already, but it would be neat if you could give a con a build order (or several) for a mohomex on a metal patch that already has a lvl1 mex. The con would then automatically reclaim the lvl1 mex, build the moho/exploiter, move on. As it is, upgrading your mexes to mohos is a bit of a hassle, since you can't queue it up properly. Every moho has to be placed manually after the mex has been reclaimed.
Any way to implement this? And sorry if this is a mod thing and not an engine thing, in that case, feel free to move this to the mod section.
Any way to implement this? And sorry if this is a mod thing and not an engine thing, in that case, feel free to move this to the mod section.
- Targ Collective
- Posts: 202
- Joined: 12 Nov 2005, 14:16
It's an engine thing. Reclaimables are automatically reclaimed if they are in the way of a site. Buildings are in another category altogether.
I don't know if the engine even has the framework to support an If statement to do this. Perhaps a key to reclaim whatever structure is in the way of the site? That would be doable, just be careful! You'll end up reclaiming your factories if things are closely set and you're careless.
I don't know if the engine even has the framework to support an If statement to do this. Perhaps a key to reclaim whatever structure is in the way of the site? That would be doable, just be careful! You'll end up reclaiming your factories if things are closely set and you're careless.
That aint exactly the bets thign todo
When a moho and a mex are togetehr you get just as much metal as a moho beign there, onylt he mex cotninues extractign just as much and the moho makes up the rest.
The thign is many people reclaim the mex and build a moho when they could build the moho next to the mex and then relcaim the mex afterwards, thus by reclaiming before they dotn have a mex producing metal while they're building their moho and loose out on resources...
So all this talk about mohos built ontop of mexes and autoreclaiming the mex is pointless unless extraction radii are too small.
That and it can be done easily with a groupAI.
That is all that'd be needed, the rest of the groupAI would have no code in it save the usual stuff.
When a moho and a mex are togetehr you get just as much metal as a moho beign there, onylt he mex cotninues extractign just as much and the moho makes up the rest.
The thign is many people reclaim the mex and build a moho when they could build the moho next to the mex and then relcaim the mex afterwards, thus by reclaiming before they dotn have a mex producing metal while they're building their moho and loose out on resources...
So all this talk about mohos built ontop of mexes and autoreclaiming the mex is pointless unless extraction radii are too small.
That and it can be done easily with a groupAI.
Code: Select all
GiveOrder(){
if command id is smaller than 0 it's a building{
is it a metal extractor?{
if so is ti being built ontop of another mex?{
if extraction depth of new mex > extraction depth fo old mex{
reclaim old mex and start new mex construction.
}
}
}
}
}
Is there a "force build" key?
That would be handy and more general - a key you hold down while giving build orders that says "reclaim anything in the way". ALso useful for upgrading geotherms in AA.
self-Ding mexes doesn't cause demage and doesn't take 5 sec of time.
This is in Xta and AA (maybe other mods as well) to help you with replacing mexes.
Most maps have a larger extraction range so you can place the moho next to the old mext.
The moho then produces the metal the normal mex couldn't provide. (so the sum of those two is equal to the moho alone).
I don't think that reclaiming the old mex is very efficient, it takes time and won't give a lot of metal.
This is in Xta and AA (maybe other mods as well) to help you with replacing mexes.
Most maps have a larger extraction range so you can place the moho next to the old mext.
The moho then produces the metal the normal mex couldn't provide. (so the sum of those two is equal to the moho alone).
I don't think that reclaiming the old mex is very efficient, it takes time and won't give a lot of metal.
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
that can be done but where would your metal income come from if you did that? even if you self-d each one when the unit is ready to build on it, it doesn't take away the annoyance of micro-managing it. you're also loosing the resources you can get from them by reclaiming them.cyclerboy wrote:when you self-destruct mexs, there is no damage to units around them. so if its right in the middle of your base nothing well happen to a wind generator, for example, next to it. so i just self-destruct them instead of reclaiming
@AF
on certain maps, Mars for example, build a mohomex next to a mex gives you more metal, by like .3-.5, then having the moho alone. i've rarely seen it on other maps though.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
*gasp* the regular metal extractor can fit inside a moho, so the moho can have a hole in it's yardmap, genious. Or maybe it can't work that way, then the entire metal extractor would have to have its yardmap 'open,' huh? then units could walk through it, which would be weird...Gnome wrote:Need yardmaps for that.