*VITAL* Commander=1; should be NON RECLAIMABLE
Moderator: Moderators
*VITAL* Commander=1; should be NON RECLAIMABLE
Vital fix here. Any unit with the Commander tag should be non-reclaimable, as it was in OTA. This is a *major* exploit in comm-continues games. Please somebody code this in time for the next version.
Last edited by Caydr on 10 Jun 2006, 17:46, edited 1 time in total.
When an XE8.1 commander encounters a player commander when in cheat mode, the combination means that for the player they see an enemy commander decloak out of nowhere and start reclaiming them, they try to go back but they realize that this is no ordinary reclamation and that the process is going on 5x faster for NTai than it would for them, they run away seeing that their commander is on the brink of being totally reclaimed, and NTai chases them, and the player is chased until it reaches a turn and NTai takes the last few bits left.
Handicap greatly affects the rate of reclamation.
Handicap greatly affects the rate of reclamation.
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- Posts: 100
- Joined: 07 Feb 2006, 21:35
Because for some strange stupid reason comms were made unnaceptably expensive, which means units get huge amounts of xp from just breathing next to the comm, because reclaiming your own comm gives you more metal than youre likely to get in an hour and also because comms cannot be repaired or ressurected. Oh, sorry im ranting again, the comm not getting any XP at all is a perfectly justified reason.jcnossen wrote:Why is it such an advantage?
either way, nemos suggestion is good.
- PenguinMaster
- Posts: 25
- Joined: 04 Jun 2006, 04:18
Well, afaik the line between assist and repair is kinda fuzzy, isn't it?Argh wrote:I have to second Caydr's request that all of the Builder-related tags be made seperate logical states with different outcomes. For example, I would like to have units that can repair, but not reclaim nor assist factories.