*VITAL* Commander=1; should be NON RECLAIMABLE

*VITAL* Commander=1; should be NON RECLAIMABLE

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Caydr
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*VITAL* Commander=1; should be NON RECLAIMABLE

Post by Caydr »

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.
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AF
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Post by AF »

It's a major advantage to NTai XE8.1 in cheat mode too
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jcnossen
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Post by jcnossen »

Why is it such an advantage?
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AF
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Post by AF »

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.
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Nemo
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Post by Nemo »

Er. Can we just make the reclaimable=0; tag work?

Lets try not to tie any more tags together than we absolutely need to.
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Pxtl
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Post by Pxtl »

Nemo wrote:Er. Can we just make the reclaimable=0; tag work?

Lets try not to tie any more tags together than we absolutely need to.
qft.
kirbyssb
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Joined: 25 Feb 2006, 19:26

Post by kirbyssb »

What about comm ends games? when I kill someone I want the metal I deserve from killing their comm! :)

Any way to make it so you can't reclaim your own comm but you can reclaim other's?
Leaderz0rz
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Post by Leaderz0rz »

i think the tag means you can't reclaim an ACTIVE unit but can still reclaim the corpse..
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krogothe
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Post by krogothe »

jcnossen wrote:Why is it such an advantage?
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.


either way, nemos suggestion is good.
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altaric
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Post by altaric »

it's always good to reclaim a comm bomber ...
but exploits have to be fixed, does this applies only to commies ?
can't you make a building reclaim it and repair it at the same time ?
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smoth
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Post by smoth »

a few things would help:

Reclaimable =0; is a FEATURE TAG NOT a unit tag. It would be good as a unit tag also though.

EXP value as a unit tag, that way we can set the exprience gained via attack.
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PenguinMaster
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Post by PenguinMaster »

Nemo wrote:Er. Can we just make the reclaimable=0; tag work?

Lets try not to tie any more tags together than we absolutely need to.
I completely agree. We should have the absolute most options available for modders, without forcing any perhaps undesired effect on them.
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Caydr
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Post by Caydr »

If you're going to start making tags actually work, there's quite a few very useful OTA ones.... being able to have a unit build things but not repair things (builder=1; canrepair=0;) would be very useful to one of my projects.
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Argh
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Post by Argh »

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.
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Pxtl
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Post by Pxtl »

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.
Well, afaik the line between assist and repair is kinda fuzzy, isn't it?
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AF
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Post by AF »

Pxtl, it just means not letting a unit repair units/buildings under construction.

An example of this was the OTA necro
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