This is just a fix for AA's Twilight basically... I don't know if other mods have a similar unit, but I'm pretty sure it's unique to my mod.
The problem is, it's a cloaked extractor. What good is a cloaked extractor if your opponent can just F4 and see where stuff is being extracted? It makes no sense for people in ally group 1 to be able to see what people in ally group 2 are extracting... for instance, on maps with large extractor radiuses (radii? meh, I'm saying radiuses, screw you english nazis) you can basically just scout for red areas, rather than hunting for the extractors themselves, something that would be considerably more difficult.
Take, for instance, the map Small Divide. You build an extractor in the middle or somewhere close to the middle. You put a jammer near it or something. Your opponent can see neither the extractor nor the jammer so should be unaware of your presence. He goes to the F4 map and sees the edge of a red outline that some random LLT or something can see. Then he shoots in the area he knows the extractor must be located, and... well whatever...
I'd just like to see this changed. It makes no sense at all for player 1 to see where player 2 is extracting. This also largely prohibits the use of large extractor radius for map makers... all it takes is something to be in the general vicinity of the extractor and they know right where it is. DUMB.
Metal map should not display unowned, unallied red spots
Moderator: Moderators
I often use this by seeing where the enemy's metal extractors are exactly, and then gunning just for them. Useful for raiding.
I always thought it made sense though; you should be able to see all information about everything in a given area that you can see. if you dont want your opponent to see you mex distribution, dont let them get that close.
I always thought it made sense though; you should be able to see all information about everything in a given area that you can see. if you dont want your opponent to see you mex distribution, dont let them get that close.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
EE cloaked mexes only uncloak if you run out of energy fyi.bamb wrote:maybe only mexxes should see enemy metal extractor radiuses? That way you'd notice them when you built a mex next to them (or then of course the cloak radius).
I agree with this method bamb. This would be a really good way of doing it.
Well, this is an old bug... I've talked with Yeha about it before, and he said to effectively stop it there'd be a somewhat significant performance hit because they'd have to store the map in memory twice. I forget the exact details, but it wasn't as simple as loading only the metal map twice afaik.
personally i'm fine with it, if your enemy expends that extra bit of micro time thats FINE imo. its not like twilights will decloak if fired on so he has to micro them again once he see's the wreckage or the f4 red stuff go away
mid-late game its quite funny, as your opponent is generally tied up on macro some surviving twilights can continue leeching metal (whilst denying him his (mex) income) as well as nice LoS on his stuffs
mid-late game its quite funny, as your opponent is generally tied up on macro some surviving twilights can continue leeching metal (whilst denying him his (mex) income) as well as nice LoS on his stuffs

- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
true drone but still its a pain and a bug so it really should be fixed eventually.
If a noob invests in cloaked mexes and his opponent just seems to be psychic and destroying them all, there are gonna be complaints and such.
However that hypothetical crap i typed above is support for this change not my main reason.
If a noob invests in cloaked mexes and his opponent just seems to be psychic and destroying them all, there are gonna be complaints and such.
However that hypothetical crap i typed above is support for this change not my main reason.