Droid Transport
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KukY
- Regular

- Posts: 1859
- Joined: 20 Mar 2009, 21:56
Droid Transport
I am begging you, to make another unit type, HTRANS, that will be Droid Transport.
I doesn't has to be in the game, I am just asking you to make that type for all modders that want to have it in their mods.
I doesn't has to be in the game, I am just asking you to make that type for all modders that want to have it in their mods.
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Corporal Punishment
- Trained

- Posts: 291
- Joined: 28 Aug 2009, 12:29
Re: Droid Transport
And this should do exactly what? Transport any unit? That's handled by the transport omnipresent in campaign. Or transport cyborgs only? We have cyborg transport for that.
Qui desiderat pacem bellum praeparat
Flavius Vegetius Renatus, De re militari
Flavius Vegetius Renatus, De re militari
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KukY
- Regular

- Posts: 1859
- Joined: 20 Mar 2009, 21:56
Re: Droid Transport
It should transport any unit, but in MP.Corporal Punishment wrote:And this should do exactly what? Transport any unit? That's handled by the transport omnipresent in campaign. Or transport cyborgs only? We have cyborg transport for that.
I doesn't has to be in game so we don't mess with cyborg balance...
But someone can use it if he wants.
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Corporal Punishment
- Trained

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Re: Droid Transport
So you basically ask for the transport from campaign to be available in MP? I guess this might come in handy on very large maps but will be either useless or annoying on small and medium ones.
Qui desiderat pacem bellum praeparat
Flavius Vegetius Renatus, De re militari
Flavius Vegetius Renatus, De re militari
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Assault Gunner
- Trained

- Posts: 358
- Joined: 02 Jan 2010, 16:40
Re: Droid Transport
It could be kind of fun for skirmish, I suppose.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Olrox
- Art contributor
- Posts: 1999
- Joined: 03 Jul 2007, 19:10
Re: Droid Transport
Then "press old buttons, don't make new ones with the same function":
viewtopic.php?f=30&t=3948&start=0&hilit ... transports
Reading at least this should be enough to avoid repeating at least some things. But be careful, this idea was propposed a lot of times, I think that it would annoy the devs deeply if you don't have an impeccable point.
The only idea I know that was really liked was to make "LZ resources", places in which LZs could be built, so that the transports can land only on LZs. This would allow to balance the maps without having the annoying problem of tanks and trucks anywhere on the map. It'd ruin maps with large ammounts of oil, I'm sure.
viewtopic.php?f=30&t=3948&start=0&hilit ... transports
Reading at least this should be enough to avoid repeating at least some things. But be careful, this idea was propposed a lot of times, I think that it would annoy the devs deeply if you don't have an impeccable point.
The only idea I know that was really liked was to make "LZ resources", places in which LZs could be built, so that the transports can land only on LZs. This would allow to balance the maps without having the annoying problem of tanks and trucks anywhere on the map. It'd ruin maps with large ammounts of oil, I'm sure.
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Buginator
- Professional

- Posts: 3285
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Re: Droid Transport
Wouldn't work for a mod.
It is hardcoded to prevent this, and since that was done by Pumpkin, you can bet that it throws balance way off.
It is hardcoded to prevent this, and since that was done by Pumpkin, you can bet that it throws balance way off.
and it ends here.
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Olrox
- Art contributor
- Posts: 1999
- Joined: 03 Jul 2007, 19:10
Re: Droid Transport
Then, reformulating my phrase of effect, "Don't press old buttons, leave them alone" :rolleyes:Buginator wrote:Wouldn't work for a mod.
It is hardcoded to prevent this, and since that was done by Pumpkin, you can bet that it throws balance way off.
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Black NEXUS
- Trained

- Posts: 100
- Joined: 12 Sep 2009, 14:11
- Location: Germany
Re: Droid Transport
With the original 1.10, i have make a mod with a Droid Transporter, there work it fine, but in the newer Versions, it is only Cyborg Transporter.
What is very striking, both Transporters have the same ID in the Templates, but there are no Scrips, so is my conclusion that it is located at SRC.
What is very striking, both Transporters have the same ID in the Templates, but there are no Scrips, so is my conclusion that it is located at SRC.
Join NeoX-Virt - The Software-Forge on neox-virt.de
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Zarel
- Elite

- Posts: 5770
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- Location: Minnesota, USA
Re: Droid Transport
The distinction is indeed located in source.
I've been meaning to decrease the differences between multiplayer and campaign...
I've been meaning to decrease the differences between multiplayer and campaign...
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Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: Droid Transport
.
I'm resurrecting this subject for a few reasons.
First - the subject has been raised in a few PMs over the months to me about how to do it.
There are basically 2 ways and neither is really practical without this Projects support.
So let me kick-off my comments with the following quote which is my segue for a second reason to unearth the subject...
Frankly at the time they were already hedging their bets against the dissolution of Pumpkin and the end of working on WZ. It makes no difference to let this cat out of the bag now - it's all anchient history and liability issues are no longer a factor.
How was Pumpkin hedging their bets at the time - a couple patches BEFORE v.1.10 ?
By spending as much time as they could coding "Firestorm". What was "Firestorm" ? It was the first iteration of the game engine that was used in the "Conflict" series by Pivotal. That's exactly what was happening in the studio and why v.1.10 ended-up needing so much balancing work. So spending any time balancing the Unit Transport for MP was the last thing they wanted to do at the time & under the circumstances.
...................
The dedicated LZ pre-requisite proposal / solution is a very promising one.
It could work going forward with new maps AND legacy maps could also be dealt with in a straight forward manner.
For example, through LZ Terrain Tertiles & unit capped map placements.
There are no doubt many other ways to deal with the balance issues via the LZ pre-requisite I can't even think off but none will materialize if the Unit Transport is relegated to a dank dungeon, manacled in chains & the key tossed in a sea of annoyance at the mere suggestion.
Let me close by stating that what I'm happily working on these days with WZ has nothing to do with this topic so I really have no vested interest one way or another with these being un-locked for MP development. If they ever are I would certainly take up the challenge of working them into what I'm doing.
- Regards, RV
.
I'm resurrecting this subject for a few reasons.
First - the subject has been raised in a few PMs over the months to me about how to do it.
There are basically 2 ways and neither is really practical without this Projects support.
So let me kick-off my comments with the following quote which is my segue for a second reason to unearth the subject...
Pumpkin's solution was a quick-fix, down & dirty, to implement Borg Transports per a fan's suggestion and not have to spend any time working out balance issues with the Tank Transport in MP.Buginator wrote: Wouldn't work for a mod.
It is hardcoded to prevent this, and since that was done by Pumpkin, you can bet that it throws balance way off.
Frankly at the time they were already hedging their bets against the dissolution of Pumpkin and the end of working on WZ. It makes no difference to let this cat out of the bag now - it's all anchient history and liability issues are no longer a factor.
How was Pumpkin hedging their bets at the time - a couple patches BEFORE v.1.10 ?
By spending as much time as they could coding "Firestorm". What was "Firestorm" ? It was the first iteration of the game engine that was used in the "Conflict" series by Pivotal. That's exactly what was happening in the studio and why v.1.10 ended-up needing so much balancing work. So spending any time balancing the Unit Transport for MP was the last thing they wanted to do at the time & under the circumstances.
...................
The dedicated LZ pre-requisite proposal / solution is a very promising one.
It could work going forward with new maps AND legacy maps could also be dealt with in a straight forward manner.
For example, through LZ Terrain Tertiles & unit capped map placements.
There are no doubt many other ways to deal with the balance issues via the LZ pre-requisite I can't even think off but none will materialize if the Unit Transport is relegated to a dank dungeon, manacled in chains & the key tossed in a sea of annoyance at the mere suggestion.
Let me close by stating that what I'm happily working on these days with WZ has nothing to do with this topic so I really have no vested interest one way or another with these being un-locked for MP development. If they ever are I would certainly take up the challenge of working them into what I'm doing.
- Regards, RV
.