Hover/Jumpjet Units AI logic (both player and AI player) enhancement, and Slaveless Infantry Harvesters #876
Musketmarine
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Hover Units such as the Hover Transports, and Jumpjet units such as the Nighthawk do not autoacquire ore/tiberium when designated as harvesters, and the AI player will not deploy a hover MCV (Not tested with Jumpjet.)
A fix would be appreciated for the Ore/Tiberium acquisition and Hover MCV deployment logic for both player/AI, and AI respectively. (AI doesn't order Hover MCV to deploy at start of game.)
This is nature from basegame, and is not a bug directly in phobos, but it seems to be a Westwood development oversight.
Maybe even support for Generals-esque helicopter harvies, where they have a voxel animation for harvesting, which could also be used for harvesters on the ground too to allow recreation of the RA1 Harvester "ground-pound" anim for all harvies.
Generals-esque logic as in:
LandToCollectOre=no
(Only applicable to units using Jumpjet logic)
HarvestAnim=USHELIHORE
(So jumpjet harvies aren't jumping jellybeans while harvesting)
where voxel animation USHELIHORE is used as the unit anim.
Jumpjet units don't show pips for Tiberium for some reason. (Pls fix, Westwood silly!)
Hover units have not been tested for this.
(Infantry Harvester Section)
Putting Harvester=yes on an InfantryType will allow the unit to function as a harvester, without being Enslaved.
add FreeInfantry and FreeInfantry.Amount as well, which acts like FreeUnit but for InfantryTypes, with its latter brother command being selfexplanatory.
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