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Carryall edge spawn & Harvester delivery #7300
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Off topic but a nit: AutoCaryall should not be named so if you can configure it to not be automatic. Inverting that logic to accompany the name Caryall would be better. |
@phrohdoh It's still an automated unit, it just doesn't get new orders automatically. |
I remember making the same comment somewhere else. We're dealing with trait level names, and so if the trait is relying on another trait to give it orders then it is no longer automatic. |
@@ -28,24 +30,25 @@ public class CarryUnit : Activity | |||
readonly IPositionable positionable; | |||
readonly IFacing cFacing; // Carryable facing | |||
readonly IFacing sFacing; // Self facing |
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Instead of having these comments I am fine with selfFacing
and carryableFacing
.
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Not part of this PR but will do
Also needs a rebase now. |
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This has been silently updated. |
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namespace OpenRA.Mods.D2k.Traits | ||
{ | ||
[Desc("Delivers a spice harvester after construction of this building. Optionally provides the harvester insurance function.")] |
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Optionally provides the harvester insurance function.
is not quite there.
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Delivers a spice harvester after construction of this building.
should probably be Delivers a unit
as this is far more general.
This will look weird and unpolished in replays and for spectators with carryalls popping out of nowhere. Also the shellmap fog hack indicates that this behavior, although it tries to imitate the original 1:1, is not ideal for this engine. |
Otherwise this work really well! 👍 |
I agree that map-edge-spawining would look better for both players and spectators, and also would be a lot easier on the CPU |
While I agree that only spawning at map edges would look better, it would also be bad for balance in some cases, especially in the early game when players would possibly have to wait considerably longer for their first harvester than their opponents. On maps such as "Imperial Basin" this would seriously handicap players that spawn in the middle. On the other hand, Imperial Basin is the only map we ship where that would really be an issue. Anyway, at the very least I think this aspect should be considered before asking for changes here. Let's find a consensus. |
Well.. I've already thought about making the under-shroud-spawn optional. Where normal maps will have edge spawn, but a map with custom yaml, or single player maps, could enable the option for shroud spawn. This would apply to carryall production, harvester delivery and harvester insurance. b.t.w. I'll try to finish this pr asap.. just very limited in spare time :/ |
My vote is for edge-spawning (actually I'm OK with spawning new carryalls from the High-tech factory) for harvester delivery for the reasons mentioned above, despite the slight advantage (a matter of seconds) that would give some players on a couple of maps. |
It may be best to give carryalls a speedy spawn (much faster than missile speed, like spy plane) so the advantage is nullified. Either that or make them impossible to target, as was the case in Dune 2. The biggest potential problems with edge spawn are tanks or turrets sniping spawning carryalls. On 2015-01-29, at 1:38 PM, penev92 notifications@github.com wrote:
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im fine with edge-spawning and the option for shroud-spawning but i dont like carryall to spawn from a hightech factory ... or a speed-buff for spawning |
Needs a rebase. |
I'd really like to see this in the next playtest, as we really need the harvester insurance. |
Code style and name changes
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Activity has stalled here, so moving to the future milestone and closing for now. |
This has been superseded, so I'm removing the |
This spawns the Carryall under either fog, shroud or -when that's not available- at the map edge.
It has already been debated whether that's the way to go, but looking at original d2k I really believe this is the best way.
Next PR would be harvester insurance (in case of worm frenzy)