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Stop a form of cheating with saved templates #378
A player could save a Viper-MG-Wheels template to later on gain an unfair advantage over someone who didn't (about 30 second lead in production access). This is due to how saved templates are enabled with setDesign() (and how it currently is supposed to be used).
These patches require all players to own an HQ just once to produce anything other than the default truck template.
Additionally, I enabled the default truck and Viper-MG-Wheels template in fastplay which saves players from needing to design them, and turning hasBuiltCommandRelay() into a more general purpose structure finder: structureExists()
Skirmish games now behave as they should, with one (old) exception:
In campaign games, no units can be produced at all before a HQ is built.
Fastplay works as expected.
This is an improvement.
In Alpha 1, the "Machinegun Viper Wheels" template should also not be
The transporter that is available is the Cyborg Transport,
The "give all" cheat also enables the Super Transporter.
Both are enabled because their "available" property is set to true in
I personally dislike transporters in multiplayer games, but do not know
If we keep them, their templates must be available, since they cannot be
I'll put that one setDesign(false) back into the design reticule update section with a comment. setDesign() always enables researched templates.
I would not mind. For the record, I believe some people actually complained about the viper-MG NOT being available without the HQ built on Alpha 1.
I don't think it's a good idea to remove transporters from multiplayer just because of this. If anything, a unit limit on transporters might be sufficient to stop bases from being overwhelmingly destroyed by friendly howitzers. That is the one "bad" situation I can think of, anyway.
I'm looking forward to these updates.
Okay. I have dropped that idea.