Page 2 of 4

Re: Priming Fire Beetles

PostPosted: 10 Feb 2013, 23:07
by Wakke
Pip, how do I install this?

Re: Priming Fire Beetles

PostPosted: 10 Feb 2013, 23:41
by Mr-Smith
Wakke wrote:Pip, how do I install this?


you could make a mod with those files.
or copy paste them in your game files (will possible break your game for multiplayer)
but if you keep the originalfiles you cyn undo it later.

Re: Priming Fire Beetles

PostPosted: 11 Feb 2013, 00:22
by pip
Someone can probably make a mod out of this. I personnally can't and won't have time to try, but it should not be too complicated.

Re: Priming Fire Beetles

PostPosted: 11 Feb 2013, 06:41
by HEAVY
pip wrote:I got it all working


Well thought out, love it.

Re: Priming Fire Beetles

PostPosted: 11 Feb 2013, 18:00
by TAG_ROCK
Hey pips you own :)

Trying this out!

Re: Priming Fire Beetles

PostPosted: 11 Feb 2013, 19:10
by pip
TAG_ROCK wrote:Hey pips you own :)

Trying this out!


Thanks, but half the work is Brute51's.

I finally made a mod for you guys to try out.

WARNING : it turns the firebeetle into a cool unit!

Re: Priming Fire Beetles

PostPosted: 11 Feb 2013, 23:10
by Brute51
Finally, it is played by other people! I remember when we worked on this unit, good to see it wasn't for nothing.

Re: Priming Fire Beetles

PostPosted: 12 Feb 2013, 03:33
by Mycen
Perhaps I am late to this conversation, and perhaps I don't know what I'm talking about, but am I the only one who thinks fire beetles not damaging other fire beetles with their explosions is a dumb idea?

I don't see any reason that they should magically be immune to damage from each other when no other unit is. Would enemy fire beetles be immune to damage from your fire beetles? If they are, that would be stupid. If they are not, that would be arbitrary, and also stupid.

The other ideas that I see here seem fairly reasonable, but having them not damage each other is an idea that needs to be scrapped.

Re: Priming Fire Beetles

PostPosted: 12 Feb 2013, 05:35
by Wakke
I also feel that way.

Pip, nice one, but I'd like to avoid using special armor types in this game. Here is my take on it:

1) No special Fire Beetle armor used: Fire Beetles always deal full damage, in full spirit of FA.

2) Fire Beetles can be manually exploded through a button. For a hotkey, use 'toggle unit production' (GAZ UI). (credits to pip)

3) A toggle button is provided to toggle between primed (explode on death) and unprimed (do not explode on death, which is the default). Choose wisely. Unprimed beetles can be recognized by the pause symbol on the units, and by the graphic of the toggle button. Note they still explode when attacking or ctrl-k-ing. For a hotkey, use 'toggle unit weapon' (GAZ UI)

Attached screenshots illustrate the concepts.

The main buff is: While beetles are still suscepbtile to other beetles' explosions, they will not die without major explosions if you've primed them.
On the other hand care has to be taken as primed beetles can hurt surrounding units and can chain explode, so playing around with when to prime beetles should create interesting scenario's.

No stats changed for now, but stat changes like the one in pip's mod can also be combined with this, should it prove necessary.
Let me know what you guys think.

Btw pip, the code you provided for ctrl k was already added through other means in FAF, so I think your mod now does things twice (see Defense.InstantDeath property of units and on death in lua of fire beetle).

Re: Priming Fire Beetles

PostPosted: 12 Feb 2013, 18:34
by CocoaMoko
I'm for the idea of fire beetles always causing their damage explosion when they die.

And it would be interesting if it was universal, i.e. allowing for chains of firebeetles exploding as well. It would make them kind of like a (current) mobile energy storage. It would have the advantage of maybe being useful, but also come at the risk of possibly hurting your own units/base, like a current e storage. So it powers them up but also gives them a way to be used against you, kinda leveling it out. Just a thought.