Make units have wreckage again?

Discussion in 'Mod Discussions' started by squishypon3, October 30, 2014.

  1. squishypon3

    squishypon3 Post Master General

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    I'm making a TA: PA mod, and the economy is already hard enough without energy costs. (I need to make buildings cost double what would in TA to make them take the same amount of time to build or so) it takes 27 t1 metal extractors to support THREE t2 vehicle fabs... I need unit wreckage so that people can actually support advanced fabricators so they can build advanced metal extractors to support advanced fabricators! XD

    Man... I wish it were possible to give energy costs to things, it'd be much easier to manage :/
    optimi likes this.
  2. Raevn

    Raevn Moderator Alumni

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    It's easy to turn back on - just change "wreckage_health_frac" to something other than 0.0 in base_vehicle and base_bot.
    squishypon3 likes this.
  3. wondible

    wondible Post Master General

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    search for wreckage_health_frac in the unit files and increase whatever you find. 1.0 will give the wreckage the same hp has the unit and 50% of the metal; 10.0 will will give it ten times as much hp and 10/11 of the metal, but also make the unit much easier to kill by reclaiming (the other 1/11 of the metal)
    squishypon3 likes this.
  4. squishypon3

    squishypon3 Post Master General

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    Oh! I didn't see that, thanks. :D

    Do you have any idea what the fraction was in TA Raevn? :p
  5. Raevn

    Raevn Moderator Alumni

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    0.8 I believe.
  6. squishypon3

    squishypon3 Post Master General

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    Thanks, time to edit a bunch of .jsons!
  7. liquius

    liquius Well-Known Member

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    However the reclaim mechanic work differently to TA. You won't be able to copy TA.
  8. squishypon3

    squishypon3 Post Master General

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    I will to the best of my ability, a lot of TA's economy worked very differently. Set energy costs, Different metal rates for different buildings/units, etc... :p

    Raevn and I both have the same issues in these regards. D:

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