Base game unchanged with the following exceptions; Commander reclaim prevented. Push-class sorted out so that.... shoving units around is not a thing or such that bigger units must shove smaller units not the other way around. Lobs - Do not come pre-filled with dox Locust - increase size of hitbox to make them 'hittable' when they are shot at. More suggestions possibly to follow...
Go to the files in Pa- units- commanders - base commander- the base_commander.json file, open it and dearch for the metal value and change it to whatever you find confortable. And fot the lobber, not sure about the name of the function, but in the ragnarok sure there is one in the weapon.json that says something about start_empty or something like that. Search for it and place it in the lob weapon.json and that should be all)
I still think the solution to the Lob is to make it launch land mines with a large firing deviation instead of Dox.
Because then you get back to the same issue you have with the Lob currently. Right now you have a defensive structure that is actually a factory, so it needs to be balanced as a factory. If the Lob is going to make mobile units, it needs to be a less attractive option than an actual factory or people won't make the factory, but it also needs to be a useful structure. By switching to mines, you have a structure that can lay a minefield during quiet time and act as artillery when things heat up.
There's a difference between a defensive structure delivering dox into an attack force and a deffensive structure delivering booms into an attack force.
But what does it add to the game by providing another way to build Booms that you can't already do right now? There is a clear place in the game for a structure that can launch mines. Combat fabs lay mines quickly, but they do it in neat, predictable rows and that have trouble doing it in areas where they might come under fire.
A boom next to a hostile ant is worth ten fresh off the production lines. Unless those are one and the same, in which case congratulations destroying some ****.
just wanted to point out that shooting boombots with artillery would be pretty op lol. #neverbuildpeltersagain
Looks like reclaim can't be outright prevented. The reclaimable tag doesn't work for units, probably only for features like trees. push class can't be fixed by modding. It would be some change uber made within the engine when probably trying to optimise unit collisions Like others said, you can shadow the lob tool file "/pa_ex1/land/artillery_unit_launcher/artillery_unit_launcher_tool_weapon.json" and add Code: "start_fully_charged": false Unit hitbox issues tend to have something to do with the mesh_bounds property in the unit spec. Shadow the bot_nanoswarm.json file and increase the mesh bound properties. Be careful not to increase it too much though, it also governs formation spacing and how much they displace other units. Code: "mesh_bounds": [x,y,z]" We used 4,4,4 in legion and the swarm hive hitbox issues we had went away. If this fails you, you can directly reduce the unit's acceleration, brake, and turn speeds so that bullets are less likely to be dodged.
If I recall, combat fabbers used to be able to assist factories and that was disabled. Is a similar intervention not possible with reclaim? That, or the solution is to make the commander have lower metal value, on death increase it to normal so the wreckage is still worth salvaging. If that is even possible.
That is disabled with Code: "can_only_assist_with_buildable_items": true which is not related to reclaiming You can check out https://forums.uberent.com/threads/rel-true-economy.71733/ for the lower metal value solution. If you want to tweak wreckage value, you can increase this multiplier. It accepts x>1 as well Code: "wreckage_health_frac": x
Remember when orbital fabber reclaim was a thing? You can disable reclaiming of units on a build-arm basis with reclaim_types, although doing it globally would cut out a few legitimate strategies for base reorg and fabber self defense. Just doing combat fabs, perhaps.
Ooh marshall. I´ve seen what you ment with the lobs. ******* bullshit, really @mikeyh should consider pussing a fix for that thing.
+1 Commander reclaim prevented. I accept it's a fair strategy within the base game, but I hate how micromanaging a comm reclaim takes you away from more exciting gameplay, and would much rather do without it.