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Transmitter System
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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Wed Feb 06, 2013 4:02 pm    Post subject:  Transmitter System
Subject description: Super easy tutorial for an alternate base construction system
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1) Set at least one building to a large Adjacency. I recommend something like 10. This building will be your Transmitter building.

2) Set all other remaining building Adjacency's for your chosen faction to 0.

3) Test it ingame. This is so simple and easy that it should be hard to go wrong, but none the less...

This technique won't quite build you a system as intricate as games like SunAge or Perimeter - RA2/YR is simply not advanced enough to support that kind of logic in it's current form right now (for starters, you'd need a PoweredUnit logic on a BuildingType that works within a set radius, which to my easily fallible knowledge does not exist right now).

What this system will do however is give you a similar play (and expansion if your a daring commander) style to the Genesis faction from the old Allies Revenge mod. Infact it need not be a building - the AR team managed to do it with walls no less.

The only glaring issue I found thus far is that Adjacency does not matter which faction the building is for - it is entirely possible to use captured enemy buildings or even tech buildings as "transmission range" for this same technique, so anyone trying to rebuild the ED Tunnel Network from Earth 2160 (and why would you do so?) is going to be in for a disappointing time.

Full research is still being done on this technique, but for now this system is simple but effective.


Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Rules.INI 

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 06, 2013 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

So i build 10 transmitter across the map and then base defenses right inside the enemies base? I don't think this is such a good idea.

To be balanced it would need a restriction around the main building (e.g. max 3 transmitter lengths around your conyard), but that isn't possible.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Feb 06, 2013 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

What LKO said. From what I see, the only way to balance it and no spam is to make it really pricey and/ or really fragile and with BuiltLimit.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Feb 06, 2013 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why not just make the transmitter super-pricey?  That means that they take a while to build and are a drain on the economy of the player - restricting expansion to when it is convenient.

And if you can still build a chain of them across the map, your opponent deserves it.

It'd be nice to be able to power down buildings which don't have an unbroken line of transmitters, but that's not something that's remotely possible.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Feb 07, 2013 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

The AR2 mod used firestorm type walls as power conduits to get a similar effect, you had to build a line of them to build far tho.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Thu Feb 07, 2013 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

As Orac and Miggy have pointed out, balance is really up to the player. Besides, it's a Tutorial - a "How To" guide, not a suggestions feature. This provides an alternate base building system someone out there might find useful, or provide an idea.

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Thu Feb 07, 2013 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

this might work with a workaround
the Transmitter Building has a Negative EMP weapon or AttachEffect animation which will remove the EMP from the surrounding buildings
when Destroyed it leaves a Rubble, using Ares's Advance Rubble logic, it has an EMP weapon which disables the surrounding buildings.

btw, This is just a theory

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sat Feb 23, 2013 4:25 am    Post subject: Reply with quote  Mark this post and the followings unread

You can balance it with transmitter BuildLimit.

Also it can be a relatively fragile building that the enemy can destroy and has to be rebuilt.

I don't think there's any balance problems with the method.

ALSO, I just realized that with this logic and the EMP trick, plus RadialIndicator, you can have working Starcraft Protoss Pylons (!!!)

I might even make a tutorial stealing it #Tongue

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Mon Mar 25, 2013 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
You can balance it with transmitter BuildLimit.

Also it can be a relatively fragile building that the enemy can destroy and has to be rebuilt.

I don't think there's any balance problems with the method.

ALSO, I just realized that with this logic and the EMP trick, plus RadialIndicator, you can have working Starcraft Protoss Pylons (!!!)

I might even make a tutorial stealing it #Tongue


Go ahead, I may have to borrow the tutorial though.

Only fair if your basing your "Pylons" on this method X3

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