Difference between revisions of "AI War 2:Special Mechanics"
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To set up a ship as able to rebuild, you must define an assist_range on the ship, with the same notes on that as are on repair/assistance above. | To set up a ship as able to rebuild, you must define an assist_range on the ship, with the same notes on that as are on repair/assistance above. | ||
− | You also must define a metal flow sub-node of the entity in this fashion: <metal_flow purpose="RebuildingRemains" throughput="100" increase_per_mark_level="0"/> | + | You also must define a [[AI War 2: Modding Sub-Nodes Of Entities#Metal_Flow| metal flow sub-node] of the entity in this fashion: <metal_flow purpose="RebuildingRemains" throughput="100" increase_per_mark_level="0"/> |
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=== Assisting Ship Construction (Also Engineering) === | === Assisting Ship Construction (Also Engineering) === |
Revision as of 09:13, 10 August 2018
Contents
- 1 Cloaking
- 2 Tachyon Beams
- 3 Tractor Beams
- 4 Gravity Fields
- 5 Bubble Forcefields
- 6 Personal Shields
- 7 Engine Stun
- 8 Paralysis
- 9 Ion Damage
- 10 Vampirism
- 11 Self-Damage
- 12 Self-Damage
- 13 Repairs To Ships (Engineering)
- 14 Rebuilding
- 15 Assisting Ship Construction (Also Engineering)
- 16 Claiming Neutral Entities
Cloaking
~*~
Tachyon Beams
~*~
Tractor Beams
~*~
Gravity Fields
~*~
Bubble Forcefields
~*~
Personal Shields
~*~
Engine Stun
~*~
Paralysis
~*~
Ion Damage
~*~
Vampirism
~*~
Self-Damage
~*~
Self-Damage
~*~
Repairs To Ships (Engineering)
These ships are able to heal other ships that are damaged.
Modders:
To set up a ship as able to assist, you must define an assist_range on the ship. Most engineers use VeryTiny3, or Tiny3 if you want it to be a bit larger. As the mark level of the ship increases, the range will automatically increase by the assist_range_multiplier that is defined on the central MarkLevel definitions that you can see in GameData/Configuration/Balance_MarkLevel.
Rebuilding
These ships are able to rebuild ships that have been destroyed and turned into burnt-out husks of themselves. This goes for things like golems that die and turn inactive, and things like turrets as well (this is a convenience so that you don't have to manually rebuild your turret placements every time one dies -- you just have to have rebuilders handy and then pay for the metal costs).
Modders:
To set up a ship as able to rebuild, you must define an assist_range on the ship, with the same notes on that as are on repair/assistance above.
You also must define a [[AI War 2: Modding Sub-Nodes Of Entities#Metal_Flow| metal flow sub-node] of the entity in this fashion: <metal_flow purpose="RebuildingRemains" throughput="100" increase_per_mark_level="0"/>
Assisting Ship Construction (Also Engineering)
These ships are able to speed up the construction of ships that are either self-building or which are being constructed via a queue inside a space dock or similar. This ability is typically on engineers, but can be given to other ships as well.
Modders:
To set up a ship as able to assist construction, you must define an assist_range on the ship, with the same notes on that as are on repair/assistance above.
You also must define a metal flow sub-node of the entity in this fashion: <metal_flow purpose="AssistConstruction" throughput="100" increase_per_mark_level="25"/>
All of the notes on metal flow sub-nodes from the Rebuilding section also apply here.
Claiming Neutral Entities
These ships are able to go over to neutral ships or structures (anything from golems or other ships that are capturable to simple metal harvester spots) and repair them to turn your team color and start working for you.
Modders:
To set up a ship as able to claim neutral entities, you must define an assist_range on the ship, with the same notes on that as are on repair/assistance above.
You also must define a metal flow sub-node of the entity in this fashion: <metal_flow purpose="ClaimingNeutrals" throughput="100" increase_per_mark_level="25"/>
All of the notes on metal flow sub-nodes from the Rebuilding section also apply here.