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Gedou
Joined: Wed Nov 26, 2008 5:38 pm Posts: 17 Location: Prague
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Factories
ok I was thinking alot about cortex command and other RTS.How about making some factories.....you know....and building things....etc. to make it like Command and conquer...you select a factory and build weapons..it would be cheaper than from space etc. how about it guys?
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Wed Nov 26, 2008 5:46 pm |
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Krumbs
Joined: Mon Aug 27, 2007 7:56 pm Posts: 1186 Location: Scotland
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Re: Factories
I don't that would work, I'm not going to try and explain the reason as I would explain wrong and be attacked. But I don't think data (the creator) is going for that.
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Wed Nov 26, 2008 5:52 pm |
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Gedou
Joined: Wed Nov 26, 2008 5:38 pm Posts: 17 Location: Prague
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Re: Factories
I see....well it was just an idea cause it wouldnt be bad.I came up with the idea cause I saw the zombie generators
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Wed Nov 26, 2008 5:56 pm |
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casey
Joined: Wed Dec 27, 2006 10:05 pm Posts: 100
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Re: Factories
you can mod those into the game though
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Wed Nov 26, 2008 5:58 pm |
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Gedou
Joined: Wed Nov 26, 2008 5:38 pm Posts: 17 Location: Prague
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Re: Factories
realy? and could someone do it? i dont have time
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Wed Nov 26, 2008 6:12 pm |
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CommanderCool
Joined: Tue Aug 14, 2007 2:53 pm Posts: 296 Location: Black Mesa Research Facility
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Re: Factories
This is actually quite possible. Ive seen it done in-game even before B22. You could only build one type of unit, but you could control when they would emerge by opening and closing doors. I think it was the Reaper Factory or something by Thanatos.
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Wed Nov 26, 2008 6:17 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: Factories
CommanderCool wrote: This is actually quite possible. Ive seen it done in-game even before B22. You could only build one type of unit, but you could control when they would emerge by opening and closing doors. I think it was the Reaper Factory or something by Thanatos. Or even better, the Clone Farm. It was an ACrab pinned to the top of a bunker module. It fired an ARocket which gibbed the clone, making it a functioning cloning vat. It's in the B20 compilation pack for anyone who wants to see it.
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Wed Nov 26, 2008 10:25 pm |
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Comment
Joined: Tue Oct 14, 2008 11:07 pm Posts: 112
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Re: Factories
Yeah, just make an immobile actor with a gun that shoots guns. Or crafts gibbing actors, as Lambda said. Or whatever you want the factory to "make" really.
It won't cost you any gold to make things via this method, so this couldn't really be used to fully convert Cortex Command into some kind of side-view RTS. If you just want to spawn stuff from within your base, there's already mods out there that can do it for you.
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Wed Nov 26, 2008 10:46 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Factories
I support this. Sometimes ordering from space is just too annoying and slow.
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Thu Nov 27, 2008 3:05 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Factories
Actually, this'd be a really good idea. Either the factory is dumped by a transport or is placed in the bunker builder, and every time you procure some form of equipment from it, it deducts money, but half of the original cost or something like that. The building its self would have to cost quite a bit though. Pinned dropships full of the same thing aren't as fun, and with this idea, I'm guessing there'd be multiple choices.
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Thu Nov 27, 2008 6:07 pm |
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Gedou
Joined: Wed Nov 26, 2008 5:38 pm Posts: 17 Location: Prague
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Re: Factories
I was thinkin about it and I think I have a solution. It would be somekind of unit tat has limited (or none) movement and it would have different guns that fires diferent things. Somethink like Dreadnought. But I dont know how to solve the gold problem.Othervise its not a bad idea with the opening and closing doors so it could be somethink like the crate wats already in B22
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Thu Nov 27, 2008 9:41 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Factories
I remember Data (or atleast someone high up in the CC Project) Saying that this is not meant to be an RTS, so they're trying to change that look slowly
Doesnt really matter if im attacked XD
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Fri Nov 28, 2008 2:36 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Factories
You can solve the gold problem by A) using Lua or B) making the factory fire an invisible ship with negative gold value up into the atmosphere.
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Fri Nov 28, 2008 3:39 am |
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Silver
Joined: Thu Jan 03, 2008 8:17 am Posts: 24
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Re: Factories
The problem is, all having a negative-value be sent into space would do would be reduce your gold count to negative, it wouldn't stop the factory from working at all.
So, either you make a scene with pre-made factories now and feed it steroids Lua, or wait until guns and whatnot get Lua-ized and make it then.
Alternately, you could order the factories from Space, and the factories only have so many units they can produce, at which point you have to order another factory when it runs out.
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Fri Nov 28, 2008 6:04 am |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: Factories
but then you couldn't put factories inside of your base, which is the whole point is it not?
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Fri Nov 28, 2008 9:13 am |
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