Poll

Should the Evacuaction Transport be aviable to build in multiplayer games?

Yes
28 (58.3%)
No
20 (41.7%)

Total Members Voted: 46

Author Topic: Evacuaction Transport  (Read 6262 times)

Offline Leviathan

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Evacuaction Transport
« on: February 22, 2005, 08:15:29 AM »
Should the Evacuaction Transport be aviable to build in all multiplayer games?

Currently - from 1.3.1 it has been enabled but we are going to be taking the sheets back to its original state next update - sept a few changes.

It has no use in multiplayer, its just for fun I gess but because its useless should it be aviable or not?

You decide. Whatevea the outcome of the vote is what we will do in the next update.

Offline zeritou

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« Reply #1 on: February 22, 2005, 09:30:16 AM »
no if they wont have a use
yes if they will
how to insult a klingon:

qatlh Quch Hab ghaj no'ra'
vaj HabHa''a' je 'uSDu'lIj joj

wich translates roughly to:

how come you guys never had those for head bumps in the first staktrek series and do you guys have bumps like that on your genitals too?

Offline Leviathan

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Evacuaction Transport
« Reply #2 on: February 22, 2005, 09:40:34 AM »
Quote
no if they wont have a use
yes if they will
What do you mean wont? They dont have a use...
The only use in single player is that you need them as mission objectives.

Offline Mez

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Evacuaction Transport
« Reply #3 on: February 22, 2005, 11:41:06 AM »
no, its just another option for me to click by mistake

Offline Highlander

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« Reply #4 on: February 22, 2005, 04:41:58 PM »
Give the Evactuation Transports the ability to give away colonists (5,10,15 w/e)

then they can actually have a use if your allie in a game dies because of some reason...

This idea has been debated since I first started playing this game, most ly with the outcome this would be for the good.

If it can be done of course..
There can be Only one. Wipe Them out. All of Them.

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Offline Leviathan

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Evacuaction Transport
« Reply #5 on: February 22, 2005, 04:45:32 PM »
Were not looking for ideas here, if people keep posting ideas for the unit ill close the topic :o

It has no ablity.

Vote on the poll please.

Offline Zao

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« Reply #6 on: February 22, 2005, 08:11:13 PM »
No, I agree with mezza.

Offline CK9

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« Reply #7 on: February 22, 2005, 08:24:17 PM »
it would be great if you could take opponent scientists with them *evil grin*
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Offline Tellaris

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« Reply #8 on: February 22, 2005, 08:38:14 PM »
Note, that to do what I plan to do some update from now, when Hacker releases his editor I am going to need these enabled.
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Offline Leviathan

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« Reply #9 on: February 23, 2005, 03:32:58 AM »
Hopefully mapper v2 will be part of the next update Baikon.

Offline Highlander

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« Reply #10 on: February 23, 2005, 09:40:09 AM »
just a question regarding the Evactuation transports...

Would it be hard to edit in what I meantioned earlier in this thread ?
 
There can be Only one. Wipe Them out. All of Them.

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Offline Leviathan

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« Reply #11 on: February 23, 2005, 10:36:12 AM »
It would be impossible Highlander.

The Question is:
Should the Evacuaction Transport be aviable to build in multiplayer games?

Offline gpgarrettboast

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« Reply #12 on: February 23, 2005, 12:05:01 PM »
Yes, they should.  People could use them in multiplayer missions to complete objectives or just use them to self destruct like a scout (depending on speed/cost)

Offline Leviathan

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« Reply #13 on: February 23, 2005, 12:23:01 PM »
gpgarrettboast the settings for it are the same as single player.
if you want to no them go play single player ;p

Offline Hooman

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« Reply #14 on: February 23, 2005, 03:14:19 PM »
Sorry if this is a bit off topic, but I'd like to remind other off topic people of this. If you have a special purpose for them in a new level then it's easy to enable them for that one level only. This here is a general edit to the game and all existing levels to add a unit back into them all that just has no purpose.
 

Offline HaXtOr

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« Reply #15 on: February 27, 2005, 02:04:27 PM »
Evac Units should be available in multiplayer
They are good for confuseing the other players armys in to not fireing on your fighting units

Offline Highlander

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« Reply #16 on: February 28, 2005, 04:33:11 AM »
Hax, how about just using scouts instead ?

They are cheaper, faster to produce and faster than an Evacuation Transport.
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Offline coolzero

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« Reply #17 on: March 05, 2005, 05:25:50 AM »
whel i sow someone wright that they could give away colonist that would be a good idea while i sucked at the game me and my friend did pk in multyplayer and only targeted him but i didnt know what all the evecuatoin things where in space port so i lost 10000 food and 100 colonist and rare metal wich i found realy disturving so i think if there was a way of giving someone else colonist food and metal it would be a improvement becous after we let him grow the pk i lached the shuttle and i had no more sientist that means that your doomd cous no more sientist you cant get any more from the uni cous it needs them to train  
becous havning my signature 5720 characters long or so is a little crazy and hacker would prob del my signature again i diseded to make a pic of it ... this is acualy my name in letters highlighted. i just took a ss  :D

Offline Leviathan

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« Reply #18 on: March 05, 2005, 07:36:48 AM »
Once again - please stick to the topic, and ive allready said we cant do that idea, howevea cool it might be :)

Only post reasons why you think it should be or not be in all multiplayer maps.
Thx

Offline Tellaris

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« Reply #19 on: March 05, 2005, 10:23:15 AM »
Off topic:   Coolzero, as cool as this would be, the game engine dosn't really support this.   To do this would not be easy, it would take a lot of time and hacking, and some parts we don't really know enough about to be able to do.      In short, chances of this happening are fairly low.

I can think of another reason to have Evac Trans in game...    B&T games come to mind, but you can also role play with them too, particularly on World Maps.   However, while no blight is present, you can use some one as player blue just drive over your base...   Same effect.   Everything dies.
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Offline BlackBox

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« Reply #20 on: March 06, 2005, 01:45:24 PM »
Well Baikon you could emulate this in a DLL I imagine but it'd be kind of nasty to do. (Very limited circumstances where it could be done, would have to involve hard coded points of where you bring the transport and it modifies the player's colonist counts. Sick tho. Sort of like the campaign does it with the scientists / that green transport).

I think you can make them contain Colonists (so it says Cargo: Colonists) but you can't do anything with them (Load or unload them) apart from emulating this, on specific DLL's.

Offline Tellaris

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« Reply #21 on: March 07, 2005, 06:53:59 PM »
They won't be loadable, plain and simple.   The objective will simply be to have x amount of transports for your population (25 each).   Beyong that, there isn't really any other point to having them.
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Offline Hooman

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« Reply #22 on: March 08, 2005, 06:43:08 PM »
Baikon, I repeat, if you want to do that for a specific level, you only need a special tech file for that one level. You don't need to modify the default tech file for all levels. There is no point to doing that. Those levels are already written and won't/can't make use of evacuation transports. They are just a useless item to accidentally click and build. All it really does is waste ore.

Remember this poll is not about cool new features added to the game or cool new levels. This is about the possibility of adding a useless unit to all existing multiplayer levels.

If you wanted to make a special DLL that makes use of evacuation transports, you just change the TechTree export from your DLL to reference a new file instead of the default one all the existing levels use. The outcome of this poll does not in any way affect your ability to do this. If you'd like to suggest new features please do so in a different thread and don't cloud the issue at hand here. Thanks.
 

Offline HaXtOr

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« Reply #23 on: March 08, 2005, 06:52:41 PM »
VOTE YES! They are fun to anoy your opponent with and have more hitpoints then a survayor

Offline CK9

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« Reply #24 on: March 08, 2005, 11:26:50 PM »
I say keep it, an opponent in a hurry could easily mistake it for a panther (I have done that myself once) when you have them changing their veiw area every couple of seconds
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