Hello, boys and girls. I've been looking for many ways to diversify the TS Harvester, because between being a shared unit and not able to do anything else besides harvest... dock,
harvest... dock,
harvest... dock, it doesn't do anything else that's fun to watch. (...lucky RA2 dogs.)
Here's some of the crazy stuff I've tried:
Successes- Stealth mode
- Propulsion modes: Subterranean, Hover and Amphibious
- Weaponization
Only works with the Hover propulsion.
Failures- Propulsion modes: Fly (Aircraft lcomotor)
Can't dock into Refinery, despite being able to harvest and fly.
It doesn't land at the proper Refinery docking angle and it can't unload stored Tiberium, either.
- Propulsion modes: Fly (Jumpjet locomotor)
Can't dock into Refinery, despite being able to harvest and fly.
It has pathfinding issues, flying around the Refinery hopelessly. (Well, that and all the caveats of this propulsion in its original research article.)
- Weaponization
Can't harvest (exception: Hover propulsion), despite driving into a Tiberium patch.
Weapons do work, however.
- Deployable gun turret
Can't deploy into the gun turret, despite showing the right cursor.
Harvesting works.
- Passengers
Can't dock into Refinery, despite being able to harvest and carry an infantryman.
- Mobile EMP generator
Can't deploy into the EMP shockwave, despite showing the right cursor. Harvesting works.
Also tested this on the Mobile EM-Pulse because of IsMobileEMP=true.
Anything else that's worth trying? (Besides the default
[HARV] and
[HORV] configurations in Westwood's
rules.INI).
To those who haven't tried and want to try, go head, look at that list. It's all there. Maybe it might be worth some thought and use. =)
Special thanksTeam Black for suggesting
Jumpjet propulsion and mobile EMP.
This post has been edited by Chris Ichikawa: Sep 5 2011, 05:07 PM