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> Specialist Harvesters
KajiTetsushi
post Aug 23 2011, 06:49 PM
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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 thanks
Team Black for suggesting Jumpjet propulsion and mobile EMP.

This post has been edited by Chris Ichikawa: Sep 5 2011, 05:07 PM


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Team Black
post Aug 23 2011, 10:00 PM
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interesting research. I think I recall making functional jumpjet harvesters, but that was way back.

I'd also be curious to see if the odd chance a mobile EMP harvester could work


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KajiTetsushi
post Aug 24 2011, 05:33 AM
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QUOTE (Team Black @ Aug 24 2011, 06:00 AM) *
interesting research. I think I recall making functional jumpjet harvesters, but that was way back.

I'd also be curious to see if the odd chance a mobile EMP harvester could work


Thanks, TB. I've already tested it. But my testing methods came up with nothing. May I know how you did it? I might've overlooked something. Harvester=yes, Dock=PROC, Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} and MovementZone=Fly all accounted for, btw.

The Mobile EMP Harvester ended up like the passenger logic. It has the EMP loaded, but it won't deploy EMP.


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KajiTetsushi
post Sep 5 2011, 04:50 PM
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Bump. Sorry.

I studied The DvD's mod project, Total War v1.1, and it successfully implements CABAL Harvesters that are armed, which contradicts the results of my weapons test. But it only works on Harvesters with hover propulsion.
I don't get it. Why?

I mean,
This code segment works...
CODE
[HARV]
Name=Hover Harvester
Image=HVR
; propulsion
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
; weapons
Primary=HoverMissile
Turret=yes


But why not these?
CODE
[HARV]
Name=Standard Harvester
; propulsion
SpeedType=Hover
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Crusher
; weapons
Primary=Minigun
Turret=yes

CODE
[HARV]
Name=Subterranean Harvester
; propulsion
Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}
MovementZone=Subterannean
; weapons
Primary=FireballLauncher
Turret=yes


And then, I thought this Harvester and hover locomotor could also be exploited for other uses such as passengers and deployable guns. But my tests show that this logic presented right here is the only exception to the rule.

This post has been edited by Chris Ichikawa: Sep 5 2011, 05:02 PM


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