Independent Techs

Skyfry428

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#1
I am currently making a tech that is essentially the same tech connected to itself, and I was wondering, If there are cabs/ai units on either side of the tech, and the pieces connecting the two sides are destroyed, would the now two techs be able to work independently?
 

Carlos Gil

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#2
I tried that and it did not work. What worked is making a tech within a tech, in case the outer tech gets destroyed the inner one can drive away.

I did this by creating a teach with its own weapons and wheels then connecting it to an outer shell with one weak piece. It cannot have multiple connection points or it fails.
 

hahadead7777

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#3
By any chance have you seen my Tech called "Trojan Horse"? It was intended on using the concept of 1 exploit the auto aim system and 2. To make your game a little more interesting when it looks so vulnerable ;) But until the game mechanic for if 1 Tech can turn into 2 is changed in vanilla or with a mod builds like mine will be a different kind of Trojan Horse. Let me just shoot that center *FPS -50%* have fun fighing. (depends on computer specs) :p
 

IceFireXD

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#4
The game does not currently support the "cluster bot" type tech. The devs have stated they really want to add this to the game, but it requires a LOT of code work, and is not very high on the priority list right now.
 
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#5
This is an awesome idea, meaning I could create a large tech carrying a smaller one in this scenario:

Pre-Implementation
What's this? A base?
Looks like my tech has to do the job!
No wait, wrong tech! RETREAT!

Post-Implementation
What's this? A base?
Looks like my tech has to do the job!
No wait, wrong tech! At least it's my carrier..
ATTACK! SEND IN THE ATTACK VESSEL!
 
Likes: Skyfry428

reaperx1

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#6
You can carry techs with other techs you just can't order them together.