What turns? There's turns in RP combat?@Bøømik, since you donated Techs that TAC needed badly, the [Compound Weapon Saver Licence] is yours for free.
Please don't spam the bug in too many mobile Techs, as it technically costs a lot for the cost of all those compounded parts.
There is a restriction on the amount of "power" a compounded weapon should have, specifically no more than 56 weapons compounded on a singular Tech.
Compounded Weapons Techs also move slower in RP combat and take time to charge attacks:
1 turn for 10
2 turns for 23
3 turns for 36
4 turns for 46
They take an additional turn upon deployment, meaning that they appear awhile after the normal Techs enter a battle.
The compound weapons also DO NOT have perfect accuracy and can miss often against fast moving targets.
No. When I was messing around in gauntlet, a stabilizer wheel clipped through my cab and after I re-rotated it, the game came up with the bug reporter screen. Sorry for the inconvenience @Legionite. Looks great though!!!I managed to find a way to bypass that by vanilla means(totally legit).
Build the super tall tower, then add the compound parts.
Finish off the Tech off by removing the tower, and don't add anything on the compounded weapon Tech afterwards, or the Tech will break when loaded.
The original bug was found by @列支敦士登yuki, but the "be able to save and load" part of the bug was found by me >Here<, so technically TAC holds the "license" to do so...
TAC is in desperate need of BB, so getting the license for the "save and load" part of the "compound block stacking bug" for use in your own kingdom will cost something.
The fixed save is below:
(@JimmyBlether, sorry for the inconvenience. The save still had a humongous 0.1% done Omega-Class juicer replica in it that manages to be extremely laggy. It is now removed to reduce issues. The save loads fine on my Potato Air...)
What turns? There's turns in RP combat?
That's jus your way of attacking. Everyone has their own ways and styles.Yes, every turn:
The attacker usually goes first, then the defender does his action.
The attacker is the person who launches the attack on a kingdom/kingdom Tech. The kingdom member who is controlling the attacker is to remain constant throughout battle to prevent too much confusion. That member is not allowed to bring in any more Techs into the battle. Bigger armies take more turns to move to position.
Additional attackers from the same kingdom can join in a active battle with new Techs, but they can only command the Techs they brought into combat only.
Mindsets on a Tech determine what the defender is going to do if none of the members are online when it is attacked (this can also be set to "is controlled by citizen" to make sure a citizen of that kingdom will be able to command it in combat), or the defender can be controlled by its kingdom members.
The defender is free to bring any available Techs into an active battle, but those Techs will take time to arrive depending on how far they are.
A Commander cannot be a "kingdom leader" at the same time.
A kingdom citizen that is a Pilot/Sky Commander, Driver/Land Commander, Sailor/Sea Commander, Astronaut/Space Commander, or Defender/Defense Coordinator will receive boosts for his/her respective Techs in combat.
A Pilot/Sky Commander is a very keen arial combat expert. His/Her planes receive a combat bonus and can perform advanced maneuvers in the sky to dodge and attack enemies effectively. Can dodge incoming missiles without countermeasures with the right maneuvers on the right Techs.
A Driver/Land Commander is a veteran of normal Tech battles. He/She is able to control the army in possession really well and can perform "Tech layouts", allowing the commander to precisely position Techs in his/her land army so that the Tank Techs are at the front and the weak ranged ones are in the back:
Advanced maneuvers with land Techs is:
Automated Block: Intercepting incoming artillery shells by using the build beam to hover the tech into the way of the artillery rounds. Great for stopping shells from hitting another Tech by letting the tank Tech take the hits. This takes the participating Tech's attack turn away though.
Strafe Right/Left: Increases chances of dodging shells, but decreases chances of hitting targets. Missiles cannot fire while doing this as they have a high chance of "premature detonation"(except for the VEN Missiles, they are weaker anyway).
Tilt-and-Shoot: The commanded Tech moves backward a bit, then forward abruptly, allowing the weapons on the Tech to shoot far like artillery. This maneuver is great without artillery, but sacrifices a chance to move in a turn. This does allow non-artillery to shoot far, but it isn't as good as using an actual artillery, which has much more accuracy than this tactic.
Let's destroy them quick, before they build their defenses. They haven't arrived yet, have they? If they haven't, we can bombard their Fleet when they arrive and any remaining ships that get close to our orbit.- EFF is looking to inspect all the kingdoms for their history, and build their defenses based on the most popular weapons.
- They are also looking to confiscate any illegal actions that are going on, namely pirating, SCU sabotaging, and hacking of computers.
- Their new walls that are being built are already lined with thousands of HK Auto-Cannons and missile turrets... Enough to look intimidating from 5 miles away...
- We don't actually don't know how "benevolent" they are.
-They *might* decide to bring an over-ship to the Off-World