Keroro
Dororo: Ninja Frog
Many thanks for the enslaving foot unit tips. I believe I've now made all the necessary changes. One thing I'm uncertain of however is what happens with the immobile treasure units. Many of those are created from enslavement, but I'm unsure whether an immobile can be flagged as a foot unit without anything weird happening. Any ideas?
Hmm, with treasure units I'm starting to doubt whether we need a change at all. Leaders definitely needed changing to foot units. Treasure, as it can immediately be picked up by one of the units on the tile, maybe doesn't need to be flagged as a foot unit at all. It also occurs to me that the problem I originally described would be present in any situation where your transport vessel was full, and must have been present with marines in the vanilla game - and it must be an infrequently encountered problem if I'm the first person in this thread to have noticed it!This would cause bad effects (when the AI tries to unload immobile units from a ship, it causes the game to hang).
The trick: Remove the immobile flag. This will also remove the AI strategy for "Flag Unit", but as El Justo's AoI shows this means less than diddly squat in terms of AI hamperment (meaning he found that the AI still very well knew to cash them in. Probably because the offensive/defensive units still have it in their program to secure a unit flagged as "flag" in the abilities section, whether or not that flag unit also has the corresponding strategy)
Thinking about the AI and it's use of units, it's probably best to leave things as they are rather than risk the hang issue that Virote rightly notes. If no-one else has had trouble with treasure units on early ships then perhaps leave them as they are.
El Justo's AoI does things differently, but I suspect using the same method might possibly change the character of the scenario a little? It works pretty well as is, so let's let it be.
In other news:
My game has moved on considerably. Update tonight hopefully.
Report follows.
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