Author Topic: Something I found about battle ogre pods  (Read 2650 times)

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Offline Yitzi

Something I found about battle ogre pods
« on: November 27, 2014, 03:03:49 AM »
Apparently, what type of battle ogre you get is not truly random, but rather depends on tech level.

If nobody has learned either "resonance" tech, you get a battle ogre mk1.

If someone has learned bioadaptive resonance, you get a battle ogre mk2.

If someone has learned sentient resonance, you get a battle ogre mk3.

Offline ete

Re: Something I found about battle ogre pods
« Reply #1 on: November 27, 2014, 03:21:58 AM »
huh, that is worth knowing. I'll add it to the wiki, thanks for telling us.

Offline Geo

Re: Something I found about battle ogre pods
« Reply #2 on: November 27, 2014, 10:30:06 AM »
Apparently, what type of battle ogre you get is not truly random, but rather depends on tech level.

If nobody has learned either "resonance" tech, you get a battle ogre mk1.

If someone has learned bioadaptive resonance, you get a battle ogre mk2.

If someone has learned sentient resonance, you get a battle ogre mk3.

Interesting. So basically if one reshuffles the tech tree and uses the short name of one of those resonance techs for another tech earlier in the tech tree, he can steer which kind of unit has a chance to pop.
Did you see if there's a requirement it MUST be a land unit in those Ogre #units slots in alphax.txt?

Offline Yitzi

Re: Something I found about battle ogre pods
« Reply #3 on: November 27, 2014, 12:06:41 PM »
Apparently, what type of battle ogre you get is not truly random, but rather depends on tech level.

If nobody has learned either "resonance" tech, you get a battle ogre mk1.

If someone has learned bioadaptive resonance, you get a battle ogre mk2.

If someone has learned sentient resonance, you get a battle ogre mk3.

Interesting. So basically if one reshuffles the tech tree and uses the short name of one of those resonance techs for another tech earlier in the tech tree, he can steer which kind of unit has a chance to pop.
Did you see if there's a requirement it MUST be a land unit in those Ogre #units slots in alphax.txt?

I don't think it has to be, but I'm pretty sure that the popping rules of "only on land or when picked up by a transport with at least 1 slot left" will still hold, so making it a sea unit would probably not be a good idea.

Offline Geo

Re: Something I found about battle ogre pods
« Reply #4 on: November 27, 2014, 04:41:49 PM »
Again, interesting. One could give a faction with the alien flag a sea unit to start with (the Ogre Mk 1 slot), and that unit would never pop up ingame again.

Offline Yitzi

Re: Something I found about battle ogre pods
« Reply #5 on: November 27, 2014, 05:37:32 PM »
Again, interesting. One could give a faction with the alien flag a sea unit to start with (the Ogre Mk 1 slot), and that unit would never pop up ingame again.

No, it would just pop up as a sea unit in the land unit spot, which would probably mean bugs.

However, Ogres take a "slot" that, in the original, would be a Unity rover instead, so you could just replace them all with copies of the Unity rover.  Though that wouldn't remove the special "cannot be repaired" rule (I am, however, working on an option to disable all special SMAX units from pods, pops, and native life appearing.)

 

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