Posts: 50
Threads: 6
Joined: Mar 2007
Reputation:
0
the factoryis bugged: if you build a factory and it is debilitated, you can take it back to a item and rebuild it ==> it got the FULL lifes
(wenn das unverständlich ist: ich kaufe ne fab, bau sie. Sie wird angegriffen, aht vllt. nur noch halb so viel leben. Ich pack sie als item ein, bau sie wieder. Schon hat sie volles leben)
NICHT mehr aktiv hier im Forum, seit Anfang 2008
Posts: 2,503
Threads: 205
Joined: Mar 2007
Reputation:
17
Thats no Bug. This is the reason why you have to pay money to turn the factory into an item (and thatswhy it gets more expensive the lower the HP of the factory are)
This post has been brought to you by Sand - it's everywhere, get used to it.
Posts: 2,292
Threads: 181
Joined: Apr 2007
Reputation:
2
Well the enemy save some money this way, I experienced an extremely defensive tactic where the enemy constantly unpacked the damaged factories and set them up again.
Posts: 191
Threads: 7
Joined: Jul 2007
Reputation:
0
maybe the better way is to set a fixed price (500 gold) for packing up the factory but after reconstruct the factory has the same health points as before...
Posts: 2,292
Threads: 181
Joined: Apr 2007
Reputation:
2
That could be possible, but the item custom value is already used for check cooldown items to prevent them to be dropped during cooldown. However I think it doesn't check whenever it's 0 or 1 at given time, and a wait timer of 50 sec is set for all cooldown items and 25 sec timer for remote defuse and 5 sec timer for single reinforcements. The custom value could indicate how much hp the factory has when packed, and it gets same hp when unpacked. However I think there would be a problem with stacking factories, in case you already had 1 in your inventory and using custom value as item memory, butI don't know much about this part, so I think perhaps it's the best solution that current idea; the price of unpacking the factory increases as it's more damaged.