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cw4:cmod:docs:2928000d-89d2-4612-b738-3b8036b0b507 [2024/01/13 15:45] – [AC Cargo Ship] Kallicw4:cmod:docs:2928000d-89d2-4612-b738-3b8036b0b507 [2025/02/14 14:57] (current) – external edit 127.0.0.1
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 The Manufactory exists to make producing these big expensive ships safer. Normally a unit under construction will be destroyed by any amount of damage, no matter how tiny. But units that are being constructed by the Manufactory, have their full health and will only be destroyed if they or their Manufactory reach 0 health. The Manufactory exists to make producing these big expensive ships safer. Normally a unit under construction will be destroyed by any amount of damage, no matter how tiny. But units that are being constructed by the Manufactory, have their full health and will only be destroyed if they or their Manufactory reach 0 health.
  
-Manufactories can only be build inside the void.+====== Managing production ====== 
 +Manufactories can only be build inside the void. 
  
-You can select the ships that are currently under construction, by clicking the center of the roofOr click the ends/sides of the building to select the manufactory itself.+The Manufactory is affected by the Portal Build Speed upgradeA 100% build speed upgrade will let it make 50% more ships in the same amount of time
  
-====== Managing production ====== 
 A manufactory has 2 production modes: A manufactory has 2 production modes:
   - Manual start, where you have to approve each project before production on it can start. You can approve the next project, while another is already under construction.   - Manual start, where you have to approve each project before production on it can start. You can approve the next project, while another is already under construction.
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 Other functions: Other functions:
-  - You can set the rally point for the ships produced by the manufactorybut you can still manually change the target of the ship that is being build (after selecting it through the roof)+  - You can change the rally point of the Manufactory by selecting a different target cell. If a ship is under constructionthen you can change the rally target for that single unit by selecting the unit through the roof of the Manufactory
-  - You can abandon the progress on the current project at any time, to immediately change to another project, but you lose all spend resources.+  - You can abandon the progress on the current project at any time, to immediately change to another project, but you also lose all spend resources.
  
 ====== Big Gun Ship ====== ====== Big Gun Ship ======
-The Big Gun Ship is basically a vanilla Airship, but with damage/energy brought more in line with other top tier units. Changes compared to the Airship: +See [[cw4:cmod:docs:d8238876-fed7-4846-882b-7f79c079a209|Link]].
-  - The movement speed, range and attack rate upgrades from the portal apply to the Big Gun Ship.  +
-  - With portal upgrades, the dps is the same (20% less damage per hit, but 25% more hits), but the damage/energy is more in line with other units. It is still the most efficient damage/energy weapon available145 damage/energy vs the 109 from ERN'ed Berthas (Airships do an absurd 1450 damage/energy).  +
-  Big Gun Ships are build in a manufactory, not as a building on a ground. +
-  The cost + range + recharge of firing the sniper and missile launcher were brought in line with regular snipers and missile launchers. Which also means that ERN'ed snipers + missile launchers are better at their job than the Big Gun Ship is.  +
-  With all weapons enabled, the Big Gun Ship will burn through ammo like there's no tomorrow, especially once the portal upgrade is active. So consider turning off the sniper and missile launcher, so all ammo can be dedicated to what the ship is best at: shooting at creep with a very big gun.  +
-  - The Big Gun Ship has collision detection, so no 2 (or a 100) ships can be in the same exact position. This nerf is somewhat offset by the range increase from the portal.  +
-  he energy grid connection of the Big Gun Ship is on an antenna below the ship, so that the ship has an easier time maintaining it's grid connection +
 ====== AC Cargo Ship ====== ====== AC Cargo Ship ======
 The AC Cargo Ship has 4 notable functions:  The AC Cargo Ship has 4 notable functions: 
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 ====== AC Field Ship ====== ====== AC Field Ship ======
 +The AC Field Ship pushes or pulls AC:  
 +  - Field : the field has a width of 16 and length of 40. With the range portal upgrade this becomes 20x50. Within this range, all AC is pushed towards the center ridge. After you activate the field, you need to set a target that is on a different spot than the ship. Without a target, the field will not activate.
 +  - Direction: push or pull. The AC that is gathered in the central spine of the field, is either pushed away from the ship, or pulled towards it. The field is always in front of the ship, so if you park your ship on the edge of creeper and push towards the creeper, then nothing will happen. In that situation you should use "pull" and put your target within the AC that you want to pull into the creeper. 
 +  - Stationary : by default the ship becomes stationary when you activate the field, but you can chose to let the ship move in the target direction. The ship has a 40% speed debuff while the field is active. 
 +  - Strength : the right field strength for the right situation. Apart from costing more, stronger is not always better. You could for example pull all AC from a breeder patch, preventing it from breeding. 
 +
 +====== MVerse ====== 
 +The fields from the AC Cargo Ship and AC Field Ship will not work properly for MVerse clients, so it's recommended that only the map host builds these 2 ships.
  
 <=[[cw4:info:start#custom_units| Index]] <=[[cw4:info:start#custom_units| Index]]
cw4/cmod/docs/2928000d-89d2-4612-b738-3b8036b0b507.1705160732.txt.gz · Last modified: 2025/02/14 14:56 (external edit)