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Old May 24, 2003, 14:17   #1
TheProvost
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Capturing / Building Fungal Towers
I’ve tried a number of adjustments to the alpha.txt rule sheet to allow the construction or capture of fungal towers with no real success. It has been possible to build them, but they bizarrely revert to native control after being built, and are apparently immobile… Is it possible to either make them capturable and/or constructable?

Or, alternatively, give their abilities (notably the ability to spawn fungus) to another unit?

Thanks in advance
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Old May 24, 2003, 15:08   #2
BustaMike
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AFAIK, no and no. Sorry.

When you built one, were you able to move it at all, or did it revert back to native control in your city?
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Old May 25, 2003, 06:43   #3
Frankychan
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I remember a thread awhile back where Ned said he was actually able to capture one for a brief time. I don't remember what happened, but it was interesting nonetheless.

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Old May 25, 2003, 07:18   #4
Lazerus
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I've captured worms that popped on a fungal tower square due to eco damage before, however i've never managed to capture a tower.
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Old May 27, 2003, 15:40   #5
TheProvost
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In response to Busta Mike, when I build a Tower, it appears in my base but is greyed (as if I had moved it / it has no turn remaining) then the next turn it has reverted to alien control (red) but never moves, just spews fungus everywhere...

And does anyone know where the Fungal Towers' abilities are coded? It doesnt seem to be alphax.txt, but if I could find it elsewhere maybe I could figure something out.

Ah well, thanks again!
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Old May 27, 2003, 16:39   #6
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Would be fun in a war to get right into the enemies territory with some defensive units and formers and just sit there until you've got 4 or 5 towers planted then just let them wreck his terraforming and annoying him with worms until your next attack rolls in
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