Correctly Working Naval Yards
This tutorial is primarily for Tiberian Sun which doesn't have native support for naval yards like Red Alert 2/Yuri's Revenge. To note, Vinifera for TS adds naval yard support as a separate war factory where naval units can be built. With tabbed sidebar, naval units are shown in Special tab to differentiate those from land units. AI can also build naval yards on water at a configurable distance from the base center. Vinifera also adds BuiltAt feature for exclusive factory support which can be used to have separate Kennels.
Working naval yards in original Tiberian Sun can be achieved in the following ways:
- It can work if captured.
- It can work if deployed from a building.
When you play with GDI and you capture a Nod war factory you have access to build Nod vehicles.
However the Nod vehicles will only come out of the Nod warfactory and not the GDI war factory not even if you set it to primary.
Also if you set your captured Nod war factory to primary and build a GDI unit it will come the GDI warfactory.
Basically if the war factories owner is GDI it can only build units that are owned by GDI and the same for applies to Nod. If there was a 3rd war factory and its owner was say Neutral and you captured it,the Neutral war factory would only be able to build any units owned by Neutral,so if you set your GDI war factory to primary and built a Neutral unit it would only come out of the Neutral war factory. That means if Neutral could build only boats,then if you captured a Neutral warfactory you would get access to their boats and they would not be able to come out of your GDI or Nod war factory but the Neutral one instead.That means you would not have to switch between primary between warfactories.
But that only works if you capture a building which was originally owned by someone else. But you can build these types of war factory/naval yards. Basically make a mobile naval yard with at least this.
[MOBILEYARD] Owner=GDI/Nod ----depends on who you want to be. DeploysInto=MOBILEYARDD
Then you would have to make a new house that you cant play as.Call this new house naval.Now give naval some different types of boat units. Then you need to make the mobile naval yard in its deployed mode.Which MUST be like this.
[MOBILEYARDD]
Owner=naval ---------------THIS IS REQUIRED
WaterBound=yes ------so it can only be deployed on water. (This is only needed for a naval
yard)
UnDeploysInto=NAVALYARD
When your GDI mobile naval yard deploys it will switch its house to naval but you will still have control over it and also be able to build any units that the naval house can build.They will also only come out of the deployed naval yard as it is naval's war factory and cannot build GDI or Nod units but only naval and GDI/Nod war factories can't build any units owned by naval.
It is also possible to make a 2nd unplayable house. Call this house "test". Make the following unit.
[MOBILETEST] Owner=GDI/Nod ----depends on who you want to be. DeploysInto=MOBILETESTD
Then make the following building as a warfactory
[MOBILETESTD] Owner=test--------------THIS IS REQUIRED UnDeploysInto=MOBILETEST
Now for test give them some of their own units all must have the owner test and test only,the same applies for naval. You will be able to build their units out of that specific war factory only regardless of primary settings.
This could also be used well in missions or for things like a dog kennel.
Here are the codes used for a version of the naval yard and its units:
[Naval] Name=Naval Suffix=Nvy Prefix=N Color=NeonBlue Side=Naval SmartAI=yes MultiplayPassive=true
; Mobile Naval Yard
[MBNAV]
Image=MBNAV
Name=GDI Mobile Naval Yard
Prerequisite=GAWEAP
Strength=210
Category=Support
Armor=heavy
DeploysInto=GASHIPY
TechLevel=3
Sight=5
Speed=4
CrateGoodie=yes
Owner=GDI
AllowedToStartInMultiplayer=no
Cost=800
Points=25
ROT=5
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
DebrisTypes=TIRE
DebrisMaximums=6
SpeedType=Amphibious
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousCrusher
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
[SHIP1]
Name=Attack Ship
Prerequisite=GASHIPY
Strength=460
Category=AFV
Primary=MammothTusk
Secondary=
Armor=heavy
TechLevel=8
Sight=7
Speed=2.0
CrateGoodie=no
Owner=Naval
AllowedToStartInMultiplayer=no
Cost=1200
Points=30
ROT=1
Crusher=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
DebrisTypes=TURRET
DebrisMaximums=6
SpeedType=Amphibious
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementRestrictedTo=Water
ThreatPosed=20 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
; Heavy Boat
[HSHIP]
Name=Heavy Attack Boat
Prerequisite=GASHIPY
Strength=560
Category=AFV
Primary=150mm
Secondary=
Armor=heavy
TechLevel=8
Sight=7
Speed=2.0
CrateGoodie=no
Owner=Naval
AllowedToStartInMultiplayer=no
Cost=1200
Points=30
ROT=2
Crusher=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
DebrisTypes=TURRET
DebrisMaximums=6
SpeedType=Amphibious
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementRestrictedTo=Water
ThreatPosed=20 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
Naval Yard
GDI Naval Facility ; GDI Naval Yard [GASHIPY] Name=GDI Naval Yard WeaponsFactory=yes Prerequisite=PROC,GAPILE Factory=UnitType DeployTime=.0 Strength=1500 Armor=heavy TechLevel=-1 Sight=8 Adjacent=4 Owner=Naval Cost=0 Points=80 Power=-40 Capturable=true Crewed=no Bib=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=8 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=408, 880, 435 AIBuildThis=no WaterBound=Yes
Thanks to: TSHyper for testing this and Big Jah for reveiwing the logic. Have fun!
Addition to the Above
1) The way described above does not only work for capturables and deployables! And you can also create Kennels and other specialized production facilities this way. If your building has, say:
[KENN] ... Owner=Nod,Dog_side Factory=InfantryType
and your Dog has:
[DOG] Owner=Dog_side ...
Nod will be able to build the Kennel, but Dogs can only be trained in the Kennel, and will exit the Kennel when having completed training, rather than the Hand of Nod.
(Dog_side should be non-multiplayer. That is no must, but will have strange side effects, unless you make it a fullout playable side).
The same works for Naval Yards, Artillery Yards, or seperate Airfields and Helipads for Helicopters and Bombers/Fighters, seperate Naval Yards and Sub Pens for Ships and Subs, etc.
2) This works in RA2 as well! The game will not accept additional playable houses, as we all know, but it does accept dummy houses to allow a system as above.
Ares for YR feature changes
In version 0.1, Ares changed how buildings with Factory=UnitType work.
- Originally, when a unit was created but the previous unit hadn't yet exited the factory, it would search for another building of the same type to release the unit.
- Ares modified this to check all buildings with Factory=UnitType that have the same Naval= value, which caused the original mechanism to fail—units could be released from other buildings regardless of Owner settings.
In version 0.2, Ares added a new flag called BuiltAt specifically for achieving the dog kennel effect, along with other supporting features. See the documentation for details.