Technology Reservation mechanic
This guide requires:
Credit to cxtian39 for discovering this.
How Red Alert 3 Empire player tech up style can be executed in Red Alert 2
In Red Alert 3, Empire players unlock their techs at their production facilities. For instant, you purchase Upgrade (Tier 2) at Instant Dojo to unlock Shinobi and Breakthrough (Tier 3) to unlock Rocket Angel and Yuriko Omega. If that Dojo is destroyed your techs are gone as well.
This is doable using Ares's AltPrerequisites and PoweredBy features.
Dojo_Upgrade and Dojo_Breakthrough are two buildable infantries at your Dojo. They are jumpjet, invisible, immune, radarinvisible, unshadowed and can't be selected. They are powered by Dojo so that if you lose your Dojo they die immediately (Cybrog=yes needed).
- Note: This method has two caveats:
- The first is that InfantryType/VehicleType used for upgrade in their respective tab may also benefits from Multiple Factory. This is avoidable by setting both kind to BuildTime.MultipleFactory=0
- The second of which is that unlike RA3 version, the upgrade persists until after All of Factory BuildingTypes for the respective kind died. This is unavoidable until otherwise, but it may proves helpful for you to build a setting that prevents tech lost on death. With FreeUnit logic you may also replicate the very same tech preservation that were available from TD to TS [Explaination on Dawn of Tiberium Age ModDB page]
PPM link is here: [cxtian39 INI's tech center] along with EMPINF.shp file for the tutorial
Step 1: Define Dummy Prerequistes
In rule(md).ini, write:
[GenericPrerequisites] JAINFTIRE2=CANULL ;dummy building JAINFTIRE3=CANULL
This sets up separate kind of Prerequisite groups using Dummy Structure without defining additional BuildingTypes
Up next, set the alternative prerequisites to designated infantry/unit:
[General] PrerequisiteJainftire2Alternate=Dojo_Upgrade ;invisible jumpjet infantry PrerequisiteJainftire3Alternate=Dojo_Breakthrough
The dummy prerequisites now has infantry/unit wired up as a way satisfy the production condition. InfantryType is used in this case.
Remember to set this as follows:
[ArmorTypes] immune=0%
[InfantryTypes] xx=Dojo_Upgrade xx=Dojo_Breakthrough
Step 2: Setting Up
Both of the defined [InfantryTypes] should be set and buildable as following:
[Dojo_Upgrade]
PixelSelectionBracketDelta=-9999 ;hide the heal bar
Explosion=NULLANIM
PoweredBy=JADOJO
Cyborg=yes
NoShadow=yes
DontSayUnitReady=yes
DontSayUnitLost=yes
UIName=Name:DojoUpgrade
Name=Dojo Upgrade
Category=Soldier
JumpJet=yes
Prerequisite=JADOJO,JAREFN
Prerequisite.Negative=JADOJO,JAINFTIRE2,JAMAINFRAME
Crushable=yes
Strength=10
Fearless=yes
Armor=immune
TechLevel=10
Sight=0
Pip=white
Speed=9
Owner=Japanese
AllowedToStartInMultiplayer=no
Cost=750
Soylent=750
Points=15
IsSelectableCombatant=no
Selectable=no
Spawned=yes
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
PhysicalSize=1
MovementZone=Fly
ConsideredAircraft=no
ThreatPosed=15
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
JumpjetSpeed=30
JumpjetClimb=20
JumpjetCrash=25
JumpJetAccel=10
JumpJetTurnRate=10
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
JumpjetNoWobbles=yes
Size=1
SpeedType=Hover
HoverAttack=yes
Crashable=yes
BalloonHover=yes
BuildLimit=1
[Dojo_Breakthrough] is unlocked after player built their [Dojo_Upgrade]. It is set up almost the same in the original forum. However for the simplicity's sake of tutorial Phobos's Inherit function is used.
- Note: When using Phobos Inherit function, the Ares equivalent of undocumented $Inherit is disabled.
[Dojo_Breakthrough] $Inherits=Dojo_Upgrade UIName=Name:DojoBreakthrough Name=Dojo Breakthrough Cost=1000 Soylent=1000 Prerequisite=JADOJO,JAINFTIRE2,JAMAINFRAME Prerequisite.Negative=none ; as it inherits the parent's value
Once player has constructed them, the respective alternative prerequisite for the following unit should be unlocked:
- If [Dojo_Upgrade] is built, the [JAINFTIRE2] linked to it satisfy the following build conditions on the Dojo:
[SHINOBI] Prerequisite=JADOJO,JAINFTIRE2
- If [Dojo_Breakthrough] is built, the [JAINFTIRE3] linked to it satisfy the following build conditions on the Dojo:
[ROCKETANGEL] Prerequisite=JADOJO,JAINFTIRE3
[YURIKO] Prerequisite=JADOJO,JAINFTIRE3
Step 3: Finishing touchs
Finally, switch to art(md).ini and type in the following codes to define art used in these units:
[Dojo_Upgrade] Image=EMPINF CameoPCX=upgrade.pcx Sequence=RocketeerSequence FireUp=2 Shadow=no
[Dojo_Breakthrough] Image=EMPINF CameoPCX=breakthrough.pcx Sequence=RocketeerSequence FireUp=2 Shadow=no
And that's how you achieve psuedo Red Alert 3 production type of Rising Sun faction.