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Technology Reservation mechanic

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This guide requires:

  1. rules(md).ini, art(md).ini
  2. Engine extensions: Ares(Must have), Phobos(Optional)

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:
  1. 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
  2. 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.