Unsellable
| Flag: | Unsellable |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | For BuildingTypes: No
For VehicleTypes: [General]→UnitsUnsellable= |
| Applicable to: | In vanilla: BuildingTypes
Starting from Ares 3.0: TechnoTypes: AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
Determines whether the cursor can display as NoSell (frame 149 (0-based)in mouse.sha on this building.
When a building executes the Selling mission, the sole criterion for determining whether it sells or executes UndeploysInto is whether it has a move target; if not, it sells.
In Ares, this control whether this unit can be sold at UnitSell=yes docking structures.
Notes
As mentioned above, it only controls one scenario for changing the cursor; the ability to actually perform the selling action is not affected, so this flag cannot prevent the AI from selling the building.
This cannot make buildings that are already prohibited from being sold due to reasons such as Buildup=none or simultaneously having UndeploysInto and Foundation=1x1 which case it being considered as vehicles, become allowed to be sold.
By using methods like Buildup=none to remove the buildup animation of buildings, it is more effective in most cases to prevent the building from being sold, and it also changes the cursor to NoSell.
- However, there are still some edge cases, such as the Slave Miner. When the Yuri Ore Refinery executes undeploy, it does not check Buildup or even UndeploysInto; even if both are absent and Unsellable=yes, it will still perform this action.
- Since UndeploysInto is empty, this will manifest as simply being removed from the game.
References
Starting from Ares 3.0, due to the expansion of the Sell Units logic, this flag has also been extended to all technos. Refer to Ares documentation.