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Wall

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LandType

See LandTypes.

Buildings

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Flag: Wall
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: BuildingTypes


This flag determines whether or not a building should have special wall construction logic, which will convert it to overlay object when it is created.

In order for this logic to work as desired without throwing an Internal Error, it is necessary for the building's corresponding art(md).ini entry to have ToOverlay set to a valid overlay object with Wall=yes. It is not necessary for the overlay object to share the same object name as the building, though doing so is certainly an acceptable shortcut.

As a special case, GuardRange can be used to facilitate faster wall construction.

Notes

An additional effect is that when the AI attempts placement, it makes units in the cell execute a scatter command to vacate the space until up to the number of times specified in [General]MaximumBuildingPlacementFailures=, meaning it retries after 1 placement failure (by which time units may have vacated the space).

  • However, this logic is implemented rather naively. The program does not check the direction of wall connections, potentially causing units to move along the wall's extension path. In such cases, it may manifest as the unit moving one step at a time, with a wall segment placed in the original grid cell after each step.

See Also

Overlays

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Flag: Wall
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: OverlayTypes


This flag determines whether or not an overlay object should have special logic classifying it as a wall.

Notes

An overlay object with Wall=yes and can be damaged by warheads in the following ways:

On Warhead Result To Overlay
Wood=yes Damage, but only if overlay object has Armor=wood
Wall=yes Damage, regardless of Armor
WallAbsoluteDestroyer=yes Instant destruction, regardless of the damage dealt

Combinations of these flags results in the most inclusive case.

Bugs/Side-Effects/Unexpected Limitations

Although wall overlay can use remap, such overlay are always rendered in the house color of the current player, instead of using the color of the player who built it.

When a Wall class Overlay is injured, it deals 200 damage to other Walls within 4 surrounding grid squares. This makes the last remaining Wall harder to destroy.

References

Starting from Phobos Build#49, the chained damage of the wall has been allowed to be customized. Refer to Phobos documentation.

See Also

Warheads

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Flag: Wall
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Warheads


This determines whether or not a warhead can inflict damage on overlay objects with Wall=yes, as well as bridges (provided that [SpecialFlags]DestroyableBridges=yes) and ice.

See Also