Wall
LandType
See LandTypes.
Buildings
| 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
| 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.
- This is fixed in Ares version 0.2, see: https://ares-developers.github.io/Ares-docs/bugfixes/type2/remappablewalls.html
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
| 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.