ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

BuildLimit: Difference between revisions

From ModEnc
Jump to navigation Jump to search
No edit summary
 
Testid123 (talk | contribs)
mNo edit summary
 
(18 intermediate revisions by 9 users not shown)
Line 1: Line 1:
== BuildLimit uses ==
{{Flag
|values={{Values|signed integer}}
|special=Negative values{{Sup|[[BuildLimit#Special_Values|{{Arr|d}}]]}}
|default=2147483647{{fnl|1}}
|types={{CatAllTypes}}
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
Specifies the maximum instances of a particular [[TechnoTypes|technotype]] that any given player may own before they will be prevented from building further instances (sidebar build icon gets disabled).


<tt>BuildLimit</tt> is used to make a unit only buildable in a certain quantity. (Remember Mammoth Mk II and Cyborg Commando?)
Instances of a unit include those that were built by the player, awarded at the start of the campaign or skirmish, awarded via a map trigger, created via a [[Cloning|Cloning Vats]] or [[mutation]], or mind-controlled from another player. A player is not prevented from exceeding the {{f|BuildLimit|link}} of a unit via any of the aforementioned methods except normal construction.


If you set <tt>BuildLimit=1</tt>, you'll build one of it, and will be able to make another only after this one is destroyed.
==Special Values==
Setting {{f|BuildLimit|link}} to any negative value has a different effect from the normal behaviour. The absolute value of the number is used as the build limit, however this is now a limit on the number of times you can actually build the unit yourself. For example, if {{f|BuildLimit|-5|link}} is set on the GI then you will only be able to build 5 GIs throughout the course of any given game. This is regardless of how many GIs you may have started with or obtain through other means. Once you have personally built |<tt>BuildLimit</tt>| instances of a unit, that unit's build icon will disappear from the sidebar until the next campaign or skirmish.


Setting it to more than one means you'll build 1 less than specified, and the last one will be built separately, after the others have finished building. Code glitch :(
Sidebar icon is not available when {{f|BuildLimit|link}} is set to 0.


Setting <tt>BuildLimit=-1</tt> won't mean unlimited building, despite the comments that say otherwise. It'll mean 'build one, then forget you could ever build it". In other words, after you build one, it dissapears from your sidebar and you won't get it back without quitting the game.
==Super Weapons==


However, removing the <tt>BuildLimit</tt> from superweapons won't give you more nukes, only more nuke silos (come to think of it, build dummies so the enemy doesn't know the real one). That's the same for other superweapons.
Each super weapon type in the game can only be instantiated once per player. If you were to own, say, two Nuclear Missile Silos, you would still only have one Nuclear Missile super weapon available. {{f|BuildLimit|link}} has no effect on this. Other special-function buildings (such as the Ore Purifier, Industrial Plant and Cloning Vats) ''can '' stack their effects - they simply have {{f|BuildLimit|1|link}} set for reasons of balance.


Other buildings, however, can multiply their effects without <tt>BuildLimit</tt>. Infinite Ore Purifiers/Industrial Plants/Cloning Vats... they work as they should.
{{Bugs}}
*AI players are not subject to any unit's {{f|BuildLimit|link}}. AI players will build whichever units are required by the chosen {{f|TaskForce|link}} regardless of how many instances of those units the AI player already owns.
*The BuildLimit system was created to allow the inclusion of so-called "hero" units, of which only one is supposed to exist at any given time. As such, the system was only designed to work for {{f|BuildLimit|1|link}}. Whilst you can set a higher {{f|BuildLimit|link}}, you will not be able to queue up the entire limit 'in a row' - you will have to queue the last one separately. For example, if you had a unit with {{f|BuildLimit|5|link}}, you would have to either:
**Queue the first 4, build them, and then queue the final one.
**Queue the first 4, add a different unit to the queue, queue the final one.
**Build a different unit, queue all five, cancel the different unit unless you want it.<br>
[[AircraftTypes]] that are defined in the [[PadAircraft]] is affected by this tag.<br>
*Using '''BuildLimit=1''' with '''Slave Miner''' will give the following effect: When we create a '''Slave Miner''' came up 1 time. We won't be able to create any more According to the command '''BuildLimit=1'''<br>But whenever '''Slave Miner''' changes to '''Yuri Ore Refinery''', you can create a '''Slave Miner''' again😲
 
==Footnotes==
{{Trap}}
{{fn|1|The comment in {{Rules}}, which states that the default is -1, is incorrect, as is the stated effect of setting {{f|BuildLimit|-1|link}}.}}

Latest revision as of 12:46, 9 October 2024

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: BuildLimit
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Special Values: Negative values
Default: 21474836471
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies the maximum instances of a particular technotype that any given player may own before they will be prevented from building further instances (sidebar build icon gets disabled).

Instances of a unit include those that were built by the player, awarded at the start of the campaign or skirmish, awarded via a map trigger, created via a Cloning Vats or mutation, or mind-controlled from another player. A player is not prevented from exceeding the BuildLimit of a unit via any of the aforementioned methods except normal construction.

Special Values

Setting BuildLimit to any negative value has a different effect from the normal behaviour. The absolute value of the number is used as the build limit, however this is now a limit on the number of times you can actually build the unit yourself. For example, if BuildLimit=-5 is set on the GI then you will only be able to build 5 GIs throughout the course of any given game. This is regardless of how many GIs you may have started with or obtain through other means. Once you have personally built |BuildLimit| instances of a unit, that unit's build icon will disappear from the sidebar until the next campaign or skirmish.

Sidebar icon is not available when BuildLimit is set to 0.

Super Weapons

Each super weapon type in the game can only be instantiated once per player. If you were to own, say, two Nuclear Missile Silos, you would still only have one Nuclear Missile super weapon available. BuildLimit has no effect on this. Other special-function buildings (such as the Ore Purifier, Industrial Plant and Cloning Vats) can stack their effects - they simply have BuildLimit=1 set for reasons of balance.

Bugs/Side-Effects/Unexpected Limitations

  • AI players are not subject to any unit's BuildLimit. AI players will build whichever units are required by the chosen TaskForce regardless of how many instances of those units the AI player already owns.
  • The BuildLimit system was created to allow the inclusion of so-called "hero" units, of which only one is supposed to exist at any given time. As such, the system was only designed to work for BuildLimit=1. Whilst you can set a higher BuildLimit, you will not be able to queue up the entire limit 'in a row' - you will have to queue the last one separately. For example, if you had a unit with BuildLimit=5, you would have to either:
    • Queue the first 4, build them, and then queue the final one.
    • Queue the first 4, add a different unit to the queue, queue the final one.
    • Build a different unit, queue all five, cancel the different unit unless you want it.

AircraftTypes that are defined in the PadAircraft is affected by this tag.

  • Using BuildLimit=1 with Slave Miner will give the following effect: When we create a Slave Miner came up 1 time. We won't be able to create any more According to the command BuildLimit=1
    But whenever Slave Miner changes to Yuri Ore Refinery, you can create a Slave Miner again😲

Footnotes

Warning: The default INI files contain commented out or unexplained usage of this flag/section which, when restored (often simply out of curiousity), results in problems that are hard to trace and are seemingly unrelated.

1 The comment in Rules(md).ini, which states that the default is -1, is incorrect, as is the stated effect of setting BuildLimit=-1.