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{{flag|name=BuildLimit|files=rules(md).ini|values=Unsigned Integer|special=-1 (allow building once, then disappear from tab and never return)|default=? (incorrect statement in rules)|types=All Types|games=TS, FS, RA2, YR}}
{{Flag
<tt>BuildLimit</tt> is theoretically used to limit the number of times a user can build the object in question, however:
|values={{Values|signed integer}}
*It is not an existence limit, meaning even if you can only build the object once, you could still exceed the BuildLimit by finding or taking over more instances of the same object.<br>Prominent examples are generated by the Cloning Vats: Yuri Prime is <tt>BuildLimit=1</tt> per code, but you can create two through the Cloning Vats.
|special=Negative values{{Sup|[[BuildLimit#Special_Values|{{Arr|d}}]]}}
*The BuildLimit does not have to be reached through building. If a tank has <tt>BuildLimit=5</tt> and you build 2 and find 3, you have reached the BuildLimit, even though you did not actually "build" 5 of these tanks.
|default=2147483647{{fnl|1}}
*As long as the limit is reached, you will not be able to build more of the limited objects, i.e. if a tank has BuildLimit=5, you build those 5, and find 45 more, you could lose 35 of these tanks, all of those you build yourself, and would still not be able to build it again. Because you would still own 15 of the tanks, and the BuildLimit is 5.
|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).  


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 the BuildLimit is X, you can still have more than X of the tanks in possession – but you will not be able to build more of them yourself as long as the production would increase the number of limited tanks to anything greater than X.'''
==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.


Sidebar icon is not available when {{f|BuildLimit|link}} is set to 0.


'''Note:''' This system was created to allow the coding of "unique" units, i.e. ones that only exist one at a time. Therefore, the system is "optimized" for BuildLimit=1. A higher BuildLimit is still possible, but you will not be able to queue up the entire limit in a row - you will need to purchase the last one seperately (e.g. if you had <tt>BuildLimit=5</tt>, you would have to build 4+1). Note that queueing up something else in between is enough, meaning you could queue up the highest possible number of your units, add a different one to the queue, and would then be able to add the last of your limited units as well.
==Super Weapons==


'''Also note:''' 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.
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.


{{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😲


'''Superweapons'''<br>
==Footnotes==
Superweapon limits are independent from the BuildLimit of their carrier buildings, i.e. just because you can build two nuke silos, you don't get two nukes. They both give you <tt>SuperWeapon=NukeSpecial</tt>, so you will have NukeSpecial. But only once. (Actually, that shouldn't be that much of a surprise to you - you don't get two spyplanes when you have two Radars either.)
{{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}}.}}
Other buildings, however, can multiply their effects without <tt>BuildLimit</tt>. Infinite Ore Purifiers/Industrial Plants/Cloning Vats... they work as they should.
 
[[Category:INI Flags]]
[[Category:General Editing Information]]
[[Category:rules(md).ini Flags]]
[[Category:InfantryTypes Flags]]
[[Category:VehicleTypes Flags]]
[[Category:AircraftTypes Flags]]
[[Category:BuildingTypes Flags]]

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.