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UnitsCostBonus: Difference between revisions

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m Fixed weird template argument issue.
 
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{{TTL|{{PAGENAME}}}} specifies a multiplier to the adjusted cost{{fnl|1}} of [[VehicleTypes]] for the player that controls the BuildingType for which this flag is set. That BuildingType must also have {{TTL|FactoryPlant|yes}} set for the multiplier to take effect.
{{f|UnitsCostBonus}} specifies a multiplier to the adjusted cost{{fnl|1}} of [[VehicleTypes]] for the player that controls the BuildingType for which this flag is set. That BuildingType must also have {{f|FactoryPlant|yes|link}} set for the multiplier to take effect.


==Footnotes==
==Footnotes==
{{fn|1|Adjusted cost is the {{TTL|Cost}} of the unit after all other multipliers.}}
{{fn|1|Adjusted cost is the {{f|Cost|link}} of the unit after all other multipliers.}}

Latest revision as of 07:53, 2 January 2010

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: UnitsCostBonus
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Applicable to: BuildingTypes


UnitsCostBonus specifies a multiplier to the adjusted cost1 of VehicleTypes for the player that controls the BuildingType for which this flag is set. That BuildingType must also have FactoryPlant=yes set for the multiplier to take effect.

Footnotes

1 Adjusted cost is the Cost of the unit after all other multipliers.