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Slight rewrite to seperate industrial plant specific logic from description of FreeUnit=
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FreeUnit= is a building tag that takes a value from the [[VehicleTypes]] list to tell the game that this unit should appear beside the building when it is constructed. The cost of the free unit is actually included in the cost of the building so selling the building will only give you (cost of building - cost of unit)/2. This logic is mainly used for the Ore Refinery, where you are paying for a 1400 credit Ore Miner and a 600 credit Ore Refinery.
{{Flag
|name={{PAGENAME}}
|values={{Values|Strings|[[VehicleTypes]]}}
|default=<none>
|types={{Categ|BuildingTypes}}
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|ares=yes
}}


Further more, you cannot have a building that costs less than the FreeUnit. If the FreeUnit costs 2000 and the building costs 500, in game the building cost will actually be 2000 and the building cost will actually be taken as being 0.
Specifies the [[VehicleType|vehicle]] that should appear beside this [[BuildingType|building]] when it is placed after being constructed by the player (the '''unit''' comes '''free''' with the building). In the unmodded games, this logic is only used by Tiberium/Ore Refineries to spawn free Harvesters/Miners.
 
The {{f|FreeUnit}} {{f|Cost|link}} is not taken into account when the building is sold. In {{ra2}} and {{yr}}, the building's {{f|Soylent|link}} is based on the {{f|Cost}} of the building only, so you need to set the {{f|Soylent}} for the building manually. In the case of the Ore Refinery, {{f|Soylent}} is set to 300 because the Ore Refinery has {{f|Cost|2000}} and its {{f|FreeUnit}} has {{f|Cost|1400}} (in the unmodded game, you get 50% refund when you sell a [[BuildingType|building]]).


== FreeUnit and Industrial Plant logic ==
== FreeUnit and Industrial Plant logic ==


As discussed, FreeUnit= cost is taken into account when calculating the cost of a building.
As far as [[FactoryPlant|Industrial Plant logic]] is concerned, 'free units' are not actually free.
 
In the case of the Ore Refinery ({{f|Cost|2000|link}}), the game thinks you are paying for a 1400 credit ore miner and a 600 credit Ore Refinery at the same time.
Assuming the original Industrial Plant settings are used,
Assuming the original [[FactoryPlant|Industrial Plant]] settings are used, [[VehicleType|vehicle]] prices are reduced to 75% and [[BuildingType|building]] prices are not reduced.
Vehicle costs are reduced to 0.75 and building costs are
Therefore the price of the Ore Refinery becomes:
not reduced.
(0.75 x 1400) + 600 = 1650


Therefore the cost of the Ore Refinery would become:<br>
If you changed the [[FactoryPlant|Industrial Plant]] so that [[BuildingType|building]] prices were reduced to 50% as well (or made a new [[FactoryPlant|Industrial Plant]]), then the price of the Ore Refinery would become:
(0.75 x 1400) + 600 = 1650
(0.75 x 1400) + (0.5 x 600) = 1350


If you changed the Industrial Plant so that building costs
Note that multiple [[FactoryPlant|Industrial Plants]] stack their bonuses. For example, owning two [unmodded] [[FactoryPlant|Industrial Plants]] would cause the price of the Ore Refinery to become:
were reduced to 0.5 as well (or made a new FactoryPlant
(0.75 x (0.75 x 1400)) + 600 = 1387.5
building), then the cost of the Ore Refinery would become:<br>
(0.75 x 1400) + (0.5 x 600) = 1350


When changing bonuses in Yuri's Revenge, don't forget that
{{Bugs}}
the Allied Ore Processor gives 25% ore bonus, which is sort
*You cannot have a [[BuildingType|building]] that costs less than its {{f|FreeUnit}}. If the {{f|Cost|link}} of the {{f|FreeUnit}} is higher than the {{f|Cost}} of the building, then the price of the building will be overridden to match the {{f|Cost}} of the {{f|FreeUnit}}. For example, if you have a building with {{f|Cost|500}} and its {{f|FreeUnit}} has {{f|Cost|2000}} then the building will actually cost 2000 in-game. However, the construction speed of the building is not affected by this change in price.
of equivalent to a FactoryPlant with 0.75 cost multipliers
*If you own an [[FactoryPlant|Industrial Plant]] that reduces the cost of [[VehicleTypes|vehicles]] and/or [[BuildingTypes|buildings]] (whether one or both of these causes the problem has not been established) using a very small multiplier, say 0.01, then [[FreeUnit]] will cease to function on all your buildings - i.e. the free unit will not appear.
for Infantry, Vehicles, Aircraft and Buildings.
*Even if you specify name <b>[[VehicleTypes]]</b> that do not exist, such as <b>FreeUnit=AAA</b>
Yuri's [[Cloning]] Vats give an equivalent cost multiplier of
tags <b>FreeUnit</b> will work as expected, along with <b>[[VehicleTypes]]</b> that do not contain images. There is no information and <b>{{f|Locomotor|{4A582747-9839-11d1-B709-00A024DDAFD1}|Link}}</b>.
0.5 to Infantry.


Also note that multiple Industrial Plants and/or Cloning
(If you specify the name of [[AircraftTypes]] You must have complete information of specified [[AircraftTypes]] and importantly it will become [[VehicleTypes]] completely even if there is a match, e.g. ORCA)<br>
Vats stack their bonuses.<br>
*[[VehicleTypes]] with [[TechLevel]] equal to 1 or greater than 1 which we specified in the section <b>FreeUnit</b> is in the list of [[VehicleTypes]] automatically, even if we don't specify it (It can actually be created only if the conditions for creating it are followed, such as [[Prerequisite]],[[Owner]],[[ForbiddenHouses]][[RequiredHouses]]).
EG: Two Factory Plants for a Flak Track would result in:<br>
0.75 x 0.75 x 500 = 281.25


Similarly, the [[Ore_Purifier]] bonus stacks so that building more ore purifiers results in more credits per bail returned by the ore miner.
[[Category:General_Editing_Information]]
[[Category:INI_Flags]]

Latest revision as of 16:32, 23 September 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: FreeUnit
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: VehicleTypes)
Default: <none>
Applicable to: BuildingTypes


Specifies the vehicle that should appear beside this building when it is placed after being constructed by the player (the unit comes free with the building). In the unmodded games, this logic is only used by Tiberium/Ore Refineries to spawn free Harvesters/Miners.

The FreeUnit Cost is not taken into account when the building is sold. In Red Alert 2 and Yuri's Revenge, the building's Soylent is based on the Cost of the building only, so you need to set the Soylent for the building manually. In the case of the Ore Refinery, Soylent is set to 300 because the Ore Refinery has Cost=2000 and its FreeUnit has Cost=1400 (in the unmodded game, you get 50% refund when you sell a building).

FreeUnit and Industrial Plant logic

As far as Industrial Plant logic is concerned, 'free units' are not actually free. In the case of the Ore Refinery (Cost=2000), the game thinks you are paying for a 1400 credit ore miner and a 600 credit Ore Refinery at the same time. Assuming the original Industrial Plant settings are used, vehicle prices are reduced to 75% and building prices are not reduced. Therefore the price of the Ore Refinery becomes:

(0.75 x 1400) + 600 = 1650

If you changed the Industrial Plant so that building prices were reduced to 50% as well (or made a new Industrial Plant), then the price of the Ore Refinery would become:

(0.75 x 1400) + (0.5 x 600) = 1350

Note that multiple Industrial Plants stack their bonuses. For example, owning two [unmodded] Industrial Plants would cause the price of the Ore Refinery to become:

(0.75 x (0.75 x 1400)) + 600 = 1387.5

Bugs/Side-Effects/Unexpected Limitations

  • You cannot have a building that costs less than its FreeUnit. If the Cost of the FreeUnit is higher than the Cost of the building, then the price of the building will be overridden to match the Cost of the FreeUnit. For example, if you have a building with Cost=500 and its FreeUnit has Cost=2000 then the building will actually cost 2000 in-game. However, the construction speed of the building is not affected by this change in price.
  • If you own an Industrial Plant that reduces the cost of vehicles and/or buildings (whether one or both of these causes the problem has not been established) using a very small multiplier, say 0.01, then FreeUnit will cease to function on all your buildings - i.e. the free unit will not appear.
  • Even if you specify name VehicleTypes that do not exist, such as FreeUnit=AAA

tags FreeUnit will work as expected, along with VehicleTypes that do not contain images. There is no information and Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}.

(If you specify the name of AircraftTypes You must have complete information of specified AircraftTypes and importantly it will become VehicleTypes completely even if there is a match, e.g. ORCA)