Cloning: Difference between revisions
No edit summary |
mNo edit summary |
||
(4 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{Flag | ||
Can be set to 'yes' or 'no' and specifies whether or not this BuildingType can produce a replica of the current unit being produced at a Factory=. This is used only on the Cloning Vat in Red Alert 2. | |name={{PAGENAME}} | ||
|files={{Categ|Rules(md).ini}} | |||
|values={{Values|bool}} | |||
|types={{Categ|BuildingTypes}} | |||
|ts=no | |||
|fs=no | |||
|hp=no | |||
|ra2=yes | |||
|yr=yes | |||
|ares=no | |||
}} | |||
Can be set to 'yes' or 'no' and specifies whether or not this BuildingType can produce a replica of the current unit being produced at a Factory=. This is used only on the Cloning Vat in Red Alert 2.<br> | |||
Note that when setting this on a structure (let's call it 'Structure A') which has <tt>[[Factory]]=[[InfantryType]]</tt> set aswell, the structure will produce infantry like normal barracks, but these infantry units will not be cloned by any instance of Structure A if they are produced by an instance of Structure A. Infantry units will however be cloned by all instances of Structure A owned by a given player if that player produces these units in an instance of another type of structure (such as normal barracks). An interesting effect could thus be achieved by giving one side (or country) a building for infantry production which has <tt>Cloning=yes</tt> set. The side (or country) could produce infantry the normal way, however upon capturing or building another side's Barracks, all of their own barracks would function as Cloning Vats for every infantry unit produced in that other sides's Barracks.<br> | |||
Wether instances of a structure type with <tt>[[Cloning]]=yes</tt> clone infantry that has been produced by an instance of another structure type with <tt>[[Cloning]]=yes</tt> still requires testing.<br> | |||
{{Bugs}} | |||
*Adding the <b>Cloning=yes</b> tag to [[BuildingTypes]] that use the {{f|Refinery|yes|link}} tag will result in the following:<br> | |||
You will no longer be able to produce [[InfantryTypes]] with the [[BuildLimit]] tag for the rest of the game <b>(after the first creation)</b>.<br> | |||
Even if those [[InfantryTypes]] do not exist in the game (this glitch is equivalent to {{f|BuildLimit|-1|link}}, except it's a little special in that you can see the icons for those [[InfantryTypes]] even though you can't produce them).<br>[[File:Cloning=yes+Refinery=yes on BuildingTypes.gif]] |
Latest revision as of 12:24, 6 October 2024
Flag: | Cloning |
File(s): | Rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Applicable to: | BuildingTypes |
Can be set to 'yes' or 'no' and specifies whether or not this BuildingType can produce a replica of the current unit being produced at a Factory=. This is used only on the Cloning Vat in Red Alert 2.
Note that when setting this on a structure (let's call it 'Structure A') which has Factory=InfantryType set aswell, the structure will produce infantry like normal barracks, but these infantry units will not be cloned by any instance of Structure A if they are produced by an instance of Structure A. Infantry units will however be cloned by all instances of Structure A owned by a given player if that player produces these units in an instance of another type of structure (such as normal barracks). An interesting effect could thus be achieved by giving one side (or country) a building for infantry production which has Cloning=yes set. The side (or country) could produce infantry the normal way, however upon capturing or building another side's Barracks, all of their own barracks would function as Cloning Vats for every infantry unit produced in that other sides's Barracks.
Wether instances of a structure type with Cloning=yes clone infantry that has been produced by an instance of another structure type with Cloning=yes still requires testing.
Bugs/Side-Effects/Unexpected Limitations
- Adding the Cloning=yes tag to BuildingTypes that use the Refinery=yes tag will result in the following:
You will no longer be able to produce InfantryTypes with the BuildLimit tag for the rest of the game (after the first creation).
Even if those InfantryTypes do not exist in the game (this glitch is equivalent to BuildLimit=-1, except it's a little special in that you can see the icons for those InfantryTypes even though you can't produce them).