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Houses (in some games known as [[Countries]]) are the available factions, playable and non-playable, in every [[C&C]] game from {{td}} to {{yr}}. | |||
== Red Alert == | |||
In [[RA1]], the houses list is hardcoded into the game executable, therefore it's not possible to add or remove houses via INI editing. However, there are several multiplayer-oriented houses named after countries such as {{s|England}}, {{s|Russia}}, etc. that are defined and modifiable in [[rules.ini]]. | |||
== Tiberian Sun == | |||
=== [Houses] in Rules.ini === | |||
[[TS]] introduced a new [[rules]] section which lists available house types, making it possible to add or remove playable houses at will: | |||
[Houses] | |||
0=GDI | 0=GDI | ||
1=Nod | 1=Nod | ||
Line 6: | Line 17: | ||
3=Special | 3=Special | ||
However, in RA2 | These house types are available both in single- and multiplayer. | ||
For skirmish/multiplayer, playable houses are specified with the flags {{f|Multiplay|link}} and {{f|MultiplayPassive|link}}. Singleplayer campaigns are defined in [[battle.ini]] and [[mapsel.ini]]. | |||
{{W}} Be cautious when changing this list. Many game mechanics refer to the house names and/or indexes, so changing the list can break existing missions, scripted multiplayer maps, or even crash the game. [https://github.com/Starkku/TriggerIndexParamTool Starkku's TriggerIndexParamTool] allows batch-editing house index references in maps, if needed. | |||
=== [Houses] in Maps === | |||
Singleplayer missions can add a number of custom houses specific to the map. The {{s|Houses}} list must first contain the rules.ini houses at the beginning of the list, in the same order, appended with the custom houses. | |||
Skirmish/multiplayer maps cannot add more houses. Even though some stock maps do have a {{s|Houses}} list, these maps only use the houses defined in rules.ini. | |||
=== Notes === | |||
* The total number of houses should not exceed 32. | |||
* [[TiberiumDeathToVisceroid|Visceroids spawning by mutation]] belong to the Neutral house. | |||
* In skirmish & multiplayer, Neutral and Special houses have hardcoded properties: | |||
** Neutral is hostile to all players. However, player units won't automatically engage neutral enemies, only retaliate if attacked by them. | |||
** Special is allied to all players. | |||
** {{f|Color|link}} of Neutral and Special is hardcoded to {{tt|LightGrey}}. | |||
== Red Alert 2 & Yuri's Revenge == | |||
=== [Houses] in Rules(md).ini === | |||
In [[RA2]]/[[YR]], this section was renamed to {{s|Countries|link}}, but the {{tt|[Houses]}} list is created and populated by the engine on-the-fly. See [[Countries]] for more information. | |||
=== [Houses] in Maps === | |||
Maps can define additional houses for their internal needs, as long as they specify which {{f|Country|link}} they represent. The contents of this {{Tt|[Houses]}} section are appended to the rules' houses list, forming a zero-based numbered list, which is used by a lot of map {{f|Events|link}} and {{f|Actions|link}}. | |||
== Applicable INI Flags == | |||
{{Applicable INI Flags}} | |||
{{:AbstractTypes}} | |||
<onlyinclude> | |||
{{Applicable INI Flags Header|Houses}} | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Suffix|link}} || string || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|ParentCountry|link}} || string ([[Country]])|| || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Prefix|link}} || string || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Groundspeed|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Airspeed|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|ROF|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Cost|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|BuildTime|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Color|link}} || string ([[Color]]) || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Multiplay|link}} || boolean || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|MultiplayPassive|link}} || boolean || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|Side|link}} || string ([[Side]]) || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|WallOwner|link}} || boolean || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|SmartAI|link}} || boolean || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|ArmorInfantryMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|ArmorUnitsMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|ArmorAircraftMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|ArmorBuildingsMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|ArmorDefensesMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|CostInfantryMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|CostUnitsMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|CostAircraftMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|CostBuildingsMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|CostDefensesMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|SpeedInfantryMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|SpeedUnitsMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|SpeedAircraftMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|BuildTimeInfantryMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|BuildTimeUnitsMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|BuildTimeAircraftMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|BuildTimeBuildingsMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|BuildTimeDefensesMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|IncomeMult|link}} || float || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|VeteranInfantry|link}} || stringlist ([[InfantryTypes]]) || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|VeteranUnits|link}} || stringlist ([[UnitTypes]]) || || | |||
|- | |||
| {{Ini|Rules}} || Object's ID || {{f|VeteranAircraft|link}} || stringlist ([[AircraftTypes]]) || || | |||
|- | |||
| [[Maps]] || Object's ID || {{f|ActsLike|link}} || int (House index) || || | |||
|- | |||
| [[Maps]] || Object's ID || {{f|Country|link}} || string ([[Country]]) || || | |||
|- | |||
| [[Maps]] || Object's ID || {{f|TechLevel|link}} || int ([[TechLevel]]) || || | |||
|- | |||
| [[Maps]] || Object's ID || {{f|Credits|link}} || int || || | |||
|- | |||
| [[Maps]] || Object's ID || {{f|IQ|link}} || int ([[IQ]]) || || | |||
|- | |||
| [[Maps]] || Object's ID || {{f|Edge|link}} || string ([[SourceType]]) || || | |||
|- | |||
| [[Maps]] || Object's ID || {{f|PlayerControl|link}} || boolean || || | |||
|- | |||
| [[Maps]] || Object's ID || {{f|Color|link}} || string ([[Color]]) || || | |||
|- | |||
| [[Maps]] || Object's ID || {{f|Allies|link}} || stringlist (Houses) || || | |||
|- | |||
| [[Maps]] || Object's ID || {{f|PercentBuilt|link}} || int (0–100) || || | |||
|- | |||
| [[Maps]] || Object's ID || {{f|NodeCount|link}} || int || || | |||
|} | |||
</onlyinclude> | |||
== Tutorials == | |||
=== Yuri's Revenge === | |||
[[RockPatch Docs:Adding new playable Countries]] | |||
[[RockPatch Docs:Adding a new Side]] | |||
[[ | == Trivia == | ||
* Originally, ''Houses'' referred to the three playable houses (Atreides, Harkonnen, and Ordos) in [[Dune II]], the precursor to Command & Conquer. As all C&C games up to YR were built on the previous title, starting with Dune II, the House name carried over. Perhaps there was little practical need to change it. | |||
* According to the [[Sides]] list in TS, the Neutral house was intended for civilians and Special for the Forgotten mutant faction, however this distinction is nonexistent in the actual game. Both houses are essentially carried over from [[TD]] and [[RA1]]. | |||
[[ | == See Also == | ||
* [[Countries]] | |||
* [[Sides]] | |||
* [[Owner]] | |||
* [[ActsLike]] | |||
[[Category:Rules(md).ini Sections]] | [[Category:Rules(md).ini Sections]] | ||
[[Category:Maps Sections]] | |||
[[Category:General Editing Information]] | [[Category:General Editing Information]] |
Latest revision as of 14:50, 6 April 2024
Houses (in some games known as Countries) are the available factions, playable and non-playable, in every C&C game from Tiberian Dawn to Yuri's Revenge.
Red Alert
In RA1, the houses list is hardcoded into the game executable, therefore it's not possible to add or remove houses via INI editing. However, there are several multiplayer-oriented houses named after countries such as [England], [Russia], etc. that are defined and modifiable in rules.ini.
Tiberian Sun
[Houses] in Rules.ini
TS introduced a new rules section which lists available house types, making it possible to add or remove playable houses at will:
[Houses] 0=GDI 1=Nod 2=Neutral 3=Special
These house types are available both in single- and multiplayer.
For skirmish/multiplayer, playable houses are specified with the flags Multiplay and MultiplayPassive. Singleplayer campaigns are defined in battle.ini and mapsel.ini.
Be cautious when changing this list. Many game mechanics refer to the house names and/or indexes, so changing the list can break existing missions, scripted multiplayer maps, or even crash the game. Starkku's TriggerIndexParamTool allows batch-editing house index references in maps, if needed.
[Houses] in Maps
Singleplayer missions can add a number of custom houses specific to the map. The [Houses] list must first contain the rules.ini houses at the beginning of the list, in the same order, appended with the custom houses.
Skirmish/multiplayer maps cannot add more houses. Even though some stock maps do have a [Houses] list, these maps only use the houses defined in rules.ini.
Notes
- The total number of houses should not exceed 32.
- Visceroids spawning by mutation belong to the Neutral house.
- In skirmish & multiplayer, Neutral and Special houses have hardcoded properties:
- Neutral is hostile to all players. However, player units won't automatically engage neutral enemies, only retaliate if attacked by them.
- Special is allied to all players.
- Color of Neutral and Special is hardcoded to LightGrey.
Red Alert 2 & Yuri's Revenge
[Houses] in Rules(md).ini
In RA2/YR, this section was renamed to [Countries], but the [Houses] list is created and populated by the engine on-the-fly. See Countries for more information.
[Houses] in Maps
Maps can define additional houses for their internal needs, as long as they specify which Country they represent. The contents of this [Houses] section are appended to the rules' houses list, forming a zero-based numbered list, which is used by a lot of map Events and Actions.
Applicable INI Flags
These tables show all INI flags applicable1 to Houses. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.
Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.
1 ↑ "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.
INI File | Section | Key | Value Type | Default Value | Adds to list |
---|---|---|---|---|---|
Rules(md).ini | Object's ID | Name | string(48 symbols) | ID | |
Rules(md).ini | Object's ID | UIName | string(31 symbol) | "" |
Tutorials
Yuri's Revenge
RockPatch Docs:Adding new playable Countries
RockPatch Docs:Adding a new Side
Trivia
- Originally, Houses referred to the three playable houses (Atreides, Harkonnen, and Ordos) in Dune II, the precursor to Command & Conquer. As all C&C games up to YR were built on the previous title, starting with Dune II, the House name carried over. Perhaps there was little practical need to change it.
- According to the Sides list in TS, the Neutral house was intended for civilians and Special for the Forgotten mutant faction, however this distinction is nonexistent in the actual game. Both houses are essentially carried over from TD and RA1.