ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

FreeUnit: Difference between revisions

From ModEnc
Jump to navigation Jump to search
No edit summary
removed comment about requiring Harvester=yes. see Talk
Line 21: Line 21:
Selling the building will give you the normal refund amount (the FreeUnit cost is not taken into account), so you need to set the {{TTL|Soylent}} for the building manually.
Selling the building will give you the normal refund amount (the FreeUnit cost is not taken into account), so you need to set the {{TTL|Soylent}} for the building manually.
In the case of the Ore Refinery, {{TTL|Soylent}} is set to 300 because the Ore Refinery cost is 2000 and the FreeUnit cost is 1400 (by normal rules, you get 50% refund when you sell a building).<br>
In the case of the Ore Refinery, {{TTL|Soylent}} is set to 300 because the Ore Refinery cost is 2000 and the FreeUnit cost is 1400 (by normal rules, you get 50% refund when you sell a building).<br>
If the unit does not appear, you may need to set {{TTL|Harvester|yes}} and the {{TTL|Dock|AnyUnbuildableStructure}} flags on the unit in order to get the unit to appear.


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

Revision as of 14:13, 31 January 2007

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 (names of VehicleTypes)
Special Values: None
Default: null
Applicable to: BuildingTypes


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. This logic is used for the Ore Refinery.

You cannot have a building that costs less than the FreeUnit. If the Template:TTL value of the FreeUnit is higher than the cost of the building, the cost of the building will be overridden to match the cost of the vehicle.
Example:
Building Cost=500
FreeUnit Cost=2000
In-game, the building will actually cost 2000.

Selling the building will give you the normal refund amount (the FreeUnit cost is not taken into account), so you need to set the Template:TTL for the building manually. In the case of the Ore Refinery, Template:TTL is set to 300 because the Ore Refinery cost is 2000 and the FreeUnit cost is 1400 (by normal rules, 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 costs are reduced to 0.75 and building costs are not reduced. Therefore the cost of the Ore Refinery would become:

(0.75 x 1400) + 600 = 1650

If you changed the Industrial Plant so that building costs were reduced to 0.5 as well (or made a new Template:TTL building), then the cost of the Ore Refinery would become:

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

When changing bonuses in Yuri's Revenge, don't forget that the Allied Ore Processor gives 25% ore bonus, which is sort of equivalent to a FactoryPlant with 0.75 cost multipliers for Infantry, Vehicles, Aircraft and Buildings. Yuri's Cloning Vats give an equivalent cost multiplier of 0.5 to Infantry.

Also note that multiple Industrial Plants and/or Cloning Vats stack their bonuses. EG: Two Factory Plants for a Flak Track would result in:

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.