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Cost: Difference between revisions

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Nighthawk200 (talk | contribs)
m Template updated
Marshall (talk | contribs)
Rewrite, and added note about construction speed.
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{{flag|name=Cost|files=rules(md).ini|values=Integer|default=None|types=All Types|ra=yes|cs=yes|am=yes|ts=yes|fs=yes|ets=yes|ra2=yes|yr=yes|rp=yes}}
{{flag|name=Cost|files=rules(md).ini|values=Integer|default=None|types=All Types|ra=yes|cs=yes|am=yes|ts=yes|fs=yes|ets=yes|ra2=yes|yr=yes|rp=yes}}
{{meanings|Multiplier}}
{{meanings|Multiplier}}
This flag sets the theoretical amount of credits needed to purchase this object. The actual amount is this number times any multipliers in effect, like country multipliers, Industrial Plant or similar.
This flag sets the base amount of credits needed to purchase this object, before any multipliers are applied (such as Country bonuses or the Industrial Plant).
The final cost (after any multipliers have been applied) is the amount of credits that will be deducted from the constructing player during the course of construction (when the unit is, say, 10% constructed, 10% of the final cost will have been deducted from the player. When the unit is 50% constructed, 50% of the final cost will have been deducted, and so on).


<tt>[[Cost]]</tt> also determines the default value of the <tt>[[Soylent]]=</tt> flag, as <tt>Soylent</tt> defaults to half the <tt>[[Cost]]=</tt>
(<tt>[[Soylent]]</tt> is the amount of credits refunded when the unit or building is sold or sent to a building with <tt>[[Grinding]]=yes</tt> set.)


If not further specified through <tt>[[Soylent]]=</tt>, <tt>Cost</tt> also sets the amount of credits you get when the object is sold, as the refund-value defaults to "half of cost". (Meaning if you purchased something for $1000, and <tt>Soylent</tt> does not specify something else, you get $500 back when you sell the object.)
<tt>[[Cost]]</tt> also determines, in part, the amount of time the object will take to construct. <tt>[[BuildSpeed]]</tt> determines the time, in minutes, to construct 1000 credits' worth of an object. So an object with a <tt>[[Cost]]=</tt> of 2000 credits will take 2 * <tt>[[BuildSpeed]]=</tt> minutes to construct.
Any multipliers to cost have ''no effect'' on construction time - construction time is always determined by the base <tt>[[Cost]]=</tt> of an object.


 
<tt>[[Cost]]</tt> also plays a part in determining the order objetcs' build icons will appear in the sidebar.
If there are two or more objects of the same TechLevel, the cheaper one gets priority on the sidebar.  
If there are two or more objects of the same TechLevel, the cheaper one(s) will appear earlier on the sidebar.


[[Category:INI_Flags]]
[[Category:INI_Flags]]

Revision as of 12:07, 17 November 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: Cost
File(s): rules(md).ini
Values: Integer
Default: None
Applicable to: All Types


This is the primary usage of Cost; for other meanings, see Cost (Multiplier).

This flag sets the base amount of credits needed to purchase this object, before any multipliers are applied (such as Country bonuses or the Industrial Plant). The final cost (after any multipliers have been applied) is the amount of credits that will be deducted from the constructing player during the course of construction (when the unit is, say, 10% constructed, 10% of the final cost will have been deducted from the player. When the unit is 50% constructed, 50% of the final cost will have been deducted, and so on).

Cost also determines the default value of the Soylent= flag, as Soylent defaults to half the Cost= (Soylent is the amount of credits refunded when the unit or building is sold or sent to a building with Grinding=yes set.)

Cost also determines, in part, the amount of time the object will take to construct. BuildSpeed determines the time, in minutes, to construct 1000 credits' worth of an object. So an object with a Cost= of 2000 credits will take 2 * BuildSpeed= minutes to construct. Any multipliers to cost have no effect on construction time - construction time is always determined by the base Cost= of an object.

Cost also plays a part in determining the order objetcs' build icons will appear in the sidebar. If there are two or more objects of the same TechLevel, the cheaper one(s) will appear earlier on the sidebar.