Foundation: Difference between revisions
Thanks Starkku for the additional info. Edited for better grammar, clarity, and tagging. |
0x0 buildings can't expand the base |
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===0x0=== | ===0x0=== | ||
Foundation <code>0x0</code> works a bit differently from the others as well. Such structures are completely immune to normal [[Weapons|weapon]] damage and thus cannot be destroyed in the standard way. They however ''are'' vulnerable to weapons whose [[Warheads|warhead]] has {{f|Temporal|yes|link}}. <code>0x0</code> structures do not occupy physical space, which allows units to move over the cell one of these structures was placed on. They also display their appropriate {{f|UIName|link}} strings if the cursor is hovered over the cell the structure was placed on. Apart from this, they function pretty much like structures with normal foundations, although the [[AI]] has some issues handling them[[{{PAGENAME}}#0x0AI|{{sup|{{arr|d}}}}]]. | Foundation <code>0x0</code> works a bit differently from the others as well. Such structures are completely immune to normal [[Weapons|weapon]] damage and thus cannot be destroyed in the standard way. They however ''are'' vulnerable to weapons whose [[Warheads|warhead]] has {{f|Temporal|yes|link}}. <code>0x0</code> structures do not occupy physical space, which allows units to move over the cell one of these structures was placed on. They also display their appropriate {{f|UIName|link}} strings if the cursor is hovered over the cell the structure was placed on. Apart from this, they function pretty much like structures with normal foundations, although the [[AI]] has some issues handling them[[{{PAGENAME}}#0x0AI|{{sup|{{arr|d}}}}]]. | ||
'''WARNING: 0x0 buildings do NOT expand the base even when {{f|BaseNormal|yes|link}}!''' | |||
{{Bugs}} | {{Bugs}} | ||
This flag is read from {{Ini|art}} twice: from section you specified in rules as [object]->Image , and from simply [object] , and the second one overrules the first if present. This causes weird behaviour, like setting | This flag is read from {{Ini|art}} twice: from section you specified in rules as [object]->Image , and from simply [object] , and the second one overrules the first if present. This causes weird behaviour, like setting |
Revision as of 07:04, 28 January 2016
Flag: | Foundation |
File(s): | art(md).ini |
Values: | Strings: Normal text. (Limited to: hardcoded values↓) |
Default: | 1x1 |
Applicable to: | BuildingTypes |
This flag determines the number of cells a structure occupies, and the arrangement of those cells.
Accepted values
All values are case-insensitive. Any other values will simply be ignored and the default used instead; however Ares can be utilized to create custom foundations. The first number represents the cell-count along the NW-SE axis, the second along the NE-NW axis.
0x0, 6x4, 3x4, 4x4, 5x3, 2x5, 2x6, 1x5, 1x4, 4x3, 3x1, 1x3, 3x3REFINERY, 4x2, 3x5, 3x3, 3x2, 2x3, 2x2, 1x2, 2x1, 1x1
3x3REFINERY
3x3REFINERY
is an unusual shape. While all other foundation values are rectangles, this one has an empty cell in the center of the third row.
Albeit containing "Refinery" in the value string, this will not work for a Refinery because the harvester's docking point inside a refinery is hardcoded to be the second cell in the fourth row, which is outside of the foundation in this case.
0x0
Foundation 0x0
works a bit differently from the others as well. Such structures are completely immune to normal weapon damage and thus cannot be destroyed in the standard way. They however are vulnerable to weapons whose warhead has Temporal=yes. 0x0
structures do not occupy physical space, which allows units to move over the cell one of these structures was placed on. They also display their appropriate UIName strings if the cursor is hovered over the cell the structure was placed on. Apart from this, they function pretty much like structures with normal foundations, although the AI has some issues handling them↓.
WARNING: 0x0 buildings do NOT expand the base even when BaseNormal=yes!
Bugs/Side-Effects/Unexpected Limitations
This flag is read from art(md).ini twice: from section you specified in rules as [object]->Image , and from simply [object] , and the second one overrules the first if present. This causes weird behaviour, like setting
[GAYARD] Image=NAHAND
in rules still requires a 4x4 Foundation to place, contrary to what logic dictates - you need to remove the Foundation flag from GAYARD to get it to use NAHAND's one.
AI Treatment of Foundation 0x0
The AI is apparently stupid enough to think that 0x0 structures don't actually exist on the battlefield, and continues to build more and more of them instead of just one.
Construction Yards
The AI seems to have a problem using a Construction Yard with any Foundation smaller than 2x2, it will deploy the construction yard but will not build anything.