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ProduceCashStartup: Difference between revisions
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The credits are granted each time a building is captured from a {{f|MultiplayPassive|yes|link}} house, not only the first time. The credits are transferred even if the new owner's power level is low and the building is {{f|Powered|yes|link}}. | The credits are granted each time a building is captured from a {{f|MultiplayPassive|yes|link}} house, not only the first time. The credits are transferred even if the new owner's power level is low and the building is {{f|Powered|yes|link}}. | ||
Negative values to take credits from the capturing player are not supported. | Negative values to take credits from the capturing player are not supported in Vanilla RA2 or YR. However Ares.dll adds its support since 0.9. | ||
== See also == | == See also == | ||
* [[ProduceCashAmount]] | * [[ProduceCashAmount]] | ||
* [[ProduceCashDelay]] | * [[ProduceCashDelay]] |
Revision as of 13:52, 16 September 2015
Flag: | ProduceCashStartup |
File(s): | Rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Default: | 0 |
Applicable to: | BuildingTypes |
Specifies the amount of credits given to the player who captures this building from a neutral owner. This is part of the oil derrick tech structure logic.
The credits are granted each time a building is captured from a MultiplayPassive=yes house, not only the first time. The credits are transferred even if the new owner's power level is low and the building is Powered=yes.
Negative values to take credits from the capturing player are not supported in Vanilla RA2 or YR. However Ares.dll adds its support since 0.9.