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Slight rewrite to seperate industrial plant specific logic from description of FreeUnit=
soylent error correction, improved clarity for (FreeUnit) vs (FreeUnit+IndustrialPlant)
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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. The cost of the free unit is actually included in the cost of the building so selling the building will only give you (cost of building - cost of unit)/2. This logic is mainly used for the Ore Refinery, where you are paying for a 1400 credit Ore Miner and a 600 credit Ore Refinery.
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.


Further more, you cannot have a building that costs less than the FreeUnit. If the FreeUnit costs 2000 and the building costs 500, in game the building cost will actually be 2000 and the building cost will actually be taken as being 0.
You cannot have a building that costs less than the FreeUnit.
If the Cost= 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.


== FreeUnit and Industrial Plant logic ==
Selling the building will give you the normal refund amount (the FreeUnit cost is not taken into account), so you need to set the [[Soylent]]= for the building manually.
In the case of the Ore Refinery, [[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).


As discussed, FreeUnit= cost is taken into account when calculating the cost of a building.


Assuming the original Industrial Plant settings are used,
== FreeUnit and Industrial Plant logic ==
Vehicle costs are reduced to 0.75 and building costs are
not reduced.


Therefore the cost of the Ore Refinery would become:<br>
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 Reinery 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
(0.75 x 1400) + 600 = 1650


If you changed the Industrial Plant so that building costs
If you changed the Industrial Plant so that building costs were reduced to 0.5 as well (or made a new FactoryPlant building), then the cost of the Ore Refinery would become:
were reduced to 0.5 as well (or made a new FactoryPlant
building), then the cost of the Ore Refinery would become:<br>
(0.75 x 1400) + (0.5 x 600) = 1350
(0.75 x 1400) + (0.5 x 600) = 1350


When changing bonuses in Yuri's Revenge, don't forget that
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.
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
Also note that multiple Industrial Plants and/or Cloning Vats stack their bonuses.
Vats stack their bonuses.<br>
EG: Two Factory Plants for a Flak Track would result in:
EG: Two Factory Plants for a Flak Track would result in:<br>
0.75 x 0.75 x 500 = 281.25
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.
Similarly, the [[Ore_Purifier]] bonus stacks so that building more ore purifiers results in more credits per bail returned by the ore miner.

Revision as of 21:56, 15 August 2004

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 Cost= 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 Soylent= for the building manually. In the case of the Ore Refinery, 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).


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 Reinery 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 FactoryPlant 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.