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Enslaves: Difference between revisions
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|files={{Categ|Rules(md).ini}} | |files={{Categ|Rules(md).ini}} | ||
|values=Strings (names of [[InfantryTypes]]) | |values=Strings (names of [[InfantryTypes]]) | ||
|default=SLAV | |default=SLAV (see [[#Bugs/Side-Effects/Unexpected Limitations|{{arr|d}}]]) | ||
|types={{categ|BuildingTypes}} | |types={{categ|BuildingTypes}} | ||
|yr=yes | |yr=yes |
Revision as of 00:10, 9 October 2024
Flag: | Enslaves |
File(s): | Rules(md).ini |
Values: | Strings (names of InfantryTypes) |
Default: | SLAV (see ↓) |
Applicable to: | BuildingTypes |
Specifies the InfantryTypes that this object 'enslaves' The units enslaved by this object are 'freed' when the object itself is destroyed.
(Yuri's Revenge Only)
Note
The Enslaves tag also causes VehicleTypes and InfantryTypes to behave like mineral harvesting vehicles,(When it's near Tiberium, it moves around trying to collect Tiberium).
Bugs/Side-Effects/Unexpected Limitations
- Even if you specify name InfantryTypes that do not exist, such as Enslaves=Yuri1
tags Enslaves will work as expected, along with InfantryTypes that do not contain images. There is no information and Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}.
- InfantryTypes with TechLevel equal to 1 or greater than 1 which we specified in the section Enslaves is in the list of InfantryTypes automatically, even if we don't specify it (It can actually be created only if the conditions for creating it are followed, such as Prerequisite,Owner,ForbiddenHousesRequiredHouses).
- Adding tags Enslaves to InfantryTypes,VehicleTypes will cause the AI to ignore creating them and ignore AI Script even though the AI can create If InfantryTypes,VehicleTypes are created, the number created is only small.
- Adding tags Enslaves to AircraftTypes will cause the AI to order them to attack their target immediately. without waiting for normal group gathering