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Updated header-info and respective changes, as well as major changes in general
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{{flag|name=BuildLimit|values=Unsigned Integer|special=-1 (allow building once, then disappear from tab and never return)|default=? (incorrect statement in rules)|games=TS, FS, RA2, YR}}
{{flag|name=BuildLimit|files=rules(md).ini|values=Unsigned Integer|special=-1 (allow building once, then disappear from tab and never return)|default=? (incorrect statement in rules)|types=All Types|games=TS, FS, RA2, YR}}
<tt>BuildLimit</tt> is used to make a unit only buildable in a certain quantity. (Remember Mammoth Mk II and Cyborg Commando?)
<tt>BuildLimit</tt> is theoretically used to limit the number of times a user can build the object in question, however:
*It is not an existence limit, meaning even if you can only build the object once, you could still exceed the BuildLimit by finding or taking over more instances of the same object.<br>Prominent examples are generated by the Cloning Vats: Yuri Prime is <tt>BuildLimit=1</tt> per code, but you can create two through the Cloning Vats.
*The BuildLimit does not have to be reached through building. If a tank has <tt>BuildLimit=5</tt> and you build 2 and find 3, you have reached the BuildLimit, even though you did not actually "build" 5 of these tanks.
*As long as the limit is reached, you will not be able to build more of the limited objects, i.e. if a tank has BuildLimit=5, you build those 5, and find 45 more, you could lose 35 of these tanks, all of those you build yourself, and would still not be able to build it again. Because you would still own 15 of the tanks, and the BuildLimit is 5.


If you set <tt>BuildLimit=1</tt>, you'll build one of it, and will be able to make another only after this one is destroyed.


Setting it to more than one means you'll build 1 less than specified, and the last one will be built separately, after the others have finished building. Code glitch :(
'''If the BuildLimit is X, you can still have more than X of the tanks in possession – but you will not be able to build more of them yourself as long as the production would increase the number of limited tanks to anything greater than X.'''


Setting <tt>BuildLimit=-1</tt> won't mean unlimited building, despite the comments that say otherwise. It'll mean 'build one, then forget you could ever build it". In other words, after you build one, it dissapears from your sidebar and you won't get it back without quitting the game.


However, removing the <tt>BuildLimit</tt> from [[superweapons]] won't give you more nukes, only more nuke silos (come to think of it, build dummies so the enemy doesn't know the real one). That's the same for other [[superweapons]].
'''Note:''' This system was created to allow the coding of "unique" units, i.e. ones that only exist one at a time. Therefore, the system is "optimized" for BuildLimit=1. A higher BuildLimit is still possible, but you will not be able to queue up the entire limit in a row - you will need to purchase the last one seperately (e.g. if you had <tt>BuildLimit=5</tt>, you would have to build 4+1). Note that queueing up something else in between is enough, meaning you could queue up the highest possible number of your units, add a different one to the queue, and would then be able to add the last of your limited units as well.
 
'''Also note:''' Setting <tt>BuildLimit=-1</tt> won't mean unlimited building, despite the comments that say otherwise. It'll mean 'build one, then forget you could ever build it". In other words, after you build one, it dissapears from your sidebar and you won't get it back without quitting the game.
 
 
'''Superweapons'''<br>
Superweapon limits are independent from the BuildLimit of their carrier buildings, i.e. just because you can build two nuke silos, you don't get two nukes. They both give you <tt>SuperWeapon=NukeSpecial</tt>, so you will have NukeSpecial. But only once. (Actually, that shouldn't be that much of a surprise to you - you don't get two spyplanes when you have two Radars either.)


Other buildings, however, can multiply their effects without <tt>BuildLimit</tt>. Infinite Ore Purifiers/Industrial Plants/Cloning Vats... they work as they should.
Other buildings, however, can multiply their effects without <tt>BuildLimit</tt>. Infinite Ore Purifiers/Industrial Plants/Cloning Vats... they work as they should.


[[Category:INI_Flags]]
[[Category:INI Flags]]
[[Category:General Editing Information]]

Revision as of 14:27, 31 May 2005

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: BuildLimit
File(s): rules(md).ini
Values: Unsigned Integer
Special Values:
Default: ? (incorrect statement in rules)
Applicable to: All Types


BuildLimit is theoretically used to limit the number of times a user can build the object in question, however:

  • It is not an existence limit, meaning even if you can only build the object once, you could still exceed the BuildLimit by finding or taking over more instances of the same object.
    Prominent examples are generated by the Cloning Vats: Yuri Prime is BuildLimit=1 per code, but you can create two through the Cloning Vats.
  • The BuildLimit does not have to be reached through building. If a tank has BuildLimit=5 and you build 2 and find 3, you have reached the BuildLimit, even though you did not actually "build" 5 of these tanks.
  • As long as the limit is reached, you will not be able to build more of the limited objects, i.e. if a tank has BuildLimit=5, you build those 5, and find 45 more, you could lose 35 of these tanks, all of those you build yourself, and would still not be able to build it again. Because you would still own 15 of the tanks, and the BuildLimit is 5.


If the BuildLimit is X, you can still have more than X of the tanks in possession – but you will not be able to build more of them yourself as long as the production would increase the number of limited tanks to anything greater than X.


Note: This system was created to allow the coding of "unique" units, i.e. ones that only exist one at a time. Therefore, the system is "optimized" for BuildLimit=1. A higher BuildLimit is still possible, but you will not be able to queue up the entire limit in a row - you will need to purchase the last one seperately (e.g. if you had BuildLimit=5, you would have to build 4+1). Note that queueing up something else in between is enough, meaning you could queue up the highest possible number of your units, add a different one to the queue, and would then be able to add the last of your limited units as well.

Also note: Setting BuildLimit=-1 won't mean unlimited building, despite the comments that say otherwise. It'll mean 'build one, then forget you could ever build it". In other words, after you build one, it dissapears from your sidebar and you won't get it back without quitting the game.


Superweapons
Superweapon limits are independent from the BuildLimit of their carrier buildings, i.e. just because you can build two nuke silos, you don't get two nukes. They both give you SuperWeapon=NukeSpecial, so you will have NukeSpecial. But only once. (Actually, that shouldn't be that much of a surprise to you - you don't get two spyplanes when you have two Radars either.)

Other buildings, however, can multiply their effects without BuildLimit. Infinite Ore Purifiers/Industrial Plants/Cloning Vats... they work as they should.