Foundation
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Flag: | Foundation |
File(s): | art(md).ini |
Values: | see below |
Special Values: | None |
Default: | 1x1 |
Applicable to: | BuildingTypes |
Foundation= defines the footprint of buildings, in other words, how many cells will it take up.
Possible values (the first number defines cell count along the NW-SE axis, the second - along the NE-SW axis) are:
0x0, 6x4, 3x4, 4x4, 5x3, 2x5, 2x6, 1x5, 1x4, 4x3, 3x1, 1x3, 3x3Refinery, 4x2, 3x5, 3x3, 3x2, 2x3, 2x2, 1x2, 2x1, 1x1
Note: You cannot make up other foundations, because these are actually hardcoded in the EXE, and only appear to be modifiable.
3x3Refinery
3x3Refinery is a special case. All other foundations are rectangles, this one has a free cell in the center of the third row. See the sketch below:
--/\-- -/\/\- /\/\/\ \/\/\/ -\/\-- --\/--
Note: This foundation, albeit mentioning Refinery in the name, 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, as it is in TS and RA2.
Construction Yards
Construction yards seem to be a special case when using foundations. A construction yard will always use the foundation set in the art entry of either [GACNST], [NACNST] or [YACNST]. Even if you change the image= tag on a construction yard it will still use the foundation set in the above art.ini entries.
Also, 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. This was only tested on construction yards but may also apply to other factory types, such as war factory's or naval yards.
Added by Tratos 02/03/06