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(FreeUnit and Industrial Plant logic)
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As far as Industrial Plant logic is concerned, 'free units' are not actually free.
 
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.
+
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 Refinery 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.
 
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:
 
Therefore the cost of the Ore Refinery would become:

Revision as of 13:43, 3 February 2006

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: FreeUnit
File(s): rules(md).ini
Values: VehicleType name
Special Values: none
Default: none
Applicable to: BuildingTypes


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 Refinery 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.