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Difference between revisions of "BuildLimit"

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m (Template Updated - forgot to log in a minute ago.)
(Rewrite and numerous updates.)
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|files={{Categ|Rules(md).ini}}
 
|files={{Categ|Rules(md).ini}}
|values=signed integers
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|values={{Values|signed integer}}
|special=negative values (see [[#Special Values|Special Values]] below)
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|special=Negative values (see [[#Special Values|Special Values]] below)
|default=unknown (incorrect comment)
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|default=2147483647 (the comment in rules(md).ini, which states that the default is -1, is incorrect, as is the stated effect of setting BuildLimit=-1)
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}
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<tt>BuildLimit</tt> is theoretically used to limit the number of times a user can build the object in question, however:
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Specifies the maximum instances of a particular unit that any given player may own before they will be prevented from building further instances. In the event that a player already owns a number of instances of a unit which is greater than or equal to the unit's {{TTL|BuildLimit}}, that unit's build icon will be greyed-out. The comparison is performed against the number of instances of each unit that the player presently controls, regardless of whether they were trained by the player, awarded to the player at game start, awarded to the player via a map trigger, obtained via a Cloning Vats, obtained via [[mutation]], or mind-controlled.
*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.
 
  
== Special Values ==
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A player may own more instances of a unit than the unit's {{TTL|BuildLimit}} permits by acquiring further instances of the unit through means other than building the unit themselves (examples of which are mentioned above).
  
'''Note''': The comments about this flag found in the rules(md).ini are incorrect!
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Note that AI players are not subject to any unit's {{TTL|BuildLimit}} - AI players will build whatever units are required by the chosen {{TTL|TaskForce}} regardless of how many instances of those units the AI player already owns.
  
When you assign a negative value to this flag, the game takes the unsigned version of it, and behaves the same way as with positive values, the only difference being, once you reach the BuildLimit, the icon dissapears off your sidebar for the remainder of the game.
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=Special Values=
  
== Superweapons ==
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Setting {{TTL|BuildLimit}} to any negative value has a different effect from the normal {{TTL|BuildLimit}} behaviour. The absolute value of the number is used as the build limit, however this is now a limit on the number of times you can actually build the unit yourself. For example, if {{TTL|BuildLimit|-5}} is set on the GI then you will only be able to build 5 GIs throughout the course of any given game. This is regardless of how many GIs you may have started with or obtain through other means. Once you have personally built |<tt>BuildLimit</tt>| instances of a unit, that unit's build icon will disappear from the sidebar until the next game (the limit is per battle, not per {{Ra2}} or {{Yr}} session).
  
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.)
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=Super Weapons=
  
Other buildings, however, can multiply their effects without <tt>BuildLimit</tt>. Infinite Ore Purifiers/Industrial Plants/Cloning Vats... they work as they should.
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Each super weapon type in the game can only be instantiated once per player. If you were to own, say, two Nuclear Missile Silos, you would still only have one Nuclear Missile super weapon available. {{TTL|BuildLimit}} has no effect on this. Other special-function buildings (such as the Ore Purifier, Industrial Plant and Cloning Vats) ''can '' stack their effects - they simply have {{TTL|BuildLimit|1}} set for reasons of balance.
  
=== Notes ===
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=Bug=
 
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The BuildLimit system was created to allow the inclusion of so-called "hero" units, of which only one is supposed to exist at any given time. As such, the system was only designed to work for {{TTL|BuildLimit|1}}. Whilst you can set a higher {{TTL|BuildLimit}}, you will not be able to queue up the entire limit 'in a row' - you will have to queue the last one separately.<br>
* 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.
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For example, if you had a unit with {{TTL|BuildLimit|5}}, you would have to either
 
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*Queue the first 4, build them, and then queue the final one.
* 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.
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*Queue the first 4, add a different unit to the queue, queue the final one.
  
 
[[Category:INI Flags]]
 
[[Category:INI Flags]]

Revision as of 23:53, 22 April 2008

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: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Special Values: Negative values (see Special Values below)
Default: 2147483647 (the comment in rules(md).ini, which states that the default is -1, is incorrect, as is the stated effect of setting BuildLimit=-1)
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies the maximum instances of a particular unit that any given player may own before they will be prevented from building further instances. In the event that a player already owns a number of instances of a unit which is greater than or equal to the unit's Template:TTL, that unit's build icon will be greyed-out. The comparison is performed against the number of instances of each unit that the player presently controls, regardless of whether they were trained by the player, awarded to the player at game start, awarded to the player via a map trigger, obtained via a Cloning Vats, obtained via mutation, or mind-controlled.

A player may own more instances of a unit than the unit's Template:TTL permits by acquiring further instances of the unit through means other than building the unit themselves (examples of which are mentioned above).

Note that AI players are not subject to any unit's Template:TTL - AI players will build whatever units are required by the chosen Template:TTL regardless of how many instances of those units the AI player already owns.

Special Values

Setting Template:TTL to any negative value has a different effect from the normal Template:TTL behaviour. The absolute value of the number is used as the build limit, however this is now a limit on the number of times you can actually build the unit yourself. For example, if Template:TTL is set on the GI then you will only be able to build 5 GIs throughout the course of any given game. This is regardless of how many GIs you may have started with or obtain through other means. Once you have personally built |BuildLimit| instances of a unit, that unit's build icon will disappear from the sidebar until the next game (the limit is per battle, not per Red Alert 2 or Yuri's Revenge session).

Super Weapons

Each super weapon type in the game can only be instantiated once per player. If you were to own, say, two Nuclear Missile Silos, you would still only have one Nuclear Missile super weapon available. Template:TTL has no effect on this. Other special-function buildings (such as the Ore Purifier, Industrial Plant and Cloning Vats) can stack their effects - they simply have Template:TTL set for reasons of balance.

Bug

The BuildLimit system was created to allow the inclusion of so-called "hero" units, of which only one is supposed to exist at any given time. As such, the system was only designed to work for Template:TTL. Whilst you can set a higher Template:TTL, you will not be able to queue up the entire limit 'in a row' - you will have to queue the last one separately.
For example, if you had a unit with Template:TTL, you would have to either

  • Queue the first 4, build them, and then queue the final one.
  • Queue the first 4, add a different unit to the queue, queue the final one.