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Difference between revisions of "Foundation"

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(Added information about foundation 0x0.)
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Albeit containing "Refinery" in the value string, this will not work for a {{f|Refinery|link}} because the harvester's docking point inside a refinery is [[hardcoded]] to be the second [[cell]] in the fourth row, which is outside of the {{f|foundation|link}} in this case.
 
Albeit containing "Refinery" in the value string, this will not work for a {{f|Refinery|link}} because the harvester's docking point inside a refinery is [[hardcoded]] to be the second [[cell]] in the fourth row, which is outside of the {{f|foundation|link}} in this case.
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===0x0===
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Foundation <code>0x0</code> works bit differently from the others as well. Such structures are completely immune to normal weapon damage and thus cannot be destroyed by normal means. They however '''ARE''' vulnerable to weapons with a warhead that has {{f|Temporal|link}} set to 'yes'. They do not physically occupy map cells, and thus units can move on the cell such structure was placed on. These structures also display their appropriate {{f|UIName|link}} strings if you hover the cursor over the cell you placed the structure on. Apart from this, they function pretty much like normal structures, altough AI has some issues handling them (see below).
  
 
{{Bugs}}
 
{{Bugs}}
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  Image=NAHAND
 
  Image=NAHAND
 
in rules still requires a 4x4 Foundation to place, contrary to what logic dictates - you need to remove the Foundation flag from GAYARD to get it to use NAHAND's one.
 
in rules still requires a 4x4 Foundation to place, contrary to what logic dictates - you need to remove the Foundation flag from GAYARD to get it to use NAHAND's one.
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===Foundation 0x0 & AI===
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The AI is apparently stupid enough to think that 0x0 structures don't actually exist on the battlefield, and continues to build more and more of them instead of just one.
  
 
===Construction Yards===
 
===Construction Yards===
 
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.
 
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.
 
<hr />
 
<hr />

Revision as of 20:47, 30 July 2011

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: Foundation
File(s): art(md).ini
Values: Strings: Normal text. (Limited to: hardcoded values)
Default: 1x1
Applicable to: BuildingTypes


Foundation determines the number of cells a BuildingType occupies, and the arrangement of those cells.

Accepted values

All values are case-insensitive. Without Ares, any other values will simply be ignored and the default used instead. The first number represents the cell-count along the NW-SE axis, the second along the NE-NW axis.

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. Ares fixes this.

3x3REFINERY

Foundation=3x3REFINERY grid illustration
3x3REFINERY is an unusual shape. While all other foundation values are rectangles, this one has an empty cell in the center of the third row.

Albeit containing "Refinery" in the value string, this 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, which is outside of the foundation in this case.

0x0

Foundation 0x0 works bit differently from the others as well. Such structures are completely immune to normal weapon damage and thus cannot be destroyed by normal means. They however ARE vulnerable to weapons with a warhead that has Temporal set to 'yes'. They do not physically occupy map cells, and thus units can move on the cell such structure was placed on. These structures also display their appropriate UIName strings if you hover the cursor over the cell you placed the structure on. Apart from this, they function pretty much like normal structures, altough AI has some issues handling them (see below).

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

This flag is read from art(md).ini twice: from section you specified in rules as [object]->Image , and from simply [object] , and the second one overrules the first if present. This causes weird behaviour, like setting

[GAYARD]
Image=NAHAND

in rules still requires a 4x4 Foundation to place, contrary to what logic dictates - you need to remove the Foundation flag from GAYARD to get it to use NAHAND's one.

Foundation 0x0 & AI

The AI is apparently stupid enough to think that 0x0 structures don't actually exist on the battlefield, and continues to build more and more of them instead of just one.

Construction Yards

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.