BaseUnit
The UnitType handed to each house at a multiplayer start and counted as a base of its own.
Specification
- Applies to
- global rules
- File
rules.ini- Section
[General]- Value
- class
- When omitted
none
Nothing about the type itself marks it out; every effect follows from being named here. The one property of the type itself that is read is its DeploysInto.
- With bases enabled, each house that is not passive is given one at its starting waypoint, and it is the object a house’s flag is attached to in capture-the-flag. Enabling bases also takes one off the lobby’s unit count to pay for it.
- The random starting units are drawn from the
AllowedToStartInMultiplayer=yestypes with this one held out, and the average price that decides how many are drawn leaves it out too. - In a short game, a house holding no structures and no unit of this type is defeated.
- A crate collected by a house that has lost its base and can afford to rebuild delivers one, and with bases disabled the random vehicle result refuses to hand out this type at all.
- The Center Base command looks for a structure of the type this one
DeploysInto, and falls back to a unit of this type when it finds no building of the player’s at all.
See also — crates,
DeploysInto