BaseUnit
Changed in 0.2.0
The UnitTypes handed out at a multiplayer start, one per house, and counted as a base of their own.
Specification
- Applies to
- global rules
- File
rules.ini- Section
[General]- Value
- typelist
- When omitted
none
The listed vehicle types are base units. Each house may start with one, and several rules count a base unit the way they count a structure. No setting on the vehicle type itself gives it this role.
When a house is given a base unit, it gets the first listed type that the country it acts as may own. If that country may own none of them, it gets the first entry. List one MCV per country to give each faction its own.
- Match start. With
Baseson, each house that is neither passive nor an observer gets its base unit at its start position. If that cell is taken, the placement search tries the nearest cells out to thirty-one cells away. In capture the flag, the house’s flag is attached to this unit. When the list names anything, the house’s starting-force budget also counts one unit fewer to pay for it. - Random starting forces. The
AllowedToStartInMultiplayer=yestypes drawn for starting forces never include a listed type. Listed types are also left out of the average price that decides how many units are drawn. - Short game. A house that holds no structures and no vehicle of a listed type is defeated. A structure with an
UndeploysIntotype does not count as a structure here, unless it is alsoConstructionYard=yes. - Crates. While bases are on, a house that has no structures, no vehicle of a listed type and more than 1500 credits can receive its base unit from a crate. With bases off, the random vehicle crate result never gives a listed type.
- Center Base. The Center Base command looks for a
BuildConststructure. When the player has no building at all, it centers on a vehicle of a listed type instead.
An empty list is valid. No house gets a base unit, the unit count is not reduced, and in a short game a house loses when its last structure is gone.
History
- Changed0.2.0In development