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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=yes types 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 alsocrates, DeploysInto