Harvester
Makes a UnitType harvest Tiberium, or sets the IQ at which the computer starts replacing lost harvesters.
Tiberium harvester
- Applies to
- UnitType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
The vehicle harvests Tiberium on its own. It fills its Storage from Tiberium cells and unloads at a DockUnload=yes building from its Dock list. Harvesting covers the search, load, and unload cycle.
IQ threshold
- Applies to
- global rules
- File
rules.ini- Section
[IQ]- Value
- integer
- When omitted
3
A computer house whose IQ is at least this value builds harvesters up to a number set by its refineries. Before it chooses any other vehicle to build, it orders a harvester when all of the following hold:
- its
IQis at least this value; - it has not been marked short of Tiberium;
- it owns fewer harvesters than its refineries multiplied by a difficulty factor;
- the harvester type’s
TechLevelis within the house’s tech level.
The difficulty factor is 1 in a campaign game and for a house in the [Difficult] difficulty slot, and 2 for every other house. A computer house therefore normally keeps two harvesters per refinery, and one where the factor is 1.
Every type listed in HarvesterUnit counts as a harvester, and every type listed in BuildRefinery counts as a refinery. The house orders the first listed harvester type its country may own, or the first listed type if it may own none.
Once it has ordered a harvester, the house chooses no other vehicle until that harvester leaves the factory or its production is abandoned. When a condition fails, the house chooses its next vehicle from production demand instead.
History
- Changed0.2.0In development
Send a harvester to work when it leaves a factory —
unittype