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Power

Changed in 0.1.0

Power a BuildingType contributes to its house, negative for consumption, or the damage a Tiberium type carries.

Power output and drain

Specification — Power output and drain
Applies to
BuildingType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

A positive value is the power the type supplies to its house. A negative value is drain of the same magnitude and leaves the type supplying nothing. The two are mutually exclusive on one type — a positive value clears any drain and a negative one clears the output — and there is no separate drain key.

rules.ini
[MYPOWR] ; example power plant BuildingType
Power=100
[MYRADAR] ; example radar BuildingType that consumes 40
Power=-40

An upgrade adds its own value to the structure it is plugged into, so a turbine’s output and a plug’s drain both reach the house through their host. The power balance covers how the two figures are tallied, and what low power costs covers what a shortfall does to the base.

A type with a positive value also carries the house’s power readout. Selecting one of its instances draws the owning house’s current output and drain over it, for a house allied to the local player or for a building the local player has infiltrated with a spy.

Tiberium damage

Specification — Tiberium damage
Applies to
Tiberium
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

The value is the damage this Tiberium carries, and all three paths that spend it apply their result through C4Warhead:

  • An infantry object without TiberiumProof=yes and without the Tiberium-proof veteran ability takes Power / 10, rounded down and never below 1, on every cell of this Tiberium it steps into. That damage is forced, so armor class and Immune=yes do not soften it.
  • A chain reaction consumes half the growth stacked in the cell and deals that many stages multiplied by this value at the cell. A result of zero creates no explosion animation and deals no damage; the consumed growth and neighboring reaction checks still proceed.
  • With TiberiumExplosive=yes in [CombatDamage], a harvester destroyed while carrying Tiberium explodes over one and a half cells for the sum, across every Tiberium type in its hold, of the amount carried multiplied by that type’s value — unless the scenario grants harvesters immunity.
See alsopower

History

  1. Changed0.1.0In development

    Read every Tiberium type's damage from the rulestiberium

  2. Changed0.1.0In development

    Allow zero-power Tiberium chain reactionstiberium