Power
Power a BuildingType contributes to its house, negative for consumption, or the damage a Tiberium type deals.
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 a drain of that size, and the type then supplies nothing. One type cannot both supply and drain; no separate key sets drain.
[MYPOWR] ; example power plant BuildingTypePower=100
[MYRADAR] ; example radar BuildingType that consumes 40Power=-40A plug adds its value to the structure it is installed in, so a turbine’s output and a plug’s drain both reach the house through their host. The power balance covers how output and drain are totaled, and what low power costs covers what a shortfall does to the base.
A selected structure whose type has a positive value shows its owner’s current total output and drain. The readout appears for the local player’s own and allied structures, for a structure the local player has infiltrated with a spy, and for every such structure when the local player is an observer.
Tiberium damage
- Applies to
- Tiberium
- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
0A damage figure of zero.
The value sets the damage this Tiberium deals in the four cases below.
Infantry take Power / 10 damage, rounded down and at least 1, each time they finish moving into a cell of this type. Infantry whose type sets TiberiumProof=yes, or that have the Tiberium-proof veteran ability, take none. The damage uses C4Warhead and is forced, so armor and Immune=yes do not reduce it.
A cell that detonates in a chain reaction loses half its growth stages, rounded down, and deals that many stages multiplied by this value through C4Warhead. At a result of zero the detonation shows no explosion and deals no damage, but it still removes the stages and can still set off neighboring cells.
With TiberiumExplosive=yes in [CombatDamage], a destroyed vehicle carrying Tiberium, such as a harvester, explodes through C4Warhead over a radius of one and a half cells. The damage is the sum, over every Tiberium type it carries, of the amount carried multiplied by that type’s Power. The blast goes off only if the vehicle has a death explosion animation, such as one from its Explosion list. A scenario with HarvesterImmune=yes prevents it. Spilled harvester loads covers which deaths set it off.
A destroyed structure that is Explodes=yes, or has the explodes veteran ability, adds the same sum for the Tiberium in its Storage to its collateral figure. That blast uses the warhead of the structure’s primary weapon, not C4Warhead. A structure with no primary weapon deals no blast damage, so its stored Tiberium adds nothing.
History
- Changed0.1.0
- Changed0.1.0
Allow zero-power Tiberium chain reactions —
tiberium