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Repairable

Changed in 0.1.0

Allows a structure to be repaired with the wrench, worked on by an engineer, and treated as a building by a commando.

Specification
Applies to
AircraftTypeBuildingTypeInfantryTypeUnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
yesInfantryTypes start at `no`, though no path reads an infantry's value.

Only a structure’s value has an effect. It controls four things:

  • Wrench: the repair cursor accepts a structure only while it is Repairable=yes and below full Strength, or while a limpet mine is attached to it. A structure that can undeploy into a vehicle, other than a construction yard, is never accepted.
  • Automatic repair and sale: the repair-or-sell decision considers only structures the wrench would accept. A Repairable=no structure takes part only while a limpet mine is attached to it.
  • Engineer: over a visible Repairable=no structure, the player’s engineer cannot restore an allied structure, capture or damage an enemy one, or repair a bridge from a bridge repair hut. A mobile war factory is exempt. Capturing or damaging an enemy structure also needs Capturable=yes. Over a structure remembered under fog of war, the rules differ. A bridge repair hut offers the bridge repair cursor whatever its Repairable value, and any other Repairable=yes structure offers the capture cursor, even an allied or non-capturable one.
  • Commando: a commando or other explosives carrier plants explosives on a Repairable=yes structure and shoots at a Repairable=no one.

The value on a vehicle or aircraft does nothing. A service depot repairs them whatever it says, and the wrench refuses every object that is not a structure.

See also — repair

History

  1. Changed0.1.0

    Require repairable structures for C4 sabotage