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=yesand below fullStrength, 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=nostructure takes part only while a limpet mine is attached to it. - Engineer: over a visible
Repairable=nostructure, 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 needsCapturable=yes. Over a structure remembered under fog of war, the rules differ. A bridge repair hut offers the bridge repair cursor whatever itsRepairablevalue, and any otherRepairable=yesstructure offers the capture cursor, even an allied or non-capturable one. - Commando: a commando or other explosives carrier plants explosives on a
Repairable=yesstructure and shoots at aRepairable=noone.
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
- Changed0.1.0