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Tiberium

Marks an overlay as Tiberium, lets a warhead set Tiberium off, or sets how much Tiberium a generated map receives.

Tiberium overlay

Specification — Tiberium overlay
Applies to
OverlayType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no
rules.ini
[MYTIB] ; an OverlayType registered in [OverlayTypes]
Tiberium=yes

Tiberium=yes marks an overlay as Tiberium. When the section is read, the flag also changes two of the overlay’s other settings:

Harvesters collect only from cells whose land type is Tiberium. A Tiberium overlay that sets another Land, such as Rock, keeps it, and harvesters cannot collect it.

A flagged overlay belongs to the type in the rules’ [Tiberiums] list whose overlay set contains it. One that is in no type’s set counts as the first type in the list. Bails a harvester lifts from the overlay are worth that type’s Value=.

Sets Tiberium off

Specification — Sets Tiberium off
Applies to
WarheadType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

An explosion from a Tiberium=yes warhead can set off the Tiberium in its cell when the cell’s overlay is a ChainReaction=yes Tiberium overlay. The same explosion also thins that cell’s Tiberium. Explosions from other warheads leave such a cell alone. Tiberium damage gives the detonation chance and the thinning.

A sonic wave passing over the cell can set the Tiberium off whatever its warhead.

The flag makes no difference to a ChainReaction=yes overlay that is not Tiberium; the ChainReaction page covers that case.

Tiberium richness

Specification — Tiberium richness
Applies to
random map generation
File
map seed file
Section
[RandomMap]
Value
integer
When omitted
0The generator raises it to 1, so the layout fields still share 2,530 growth steps per player.

Tiberium sets how much Tiberium a generated map’s layout fields hold. TiberiumLayout sets how many fields there are. Map seed files covers the section the key is written in.

map seed file
[RandomMap]
Tiberium=60
TiberiumLayout=40
NumPlayers=4

Before building the map, the generator raises a figure below 1 to 1 and lowers one above 100 to 100. This applies to a seed file and the map generator dialog alike.

The layout fields share NumPlayers × (30 × Tiberium + 2500) growth steps, divided evenly between them. In the example above they share 4 × (30 × 60 + 2500) = 17,200 steps. A growth step either plants Tiberium in an empty cell or thickens Tiberium already there by one growth stage. Each field’s share then varies at random by up to 100 steps either way, and a field whose share falls below zero is skipped.

Each player’s start point also gets a field. Its size does not depend on this setting. The player whose start lies closest to the layout fields, on average, gets 500 steps. Every other player gets 15 more steps for each cell their start lies farther away, on average.

A field grows outward from its first cell one step at a time, filling the nearest cells first with some randomness. The field stays compact with an irregular edge. If it runs out of room before its share is placed, it starts again from the same cell. A field still short after nine starts gets one more growth step and then stops.