Skip to content

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

Setting the flag rewrites two of the overlay type’s own settings once its section has been read: its armor becomes wood, and a Land=Clear overlay is promoted to the Tiberium land type, which is the ground condition every harvesting test reads. An overlay left on another land type keeps it and is never harvested.

The flag also makes the overlay eligible for the reverse lookup that decides which registered Tiberium type a cell belongs to; an overlay carrying the flag that falls outside every type’s overlay range is reported as the first registered type.

Sets Tiberium off

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

A ChainReaction=yes Tiberium overlay detonates under a warhead carrying this flag, and a sonic wave sets it off with no warhead check; under every other warhead the overlay is inert. The flag means nothing to overlays that are not Tiberium, whose cells hold no Tiberium to set off.

Tiberium richness

Specification — Tiberium richness
Applies to
random map generation
File
map seed file
Section
[RandomMap]
Value
integer
When omitted
UnchangedThe read passes the current setting through, and the generator's settings outlive one map, so an omitted assignment keeps whatever the last map built in this session left behind.

The figure sets how much tiberium each of the map’s fields is grown to, not how many fields there are; TiberiumLayout governs the count. Each field is grown toward thirty cells per point plus a flat twenty-five hundred, multiplied by the player count and then divided between the fields, so a map built for more players is not left thinner. Each field then varies by a draw of up to a hundred cells either way, and a field whose draw takes it below nothing is skipped. Map seed files covers the section it is written in.

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

A field is grown outward from its cell one cell at a time, taking the cheapest neighbor first so that the shape stays gathered but keeps a ragged edge. Ground that already carries tiberium is thickened rather than overwritten, and a growth that stalls early restarts from the same cell up to ten times.

The map generator dialog holds the figure to 1 through 100 rather than 0 through 100, so the lowest figure it can produce still grows fields. Under the Firestorm addon the dialog also derives UseBlueTiberium from this figure.