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30 — Auto Base Building...

Marks or unmarks the trigger's house as base-building, and when marking it, moves its base center onto its construction yard.

Editor data
Numeric ID
30
Engine ID
TACTION_BASE_BUILDING
Editor name
Auto Base Building...
Need token
NEED_BOOL
Parameters
  1. Booleanboolean
Attachment
none
INI example
[Actions]
<TriggerID>=1,30,0,<Boolean>,0,0,0,0,

Turning the mark on moves the house’s base center onto the construction yard it has owned longest. A house with no construction yard keeps the base center it had.

The computer’s placement search measures its candidate cells from the base center. That section also lists the other ways a house gets a base center, and where a house without one places its structures. In a campaign, this action is the only way a house gets one.

The base center does not follow the yard. The house keeps building around the spot this action chose, even after that yard is gone, until something else moves the center.

Valid values

  • On or off. Only on moves the base center; off clears the mark and does nothing else.
  • Only the lowest byte of the number is tested. A hand-written 256, or any other multiple of 256, therefore reads as off, and every other non-zero number reads as on.
Caveats
  • The action changes the house that owns the trigger. No house is named on the line.
  • On a human player's house the mark does nothing. Only the base center moves.
  • Turning the mark on also starts a computer house. On its next AI pass the house is marked as started and alerted, so its factories begin building. [Production](/keys/production/) describes the three marks.
  • While the mark is on, a computer house's MCV that is standing guard deploys itself. Outside a campaign, its MCVs also go hunting while the house owns no construction yard.
  • Turning the mark off does not stop a computer house building. A house that has been started stays started. A house whose IQ is at or above Production also gets the base-building mark back on its next AI pass.