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The extent of Building Upgrades in YR
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DaFool
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Joined: 07 Nov 2006

PostPosted: Sun Jul 06, 2008 3:40 pm    Post subject:  The extent of Building Upgrades in YR Reply with quote  Mark this post and the followings unread

After briefly skimming the TS and RA2 forums, I did not find anything about building upgrades. However, I do remember reading something that a building is limited to three different types upgrades (and that is for TS).

1) Is this true?
2) Can this number be expanded with one of the exe patches?
3) Does this mean the number of typesof upgrades or the total that can be placed on a building?
4) Can these upgrades serve as prerequisites (I think not)
5) If you have multiple upgrade slots, could you make one reserved for a specific upgrade?

The reason I ask this is because I am making a mod and as of the moment I don't know if I should go with traditional base building or if I should try something new-having one building and have that building have many upgrade slots. Each allowing it to do something different. What I picture is a 3x3 building with something in the middle, and then 8 squares surrounding it as as upgrade slots. You build an upgrade, and the plop them down on one of the given slots. Here are my ideas:

A) Money Maker: This will work like an oil derrick
B) Wall: This will increase the health of a building
C) Hospital: Heals units
D) Barracks: This will allow for units produced to be veteran
E) Money reducer: Like the industrial plant, will make units cheaper.

I know D might not be possible, but I think the others could be. D and E would have different versions for the diffferent unit types.

The all rests upon whether or not a building can be multiple factory ttypes at once. (or can an upgrade be a factory types) If so I think I'll like my uber-hq set up. If not I can always revert back to the status quo.

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Jul 06, 2008 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

(Posting without looking in the executable, so not definite answers, but old memories.)

You can have up to three upgrade "slots" on one building. That is not yet extendable in exe patching, but soon might be. They cannot serve as prerequisites correctly (try and see). You can't apply the same upgrade to different buildings. You can make a certain upgrade get placed in a specific slot or the first available one.

A most likely won't work. B might if you hax into healing particles or other voodoo. C can possibly work as a simple copy of a tech hospital though don't hold your breath. D won't work - there's no logic in the game to do that except infiltration. E does work last I checked.

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Jul 06, 2008 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not that I don't agree with you, but I have to challenge A not working. If DaFool means a regular 'ol oil derrick, the money generating tags should work with upgrades AFAIK.

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Jul 06, 2008 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

It should, but remember, upgrade logic was created in TS and so new tags don't actually take the upgrades into account most of the time. I think factory plant is the only new logic which understands upgrades, but I haven't actually modded in ages so I could be wrong.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Mon Jul 07, 2008 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for your help. These limitations seem a bit much for what I wantwed to do. I'll do a little experimenting and such for now, and if there is an exe hack thats makes some of what I asked possible, then I will jump on it Smile.

EDIT: After some initial research I can't get my building to be both a con yard and a barracks. Seems like it only recognizes one "FactoryType=". This disapoints me.

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John Galt
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Joined: 01 Aug 2003
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PostPosted: Mon Jul 07, 2008 7:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
EDIT: After some initial research I can't get my building to be both a con yard and a barracks. Seems like it only recognizes one "FactoryType=". This disapoints me.
You have two sections named [foo], game will get confused. You have two tags called foo= , game will get confused. What did you expect?

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Lt Albrecht
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Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Jul 07, 2008 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

so you can't go DA=Fo,ol? or do factory types only accept one value per building?

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DaFool
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Joined: 07 Nov 2006

PostPosted: Mon Jul 07, 2008 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, I tried several different methods.

FactoryType=A,B produced a building that produced nothing.

FactoryType=A
FactoryType=B produced a building that followed the second tag.

Then I tired adding Conyard=yes gdibarracks=yes, but these didn't affect it.

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Beowulf
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Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Tue Jul 08, 2008 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread


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DaFool
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Joined: 07 Nov 2006

PostPosted: Tue Jul 08, 2008 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

I found that out through experimentation Wink

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John Galt
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PostPosted: Tue Jul 08, 2008 7:00 am    Post subject: Reply with quote  Mark this post and the followings unread

How many times am I going to have to say this...

Leave Factory= alone.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Tue Jul 08, 2008 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

You only have to say it once as I had done it in the second post (you explained immiditatly after), and then explained what I did to lt. in the third.

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