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Base and Base Limit / Control
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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Dec 16, 2012 6:24 pm    Post subject:  Base and Base Limit / Control Reply with quote  Mark this post and the followings unread

Is it possible, like for example if I have 1 civilian array, I can build 3 power plants and other few structures but once it reach to max, you need to find more civilian arrays to build more. I'm not quite sure how it works.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 16, 2012 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Impossible. You can't restrict one object via the amount of another object.

You could only give the civilian arrays BaseNormal=yes and every other building BaseNormal=no. So you can only build around the arrays and the limited space around them would restrict the amount of buildings.

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Dec 16, 2012 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok.

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sun Jan 06, 2013 3:05 am    Post subject: Reply with quote  Mark this post and the followings unread

If the map you're creating has 2 or more opponents but same factions e.g (GDI, GDI2, GDI3) can the three of them build bases or only one of them is allowed to build one?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jan 06, 2013 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

In skirmish impossible to define the side of the AI players and impossible to enable/disable if they build bases.

In singleplayer maps everything perfectly fine possible, since there is a Base section which tells the AI which building it has to build on which place. But no AI auto base building possible like in skirmish. So you have to tell the AI everything via Trigger (attack teams, defense teams, place and type of buildings it has to build).

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Jan 06, 2013 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure if TS has it, but there is rubble overlay you can place on the map that stops you from building on that cell, it's passable by units though.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jan 06, 2013 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not in TS. Only way is tiberium or train track overlays.
It would also still not stop the AI from moving its MCV to a free area, deploy and build a base there.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Jan 06, 2013 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

You don't have IsRubble=yes?
Cause that's what makes rubble rubble IIRC

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jan 06, 2013 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no rubble logic in TS.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Jan 07, 2013 8:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Could you use owners to allow only a few (build limit, perhaps even negative?) of a set building to be built for each building? Each set would need a different owner, which correlated to the specific building, which would need multiple clones.

Just throwing things out there.

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