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[RA2/YR] Unique units built only once
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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue May 17, 2005 11:57 am    Post subject:  [RA2/YR] Unique units built only once Reply with quote  Mark this post and the followings unread

Stalin wrote:
20.04.05
[RA2/YR] Unique units built only once, Once they're gone, they're gone!
Yes, only having one Tanya or Boris is realistic unlike Tanya clones in RA1. But its unrealistic when Tanya dies and you make a clone of her and build her again. To have Tanya, Boris, YP, or any other unit only buildable once per game, add 'BuildLimit=-1' to the unit. It won't build infinite units. Once you build the unit, the icon dissapears for the rest of the game!  


Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Rules.INI 

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Clazzy
Karma Police


Joined: 26 Nov 2002
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PostPosted: Tue May 17, 2005 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was sure that this only worked in Tiberian Sun. I tried this in YR once and (unless I made a mistake) it built normally (no limit at all).

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GeckoYamori
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Joined: 06 Jun 2004
Location: Sweden

PostPosted: Tue May 17, 2005 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wouldn't sacrifice gameplay/fun factor for the sake of realism. You'd have to make the hero units a LOT more useful to balance this out.

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
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PostPosted: Tue May 17, 2005 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Soo true

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Wed May 18, 2005 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, It's like War craft isn't it... Your Hero dies, you revive it again.

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed May 18, 2005 8:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Clazzy it does work, i've done it in my mod.

It useful for balancing special mod units like mobile war factories ..

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Wed May 18, 2005 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I think it only works in TS.

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theidiot
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Joined: 29 Apr 2005

PostPosted: Wed May 18, 2005 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

no it works in red alert 2 yuris revenge only. Because boris you can build only one.

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Wed May 18, 2005 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

-.-... I think I know because I tested it. And if you read carefuly we know that "BuilLimit=1" works in TS, RA2 and YR but "BuildLimit-1" making it buildable once only works in TS...

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Jah
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Joined: 23 Nov 2002

PostPosted: Wed May 18, 2005 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

You wanted to say "BuildLimit=-1"?

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John Galt
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Joined: 01 Aug 2003
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PostPosted: Wed May 18, 2005 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

As far as I can remember, it (BuildLimit=-1) worked in RA2 up to 1.006 when I tried it long ago. And after I read theidiot's post, I honestly ROFLed . That's just _too_ rich.

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed May 18, 2005 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

LMAO

BuildLimit=-1 works in YR 1.002 not BuildLimit-1

Its in my modification, its make the cameo and therefore build option disappear.

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Vincent93
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Joined: 07 May 2005
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PostPosted: Wed May 18, 2005 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kinda cool but you still need to balance it!

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Thu May 19, 2005 6:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Oops, my bad... I typed BuildLimit=1 and the other one was meant to be BuildLimit-1 not BuildLimit=-1, maybe I was concentrated on the BuildLimit=1.

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Allied General
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Joined: 19 Mar 2004
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PostPosted: Thu May 19, 2005 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Buildlimit=-1 is useful for one off powerful units which perhaps need to be deployed/undeployed i.e. mobile war or a core defender ....

Could also be useful for a strong superweapon or structure balancing.

This BuildLimit=-1 is also applicable to structures, defences.

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Oshog
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Joined: 02 Sep 2005
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PostPosted: Thu Sep 29, 2005 6:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Well,it works for pretty much everything.Thanks for the tip!!!

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Jah
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Joined: 23 Nov 2002

PostPosted: Fri Oct 07, 2005 6:59 am    Post subject: Reply with quote  Mark this post and the followings unread

What if I set BuildLimit=-5? The icon will dissapear when I will build the fith unit?

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John Galt
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PostPosted: Fri Oct 07, 2005 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes.

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Sat Oct 08, 2005 4:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool, this could be used for missions. For example a base has a limited amount of tanks, etc..

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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat Oct 08, 2005 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

So this works with patches etc.?

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Grievous
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Joined: 13 Aug 2005
Location: Singapore

PostPosted: Sat Oct 08, 2005 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, of course this will waste the hero unit's SHPs and cameos and all, but if you want realism you could just use the generic "Commando" or Navy SEAL for that matter...

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Oshog
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Joined: 02 Sep 2005
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PostPosted: Sat Oct 08, 2005 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

But the heroes should be stronger and a lot more devastating.Or else theyre just a waste of money.

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Alex06
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Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Fri Feb 10, 2006 4:51 am    Post subject: Reply with quote  Mark this post and the followings unread

This IS kinda old, but with this, you might be able to remove the ability to rush units in RA2 and YR onto an enemy base by limiting them to a specific amout of each unit, this might add alot more strategic value to the game... Very Happy

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Oshog
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PostPosted: Fri Feb 10, 2006 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes,that would be nice.

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Jan 17, 2007 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wouldn't apply it to generic tanks which can never build again when exceed limit cos thats just silly

but yes buildlimits do help balance the game a lot and stops people from camping in those stupid games where no ore on map and cba to attack cos u know base is vunerable and will lose too many units in assault.

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Overmind
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Joined: 05 May 2022

PostPosted: Fri Aug 19, 2022 8:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm adding some important info here:

BuildLimit=-1 works fine in YR for anything, but there's an exception that cancels it.

If you use DontScore=yes, the build limit will no longer work.

The practical result is a liner build. You will be able to build multiple units of that type, but you will be able to do it by queueing them in the build tab one by one only (when 1st is finished you can click again and build another).

So this combo becomes a Queue limit, practically.

So if you have like a very powerful unit that suicides (let's say a super demo truck) don't use DontScore on it.

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