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Crate goodies
#11
Actually, it's more complex than that...

(Assuming NOT campaign mode):


Preprocessing:
If you have > 1500 $, 0 buildings and don't have any instances of the first BaseUnit= you can normally acquire, the game forces the crate to contain that BaseUnit.

If you have > 50 VehicleTypes and random luck gave you a Free Unit, the game changes it to Money.

If you have > 100 InfantryTypes and got a Squad, the game changes it to Money. (Keep reading...)

If you still are supposed to get a Free Unit, and you picked that crate up in a water/beach cell, it is changed to Money.

If the result was an Armor Multiplier, and the collector's Armor has already been multiplied, it's changed to Money.

If it was a Promotion, and the collector is not Trainable or already Elite, yep, Money.

If it was a Speed Multiplier, and the collector's Speed has already been multiplied or it was collected by an Aircraft, you get Money.

Firepower Multiplier falls back to Money if the collector has no weapons or has already received its Firepower Multiplier.

Cloak device collected by an already cloakable unit changes to Money.

If you collected the crate on a water (unlike above, beach doesn't count) cell and the powerup is not naval per [Powerups], it falls back to Money again.

If you got a Squad, it's unconditionally changed to Money.

If the game already forced your crate to contain the baseunit for base rebuilding purposes but you can't have any BaseUnit via ownership limits, OR the crate was supposed to be a Free Unit and still is, yet you have at least one of the two first objects listed in [AI]BuildRefinery= but don't have any of the first two objects in [General]HarvesterUnit= , the crate is forced to contain the first HarvesterUnit you can normally get.
Then, if UnitCrateType is not null, the crate is overridden with that Unit regardless of the former checks.
If that _still_ doesn't yield a good Unit, it rolls dice over the [VehicleTypes] list until it finds one that is CrateGoodie=yes (and if the collector is AI, not listed in BaseUnit= UNLESS the AI has no base left).


Effects:
Crate of Cloaking Device simply cloaks all units on the ground within its radius.

Crates of Explosives/Napalm simply fire the [CombatDamage] C4Warhead/FlameDamage warheads at that point with as much damage as the ini specifies. Explosives also produces the flash of light.

Crates of Squad, Invulnerability, IonStorm do nothing.

Crates of Darkness reshroud the map, Reveal reveals it all.

Crates of Armor/Speed/Firepower multiply the respective attributes of all units on the ground within its radius if they don't already have that multiplier applied.

Crate of ICBM gives you one shot of the first SW with the Action=Nuke on the list.

Veterancy simply promotes units in its radius. No check for Trainable= though...

Gas creates 8 shots of the [GAS] warhead around the cell.

Tiberium crate picks a random [Tiberiums] entry (if it's the second one, it gets reset to first) and spawns its first frame around the cell.

If placement of the Free Unit fails or crate is Money, collector gets a random amount of cash between what the ini specifies and that+900.

Worth playing: 1 | 2 | 3
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Messages In This Thread
Crate goodies - by DCoder - 10.10.2008, 20:07:11
RE: Crate goodies - by TheMan - 10.10.2008, 22:11:30
RE: Crate goodies - by MRMIdAS - 10.10.2008, 23:22:13
RE: Crate goodies - by DCoder - 11.10.2008, 06:54:23
RE: Crate goodies - by MRMIdAS - 11.10.2008, 15:46:53
RE: Crate goodies - by Marshall - 11.10.2008, 10:47:10
RE: Crate goodies - by DCoder - 11.10.2008, 16:14:42
RE: Crate goodies - by Guest - 13.10.2008, 09:05:26
RE: Crate goodies - by Bobingabout - 13.10.2008, 10:22:29
RE: Crate goodies - by Marshall - 13.10.2008, 10:37:57
RE: Crate goodies - by DCoder - 13.10.2008, 11:37:39
RE: Crate goodies - by TheMan - 13.10.2008, 15:20:17
RE: Crate goodies - by Bobingabout - 13.10.2008, 16:20:28
RE: Crate goodies - by Guest - 13.10.2008, 16:29:56
RE: Crate goodies - by MRMIdAS - 13.10.2008, 18:04:06



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