![]() borrowResourcesWhileAlive: gold=10 price 1.13 1.13 1.13.3 generation_resources: Income unit creates. armourMinDamageToKeep: 2 int borrowResourcesWhileAlive: Takes these resources when created and returns them when removed or destroyed. (not currently used in any vanilla units) armour: 6 int armourMinDamageToKeep: Min damage to keep from received damage. energyNeedsToRechargeToFull: true float armour: Damage taken away from each hit. energyStartingPercentage: 0.5 float energyNeedsToRechargeToFull: Disables weapons using energy after reaching zero till fully recharged if true. energyRegen: 0.001 float energyStartingPercentage: Sets the percentage of charged energy when the unit is first built. energyMax: 1 float energyRegen: Passive energy regen rate. Energy that can be used as ammo for turrets, laser defense and actions. shieldRegen: 0.15 float energyMax: Defaults to 0. startShieldAtZero: true bool shieldRegen: Passive shield regen rate. maxShield: 500 int startShieldAtZero: Unit starts with a 0 hitpoints shield on created if true. Can start with 0 hitpoints if startShieldAtZero:true. selfRegenRate: 0.01 float maxShield: The max shield hitpoints of the unit. ![]() (will spawn with this value) maxHp: 200 int 1.13 #= selfRegenRate: Passive self repair rate. ![]() isBuilder: true bool #= Unit Stats Keys maxHp: The max health for the unit. isBug: false bool isBuilder: Normally required if this unit places buildings. (mouse click/screen touch) radius: 20 int isBio: Choose whether the unit is bioligical or not, affects sound and splat (unless hideScorchMark:true) isBug: isBio: true bool Changes some death defaults, and sort order in Sandbox. (may multiply with builder speed) buildSpeed: 3s float / s radius: Circular area around the unit that makes it selectable. techLevel: 1 int 1.13.3 int buildSpeed: Time it takes to build the unit. mass: 3000 int techLevel: Defines the Tech Level of the unit, there're 3 levels and each will appear in a different color in the GUI. mass: The 'weight' of the unit, defines how it collides with other units, a greater value means it's tougher to push. Version Added #= strictLevel: 1 price: 500 float price: The unit cost from builders/buildings. Add to "all-units.template" in root to apply to all units. class: CustomUnitMetadata string strictLevel: Description Defaults to 0. ![]() altNames: custTank1, customTank1, cTank1 string(s) class: Reserved for future use, must be CustomUnitMetadata by default. Like name but lower priority, useful for multiple optional mods. (This is not displayed in-game) name: customTank1 string altNames: Comma separated list of names. The soundtrack is from Supreme Commander.Ĭompatibility: Not compatible with other unit mods, because the mod overwrites and modifies all vanilla stuff, and some of its features need specific tags/templates to work.Section Code Example Value Type #= Common Keys name: Defines the unit raw name, game uses it to identify as a unique name. Most effects/sounds are taken from other mods, games, or websites. Some are purchased from artists by Rystiya. Some are made from public assets by Reshiram (QQ). Multiple units are drawn by "Lea-", "goduu", " Senku_Craft#3779", "momiak" (discord), and "#Mr!Lin", "辰汐" (QQ). All of these features are reasonably balanced, none of them along will guarantee victory.Ĭontributions: Almost all design, coding, testing, and balancing are done by Rystiya. There are mega space battleships, bug carriers, moving cities, strategic artilleries, unit cannons, and many more, each having its own strengths and weaknesses. It features support abilities, random crates, a tech system, new game modes, self-replicating bugs, enhanced sounds and effects, stronger AI (can use nukes), reworked naval combat, mines, tactical nukes, multiple specialist units, many conventional units, and most importantly, dozens of unique experimental units. Description: This massive expansion raises the epic scale of rusted warfare to the next level.
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