They Are Billions

They Are Billions

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guirab09 2023 年 7 月 28 日 上午 6:44
units/buildings upkeep
hello, I am trying to make a custom map and I need help with something; I want to change the upkeep of some units and buildings, but I can't make it work. for instance, I'm trying to make the Titan have an iron upkeep.
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matthescratch 29 2023 年 7 月 29 日 上午 4:55 
Hi guirab.
I think you need
ApplyRules(“Titan IronGen -1”);
As for warehouse range I think it’s just
ApplyRules(“WareHouse WatchRange =100”);
Not sure though as I don’t think iv ever changed the warehouse range before and can’t test it atm.
guirab09 2023 年 7 月 30 日 上午 10:08 
Ty for the comment, i will try your propositions
Mortal 9 2023 年 7 月 31 日 上午 12:03 
it's not watchrange.. you use watchrange to make the unit/building see farther or closer.
最后由 Mortal 编辑于; 2023 年 7 月 31 日 上午 1:02
Mortal 9 2023 年 7 月 31 日 上午 12:36 
You start with "Unit GoldGen = 0"... then you make all the upkeep of gold you want with "-".
ApplyRules("Unit GoldGen = 0 ; Ranger GoldGen - 1 ; Soldier GoldGen - 2 ; Sniper GoldGen - 3 ; Lucifer GoldGen - 4 ; Thanatos GoldGen - 5 ; Mutant GoldGen - 6 ; Titan GoldGen - 7")

GoldGen - is how much your units produce Gold when alive (short for Gold Generate).

You can do the same with Food:
ApplyRules("Ranger FoodNeeded = 1 ; Soldier FoodNeeded = 2 ; Sniper FoodNeeded = 3 ; Lucifer FoodNeeded = 4 ; Thanatos FoodNeeded = 5 ; Mutant FoodNeeded = 6 ; Titan FoodNeeded = 7")

And for Iron:
ApplyRules("Unit IronGen = 0 ; Titan IronGen - 7")

Here are all your options for upkeep:
WorkersNeeded: Number of workers the unit/building needs to be active.
FoodNeeded: The amount of food the unit/building needs to be active.
EnergyNeeded: Amount of energy the unit/building needs to be active.
WoodGen: is how much your unit/building produces Wood when alive.
StoneGen: is how much your unit/building produces Stone when alive.
IronGen: is how much your unit/building produces Iron when alive.
OilGen: is how much your unit/building produces Oil when alive.
GoldGen: is how much your unit/building produces Gold when alive.

To change WareHouse, Bank, and Market you can do this:

ApplyRules("Bank MaxInstances = 0 ; Market MaxInstances = 0 ; WareHouse MaxInstances = 0")
ApplyRules("Bank SameBuildingMargin = 20 ; Market SameBuildingMargin = 20 ; WareHouse SameBuildingMargin = 20")
ApplyRules("Bank FactorGoldNearBuildings = 25%")
ApplyRules("Market FactorFoodNeedNearBuildings = 75% ; Market FactorFoodNeedNearBuildings - 1") < (that will make the food needed -25%)
ApplyRules("WareHouse FactorProductionNearBuildings = 25%")

MaxInstances - will change the number of buildings the player can use in the game.
If it's 0 it's infinite.
SameBuildingMargin - will change the radius of the effect for each building.
(You can use it on other buildings as well - to make them buildable closer or farther.)
FactorGoldNearBuildings - will change the amount of Gold buff the building gives to near houses.
FactorFoodNeedNearBuildings - will change the amount of Food needed for near houses.
FactorProductionNearBuildings - will change the amount of all other productions (Wood, Oil, Iron, Stone, Gold, and Food) for near buildings.
最后由 Mortal 编辑于; 2023 年 7 月 31 日 上午 12:59
guirab09 2023 年 7 月 31 日 下午 12:34 
Using negative resource generation instead of upkeep,
You sir are a genius.

As for the other question I had, I'll try out your suggestions.
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