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baseType
- Aubergine
How is the Base Type set?
The base type is chosen when starting a new Skirmish or Multiplayer game:
If you are creating Challenge Games, use the "Bases" property in your ini file to set the Bases property to one of the "bases values" shown below.
Icon | Bases value | baseType value |
---|---|---|
1 | CAMP_CLEAN | |
2 | CAMP_BASE | |
3 | CAMP_WALLS |
What effect does it have?
With the default game rules, the base type setting will determine:
- Starting power for each player (same for all players)
- Number of technologies gifted to each player (same for all players)
- Which map-defined buildings will be removed (different for INSANE AIs and Scavenger faction)
- AI players set to "Insane" difficultly level will not lose as many structures as other AI or human players.
- Scavenger bases are not affected by the base type setting, they are controlled by the scavengers setting.
Using it in your scripts
Because the base type setting affects starting structures, power and research, AI scripts should adapt to the starting conditions caused by different base types. For example, build orders and initial unit production should take advantage of pre-placed buildings and available droid components.
Availability STABLE
Requires:
- Warzone 3.1 Beta 1 and above.
In Warzone 3.1 Beta 7, rules.js was updated to change the way that initial technology is enabled based on the baseType setting.
Contents
Jump to:
Constants
The baseType global will be set to one of the following:
- CAMP_CLEAN — Base structures will be removed at the start of the game, except for Scavengers and "Insane" AIs.
- CAMP_BASE — Walls, gates, defences, HQ and cyborg factory will be removed at the start of the game. Insane AIs keep their walls and defences.
- CAMP_WALLS — All structures will remain at the start of the game.