Spy Effects¶
Yuri’s Revenge only permits a Spy to achieve one effect on infiltrating, which is determined by a hard-coded order of precedence. Spy infiltration logic has been rewritten in Ares to be more flexible, including some new effects that a Spy can achieve.
All of the following flags default to no or 0.
New in version 0.1.
[BuildingType]►SpyEffect.Custom=
(boolean)- Whether or not to use the Ares spy infiltration logic instead of the original Yuri’s Revenge logic.
Note
Must be set to yes for any of the following effects to work...
Radar¶
[BuildingType]►SpyEffect.ResetRadar=
(boolean)- Whether or not spying this enemy building will cause the normal radar sabotage behavior (i.e. re-shrouding the enemy’s map down to just the terrain that they can presently see).
[BuildingType]►SpyEffect.RevealRadar=
(boolean)- NEW EFFECT Whether or not spying this enemy radar will reveal all further
unit movements to the infiltrating player. Enemy units will then scout the map
like own units until the infiltrated building is destroyed, sold, or captured.
The building must also have
Radar=yes
set. [BuildingType]►SpyEffect.KeepRadar=
(boolean)- NEW EFFECT If enabled, a player infiltrating this building will still have
access to the owning player’s radar even if the building is destroyed, sold,
or captured. Otherwise the spy effect is removed. Requires
SpyEffect.RevealRadar=yes
and aRadar=yes
building.
Power¶
[BuildingType]►SpyEffect.PowerOutageDuration=
(integer - frames)- The number of frames for which the enemy’s power will be sabotaged (i.e. temporarily reduced to zero).
Money¶
The amount of money ultimately stolen from the enemy is always capped by the amount of money they presently have.
[BuildingType]►SpyEffect.StolenMoneyPercentage=
(float - percentage)- The percentage of the enemy’s current credits that will be stolen from the enemy upon spying this enemy building. Defaults to 0%.
[BuildingType]►SpyEffect.StolenMoneyAmount=
(integer - credits)NEW EFFECT The fixed amount of credits that will be stolen from the enemy upon spying this enemy building. Defaults to 0.
If used together with
SpyEffect.StolenMoneyPercentage
, this defines the maximum amount of money to steal.Quickstart
If you want to express “Take three quarters of the enemy’s money, but no more than 10,000 credits”, use both tags:
SpyEffect.StolenMoneyPercentage=75%
andSpyEffect.StolenMoneyAmount=10000
.
Super Weapons¶
[BuildingType]►SpyEffect.ResetSuperweapons=
(boolean)- Whether or not spying this enemy building will cause all super weapons
attached to it (
SuperWeapon
,SuperWeapon2
,SuperWeapons
and all super weapons on attached upgrades) to have their countdown timers restarted.
The following tags can be used to grant super weapons like the Sonar Pulse in Red Alert when a spy infiltrates a Sub Pen.
[BuildingType]►SpyEffect.SuperWeapon=
(SuperWeaponType)NEW EFFECT Grants this super weapon when infiltrating an enemy building of this type.
Note
Not all super weapon types might be supported.
[BuildingType]►SpyEffect.SuperWeaponPermanent=
(boolean)- Whether the granted super weapon will become available permanently. If yes, it will become available uncharged, and it won’t be lost once fired. Otherwise, the super weapon will become available pre-charged but disappear again after being fired once. Defaults to no.
New in version 0.B.
Stolen Technology¶
[BuildingType]►SpyEffect.StolenTechIndex=
(list of integers)The stealable technology types that is stolen upon spying this enemy building. Only values from 0 to 31 (inclusive) are supported. Use -1 to disable the effect. Defaults to -1.
Note
Note that despite its singular name this tag takes a list of integers and it is thus possible to steal several technology types when infiltrating a single building.
[TechnoType]►Prerequisite.StolenTechs=
(list of integers)- The list of stealable technology types that must be stolen before this object can be built. Only values from 0 to 31 (inclusive) are supported. Use -1 to disable this requirement. Defaults to -1.
In Yuri’s Revenge, there were only three types of stealable technology
available and these were hard-coded to the first three buildings in the
[AI]►BuildTech
list (game defaults given in parens):
- Spying the first (
GATECH
) satisfiesRequiresStolenAlliedTech=yes
- Spying the second (
NATECH
) satisfiesRequiresStolenSovietTech=yes
- Spying the third (
YATECH
) satisfiesRequiresStolenThirdTech=yes
In Ares, spying a building with SpyEffect.StolenTechIndex=2
(for
example) satisfies the stolen tech requirements for units that require stolen
tech 2.
Note
If you set SpyEffect.Custom=yes
on buildings in the
BuildTech
list (like GATECH
, NATECH
or YATECH
),
then those buildings will no longer satisfy the old RequiresStolen*Tech
flags.
Changed in version 0.B.
Veterancy¶
Ares adds five independent fine grained controls to gain veterancy by
spying, thus it is possible to grant one or more types veterancy at the same
time where the original game only supported either InfantryTypes or
VehicleTypes depending on the Factory=
setting.
[BuildingType]►SpyEffect.InfantryVeterancy=
(boolean)- Whether spying this building will make all future infantry with
Trainable=yes
you build from your own factories start veteran. Defaults to no. [BuildingType]►SpyEffect.VehicleVeterancy=
(boolean)- Whether spying this building will make all future
Naval=no
vehicles withTrainable=yes
you build from your own factories start veteran. Defaults to no. [BuildingType]►SpyEffect.NavalVeterancy=
(boolean)- NEW EFFECT Whether spying this building will make all future
Naval=yes
vehicles withTrainable=yes
you build from your own factories start veteran. Defaults to no. [BuildingType]►SpyEffect.AircraftVeterancy=
(boolean)- NEW EFFECT Whether spying this building will make all future aircraft with
Trainable=yes
you build from your own factories start veteran. Defaults to no. [BuildingType]►SpyEffect.BuildingVeterancy=
(boolean)- NEW EFFECT Whether spying this building will make all future buildings
with
Trainable=yes
you build from your own Construction Yards start veteran. Defaults to no.
New in version 0.1.
Changed in version 2.0.
Intelligence¶
[BuildingType]►SpyEffect.RevealProduction=
(boolean)NEW EFFECT Whether or not spying this enemy building will allow you to see what the enemy is presently building from that factory, or the power output, or the owning player’s money. Once the building has been spied, select the building and the information of the unit that is being produced will be displayed over the building.
Fake=yes
buildings will show the text TXT_FAKE and reveal their true name in tooltips (see EnemyUIName)Power
greater than 0 buildings will reveal the power level (formatted using TXT_POWER_DRAIN2)Storage
greater than 0 buildings will see the player’s credits (formatted using TXT_MONEY_FORMAT_1)Factory
buildings will reveal the cameo of the current production
Note
Observers have been enabled to always have access to this information.
Changed in version 0.B.
Reverse Engineering¶
Reset a player’s build options gained by Reverse Engineering.
[BuildingType]►SpyEffect.UndoReverseEngineer=
(boolean)- NEW EFFECT Whether spying this building will remove all technology the infiltrated player has reverse-engineered so far. Defaults to no.
New in version 0.2.
Sabotage¶
[BuildingType]►SpyEffect.SabotageDelay=
(integer - frames)- The number of frames after which the building will be demolished as if C4 had
been planted. If negative,
[CombatDamage]►C4Delay
is used. Use 0 to disable. Defaults to 0.
New in version 0.E.