Reverse Engineer logic¶
In Red Alert 2, the Cloning Vats reverse-engineered any infantry it was sent into. Ares not just re-enables this logic but also enables customization.
[BuildingType]►ReverseEngineersVictims=
(boolean)- Enables the reverse-engineering logic. Defaults to no.
Note
Currently Grinding=yes
is needed to the reverse-engineering
building to have this logic working. Also, reverse-engineered units will
ignore Prerequisite
, Prerequisite.Lists
,
PrerequisiteOverride
, StolenTech
, both old and new models,
TechLevel
, RequiredHouses
and ForbiddenHouses
, but
obeying BuildLimit
, Prerequisite.RequiredTheaters
,
Prerequisite.Negative
, Factory
and Naval
settings.
Note
While this logic appears to be working, there have also been some minor bugs related to this feature. Be advised.
[InfantryOrVehicle]►CanBeReversed=
(boolean)- Allows the unit to be reverse-engineered. Defaults to yes.
[InfantryOrVehicle]►ReversedAs=
(TechnoType)- The optional type to override what a unit is reversed as. If not set, uses the actual unit type. Supports BuildingTypes. Use none to reset. Defaults to none.
For a spy effect to reset a player’s build options gained by reverse engineering, see Spy Behavior.
When you are the owner of the reversing facility, reverse-engineering any InfantryType for the first time will play EVA_ReverseEngineeredInfantry and EVA_NewTechnologyAcquired; reverse-engineering any VehicleType for the first time will play EVA_ReverseEngineeredVehicle and EVA_NewTechnologyAcquired. The undo-reversing spy effect will play EVA_TechnologyStolen.
New in version 0.2.