Reverse Engineer logic¶
In Red Alert 2, the Cloning Vats reverse-engineered any infantry it was sent into. Ares not just reenables this logic but also enables customization.
[BuildingType]►ReverseEngineersVictims=
(boolean)- Enables the reverse-engineering logic. Defaults to no.
[BuildingType]►SpyEffect.UndoReverseEngineer=
(boolean)- Enables Spies to disable all reverse-engineered technology from that building. Defaults to no.
[InfantryOrVehicle]►CanBeReversed=
(boolean)- Allows the unit to be reverse-engineered. Defaults to yes.
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.
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.