Jump to content

Stolen Tech Logic: Difference between revisions

From ModEnc²
ATHSE (talk | contribs)
m ATHSE moved page The Infiltration System to Stolen Tech Logic: merged content with Agent
ATHSE (talk | contribs)
mNo edit summary
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
The Infiltration System controls the effects of sending an [[InfantryType]] with {{f|Agent|yes|link}} into a building.
{{Guideheader
 
|files={{ini|rules}}
Certain terms that are used below:
|ra2=yes
:''Target'' - Building that has been infiltrated
|yr=yes
:''TargetHouse'' - House owning the Target building
}}
:''SourceHouse'' - House owning the infantry which infiltrated the Target building
The infiltration of technology centres or labs by a [[Agent|'Spy']] in {{ra2}}, rewards the attacking player with 'stolen tech' traits. These traits are specific to each [[Sides|Side]] infiltrated:
 
{| class="wikitable"
{{HorizontalBar|If SourceHouse and TargetHouse are allies, no effect happens.}}
 
== In {{ra2}} and {{yr}} ==
 
{| class="table_descrowdesccol"
|+ '''Effects'''
! rowspan="2" style="text-align: center;" | If the ''Target'' is/has
! rowspan="2" style="text-align: center;" | this happens
! colspan="2" style="text-align: center;" | EVA events <br><small>only for human players</small>
|-
! style="text-align: center; " | for ''SourceHouse''
! style="text-align: center; " | for ''TargetHouse''
|-
|{{f|Radar|yes|link}}
|''TargetHouse'''s shroud is reset, unless he also owns a structure with {{f|SpySat|yes|link}}
| {{Tt|[EVA_BuildingInfRadarSabotaged]}}
| {{Tt|[EVA_RadarSabotaged]}}
|-
|{{f|Power|positiveValue|link}}
|''TargetHouse'''s power is disabled for {{sl|General|SpyPowerBlackout}} frames
|{{Tt|[EVA_BuildingInfiltrated]}}, {{Tt|[EVA_EnemyBasePoweredDown]}}
|{{Tt|[EVA_PowerSabotaged]}}
|-
|-
|{{f|SuperWeapon|validValue|link}}
! Enemy Side !! New Construction Options
|''Target'''s SuperWeapon timer is reset
|{{Tt|[EVA_BuildingInfiltrated]}}
|none
|-
|-
|{{f|Storage|positiveValue|link}}
| Allied ({{F|AIBasePlanningSide|0|link}}) || Unlocks {{F|RequiresStolenAlliedTech|yes}} buildings/units.
|{{sl|General|SpyMoneyStealPercent}} percentage of ''TargetHouse'''s money is taken away and granted to ''SourceHouse''
|{{Tt|[EVA_BuildingInfCashStolen]}}
|{{Tt|[EVA_CashStolen]}}
|-
|-
|{{f|AIBasePlanningSide|0|link}} <br>and is part of {{sl|AI|BuildTech}}
| Soviet ({{F|AIBasePlanningSide|1|link}}) || Unlocks {{F|RequiresStolenSovietTech|yes}} buildings/units.
|''SourceHouse'' gains the ability to build units with {{f|RequiresStolenAlliedTech|yes|link}}
|{{Tt|[EVA_BuildingInfiltrated]}}, {{Tt|[EVA_NewTechnologyAcquired]}}
|{{Tt|[EVA_TechnologyStolen]}}
|-
|-
|{{f|AIBasePlanningSide|1|link}} <br>and is part of {{sl|AI|BuildTech}}
| YuriCountry ({{F|AIBasePlanningSide|2|link}}) || Unlocks {{F|RequiresStolenThirdTech|yes}} buildings/units. (YR only)
|''SourceHouse'' gains the ability to build units with {{f|RequiresStolenSovietTech|yes|link}}
|{{Tt|[EVA_BuildingInfiltrated]}}, {{Tt|[EVA_NewTechnologyAcquired]}}
|{{Tt|[EVA_TechnologyStolen]}}
|-
|{{yro}}{{f|AIBasePlanningSide|otherValue|link}} <br>and is part of {{sl|AI|BuildTech}}
|''SourceHouse'' gains the ability to build units with {{f|RequiresStolenThirdTech|yes|link}}
|{{Tt|[EVA_BuildingInfiltrated]}}, {{Tt|[EVA_NewTechnologyAcquired]}}
|{{Tt|[EVA_TechnologyStolen]}}
|-
|{{f|Factory|InfantryType|link}}
|For the remainder of the game, all [[InfantryTypes]] built by ''SourceHouse'' will start out as veteran<br>In addition, their cameos will be displayed as {{f|AltCameo|link}} instead of {{f|Cameo|link}}
|{{Tt|[EVA_BuildingInfiltrated]}}, {{Tt|[EVA_NewTechnologyAcquired]}}
|{{Tt|[EVA_TechnologyStolen]}}
|-
|{{f|Factory|UnitType|link}}
|For the remainder of the game, all [[VehicleTypes]] with {{f|Naval|no|link}} and {{f|Trainable|yes|link}} (and [[BuildingTypes]] which {{f|UndeploysInto|link}} such [[VehicleTypes]]) built by ''SourceHouse'' will start out as veteran<br>In addition, their cameos will be displayed as {{f|AltCameo|link}} instead of {{f|Cameo|link}} ({{W}} see [[#Bugs|Bugs]])
|{{Tt|[EVA_BuildingInfiltrated]}}, {{Tt|[EVA_NewTechnologyAcquired]}}
|{{Tt|[EVA_TechnologyStolen]}}
|}
|}


{{Bugs}}
In the original RA2, all of the stolen tech units are [[InfantryTypes|infantry]], but this doesn't have to be the case, the stolen tech requirement can be added to all [[TechnoTypes]] produced by barracks, airbases, factories, or construction yards. This means you can have an upgraded [[Wall]] with <tt>RequiresStolenThirdTech=yes</tt>, or an even higher tier [[AircraftTypes|aircraft]] that has both <tt>RequiresStolenAlliedTech</tt> AND <tt>RequiresStolenSovietTech</tt> at the same time.
Infiltrating a War Factory switches the cameos of {{f|Naval|yes|link}} units to the veteran version, but they start out rookie as usual. Same for buildings that undeploy into such units.
 
This functionality can then be further incorporated with [[RequiredHouses]] and/or [[Prerequisite]], to make unlocking various construction options highly specific to certain scenarios and players.
 
==Notes==
[[Ares]] further extends this logic, by allowing infiltration to 'steal' technology specific to a [[TechnoTypes|TechnoType]], hijacking an enemy [[Radar]], stealing their [[SuperWeapons|Super Weapon]], and more. See: https://ares-developers.github.io/Ares-docs/new/buildings/spyeffects.html
 
==See Also==
[[Disguise Logic]]
 
[[VehicleThief]]
 
[[IFV Weapon System]]


[[Category: Systems]]
[[Category: Systems]]

Latest revision as of 08:28, 22 April 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge

The infiltration of technology centres or labs by a 'Spy' in Red Alert 2, rewards the attacking player with 'stolen tech' traits. These traits are specific to each Side infiltrated:
Enemy Side New Construction Options
Allied (AIBasePlanningSide=0) Unlocks RequiresStolenAlliedTech=yes buildings/units.
Soviet (AIBasePlanningSide=1) Unlocks RequiresStolenSovietTech=yes buildings/units.
YuriCountry (AIBasePlanningSide=2) Unlocks RequiresStolenThirdTech=yes buildings/units. (YR only)

In the original RA2, all of the stolen tech units are infantry, but this doesn't have to be the case, the stolen tech requirement can be added to all TechnoTypes produced by barracks, airbases, factories, or construction yards. This means you can have an upgraded Wall with RequiresStolenThirdTech=yes, or an even higher tier aircraft that has both RequiresStolenAlliedTech AND RequiresStolenSovietTech at the same time.

This functionality can then be further incorporated with RequiredHouses and/or Prerequisite, to make unlocking various construction options highly specific to certain scenarios and players.

Notes

Ares further extends this logic, by allowing infiltration to 'steal' technology specific to a TechnoType, hijacking an enemy Radar, stealing their Super Weapon, and more. See: https://ares-developers.github.io/Ares-docs/new/buildings/spyeffects.html

See Also

Disguise Logic

VehicleThief

IFV Weapon System