Veterancy: Difference between revisions
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*SENSORS (reveals cloaked units nearby) | *SENSORS (reveals cloaked units nearby) | ||
*TIBERIUM_HEAL (used by Harvesters to regain health while on [[Tiberiums]]) | *TIBERIUM_HEAL (used by Harvesters to regain health while on [[Tiberiums]]) | ||
*TIBERIUM_PROOF (irrelevant) | *TIBERIUM_PROOF (won't take damage on Tiberium, irrelevant in RA2) | ||
*VEIN_PROOF (irrelevant) | *VEIN_PROOF (won't take damage on Weeds, irrelevant in RA2) | ||
Revision as of 02:58, 10 April 2025
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Veterancy is the term used to describe unit promotion in RA2/YR. By default there are two such levels, the first being 'veteran' and followed by 'elite'. Units attain veterancy promotions by destroying objects with points, until that accumulation exceeds the units own Points multiplied by VeteranRatio.
Each promotion level reached modifies the properties of the unit, according to the following multipliers found under the [General] section:
In Red Alert 2
When a unit reaches its full promotion to 'elite', the unit will switch to use ElitePrimary and EliteSecondary weapons if it has them. If only one of those is present, the main Primary or Secondary weapon will be used for the other. The above multipliers will then cumulatively increase the effectiveness of the weapon upgrade, potentially making 'elite' level vehicles quite fearsome.
Gaining New Abilities
When promoted from base to 'veteran' level, a unit is also granted a list of explicit abilities defined by the VeteranAbilities list, if present in the unit code. For the second stage promotion it will gain what's in EliteAbilities. The following abilities can be specified:
- FASTER (speed multiplier)
- STRONGER (armor multiplier)
- FIREPOWER (damage multiplier)
- ROF (fire rate multiplier)
- CRUSHER (adds crushing ability regardless of SpeedType)
- C4 (receives C4 planting ability, if weapon arrangement allows it)
- SCATTER (auto-scatter when attacked by StupidHunt or AutoCrush vehicles)
- GUARD_AREA (equivalent to DefaultToGuardArea)
- SIGHT (sight range multiplier)
- SELF_HEAL (equivalent to SelfHealing)
- FEARLESS (Infantry will not go prone when attacked)
- EXPLODES (Infantry will not use normal death Sequence)
- RADAR_INVISIBLE (mini-map will not show unit to enemies)
- CLOAK (equivalent to Cloakable)
- SENSORS (reveals cloaked units nearby)
- TIBERIUM_HEAL (used by Harvesters to regain health while on Tiberiums)
- TIBERIUM_PROOF (won't take damage on Tiberium, irrelevant in RA2)
- VEIN_PROOF (won't take damage on Weeds, irrelevant in RA2)





