QUOTE (Bittah Commander @ Jul 30 2009, 03:59 PM)

By the way, I've assigned Cost= to a house before (to reduce the cost of everything for testing purposes)... Works flawlessly

Good to know, something less for me to hack! xD
QUOTE (Lin Kuei Ominae @ Jul 30 2009, 04:06 PM)

No, the veteran bonuses are global and the same for all sides too.
I think you mixed that up with the country specific bonuses where you can adjust the sides Airspeed, Armor, Cost, GroundSpeed, ROF, BuildTime. This was used to give the same unit different properties on different subfactions.
In TS they seem to exist already, as they stand already in rules.ini and game.exe but are unused. It should be tested if these work already.
I think Johans above post proves these work, but i will take your word, they need extensive testing.
QUOTE (Lin Kuei Ominae @ Jul 30 2009, 04:06 PM)

If the BuildingType specific ones overwrite the global ones, it would be ok.
It does indeed work as a overwrite. If the key on the BuildingType exists, then it will ignore the HouseType one, and in trn the global one.
QUOTE (Lin Kuei Ominae @ Jul 30 2009, 04:06 PM)

A key which sets the number of escaping units could be also useful.
BuildingType.CrewNumberA=[Byte 0-255]
So you can restrict the escaping units to 1 engineer on a conyard.
Sure, but i would have to limit this for logic sake, otherwise we might run into spawn problems. So 5 for InfantryTypes, 1 for UnitTypes.
QUOTE (Lin Kuei Ominae @ Jul 30 2009, 04:06 PM)

I'm not sure if possible but how about a key which sets the range of health the escaping units have?
BuildingType.CrewHealth=[Byte 0-100%]
the escaping units would then have a random health from CrewHealth to 100% (e.g. CrewHealth=100 would mean all escaping units have full strength; 0 a random health between dead and full strength)
This could be possible, but hard. Also why dead? i think between 25 and 100 is good.
QUOTE (Lin Kuei Ominae @ Jul 30 2009, 04:06 PM)

Unfortunately it only gives some kind of priority list, where the aircraft prefers to use the specified entries when searching automatically for a helipad. But when ordered manualy it can land on other helipads too.
E.g. a GDI harv with Dock=GDIREFN could still dock on a Nod refinery. Or the GDI orca can land and reload on Nod helipads too.
This should be fixed to be really exclusive, so if the unit doesn't has a certain building in this list it really can't dock with it.
Ill look into it, but priority lists... thats new to me, something i know nothing about im affraid.