Train, Build, Research abilities
This article covers multiple very similar abilities: Train, Build, Research, Learn, Warp Train and Specialize. They are used to buy units, buildings (technically also units), upgrades, abilities, effects etc... (the goods) All these abilities are created the same way: they have an Info+ field, in which you define the goods this ability allows you to create. Each of these abilities has 30 slots which can be filled with different goods, their cost, build time, etc... If you need more, you can use multiple abilities (of the same type) on one unit.
Each slot contains three main setting categories:
- Default Button - as any other ability command, this also needs a default button in order to work. Doesn't matter which one you choose. You can also add a requirement here (such as "Tech Lab addon").
- Cost - standard ability cost setting. By default, this is additional cost to the base cost of the unit/research (defined in their entries), but you can set a flag (for the whole ability) to ignore base cost.
- Info - Time - construction time
- Unit/Reseach/Ability/Effect - sets what unit/research is created through this command. The Train ability allows you to set a list of units, effectively allowing creation of entire squads.
- Effect (Train) - effect that is used on trained units. (This is an extra field, Specialize also has Effect, but in that case it's the main product)
There are, however, differences between these abilities:
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[edit] Build
Build is (obviously) targeted, while the others are instant abilties. Also build requires the built units to have the Buildable ability that defines how the unit behaves while beeing built (for normal structures, there is already one Buildable ability, called Build in Progress, that should work fine). If the construction time is 0, Buildable ability is not required. It also has quite a lot of other settings, mostly related to addons, or worker behavior (there are about 7 worker flags, but they are mostly self-explanatory)
[edit] Buildable
Apart from Command+ field, which you propably want to leave as it is (both commands are enabled - if you don't want them on specific buildings, you can not place them in command card), there are four fields you can change.
- Starting vitals - sets the fraction of vital start, which the unit will have at the start of the construction (default it 0.1, e.g. unit with Life starting amount 100 will start with 10 HP).
- Maximum builders - allows power-building (using multiple workers to work on the same building. Needs the following two fields.
- Power Build Bonus Rate - the bonus fraction to the build speed (1 would be +100% build speed for each worker)
- Power Build Cost Factor - the bonus fraction to the cost of strucure
- Needs research: What about vitals cost, ability charges, if they are set as cost etc...)?.
[edit] Train
The train ability requires the training unit to have a queue ability, which allows queuing units (otherwise only one order can be issued at one time), displaying the queue and canceling training. Again, there are a couple of pre-defined queue abilities that should work fine with any new train abilities. Train can also be used to create item shops, in classic WarCraft III style. If the training unit has the Interact ability, the trained units (items) will be placed in interact-target's inventory.
[edit] Research
Research is very simple, it doesn't have any extra options.
[edit] Specialize
Specialize executes an effect on the buying unit when it's done. The difference between instant-effect ability with cast time and Specialize is that specializing is displayed in progress bar below, while the unit moves and fights (Vulture mine replenishment in campaign is done with Specialize). Also note that in the Info+ overview (the window that shows all the slots), it says Behavior in one column, while the ability buys an effect.
[edit] Warp Train
This is a hybrid combination of Train and Build. It does't require a Queue ability, as it can be warping in any number of units at one time (it's not possible in melee, as there is a cooldown). It however does require a Warpeable ability (not really, but if the unit doesnt't have one, it will always be warped in instantly, anywhere on map).
Warpeable contains numerous setting, of which the Power user behavior is the most important one, as it defines whether or not the unit requires power to be warped in.
[edit] Learn
Learn's Info+ setting dialog looks a little bit different than the other ones, but it contains the exact same fields, in different order. What is a main difference is the field "points", which sets how many abilities can be bought, and can automatically award points per level.