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Base Nodes

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Base nodes determine the composition (in terms of buildings), layout, and build order of the computer player's base. In singleplayer maps, base nodes can be specified freely. In skirmish and multiplayer, computer-controlled houses have predetermined, hardcoded base nodes.

Structure

In Tiberian Dawn and Red Alert, base nodes were specified in the [Base] section.

In Tiberian Sun to Yuri's Revenge, base nodes are available for every computer-controlled house, specified in the house's section.

Format

Base nodes consist of the number of nodes, and the actual nodes. Each node specifies one building to place and where to place it (X and Y coordinates).

[House]
NodeCount=<int> ;number of nodes
;list of nodes:
Index=BuildingType,X,Y
...

NodeCount must match the number of nodes exactly, or the game will crash.

The node index must have exactly three digits, starting with 000 and increasing by 1. There must be no gaps, e.g. 000 followed by 002 will crash the game.

Example

[GDI]
NodeCount=3 ;number of nodes
000=GAPOWR,92,112
001=PROC,96,109
002=GAPILE,92,109

Notes

The computer will build structures according to the order of the nodes. First node is the first building to be placed down, second node is the second building and so on. The computer does not care about prerequisites, only the order of nodes matters.

If the AI is unable to build a structure at the node's position, it will try to build it at a nearby free location.