ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

HarvestersPerRefinery

From ModEnc
Jump to: navigation, search
Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: HarvestersPerRefinery
File(s): rules(md).ini
Values: ERROR – No value types set! Please edit this page and fix the Flag template!

This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.

For further information, please read Inclusion of The Guide.




This was hard coded in previous C&C games but can now be used to define how many Ore Miners the AI should build to service each refinery it has. This is used in map files to override the TeamTypes used by the AI and gives the AI a little more 'intelligence'. For example, take two maps - one has an abundance of Ore, the other has very little. If the comp only builds one Ore Miner when it plays on the map with little Ore, its resources will be limited very quickly and income will be slow because the human player will build lots of Ore Miners to grab what little Ore there is very quickly. If the comp builds more Ore Miners on the same map, it will gather all that Ore quicker meaning the human player will have to destroy those Ore Miners to gain control of the Ore fields, and that in turn triggers a lot of AI attack events. In short, this tries to make the computer act more 'human' when gathering resources depending on the map it plays on, and helps when engaged in Mega Wealth mode by over-riding the AI Auto Production triggers thus preventing it making more harvesters when they are not needed. In Yuri's Revenge, this is a list of 3 numbers representing Allied, Soviet and Yuri sides respectively.