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  • ...ttings are located. Note that the game's AI relies on more than just these flags, and, at least for some of us, only the slightest modification of them has ...|AIGenerals}} (at least in RA2) and a significant amount of modfication to taskforces and teamtypes can deliver an impressive AI - as seen in Deezire's RA2 modif
    17 KB (2,462 words) - 12:37, 25 December 2020
  • :{{ini|ai}}, {{tt|[TaskForces]}}, {{tt|[ScriptTypes]}}, A Note On Structure Numbers, {{tt|[TeamTypes]}}, ...es]}}, {{tt|[AircraftTypes]}}, {{tt|[BuildingTypes]}} (In other words: All flags you can put on objects)
    5 KB (710 words) - 10:31, 7 December 2009
  • ...the lines indexed from {{Tt|0}} to {{Tt|49}} in ascending order. No other flags are read from that section, so nothing is stopping you from adding stuff li *Unlike [[TaskForces]], there is no effect to prefixing a ScriptType's ID with a hexadecimal pre
    2 KB (389 words) - 11:33, 7 June 2023
  • {{WrongTitle|[TaskForces]}} ...amed {{f|Group|link}} from each such section. It is common practice to add flags like {{f|Name|link}} for your own reference, which third party tools such a
    2 KB (423 words) - 17:48, 23 November 2022
  • ...tion defines a list of all AI teams in the game. A team is composed of a [[TaskForces|TaskForce]] and a [[ScriptTypes|Script]]. The TaskForce lists the team memb ...e [[:Category:TeamTypes_Flags|the category page]] for a list of applicable flags.
    1 KB (175 words) - 19:50, 9 September 2018
  • ...is set on a [[TeamTypes|team]], the AI will immediately replace any lost [[TaskForces|members]] of that team by recruiting from existing units or by producing ne [[Category:INI Flags]]
    817 bytes (134 words) - 17:41, 5 September 2020