Difference between revisions of "Cameo Sorting"
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The AI behaviour should be tested further with these types of modification to ensure there are no additional problems, does anybody know what other problems arise when you remove AIBasePlanningSide=, besides all sides building the object ''if the Prerequisite=s are met''? | The AI behaviour should be tested further with these types of modification to ensure there are no additional problems, does anybody know what other problems arise when you remove AIBasePlanningSide=, besides all sides building the object ''if the Prerequisite=s are met''? | ||
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Revision as of 00:33, 18 April 2005
Cameo Sorting Order
The order in which the cameos on the sidebar are organized, is determined by these factors in RA2/YR (Credit to ImmoMan, who posted them originally):
TechLevel - increasing from top to bottom, in other words TechLevel=0 (yes, TechLevel=0 works just fine) at the top, TechLevel=10 at the bottom.
Cost - If there are two or more objects of the same TechLevel, the cheaper one gets the priority.
ObjectTypes order - if two objects of the same TL cost the same, the object that has the lower number in the object list will go first.
These factors are all that determines the cameo order for the infantry/vehicle tabs. The structure/armory tabs have one extra factor:
AIBasePlanningSide - takes priority over all other factors. The buildings with the same AI..Side= as your country's side (Allies - 0, Soviet - 1, Yuri - 2) all go first, depending on the other beforementioned factors. The buildings with other AI..Side= go next (regardless of which side they are, only thing that matters is the side is different from yours), and then the buildings which do not have any AI..Side= set at all.
What this means is that when playing as Soviet, for example, and getting both Allied and Yuri tech, all the AIBasePlanningSide=1 structures (which is effectively all the soviet structures) go first, then Allied and Yuri structures go mixed together. Several people find this 'feature' very annoying.
Tests of what happens when the AI..Side= tagsare commented out give the following results:
- All buildings are sorted the same way infantry and vehicles are.
- The AI likes to build other sides' powerplants and walls.
This is not desireable either, so an alternative test reenabling AI..Side= on all three powerplants and walls results in the following:
- The AI works perfectly (it obeys the Prerequisite= on buildings ! )
- The cameos are all sorted mixed in completely (all powerplants first, then all three refineries, barracks, etc..)
- you can have TechLevel=s 5-10 unused. (Though there should be at least one structure of each TechLevel, for AI triggers in the default Yuri's Revenge)
The AI behaviour should be tested further with these types of modification to ensure there are no additional problems, does anybody know what other problems arise when you remove AIBasePlanningSide=, besides all sides building the object if the Prerequisite=s are met?