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

Paranoid: Difference between revisions

From ModEnc
Jump to navigation Jump to search
Un DeeZire'd 4/14/08
Crimsonum (talk | contribs)
Article updated according to AlexB's findings: http://www.ppmforums.com/viewtopic.php?p=542239#542239
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
{{Flag
{{Flag
|name={{Paranoid}}
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|files={{Categ|Rules(md).ini}}
|values={{values|boolean}}
|values={{values|boolean}}
|default= yes
|default=yes
|types={{Categ|General}} (see respective notes below)
|types={{Categ|General}}
|ra=no
|ra=no
|cs=no
|cs=no
Line 16: Line 16:
}}
}}


This tag determines whether all of the AI Players within a game will align together if the situation looks 'bad' for them. Can be set to 'yes' or 'no'. It is activated when two or more human players ally together. However, this tag has two bugs. The first bug is only present in Tiberian Sun, when the AI will align with all neutral units on the map. This will also include Tiberium Mutants (VISSML, VISLRG, JFISH, and DOGGY). So it is not uncommon to see Visceroids casually passing through an AI base on a 'comp stomp' game! The second issue is in Red Alert 2 Version 1.004 and up, where the effects of the tag seem to have been made moot.
This flag determines if all AI [[Houses]] within a game will ally against the human player(s) if the situation looks "bad" for them. Can be set to 'yes' or 'no'.
 
==In Tiberian Sun==
If set, Paranoid causes the AI houses to ally if any of the following conditions is met:
* a hard AI (AI House with the [[MaxIQLevels|highest possible]] [[IQ]]) is defeated
* a human player (or [[PlayerControl|player controllable]] house) allies any non-[[MultiplayPassive]] house
* a human player leaves the game and the AI takes over
 
==In Red Alert 2 and Yuri's Revenge==
If set, the effect is activated when two or more human players ally together. <span style="color:red">Requires confirmation</span>.
 
==Bugs==
This tag has two bugs. The first bug is only present in Tiberian Sun, when the AI will align with all neutral units on the map. This will also include Tiberium Mutants (VISSML, VISLRG, JFISH, and DOGGY). So it is not uncommon to see Visceroids casually passing through an AI base on a 'comp stomp' game! The second issue is in Red Alert 2 Version 1.004 and up, where the effects of the tag seem to have been made moot.

Latest revision as of 10:49, 3 October 2016

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: Paranoid
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: yes
Applicable to: General


This flag determines if all AI Houses within a game will ally against the human player(s) if the situation looks "bad" for them. Can be set to 'yes' or 'no'.

In Tiberian Sun

If set, Paranoid causes the AI houses to ally if any of the following conditions is met:

In Red Alert 2 and Yuri's Revenge

If set, the effect is activated when two or more human players ally together. Requires confirmation.

Bugs

This tag has two bugs. The first bug is only present in Tiberian Sun, when the AI will align with all neutral units on the map. This will also include Tiberium Mutants (VISSML, VISLRG, JFISH, and DOGGY). So it is not uncommon to see Visceroids casually passing through an AI base on a 'comp stomp' game! The second issue is in Red Alert 2 Version 1.004 and up, where the effects of the tag seem to have been made moot.