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GDIBaseDefenseCoefficient: Difference between revisions

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|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|ares=yes
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This is partly obsolete as the {{f|AlliedBaseDefenseCounts||link}} statement is used to determine the explicit number of base defense structures that '''Easy''','''Medium''' and '''Brutal''' Allied AI players will plan on making. To predict how many the AI is likely to build, use this formula;-<br />
This is partly obsolete as the {{f|AlliedBaseDefenseCounts||link}} statement is used to determine the explicit number of base defense structures that '''Easy''','''Medium''' and '''Brutal''' Allied AI players will plan on making. To predict how many the AI is likely to build, use this formula;-<br />
((Total Base Value - 2000) / 1500 x GDIBaseDefenseCoefficient) + 3 x (Difficulty Level - 1)
((Total Base Value - 2000) / 1500 x GDIBaseDefenseCoefficient) + 3 x (Difficulty Level - 1)

Latest revision as of 12:29, 8 December 2024

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: GDIBaseDefenseCoefficient
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Applicable to: AI


This is partly obsolete as the AlliedBaseDefenseCounts= statement is used to determine the explicit number of base defense structures that Easy,Medium and Brutal Allied AI players will plan on making. To predict how many the AI is likely to build, use this formula;-
((Total Base Value - 2000) / 1500 x GDIBaseDefenseCoefficient) + 3 x (Difficulty Level - 1)