AlliedBaseDefenseCounts: Difference between revisions
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This is the explicit number of base defense structures that Brutal, Medium and Easy Allied AI players will plan on making. The structures picked are those with IsBaseDefense=yes set in their entry, although that tag should not be used to get the AI to build other structures as it is also used for AI targeting and threat evaluation purposes. its tricky, but to predict how many the AI is likely to build, use this formula;-<br /> | This is the explicit number of base defense structures that Brutal, Medium and Easy Allied AI players will plan on making. The structures picked are those with IsBaseDefense=yes set in their entry, although that tag should not be used to get the AI to build other structures as it is also used for AI targeting and threat evaluation purposes. its tricky, but 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) |
Revision as of 18:58, 21 November 2008
Flag: | AlliedBaseDefenseCounts |
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 is the explicit number of base defense structures that Brutal, Medium and Easy Allied AI players will plan on making. The structures picked are those with IsBaseDefense=yes set in their entry, although that tag should not be used to get the AI to build other structures as it is also used for AI targeting and threat evaluation purposes. its tricky, but 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)