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AirstripRatio: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
This ratio value is based on the number of buildings in the computer base that should be the structure defined in the BuildAirstrip= statement (Soviet forces). The ratio total (i.e. the sum of all the Ratio= values in this section) should exceed 100% so that the base will always try to grow as it vainly attempts to achieve the specified percentage composition. Changing the ratio values allows a small degree of control over the AI's build order, as those with a higher ratio are more likely to be constructed.
|files={{Categ|ini=rules}}
|values=unsigned floats
|default=.12
|types=AI Controls
|ra=yes
|cs=yes
|am=yes
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
}}
 
In Red Alert 1 this determines ratio of base that should be composed of Air Fields [AFLD].
 
In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri's Revenge this key is not fully implemented. All three game.exes do not have a “BuildAirstrip=” key that the game would uses to determine if it had reached the ratio of base that should be composed Airstrips.

Revision as of 01:32, 9 August 2011

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: AirstripRatio
File(s): rules(md).ini
Values: unsigned floats
Default: .12
Applicable to: AI Controls


In Red Alert 1 this determines ratio of base that should be composed of Air Fields [AFLD].

In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri's Revenge this key is not fully implemented. All three game.exes do not have a “BuildAirstrip=” key that the game would uses to determine if it had reached the ratio of base that should be composed Airstrips.