MaximumBaseDefenseValue: Difference between revisions
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{{ | {{Flag | ||
The | |name={{PAGENAME}} | ||
|files={{Categ|ini=rules}} | |||
|types={{Categ|AI}} | |||
|values={{values|unsigned integer}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
{{obsolete|{{yr}}}} | |||
Specifies the highest allowed base defense value (BDV). The game calculates this value for each [[IsBaseDefense|defense building]] based on parameters like [[Damage|weapon damage]], [[ROF|rate-of-fire]], [[AA|anti-air capacity]], as well as [[verses|effectiveness]] against {{tt|none}} and {{tt|heavy}} armor types. This value is capped at {{PAGENAME}}. | |||
When the AI considers how many defenses it should build, between defenses of the same type (anti-ground [AG] or anti-air [AA]), it will favor those with higher BDV. However, the AI will try to keep the total defense pool balanced between types. In other words, if the BDV of AA defenses is lower than that of AG defenses, then the AI will compensate by building more of AA defenses, and vice versa. | |||
[[Difficulty]] also affects AI base planning, with easy AI (AI on [[Difficult]] mode) generally being more defensive and hard AI (AI on [[Easy]] mode) focusing on offense. | |||
In {{yr}}, this flag is still parsed, but the logic related to it has been replaced with [[AIForcePredictionFudge|a different system]]. |
Latest revision as of 13:16, 20 March 2021
Flag: | MaximumBaseDefenseValue |
File(s): | rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Applicable to: | AI |
Specifies the highest allowed base defense value (BDV). The game calculates this value for each defense building based on parameters like weapon damage, rate-of-fire, anti-air capacity, as well as effectiveness against none and heavy armor types. This value is capped at MaximumBaseDefenseValue.
When the AI considers how many defenses it should build, between defenses of the same type (anti-ground [AG] or anti-air [AA]), it will favor those with higher BDV. However, the AI will try to keep the total defense pool balanced between types. In other words, if the BDV of AA defenses is lower than that of AG defenses, then the AI will compensate by building more of AA defenses, and vice versa.
Difficulty also affects AI base planning, with easy AI (AI on Difficult mode) generally being more defensive and hard AI (AI on Easy mode) focusing on offense.
In Yuri's Revenge, this flag is still parsed, but the logic related to it has been replaced with a different system.