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IsThreatRatingNode: Difference between revisions
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Nighthawk200 (talk | contribs) Updating per DCoder's info. |
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|ini=rules}} | |||
|types={{Categ|BuildingTypes}} | |||
|values={{values|booleans}} | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
}} | |||
This flag, when set to yes, will turn the structure into what has been called a "Threat Rating Node". This alters the AI of your units slightly, so that they assess incoming threats to a better extent than they did before. Basically, upon this being built, your objects will switch over from using the "dumb threat" coefficients defined in {{TTL|General}} and instead use the "default threat" coefficients instead. | |||
A side effect, however, due to the Threat Rating Node's somewhat broken logic, is that the effect is permanent for the rest of that game. When the Threat Rating Node is destroyed, the effect will still remain regardless of whether it is rebuilt or not, and the player's units will still have the benefits of it. |
Revision as of 22:43, 7 March 2009
Flag: | IsThreatRatingNode |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Applicable to: | BuildingTypes |
This flag, when set to yes, will turn the structure into what has been called a "Threat Rating Node". This alters the AI of your units slightly, so that they assess incoming threats to a better extent than they did before. Basically, upon this being built, your objects will switch over from using the "dumb threat" coefficients defined in Template:TTL and instead use the "default threat" coefficients instead.
A side effect, however, due to the Threat Rating Node's somewhat broken logic, is that the effect is permanent for the rest of that game. When the Threat Rating Node is destroyed, the effect will still remain regardless of whether it is rebuilt or not, and the player's units will still have the benefits of it.