AIBasePlanningSide: Difference between revisions
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{{Flag | {{Flag | ||
| | |files={{categ|ini=rules}} | ||
| | |values={{values|signed integers}} | ||
| | |default=–1 | ||
| | |types={{categ|BuildingTypes}} | ||
| | |||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
|rp=yes | |rp=yes | ||
}} | }} | ||
{{ | In {{ra2}} and {{yr}}, every [[side]] has its own version of a building, plus some special ones. Due to the wacky way the game is coded, however, many of them have their {{TTL|Owner}} set to everything, and the AI isn't particularly known for adhering the {{tt|[[Prerequisite]]s}}. This, of course, would lead to the AI building every building of every side, without any order, which is most certainly not desired. To prevent this, the coders introduced {{tt|AIBasePlanningSide}}. | ||
{{tt|AIBasePlanningSide}} assigns the building it is set on to one specific side's tech tree, which is then followed by the AI<!-- (in its ''base planning'' - get it?)-->. | |||
{| align="center" cellpadding="4" class="table_descrow" | {| align="center" cellpadding="4" class="table_descrow" | ||
!Value | !Value | ||
!Side | !Side | ||
|- | |||
|–1 | |||
|All sides | |||
|- | |- | ||
|0 | |0 | ||
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|} | |} | ||
{{Tt|AIBasePlanningSide}} ''must'' be set on all [[BuildingTypes]] for the AI to be able to use them correctly. | |||
{{ | {{Tt|AIBasePlanningSide}} also affects other aspects of the game, notably [[The Infiltration System#ra2yr|Stolen Tech]] | ||