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The AI tries to place buildings in an outward spiral, once a valid building location is found, devoid of unbuildable terrain or [[Overlays]] it will attempt to place the building. Any of its own units obstructing the placement will be ordered to vacate any cells intended for the building, but enemy units present or units unable to move in time will cause its attempts to fail. This tag defines how many failures before it abandons placement.
The AI tries to place buildings in an outward spiral, once a valid building location is found, devoid of unbuildable {{categ|TerrainTypes}} or {{categ|OverlayTypes}} it will attempt to place the building. Any of its own units obstructing the placement will be ordered to vacate any cells intended for the building, but enemy units present or units unable to move in time will cause its attempts to fail. This tag defines how many failures before it abandons placement.
 
{{bugs}}
This feature does not function in campaign scenarios, therefore the AI base node will make continuous attempts indefinitely.


==Note==
==Note==

Revision as of 14:31, 10 April 2025

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: MaximumBuildingPlacementFailures
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 3
Applicable to: General


The AI tries to place buildings in an outward spiral, once a valid building location is found, devoid of unbuildable TerrainTypes or OverlayTypes it will attempt to place the building. Any of its own units obstructing the placement will be ordered to vacate any cells intended for the building, but enemy units present or units unable to move in time will cause its attempts to fail. This tag defines how many failures before it abandons placement.

Bugs/Side-Effects/Unexpected Limitations

This feature does not function in campaign scenarios, therefore the AI base node will make continuous attempts indefinitely.

Note

If setting this value too high, the AI will get hung up, not placing anything important and slow to build buildings, leading to the AI stagnating. Rarely this leads to defensive structure spam.

See also PlacementDelay.