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{{DeeZireInclusion}}<br />
{{Flag
Specifies the IQ setting for this house. Again this is only used when it is controlled by the AI. Refer to the [IQ] section of the RULES.INI Guide for more details for the effect this can have on the house when under computer control.
|name=IQ
|files=*.map, *.mpr, *.yrm, possibly hacked *.sed files <!-- .mmx and .yro ares mixes containing .map files -->
|values=[[ModEnc:Values|Unsigned Integers]]
|special=None
|default=0 for humans, 1 for campaign AIs, number set in <tt>[[MaxIQLevels]]</tt> for skirmish &amp; MP AIs
|types=Maps
|games=RA2/YR, possibly TS/FS
}}
 
This flag, used on a house's entry in maps, sets the IQ of the house in question. This IQ, in return, determines what the AI can and can't do automatically, through the minimum IQ numbers set in <tt>[IQ]</tt>.
 
=<tt>'''[IQ]'''</tt>=
In this section of [[Rules|rules(md).ini]], the game's IQ settings are located. It lets you set a minimum IQ number required to automatically do things like putting newly produced units in [[GuardArea|"guard area" mode]] or [[Harvester|replacing lost harvesters]].
 
===Example===
In unmodded YR 1.001, the section looks like this:
[IQ]
MaxIQLevels=5          ; the maximum number of discrete IQ levels
SuperWeapons=4          ; super weapons are automatically fired by computer
Production=5            ; building/unit production is automatically controlled by computer
GuardArea=2            ; newly produced units start in guard area mode
RepairSell=1            ; allowed to choose repair or sell of damaged buildings
AutoCrush=2            ; automatically try to crush antogonists if possible
Scatter=2              ; will scatter from incoming threats [grenades and such]
ContentScan=3          ; will consider contents of transport when picking good target
Aircraft=3              ; automatically replace aircraft
Harvester=2            ; automatically replace lost harvesters
SellBack=2              ; allowed to sell buildings
which means that an AI with IQ=2, for example, would be able to sell back buildings, replace lost harvesters, scatter from incoming threads, auto-crush enemies, choose to repair or sell buildings, and put new units in guard area mode, but, on the other hand, could not replace lost aircraft, consider a transport's content when picking its target, control it's production or fire super weapons.
 
 
==Exploiting the System==
If you have read the header, you know that a human-controlled country has an AI-rating of zero. If you have read the code-box above, you also know that the minimum AI level to do ''something'' automatically (reparing and selling) is one. This is so objects belonging to a human country don't suddenly mutiny and start working on their own.
 
This, however, doesn't have to be a bad thing at all.
 
A common mod, for example, is to set <tt>RepairSell</tt> to 0 (zero), leading to the computer repairing structures automatically, even if they're owned by a human player. In heated base-defense situations, this immediate repair can mean the difference between keeping or losing important structures.<br>
On the other hand, it also means that you cannot choose ''not'' to repair something. The AI ''will'' repair your base until it's either at full health or your credits reached the <tt>CreditReserve</tt> mark - and if that has happened, it might decide to sell your building...for the greater good.<br>
Note, though, that I, personally, have done this specific mod for years, and the AI never sold my buildings - it's just a theoretical possibility. This mod also provides a level of convenience high enough to be in the top 5 requests when I asked which features should make their way into [[TD:SE]]. Once you've played a few games with auto-repair and got used to not having to care for damaged structures anymore, you'll painfully miss it when you play a mod where it isn't enabled. I speak from experience. ;)<br>I, personally, have not tried other IQ-mods, but I could imagine that setting {{tt|GuardArea}} to 0, for example, would increase base security significantly, since newly produced units wouldn't just stupidly stand around when the base is under attack.
 
 
After all, you're a modder. Go try it out.
 
==See also==
*[[:Category:{{PAGENAME}} Flags]]
 
[[Category:{{PAGENAME}} Flags| ]]
[[Category:Rules(md).ini Sections]]
[[Category:Rules(md).ini Flags]]
[[Category:General Editing Information]]
__NOTOC__

Revision as of 02:54, 9 May 2006

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: IQ
File(s): *.map, *.mpr, *.yrm, possibly hacked *.sed files
Values: Unsigned Integers
Special Values: None
Default: 0 for humans, 1 for campaign AIs, number set in MaxIQLevels for skirmish & MP AIs
Applicable to: Maps


This flag, used on a house's entry in maps, sets the IQ of the house in question. This IQ, in return, determines what the AI can and can't do automatically, through the minimum IQ numbers set in [IQ].

[IQ]

In this section of rules(md).ini, the game's IQ settings are located. It lets you set a minimum IQ number required to automatically do things like putting newly produced units in "guard area" mode or replacing lost harvesters.

Example

In unmodded YR 1.001, the section looks like this:

[IQ]
MaxIQLevels=5           ; the maximum number of discrete IQ levels
SuperWeapons=4          ; super weapons are automatically fired by computer
Production=5            ; building/unit production is automatically controlled by computer
GuardArea=2             ; newly produced units start in guard area mode
RepairSell=1            ; allowed to choose repair or sell of damaged buildings
AutoCrush=2             ; automatically try to crush antogonists if possible
Scatter=2               ; will scatter from incoming threats [grenades and such]
ContentScan=3           ; will consider contents of transport when picking good target
Aircraft=3              ; automatically replace aircraft
Harvester=2             ; automatically replace lost harvesters
SellBack=2              ; allowed to sell buildings

which means that an AI with IQ=2, for example, would be able to sell back buildings, replace lost harvesters, scatter from incoming threads, auto-crush enemies, choose to repair or sell buildings, and put new units in guard area mode, but, on the other hand, could not replace lost aircraft, consider a transport's content when picking its target, control it's production or fire super weapons.


Exploiting the System

If you have read the header, you know that a human-controlled country has an AI-rating of zero. If you have read the code-box above, you also know that the minimum AI level to do something automatically (reparing and selling) is one. This is so objects belonging to a human country don't suddenly mutiny and start working on their own.

This, however, doesn't have to be a bad thing at all.

A common mod, for example, is to set RepairSell to 0 (zero), leading to the computer repairing structures automatically, even if they're owned by a human player. In heated base-defense situations, this immediate repair can mean the difference between keeping or losing important structures.
On the other hand, it also means that you cannot choose not to repair something. The AI will repair your base until it's either at full health or your credits reached the CreditReserve mark - and if that has happened, it might decide to sell your building...for the greater good.
Note, though, that I, personally, have done this specific mod for years, and the AI never sold my buildings - it's just a theoretical possibility. This mod also provides a level of convenience high enough to be in the top 5 requests when I asked which features should make their way into TD:SE. Once you've played a few games with auto-repair and got used to not having to care for damaged structures anymore, you'll painfully miss it when you play a mod where it isn't enabled. I speak from experience. ;)
I, personally, have not tried other IQ-mods, but I could imagine that setting GuardArea to 0, for example, would increase base security significantly, since newly produced units wouldn't just stupidly stand around when the base is under attack.


After all, you're a modder. Go try it out.

See also