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IsBaseDefense

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Revision as of 22:40, 5 September 2020 by Crimsonum (talk | contribs) (Added links to AI and map inis/sections.)
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Flag: IsBaseDefense
File(s): Rules(md).ini, ai(md).ini, Maps
Values: Boolean values: yes or no, true or false, 1 or 0
Default: No
Applicable to: BuildingTypes, TeamTypes


On Buildings

In TS

IsBaseDefense=yes on a building makes it a base defense structure. AI uses buildings with this flag set, to build base defenses. Total number of base defense structure to be built in relation to the base size is determined by the values in GDIBaseDefenseCoefficient and NodBaseDefenseCoefficient. Depending on the type of weapon attached to these buildings, that is whether it is ground or anti-air weapon, AI distributes the count among these base defense structures.

AI also uses this flag to identify base defense structures for target selection used by AI scripts as well as superweapons.

In RA2

It is similar to TS. But to determine the base defense counts, RA2 uses AlliedBaseDefenseCounts and SovietBaseDefenseCounts.

In YR

YR doesn't use IsBaseDefense=yes for building AI base defenses. Base defense buildings are built depending on the list provided in AlliedBaseDefenses, SovietBaseDefenses and ThirdBaseDefenses. AlliedBaseDefenseCounts, SovietBaseDefenseCounts and ThirdBaseDefenseCounts determine the total counts. Proportions of these buildings is calculated based on the values of AntiInfantryValue, AntiArmorValue and AntiAirValue and influenced by AIForcePredictionFudge.

YR AI uses both the specific base defense buildings as mentioned above and any building having IsBaseDefense=yes to identify base defense structure for target selection.

On TeamTypes

IsBaseDefense=yes on a TeamType makes it a base defense team. These type of teams could be produced even without AI choosing an enemy. Total of such teams is subject to the limits set by MinimumAIDefensiveTeams and MaximumAIDefensiveTeams under General section.