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Difference between revisions of "MaximumAIDefensiveTeams"

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{{DeeZireInclusion}}<br />
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{{flag
The maximum number of teams the AI will create to assign to defensive missions. Listed by difficulty level, Brutal, Medium, Easy.
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|values={{values|stringlist|unsigned integers listed by difficulty, hard -> easy}}
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|types={{categ|General}}
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|files={{categ|ini=rules}}
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|ts=yes
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|fs=yes
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|ets=yes
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|ra2=yes
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|yr=yes
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|rp=yes
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}}
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When an AI house has no less than this many [[TeamTypes]] with {{f|IsBaseDefense|yes|link}} active, it will start thinking that any trigger including at least one such team doesn't have all of its conditions met and thus cannot be executed. See also {{f|MinimumAIDefensiveTeams|link}} and {{f|UseMinDefenseRule|link}}.

Latest revision as of 10:18, 27 November 2009

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: MaximumAIDefensiveTeams
File(s): rules(md).ini
Values: Comma-separated list of strings. (Limited to: unsigned integers listed by difficulty, hard -> easy)
Applicable to: General


When an AI house has no less than this many TeamTypes with IsBaseDefense=yes active, it will start thinking that any trigger including at least one such team doesn't have all of its conditions met and thus cannot be executed. See also MinimumAIDefensiveTeams and UseMinDefenseRule.