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Difference between revisions of "MultiplayerAICM"

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(Rewrite per EXE)
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{{DeeZireInclusion}}<br />
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{{flag
These are the coefficients applied to the amount of money the AI generates in multiplayer games. Listed by difficulty level, Brutal, Medium, Easy.
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|values={{values|intlist|integers, one for each Difficulty level}}
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|types={{Categ|General}}
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|ra2=yes
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|yr=yes
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|ares=yes
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}}
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Each AI player whose country is {{TTL|MultiplayPassive|no}} gets an additional amount of cash at the beginning of the match. The amount is:
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int availMoney = House->Available_Money(); ''// in this case that is the money that house starts with''
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int AICM = Rules->MultiplayerAICM[House->AI_Difficulty];
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int bonus = AICM * 0.01 * availMoney;
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House->GiveMoney(bonus);
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In other words, this value is a percentage of the starting credits that the AI gets on top of the usual starting amount.

Revision as of 09:26, 29 August 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: MultiplayerAICM
File(s): rules(md).ini
Values: Comma-separated list of integers. (Limited to: integers, one for each Difficulty level)
Applicable to: General


Each AI player whose country is Template:TTL gets an additional amount of cash at the beginning of the match. The amount is:

int availMoney = House->Available_Money(); // in this case that is the money that house starts with
int AICM = Rules->MultiplayerAICM[House->AI_Difficulty];
int bonus = AICM * 0.01 * availMoney;
House->GiveMoney(bonus);
In other words, this value is a percentage of the starting credits that the AI gets on top of the usual starting amount.