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Difference between revisions of "AirstripLimit"

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m (Reverted edits by SMCV (Talk) to last version by DCoder)
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{{DeeZireInclusion}}<br />
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{{Flag
This determines the maximum number of structures determined by the BuildAirstrip= statement (Soviet forces), regardless of the current ratio achieved or the size of the computer base. its worth noting that to make life trickier for players, setting this value to greater than 1 will mean the computer will also get a further bonus to build speed for Aircraft Types as it has more than one of that Factory Type in its base. NOTE: this is set to 0 by default as Soviet armies do not have a Factory Type that produces Aircraft Types. If you create one in your mod, you should ensure that you set this value accordingly or the AI may not strive to build one and utilize it correctly, even with AIBuildThis=yes set on that structure.
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|name={{PAGENAME}}
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|files={{Categ|Rules(md).ini}}
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|values=unsigned floats
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|default=5 (RA1-TS) 0 (RA2-YR)
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|types={{Categ|AI Controls}
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|ra=yes
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|cs=yes
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|am=yes
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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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In Red Alert 1 this determines the maximum number of Air Fields [AFLD] the AI will build.
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In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri's Revenge this key is not fully implemented. All three game.exes do not have a “Build Airstrip=” key that the game would uses to determine if it had reached the maximum number of Airstrip.

Revision as of 02:13, 9 August 2011

{{Flag |name=AirstripLimit |files=Rules(md).ini |values=unsigned floats |default=5 (RA1-TS) 0 (RA2-YR) |types=[[AI Controls} _Flags|AI Controls} ]][[Category:AI Controls} _Flags]]

In Red Alert 1 this determines the maximum number of Air Fields [AFLD] the AI will build.

In Tiberian Sun, Red Alert 2 and Red Alert 2 Yuri's Revenge this key is not fully implemented. All three game.exes do not have a “Build Airstrip=” key that the game would uses to determine if it had reached the maximum number of Airstrip.