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	<id>https://modenc2.markjfox.net/history/SW.AITargeting?feed=atom</id>
	<title>SW.AITargeting - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://modenc2.markjfox.net/history/SW.AITargeting?feed=atom"/>
	<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/history/SW.AITargeting"/>
	<updated>2026-06-06T09:08:44Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=SW.AITargeting&amp;diff=19325&amp;oldid=prev</id>
		<title>MarkJFox: 1 revision imported</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=SW.AITargeting&amp;diff=19325&amp;oldid=prev"/>
		<updated>2025-03-31T20:03:56Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:03, 31 March 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>MarkJFox</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=SW.AITargeting&amp;diff=19324&amp;oldid=prev</id>
		<title>en&gt;Testid123: Created page with &quot;{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values=Strings (names of SuperWeaponTypes) |default=? |types={{categ|SuperWeaponTypes}} |ares=yes |aresflag=yes }...&quot;</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=SW.AITargeting&amp;diff=19324&amp;oldid=prev"/>
		<updated>2024-08-20T13:39:08Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values=Strings (names of &lt;a href=&quot;/SuperWeaponTypes&quot; title=&quot;SuperWeaponTypes&quot;&gt;SuperWeaponTypes&lt;/a&gt;) |default=? |types={{categ|SuperWeaponTypes}} |ares=yes |aresflag=yes }...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=Strings (names of [[SuperWeaponTypes]])&lt;br /&gt;
|default=?&lt;br /&gt;
|types={{categ|SuperWeaponTypes}}&lt;br /&gt;
|ares=yes&lt;br /&gt;
|aresflag=yes&lt;br /&gt;
}}&lt;br /&gt;
Select one of the following values to define how the AI will use this super weapon:&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
Does not fire. Effectively disables this super weapon for the AI.&lt;br /&gt;
&lt;br /&gt;
*Nuke&lt;br /&gt;
&lt;br /&gt;
Selects a valid target using the Ion Cannon rules or picks a target by preferred type. Ignores cloaked targets.&lt;br /&gt;
&lt;br /&gt;
*LightningStorm&lt;br /&gt;
&lt;br /&gt;
Selects a valid target using the Ion Cannon rules or picks a target by preferred type. Ignores cloaked targets. Cannot fire when a Lightning Storm is currently active.&lt;br /&gt;
&lt;br /&gt;
*PsychicDominator&lt;br /&gt;
&lt;br /&gt;
Selects the valid target that has the most enemy units in Cell Spread range 3 nearby that can be permanently mind-controlled. Does not fire if a preferred target cell is set. Ignores cloaked targets.&lt;br /&gt;
&lt;br /&gt;
*GeneticMutator&lt;br /&gt;
&lt;br /&gt;
Selects the valid target that has the most enemy infantry units in Cell Spread range 1 nearby. Does not fire if a preferred target cell is set. Ignores cloaked targets.&lt;br /&gt;
&lt;br /&gt;
*IronCurtain&lt;br /&gt;
&lt;br /&gt;
Will not fire automatically. Instead, will wait for a team script requesting an Iron Curtain with matching SW.Group.&lt;br /&gt;
&lt;br /&gt;
*ForceShield&lt;br /&gt;
&lt;br /&gt;
Fires at the position the last super weapon with AIDefendAgainst=yes was fired at. This honors the AISuperDefense tags, and not all super weapons might be defended against.&lt;br /&gt;
&lt;br /&gt;
*ParaDrop&lt;br /&gt;
&lt;br /&gt;
Searches for a free area of 5 by 5 cells close to the favorite enemy player’s base center. If the owner has not settled for a favorite enemy yet, tries to find a location around the owning player’s base center.&lt;br /&gt;
&lt;br /&gt;
*DropPod&lt;br /&gt;
&lt;br /&gt;
Fires at a randomly chosen land cell in one of the four outer sectors around the owning player’s base center.&lt;br /&gt;
&lt;br /&gt;
*Offensive&lt;br /&gt;
&lt;br /&gt;
Selects a valid target using the Ion Cannon rules. Ignores cloaked targets.&lt;br /&gt;
&lt;br /&gt;
*MultiMissile&lt;br /&gt;
&lt;br /&gt;
Selects a valid target by looking at the summed ThreatPosed values of the area around them. For cloaked targets, a random value between 0 and 100 is used.&lt;br /&gt;
&lt;br /&gt;
*HunterSeeker&lt;br /&gt;
&lt;br /&gt;
Fires at no target, but only if the owning player settled for a favorite enemy. This is only useful with certain super weapons, or when a super weapon has a full map effect.&lt;br /&gt;
&lt;br /&gt;
*NoTarget&lt;br /&gt;
&lt;br /&gt;
Fires at no target. This is only useful with certain super weapons, or when a super weapon has a full map effect.&lt;br /&gt;
&lt;br /&gt;
*Stealth&lt;br /&gt;
&lt;br /&gt;
Selects a valid target using the Ion Cannon rules. Only considers cloaked targets.&lt;br /&gt;
&lt;br /&gt;
*Self&lt;br /&gt;
&lt;br /&gt;
Selects a building owned by the firing player which provides this super weapon and satisfies power requirements. The target is the center of the building.&lt;br /&gt;
&lt;br /&gt;
*Base&lt;br /&gt;
&lt;br /&gt;
Fires at what the game considers the firing player’s base center.&lt;br /&gt;
&lt;br /&gt;
*EnemyBase&lt;br /&gt;
&lt;br /&gt;
Fires at what the game considers the base center of the firing player’s favorite enemy.&lt;br /&gt;
&lt;br /&gt;
*Attack&lt;br /&gt;
&lt;br /&gt;
Fires like NoTarget when the last attack on a building was recent.&lt;br /&gt;
&lt;br /&gt;
*LowPower&lt;br /&gt;
&lt;br /&gt;
Fires to the same cell as NoTarget when the owning house has insufficient power.&lt;br /&gt;
&lt;br /&gt;
*LowPowerAttack&lt;br /&gt;
&lt;br /&gt;
Fires like LowPower, but only if the last attack on a building was recent. This can be used to activate auxiliary power or to force-overcharge base defenses.&lt;br /&gt;
&lt;br /&gt;
*LightningRandom&lt;br /&gt;
&lt;br /&gt;
Targets a random cell no matter its contents, and is not otherwise constrained except for checking Designators and Inhibitors.&lt;/div&gt;</summary>
		<author><name>en&gt;Testid123</name></author>
	</entry>
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