MaximumBuildingPlacementFailures: Difference between revisions
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The AI tries to place buildings in an outward spiral, once a valid building location is found, devoid of unbuildable terrain or [[Overlays]] it will attempt to place the building. Any of its own units obstructing the placement be ordered to vacate any cells intended for the building, but enemy units present or units unable to move in time will cause its attempts to fail. This tag defines how many failures before it abandons placement. | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|Rules(md).ini}} | |||
|values={{Values|integer}} | |||
|default=3 | |||
|types={{categ|General}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
}} | |||
The AI tries to place buildings in an outward spiral, once a valid building location is found, devoid of unbuildable terrain or [[Overlays]] it will attempt to place the building. Any of its own units obstructing the placement will be ordered to vacate any cells intended for the building, but enemy units present or units unable to move in time will cause its attempts to fail. This tag defines how many failures before it abandons placement. | |||
==Note== | ==Note== | ||
If setting this value too high, the AI will get hung up, not placing anything important and slow to build buildings, leading to the AI stagnating. | If setting this value too high, the AI will get hung up, not placing anything important and slow to build buildings, leading to the AI stagnating. Rarely this leads to defensive structure spam. | ||
See also [[PlacementDelay]]. | See also [[PlacementDelay]]. | ||
Latest revision as of 21:57, 31 March 2025
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| Flag: | MaximumBuildingPlacementFailures |
| File(s): | Rules(md).ini |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
| Default: | 3 |
| Applicable to: | General |
The AI tries to place buildings in an outward spiral, once a valid building location is found, devoid of unbuildable terrain or Overlays it will attempt to place the building. Any of its own units obstructing the placement will be ordered to vacate any cells intended for the building, but enemy units present or units unable to move in time will cause its attempts to fail. This tag defines how many failures before it abandons placement.
Note
If setting this value too high, the AI will get hung up, not placing anything important and slow to build buildings, leading to the AI stagnating. Rarely this leads to defensive structure spam.
See also PlacementDelay.





