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AIAlternateProductionCreditCutoff: Difference between revisions

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Specifies the credits threshold for the AI to start spending money more conservatively. When the AI has less money than this, it will alternate between constructing buildings and producing units instead of producing both at the same time like normal.
Specifies the credits threshold for the AI to start spending money more conservatively. When the AI has less money than this, it will alternate between constructing buildings and producing units instead of producing both at the same time like normal.


In this alternate production mode, the AI prioritises building construction. Once it determines that it needs no more buildings (it has both infantry and vehicle [[Factory|factories]] as well as enough [[power]]), it will switch to producing units. After producing a unit (that isn't a [[Harvester]]), there's a 50% chance it will then switch back to constructing buildings, restarting the loop.
In this alternate production mode, the AI prioritises building construction: If the AI is missing either an infantry or vehicle [[Factory|factory]], or has low [[power]], it will construct the necessary buildings first. If these conditions are satisfied, it will somewhat randomly alternate between producing buildings and units.


At any point, if the AI gains more money than this threshold, it will return to normal, unrestrained production.
At any point, if the AI gains more money than this threshold, it will return to normal, unrestrained production.

Latest revision as of 16:35, 16 June 2025

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Flag: AIAlternateProductionCreditCutoff
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Default: 0
Applicable to: General


Specifies the credits threshold for the AI to start spending money more conservatively. When the AI has less money than this, it will alternate between constructing buildings and producing units instead of producing both at the same time like normal.

In this alternate production mode, the AI prioritises building construction: If the AI is missing either an infantry or vehicle factory, or has low power, it will construct the necessary buildings first. If these conditions are satisfied, it will somewhat randomly alternate between producing buildings and units.

At any point, if the AI gains more money than this threshold, it will return to normal, unrestrained production.