View Single Post
Old 09-11-2004, 11:19 AM   #4 (permalink)
DCoder
Senior Member
 
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
Send a message via MSN to DCoder
Default

Quote:
Originally Posted by my rulesmd.ini
MyEffectivenessCoefficientDefault=2.0
TargetEffectivenessCoefficientDefault=0.2
TargetSpecialThreatCoefficientDefault=2.0
TargetStrengthCoefficientDefault=0.02
TargetDistanceCoefficientDefault=0.1

DumbMyEffectivenessCoefficient=2.0
DumbTargetEffectivenessCoefficient=2.0
DumbTargetSpecialThreatCoefficient=2.0
DumbTargetStrengthCoefficient=2.0
DumbTargetDistanceCoefficient=0.1

EnemyHouseThreatBonus=4.0
That's what I'm talking about. The node building itself might be nonfunctional, but these coefficients impact the AI behaviour very much. I think I can dig up an old version of my mod and test it with and without that building...

The description says it's also supposed to act as yuri's psychic radar does - pinpoint enemy movement. That is no mystery, it can be coded.

Oh, and I added ThreatAvoidanceCoefficient= to every unit, which appears to work as their chance to avoid threats, as bigger value means the unit will more effectively evade them.
DCoder is offline   Reply With Quote