Quote:
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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
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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.