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AI Base Construction
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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Oct 16, 2011 9:49 pm    Post subject:  AI Base Construction Reply with quote  Mark this post and the followings unread

I find that I'm facing the weak taskforces for too long before the strong taskforces arrive. This is because they build many defenses first. I want my AI to build up a full base (build power plants, barracks, refineries, radar, war factory, and battle lab) then focus on defenses and other buildings. This is so the AI cranks out the stronger forces quicker.

There is some kind of key in the AI Section of rulesmd.ini that controls something like this. I think...

A second question ; in my mod you can have up to 50 starting units because the AI can be tough so you'll need the large amount of units. Can you make it so that the AI attacks even earlier by making them send their starting forces in? I figure the reason they don't is because starting forces don't contain all of the units needed for each taskforce.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Oct 16, 2011 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

For the latter: you might give a high probability for a taskforce triggered by having a ConYard.

There are the *BaseDefenseCounts in General, sadly you can't really control when they should get built.

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