Count every listed construction yard as one
BuildConst under [AI] in rules.ini lists the construction yard types. A structure of any listed type now counts as a construction yard, where only the first entry used to.
A house whose only yard was a later entry used to count as owning no yard. A computer house in that state built no structures, and a player in that state got no low power warning.
A later-entry yard could also build for any country. It is now limited to what its country may own, as a first-entry yard is, unless MultiMCV=yes is set.
Losing a construction yard to capture used to cancel the structure the player was placing whenever no first-entry yard remained. It is now canceled only when the player has no listed yard left.
A vehicle whose DeploysInto in its rules.ini section names any listed yard now counts as an MCV. A computer house sends it to find a site and deploy, and a computer house’s ion cannon values it as an MCV when choosing a target. Its deploy cursor now shows no-deploy where the yard cannot be placed; it used to check the wrong cells.
A computer house’s generated base plan now starts from a listed yard the house may own. The plan treats a prerequisite that names any listed yard as met, where only the first entry used to count. BuildPower under [AI] lists the power plants a computer house builds. When the house may own none of them, the plan now leaves out the power plant, where it used to add an empty entry. A starting plan of fewer than three structures is now the whole plan, where the game used to read past its end.
AlexB is credited for the ts-patches bundle that first read this list whole.
Affected entities
- Changed
BuildConst - Changed
production - Changed
superweapons - Changed
ai-base-building
Credit: ZivDero, AlexB