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AIHateDelays

The frames a computer house waits before picking its first enemy, one entry per difficulty.

Specification
Applies to
global rules
File
rules.ini
Section
[General]
Value
list of integers
When omitted
(empty)The list stays empty and the difficulty slot is used to index it anyway, reading storage that was never allocated.

Entries run hardest game setting first, and a computer house indexes them with its own difficulty slot, which is the inverse of the setting the player chose. The countdown is seeded once, as a multiplayer session is set up, for every non-passive computer house; a campaign never seeds it and never runs the pick. When it expires and the house still has no enemy, the nearest non-passive, undefeated house becomes one. Until a house has an enemy, only defensive AI triggers can pass.

See alsoai-team-production