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 also — ai-team-production