AttackInterval
Parsed spacing between computer attacks that the engine never uses.
This setting has no runtime effect
The engine accepts and loads it, but no gameplay code uses the stored value.
Specification
- Applies to
- global rules
- File
rules.ini- Section
[AI]- Value
- floating point
- When omitted
3- Used by the game
- No — loaded but not used
Nothing paces a computer house’s offensives on an interval of its own. Attacking forces reach the map as ordinary teams, drawn one suggestion at a time by the AI trigger pass, whose countdown is TeamDelays.