AutoCrush
A parsed per-type flag that nothing acts on, and the IQ at which a computer house starts running things over.
Per-type automatic crushing
- Applies to
- AircraftTypeBuildingTypeInfantryTypeUnitType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no- Used by the game
- No — loaded but not used
The flag is meant to let a human player’s vehicle run an enemy over on its own initiative rather than firing at it, alongside the rules-wide PlayerAutoCrush. Both of its readers sit inside branches that have already established the answer, so neither can turn on what the flag was for.
The routine that decides whether to crush an antagonist takes the flag into account only for a house a human is playing, and the one place that routine is called from is reached only by a house no human is playing. The other read is an approach test that skips firing in favor of driving over the target; it is inside a computer-only branch as well, and there the flag is one half of an alternative whose other half is already true.
Crushing itself is unaffected. A Crusher=yes vehicle ordered onto something crushable still runs it over, and a computer house still hunts for things to run over once its IQ reaches the rules-wide threshold. The stock harvester sets AutoCrush=yes and the Devil’s Tongue sets AutoCrush=no, and neither makes any difference.
IQ threshold
- Applies to
- global rules
- File
rules.ini- Section
[IQ]- Value
- integer
- When omitted
2
A computer house whose IQ reaches this level lets its vehicles answer being shot at by driving over the attacker instead of returning fire. The decision needs everything else to line up as well: the vehicle has to be a Crusher=yes or have earned the crusher ability, the attacker has to be Crushable=yes and no further off than Crush, the vehicle must be on no team, not tethered and not allied to its attacker, and a disguised spy is never run over.