Priority
How firmly a team holds its members against other teams, or how hard a sound competes for a playback channel.
Team recruitment priority
- Applies to
- TeamType
- File
ai.ini or map file- Section
[<ObjectType ID>]- Value
- integer
- When omitted
7
An object already on a team is taken from it only by a team whose value is strictly greater, so two TeamTypes sharing one value never poach from each other and a team on the default 7 is safe from every other team left at the default. The value carries no weight in trigger selection and is not a build order.
It is read once more when a house’s base comes under attack: every team of that house whose value is below SuspendPriority in [General] has each of its members removed and is suspended for SuspendDelay minutes, freeing those members to answer the attack. That threshold defaults to 20, so a team left on the default 7 is stripped whenever the response runs.
Sound playback priority
- Applies to
- Sounds
- File
SOUND.INI / SOUND01.INI- Section
[<Sound ID>]- Value
- integer
- When omitted
10
There are five sound effect channels. A new sound takes a free one whatever its priority; with all five busy it takes the first channel not playing music whose current priority is lower than its own, cutting that sound off, and is dropped without playing when no channel qualifies. The figure compared is this value scaled by the volume the sound is actually played at, so the same sound competes less well the quieter it is played.