Follow-up on #4415. Fixed/precised some descriptions.
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@@ -34,11 +34,11 @@ namespace OpenRA.Mods.RA.AI
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public readonly float ExcessPowerFactor = 1.2f;
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[Desc("By what minimum amount should power output exceed power consumption.")]
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public readonly int MinimumExcessPower = 50;
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[Desc("Produce units as long as there are less than this amount of units inside the base.")]
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public readonly int IdleBaseUnitsMinimum = 12;
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[Desc("Radius in cells where AI scans for targets to rush.")]
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[Desc("Only produce units as long as there are less than this amount of units idling inside the base.")]
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public readonly int IdleBaseUnitsMaximum = 12;
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[Desc("Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush.")]
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public readonly int RushAttackScanRadius = 15;
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[Desc("Radius in cells around a unit that should be protected where AI will send support.")]
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[Desc("Radius in cells around the base that should be scanned for units to be protected.")]
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public readonly int ProtectUnitScanRadius = 15;
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[Desc("Radius in cells around a factory scanned for rally points by the AI.")]
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public readonly int RallyPointScanRadius = 8;
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@@ -825,7 +825,7 @@ namespace OpenRA.Mods.RA.AI
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BuildUnit("Vehicle", GetUnitInfoByCommonName("Mcv", p).Name);
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foreach (var q in Info.UnitQueues)
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BuildUnit(q, unitsHangingAroundTheBase.Count < Info.IdleBaseUnitsMinimum);
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BuildUnit(q, unitsHangingAroundTheBase.Count < Info.IdleBaseUnitsMaximum);
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}
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void BuildUnit(string category, bool buildRandom)
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