diff --git a/OpenRA.Mods.RA/AI/HackyAI.cs b/OpenRA.Mods.RA/AI/HackyAI.cs index c554822bcc..10fec60b09 100644 --- a/OpenRA.Mods.RA/AI/HackyAI.cs +++ b/OpenRA.Mods.RA/AI/HackyAI.cs @@ -34,11 +34,11 @@ namespace OpenRA.Mods.RA.AI public readonly float ExcessPowerFactor = 1.2f; [Desc("By what minimum amount should power output exceed power consumption.")] public readonly int MinimumExcessPower = 50; - [Desc("Produce units as long as there are less than this amount of units inside the base.")] - public readonly int IdleBaseUnitsMinimum = 12; - [Desc("Radius in cells where AI scans for targets to rush.")] + [Desc("Only produce units as long as there are less than this amount of units idling inside the base.")] + public readonly int IdleBaseUnitsMaximum = 12; + [Desc("Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush.")] public readonly int RushAttackScanRadius = 15; - [Desc("Radius in cells around a unit that should be protected where AI will send support.")] + [Desc("Radius in cells around the base that should be scanned for units to be protected.")] public readonly int ProtectUnitScanRadius = 15; [Desc("Radius in cells around a factory scanned for rally points by the AI.")] public readonly int RallyPointScanRadius = 8; @@ -825,7 +825,7 @@ namespace OpenRA.Mods.RA.AI BuildUnit("Vehicle", GetUnitInfoByCommonName("Mcv", p).Name); foreach (var q in Info.UnitQueues) - BuildUnit(q, unitsHangingAroundTheBase.Count < Info.IdleBaseUnitsMinimum); + BuildUnit(q, unitsHangingAroundTheBase.Count < Info.IdleBaseUnitsMaximum); } void BuildUnit(string category, bool buildRandom)