Added random factor to building production delay

Early game AI usually follows the same build order (power plant first, then refinery), which also means they all start producing them at the same tick. This adds a random factor to the production delay, so not all AIs produce on the same tick.
This commit is contained in:
reaperrr
2015-07-25 12:30:07 +02:00
parent c7af9c180e
commit 76f2145db2
2 changed files with 10 additions and 3 deletions

View File

@@ -55,12 +55,15 @@ namespace OpenRA.Mods.Common.AI
[Desc("Minimum excess power the AI should try to maintain.")]
public readonly int MinimumExcessPower = 0;
[Desc("How long to wait (in ticks) between structure production checks when there is no active production.")]
[Desc("Minimum delay (in ticks) between structure production checks when there is no active production.")]
public readonly int StructureProductionInactiveDelay = 125;
[Desc("How long to wait (in ticks) between structure production checks ticks when actively building things.")]
[Desc("Minimum delay (in ticks) between structure production checks when actively building things.")]
public readonly int StructureProductionActiveDelay = 10;
[Desc("A random delay (in ticks) of up to this is added to production delays.")]
public readonly int StructureProductionRandomBonusDelay = 10;
[Desc("How long to wait (in ticks) until retrying to build structure after the last 3 consecutive attempts failed.")]
public readonly int StructureProductionResumeDelay = 1500;