Those informations are/may be very outdated, please go to: new wiki In MegaGlest, it's possible to control the AI to some degree by specifying which types of units and buildings are most important, as well as the priority for upgrades. Specifying these lets mods tailor the AI production specifically for their mod. Thus, it could be used to specify what units should be the backbone of the AI's army, what is the primary worker unit, etc. This is done in the faction XML
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rdfs:label
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rdfs:comment
| - Those informations are/may be very outdated, please go to: new wiki In MegaGlest, it's possible to control the AI to some degree by specifying which types of units and buildings are most important, as well as the priority for upgrades. Specifying these lets mods tailor the AI production specifically for their mod. Thus, it could be used to specify what units should be the backbone of the AI's army, what is the primary worker unit, etc. This is done in the faction XML
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dcterms:subject
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abstract
| - Those informations are/may be very outdated, please go to: new wiki In MegaGlest, it's possible to control the AI to some degree by specifying which types of units and buildings are most important, as well as the priority for upgrades. Specifying these lets mods tailor the AI production specifically for their mod. Thus, it could be used to specify what units should be the backbone of the AI's army, what is the primary worker unit, etc. This is done in the faction XML
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