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报告翻译问题




It's how the game actually plays the AI. What buildings and units it prioritises and the orders it gives at different stages of a game. At the start scavengers are pumped out, but once it settles it'll change to setting up an attack force, etc.
Custom AIPs will tend to be harder than stock, I don't think there's any that is easier.
The same for BZCC, however back in the day, and loads of games do this now as 'feature', the devs needed 'non-programmers' to set up the missions without having to temper with the dll. So they created AIPs.
Those say what the AI has to build (units and buildings and in what order) and gives the build units an order, the order will actually be excecuted by the dll, but the AIP allows a non-programmer to specify the target.
I.o.w. AIPs are tekstfiles you could edit using notepad having very little programming background to dictate what and in what order the AI builds things.