home *** CD-ROM | disk | FTP | other *** search
/ PC World Komputer 1998 April B / Pcwk4b98.iso / Gry / DARKREIG / Data / Dark / SCENARIO / Fixed / M03F / M03FNO.AIP < prev    next >
Text File  |  1997-10-28  |  6KB  |  185 lines

  1. /**********************************************************************
  2.  
  3.  M03fDef.aip
  4.  
  5.  AUTO GENERATED - HAND EDIT AT YOUR OWN RISK
  6.  
  7. **********************************************************************/
  8.  
  9. #include "aipdef.h"
  10. // How often do we recompute the strategy?
  11. int recompute_strategy_period = 50;
  12.  
  13. // PRIORITIES
  14. int ground_unit_threat = 10;
  15. int threat_priority = 150;
  16. int distance_priority = 5;
  17. int defend_buildings_priority = 10;
  18. int attack_enemy_base_priority = -1;
  19. int persistence_priority = 100;
  20. int exploration_priority = 500;
  21. int scripted_priority = 400;
  22. int single_use_group_priority = 5;
  23. int perimeter_priority = 100
  24. int resource_priority = 400;            
  25. int danger_priority = 100;               
  26. float danger_diminishment = 0.5;           
  27.  
  28. // TROOP COMMITMENT STUFF 
  29. double min_matching_force_ratio =0.5;
  30. double max_matching_force_ratio = 1.0;
  31.  
  32. // When generic troops are called for, what should be ratio of troops that can
  33. // shoot ground targets to troops that can shoot air targets?
  34. double generic_ground_ratio = 1.0;
  35.  
  36. int min_building_defense_force = 70;
  37. int max_building_defense_force = 140;
  38.  
  39. int min_exploration_force = 70;
  40. int max_exploration_force = 140;
  41.  
  42. int min_perimeter_force = 70;
  43. int max_perimeter_force = 140;
  44.  
  45. int min_resource_force = 70;           
  46. int max_resource_force = 140;
  47.  
  48. // RELAXATION STUFF 
  49. int relaxation_cycles = 1;
  50. float relaxation_coefficient = .1;
  51.  
  52. // The transport we should use
  53. #define transport "FGGroundTransporter"
  54.  
  55. // Should we repair buildings during this aip
  56. int repair_buildings = YES;
  57.  
  58. //  On average how long will we wait between re-exploring a cell?
  59. int recon_period = 100;
  60.  
  61. // 1 out N strategic cycles, we'll find out a morphed spy?
  62. int infiltrator_period = 50;
  63.  
  64. // Use good targeting (TACTAI_HIGH) or default (TACTI_LOW)
  65. int tactical_ai = TACTAI_HIGH;
  66.  
  67. /////////////////////////////////////////////////////////////////////////////
  68. // ACCOUNTS
  69.  
  70. /////////////////////////////////////////////////////////////////////////////
  71.  
  72. UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];
  73.  
  74. #DATA
  75.  
  76. //   Which Account           BUDGET             BUDGET CAP
  77. //--------------------------------------------------------
  78.      "Slush_fund",           UNLIMITED,         UNLIMITED;
  79.      "Base_building",        40,                10000;
  80.      "Units",                60,                10000;
  81.  
  82. #END_DATA
  83.  
  84.  
  85.  
  86. /////////////////////////////////////////////////////////////////////////////
  87. // ACCOUNT NOTES
  88. /////////////////////////////////////////////////////////////////////////////
  89.  
  90.  
  91. /////////////////////////////////////////////////////////////////////////////
  92. // Slush_fund
  93. //
  94. ACCOUNT Slush_fund[MAX_ACCOUNT_LENGTH];
  95.  
  96. #DATA
  97.  
  98. //  Priority     Item Name               Build Type                Build Amount
  99. //------------------------------------------------------------------------------
  100.     19,          "IMPConstructionCrew",  NUMBER_TO_HAVE,           1;
  101.     
  102. #END_DATA
  103.  
  104.  
  105.  
  106. /////////////////////////////////////////////////////////////////////////////
  107. // Base_building
  108. //
  109. ACCOUNT Base_building[MAX_ACCOUNT_LENGTH];
  110.  
  111. #DATA
  112.  
  113. //  Priority     Item Name               Build Type                Build Amount
  114. //------------------------------------------------------------------------------
  115.     20,          "ih1",                  NUMBER_TO_HAVE,           1;
  116.     19,          "imppp",                NUMBER_TO_HAVE,           1;
  117.     18,          "iu1",                  NUMBER_TO_HAVE,           1;
  118.     17,          "implp",                NUMBER_TO_HAVE,           1;
  119.     15,          "ic1",                  NUMBER_TO_HAVE,           1;
  120.     
  121.     14,          "imppp",                NUMBER_TO_HAVE,           2;
  122.     13,       "impre",         NUMBER_TO_HAVE,           1;
  123.     12,       "impho",         NUMBER_TO_HAVE,           1;
  124.     11,          "ig",                   NUMBER_TO_HAVE,           2;
  125.    
  126.     9,           "imppp",                NUMBER_TO_HAVE,           3;
  127.     8,           "iu1",                  NUMBER_TO_HAVE,           2;
  128.     7,           "ig",                   NUMBER_TO_HAVE,           4;
  129.  
  130. #END_DATA
  131.  
  132.  
  133.  
  134. /////////////////////////////////////////////////////////////////////////////
  135. // Units
  136. //
  137. ACCOUNT Units[MAX_ACCOUNT_LENGTH];
  138.  
  139. #DATA
  140.  
  141. //  Priority     Item Name               Build Type                Build Amount
  142. //------------------------------------------------------------------------------
  143.   5,           "IMPScoutTank",      NUMBER_TO_HAVE,           2;
  144.   5,           "IMPAssaultVehicle",      NUMBER_TO_HAVE,           1; 
  145. #END_DATA
  146.  
  147.  
  148.  
  149. /////////////////////////////////////////////////////////////////////////////
  150. // FORCE MATCHING
  151.  
  152. /////////////////////////////////////////////////////////////////////////////
  153. FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];
  154.  
  155. #DATA
  156.  
  157. // Unit Name                       Multiplier
  158. //-------------------------------------------
  159.  "IMPScoutTank",                   4;
  160.  "IMPAssaultVehicle",              4;
  161.  "IMPStrikeMarine",                2;
  162.  "IMPPlasmaTank",                  6;
  163.  "IMPFireSupportMarine",           2;
  164.  
  165. #END_DATA
  166.  
  167.  
  168. BUILDING_MATCHING My_Building_Matchings[MAX_BUILDINGS];
  169.  
  170. #DATA
  171.  
  172. // Building Name                   Multiplier         Where to Build
  173. //------------------------------------------------------------------
  174.    "ih1",                          1.00,              CENTER_OF_BASE;
  175.    "iu1",                          1.00,              CENTER_OF_BASE;
  176.    "ic1",                          1.00,              CENTER_OF_BASE;
  177.    "imppp",                        1.00,              CENTER_OF_BASE;
  178.    "ig",                           1.00,              PERIMETER;
  179.    "impho",                        1.00,              CENTER_OF_BASE;
  180.    "impre",                        1.00,              CENTER_OF_BASE;
  181.  
  182. #END_DATA
  183.  
  184.  
  185.