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Text File  |  1997-10-28  |  6KB  |  185 lines

  1. /**********************************************************************
  2.  
  3.  M03fDef.aip   updated July 15, 1997
  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 = 200;
  16. int distance_priority = 1;
  17. int defend_buildings_priority = 0;
  18. int attack_enemy_base_priority = 500;
  19. int persistence_priority = 200;
  20. int exploration_priority = 0;
  21. int scripted_priority = 200;
  22. int single_use_group_priority = 0;
  23. int perimeter_priority = 0;
  24. int resource_priority = 250;
  25. int danger_priority = 2000;  
  26. float danger_diminishment = .5;
  27.  
  28. // TROOP COMMITMENT STUFF 
  29. double min_matching_force_ratio =0.5;
  30. double max_matching_force_ratio = 1.5;
  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 = 0;
  37. int max_building_defense_force = 0;
  38.  
  39. int min_exploration_force = 0;
  40. int max_exploration_force = 100;
  41.  
  42. int min_perimeter_force = 0;
  43. int max_perimeter_force = 0;
  44.  
  45. int min_resource_force = 100;           
  46. int max_resource_force = 200;
  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. // ACCOUNTS
  68.  
  69. /////////////////////////////////////////////////////////////////////////////
  70.  
  71. UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];
  72.  
  73. #DATA
  74.  
  75. //   Which Account           BUDGET             BUDGET CAP
  76. //--------------------------------------------------------
  77.      "Slush_fund",           UNLIMITED,         UNLIMITED;
  78.      "Base_building",        30,                5000;
  79.      "Units",                70,                5000;
  80.  
  81. #END_DATA
  82.  
  83.  
  84.  
  85. /////////////////////////////////////////////////////////////////////////////
  86. // ACCOUNT NOTES
  87. /////////////////////////////////////////////////////////////////////////////
  88.  
  89.  
  90. /////////////////////////////////////////////////////////////////////////////
  91. // Slush_fund
  92. //
  93. ACCOUNT Slush_fund[MAX_ACCOUNT_LENGTH];
  94.  
  95. #DATA
  96.  
  97. //  Priority     Item Name               Build Type                Build Amount
  98. //------------------------------------------------------------------------------
  99.     19,          "IMPConstructionCrew",  NUMBER_TO_HAVE,           1;
  100.  
  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.     14,          "imppp",                NUMBER_TO_HAVE,           1;
  121.     13,          "ig",                   NUMBER_TO_HAVE,           2;
  122.     9,           "ig",                   NUMBER_TO_HAVE,           4;
  123.     8,           "imppp",                NUMBER_TO_HAVE,           3;
  124.     7,           "impre",                NUMBER_TO_HAVE,           1;
  125.     6,           "impho",                NUMBER_TO_HAVE,           1;
  126.  
  127.  
  128. #END_DATA
  129.  
  130.  
  131.  
  132. /////////////////////////////////////////////////////////////////////////////
  133. // Units
  134. //
  135. ACCOUNT Units[MAX_ACCOUNT_LENGTH];
  136.  
  137. #DATA
  138.  
  139. //  Priority     Item Name               Build Type                Build Amount
  140. //------------------------------------------------------------------------------
  141.    
  142.    
  143.     6,           "IMPPlasmaTank",        NUMBER_TO_HAVE,           3;
  144.     6,           "IMPFireSupportMarine", NUMBER_TO_HAVE,           4;
  145.     6,           "IMPStrikeMarine",      NUMBER_TO_HAVE,           4;
  146.   
  147. #END_DATA
  148.  
  149.  
  150.  
  151. /////////////////////////////////////////////////////////////////////////////
  152. // FORCE MATCHING
  153.  
  154. /////////////////////////////////////////////////////////////////////////////
  155. FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];
  156.  
  157. #DATA
  158.  
  159. // Unit Name                       Multiplier
  160. //-------------------------------------------
  161.  
  162.  
  163.  
  164. #END_DATA
  165.  
  166.  
  167. BUILDING_MATCHING My_Building_Matchings[MAX_BUILDINGS];
  168.  
  169. #DATA
  170.  
  171. // Building Name                   Multiplier         Where to Build
  172. //------------------------------------------------------------------
  173.    "ih1",                          1.00,              CENTER_OF_BASE;
  174.    "iu1",                          1.00,              CENTER_OF_BASE;
  175.    "ic1",                          1.00,              CENTER_OF_BASE;
  176.    "imppp",                        1.00,              CENTER_OF_BASE;
  177.    "ig",                           1.00,              PERIMETER;
  178.    "ia",                           1.00,              PERIMETER;
  179.    "impho",                        1.00,              CENTER_OF_BASE;
  180.    "impre",                        1.00,              CENTER_OF_BASE;
  181.  
  182. #END_DATA
  183.  
  184.  
  185.