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PC World Komputer 1998 April B
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M03F
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M03fhar.aip
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1997-10-28
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6KB
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180 lines
/**********************************************************************
M03fFort.aip updated july 15, 1997
AUTO GENERATED - HAND EDIT AT YOUR OWN RISK
**********************************************************************/
#include "aipdef.h"
// How often do we recompute the strategy?
int recompute_strategy_period =30;
// PRIORITIES
int ground_unit_threat = 10;
int threat_priority = 50;
int distance_priority = 10;
int defend_buildings_priority = 0;
int attack_enemy_base_priority = 300;
int persistence_priority = 200;
int exploration_priority = 400;
int scripted_priority = 200;
int single_use_group_priority = 0;
int perimeter_priority = 0;
int resource_priority = 250;
int danger_priority = 2000;
float danger_diminishment = .25;
// TROOP COMMITMENT STUFF
double min_matching_force_ratio =0.5;
double max_matching_force_ratio = 0.75;
// When generic troops are called for, what should be ratio of troops that can
// shoot ground targets to troops that can shoot air targets?
double generic_ground_ratio = 1.0;
int min_building_defense_force = 0;
int max_building_defense_force = 0;
int min_exploration_force = 70;
int max_exploration_force = 140;
int min_perimeter_force = 0;
int max_perimeter_force = 0;
int min_resource_force = 100;
int max_resource_force = 200;
// RELAXATION STUFF
int relaxation_cycles = 1;
float relaxation_coefficient = .1;
// The transport we should use
#define transport "FGGroundTransporter"
// Should we repair buildings during this aip
int repair_buildings = YES;
// On average how long will we wait between re-exploring a cell?
int recon_period = 100;
// 1 out N strategic cycles, we'll find out a morphed spy?
int infiltrator_period = 80;
// Use good targeting (TACTAI_HIGH) or default (TACTI_LOW)
int tactical_ai = TACTAI_HIGH;
/////////////////////////////////////////////////////////////////////////////
// ACCOUNTS
/////////////////////////////////////////////////////////////////////////////
UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];
#DATA
// Which Account BUDGET BUDGET CAP
//--------------------------------------------------------
"Slush_fund", UNLIMITED, UNLIMITED;
"Base_building", 20, 5000;
"Units", 80, 5000;
#END_DATA
/////////////////////////////////////////////////////////////////////////////
// ACCOUNT NOTES
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Slush_fund
//
ACCOUNT Slush_fund[MAX_ACCOUNT_LENGTH];
#DATA
// Priority Item Name Build Type Build Amount
//------------------------------------------------------------------------------
19, "IMPConstructionCrew", NUMBER_TO_HAVE, 1;
#END_DATA
/////////////////////////////////////////////////////////////////////////////
// Base_building
//
ACCOUNT Base_building[MAX_ACCOUNT_LENGTH];
#DATA
// Priority Item Name Build Type Build Amount
//------------------------------------------------------------------------------
20, "ih1", NUMBER_TO_HAVE, 1;
19, "imppp", NUMBER_TO_HAVE, 1;
18, "iu1", NUMBER_TO_HAVE, 1;
17, "implp", NUMBER_TO_HAVE, 1;
15, "ic1", NUMBER_TO_HAVE, 1;
14, "imppp", NUMBER_TO_HAVE, 1;
13, "ig", NUMBER_TO_HAVE, 2;
12, "ig", NUMBER_TO_HAVE, 4;
11, "imppp", NUMBER_TO_HAVE, 3;
10, "impre", NUMBER_TO_HAVE, 1;
9, "impho", NUMBER_TO_HAVE, 1;
8, "iu1", NUMBER_TO_HAVE, 2;
#END_DATA
/////////////////////////////////////////////////////////////////////////////
// Units
//
ACCOUNT Units[MAX_ACCOUNT_LENGTH];
#DATA
// Priority Item Name Build Type Build Amount
//------------------------------------------------------------------------------
6, "IMPScoutTank", NUMBER_TO_HAVE, 1;
6, "IMPFireSupportMarine", NUMBER_TO_HAVE, 3;
#END_DATA
/////////////////////////////////////////////////////////////////////////////
// FORCE MATCHING
/////////////////////////////////////////////////////////////////////////////
FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];
#DATA
// Unit Name Multiplier
//-------------------------------------------
#END_DATA
BUILDING_MATCHING My_Building_Matchings[MAX_BUILDINGS];
#DATA
// Building Name Multiplier Where to Build
//------------------------------------------------------------------
"ih1", 1.00, CENTER_OF_BASE;
"iu1", 1.00, CENTER_OF_BASE;
"ic1", 1.00, CENTER_OF_BASE;
"imppp", 1.00, CENTER_OF_BASE;
"ig", 1.00, PERIMETER;
"impho", 1.00, CENTER_OF_BASE;
"impre", 1.00, CENTER_OF_BASE;
#END_DATA