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Text File  |  1997-10-28  |  6KB  |  180 lines

  1. /**********************************************************************
  2.  
  3.  M03fFort.aip   updated july 15, 1997
  4.  
  5.  AUTO GENERATED - HAND EDIT AT YOUR OWN RISK
  6.  
  7. **********************************************************************/
  8.  
  9. #include "aipdef.h"
  10.  
  11. // How often do we recompute the strategy?
  12. int recompute_strategy_period =30;
  13.  
  14. // PRIORITIES
  15. int ground_unit_threat = 10;
  16. int threat_priority = 50;
  17. int distance_priority = 10;
  18. int defend_buildings_priority = 0;
  19. int attack_enemy_base_priority = 300;
  20. int persistence_priority = 200;
  21. int exploration_priority = 400;
  22. int scripted_priority = 200;
  23. int single_use_group_priority = 0;
  24. int perimeter_priority = 0;
  25. int resource_priority = 250;            
  26. int danger_priority = 2000;               
  27. float danger_diminishment = .25;           
  28.  
  29. // TROOP COMMITMENT STUFF 
  30. double min_matching_force_ratio =0.5;
  31. double max_matching_force_ratio = 0.75;
  32.  
  33. // When generic troops are called for, what should be ratio of troops that can
  34. // shoot ground targets to troops that can shoot air targets?
  35. double generic_ground_ratio = 1.0;
  36.  
  37. int min_building_defense_force = 0;
  38. int max_building_defense_force = 0;
  39.  
  40. int min_exploration_force = 70;
  41. int max_exploration_force = 140;
  42.  
  43. int min_perimeter_force = 0;
  44. int max_perimeter_force = 0;
  45.  
  46. int min_resource_force = 100;           
  47. int max_resource_force = 200;
  48.  
  49. // RELAXATION STUFF 
  50. int relaxation_cycles = 1;
  51. float relaxation_coefficient = .1;
  52.  
  53. // The transport we should use
  54. #define transport "FGGroundTransporter"
  55.  
  56. // Should we repair buildings during this aip
  57. int repair_buildings = YES;
  58.  
  59. //  On average how long will we wait between re-exploring a cell?
  60. int recon_period = 100;
  61.  
  62. // 1 out N strategic cycles, we'll find out a morphed spy?
  63. int infiltrator_period = 80;
  64.  
  65. // Use good targeting (TACTAI_HIGH) or default (TACTI_LOW)
  66. int tactical_ai = TACTAI_HIGH;
  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",        20,                5000;
  80.      "Units",                80,                5000;
  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.     14,          "imppp",                 NUMBER_TO_HAVE,           1;
  121.     13,          "ig",                    NUMBER_TO_HAVE,           2;
  122.     12,           "ig",                   NUMBER_TO_HAVE,           4;
  123.     11,           "imppp",                NUMBER_TO_HAVE,           3;
  124.     10,           "impre",                NUMBER_TO_HAVE,           1;
  125.      9,           "impho",                NUMBER_TO_HAVE,           1;
  126.      8,           "iu1",                  NUMBER_TO_HAVE,           2;
  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.     6,           "IMPScoutTank",              NUMBER_TO_HAVE,           1;
  143.     6,           "IMPFireSupportMarine",      NUMBER_TO_HAVE,           3;
  144.     
  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.  
  160. #END_DATA
  161.  
  162.  
  163. BUILDING_MATCHING My_Building_Matchings[MAX_BUILDINGS];
  164.  
  165. #DATA
  166.  
  167. // Building Name                   Multiplier         Where to Build
  168. //------------------------------------------------------------------
  169.    "ih1",                          1.00,              CENTER_OF_BASE;
  170.    "iu1",                          1.00,              CENTER_OF_BASE;
  171.    "ic1",                          1.00,              CENTER_OF_BASE;
  172.    "imppp",                        1.00,              CENTER_OF_BASE;
  173.    "ig",                           1.00,              PERIMETER;
  174.    "impho",                        1.00,              CENTER_OF_BASE;
  175.    "impre",                        1.00,              CENTER_OF_BASE;
  176.  
  177. #END_DATA
  178.  
  179.  
  180.