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PC World Komputer 1998 April B
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T2
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T2.AIP
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1997-10-28
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3KB
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103 lines
/**********************************************************************
T2.aip
AUTO GENERATED - HAND EDIT AT YOUR OWN RISK
**********************************************************************/
#include "aipdef.h"
// How often do we recompute the strategy?
int recompute_strategy_period = 50;
// PRIORITIES
int ground_unit_threat = 1;
int threat_priority = 10;
int distance_priority = -1;
int defend_buildings_priority = 500;
int attack_enemy_base_priority = -1;
int persistence_priority = 100;
int exploration_priority = 0;
int scripted_priority = 0;
int single_use_group_priority = 1;
int perimeter_priority = 0;
// EDIT BOXES
double min_matching_force_ratio = 1.00;
int min_building_defense_force = 70;
int min_exploration_force = 70;
int min_perimeter_force = 70;
double max_matching_force_ratio = 2.00;
int max_building_defense_force = 70;
int max_exploration_force = 70;
int max_perimeter_force = 70;
int relaxation_cycles = 1;
float relaxation_coefficient = 1.00;
float generic_ground_ratio = 1.00;
// Should we repair buildings during this aip
int repair_buildings = NO;
/////////////////////////////////////////////////////////////////////////////
// ACCOUNTS
/////////////////////////////////////////////////////////////////////////////
UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];
#DATA
// Which Account BUDGET BUDGET CAP
//--------------------------------------------------------
"Slush_fund", UNLIMITED, UNLIMITED;
"Base_building", 100, 20000;
#END_DATA
/////////////////////////////////////////////////////////////////////////////
// ACCOUNT NOTES
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Slush_fund
//
ACCOUNT Slush_fund[MAX_ACCOUNT_LENGTH];
#DATA
// Priority Item Name Build Type Build Amount
//------------------------------------------------------------------------------
19, "ih1", NUMBER_TO_HAVE, 1;
#END_DATA
/////////////////////////////////////////////////////////////////////////////
// Base_building
//
ACCOUNT Base_building[MAX_ACCOUNT_LENGTH];
#DATA
// Priority Item Name Build Type Build Amount
//------------------------------------------------------------------------------
20, "IMPStrikeMarine", NUMBER_TO_HAVE, 1;
#END_DATA