home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
PC World Komputer 1998 April B
/
Pcwk4b98.iso
/
Gry
/
DARKREIG
/
Data
/
Dark
/
SCENARIO
/
Fixed
/
T4
/
T4.AIP
< prev
next >
Wrap
Text File
|
1997-10-28
|
4KB
|
131 lines
/**********************************************************************
t4.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 = 10;
int threat_priority = 150;
int distance_priority = 5;
int defend_buildings_priority = 10;
int attack_enemy_base_priority = -1;
int persistence_priority = 100;
int exploration_priority = 100;
int scripted_priority = 300;
int single_use_group_priority = 5;
int perimeter_priority = 100;
// EDIT BOXES
double min_matching_force_ratio = 1.00;
int min_building_defense_force = 3;
int min_exploration_force = 0;
int min_perimeter_force = 2;
double max_matching_force_ratio = 2.00;
int max_building_defense_force = 70;
int max_exploration_force = 200;
int max_perimeter_force = 70;
int relaxation_cycles = 1;
float relaxation_coefficient = 1.00;
float generic_ground_ratio = 1.00;
/////////////////////////////////////////////////////////////////////////////
// ACCOUNTS
/////////////////////////////////////////////////////////////////////////////
UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];
#DATA
// Which Account BUDGET BUDGET CAP
//--------------------------------------------------------
"Slush_fund", UNLIMITED, UNLIMITED;
"Base_building", 40, 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, "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;
#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;
#END_DATA