home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Gambler 19
/
GAMBLERCD19.BIN
/
DEMOS
/
DOMINION
/
DOMDEM11.EXE
/
Dominion
/
Demo-4.sdl
< prev
next >
Wrap
Text File
|
1998-04-02
|
19KB
|
524 lines
; Scenario Description Language
MISSION_BUILDINFO = "Kelly Hoerner", "v.FINAL", "02.25.98"
MISSION_CINEMATS = "H2mix.smk", "nothing", "nothing"
MISSION_BRIEF_WAV = "nothing"
MISSION_BRIEF = 12 ; text lines
Demo-4 Objectives
- One of our established bases is under
heavy attack. Go in with your strike
team and whatever base forces still remain
and repel the attack. You must quickly
bring the base back online before the
Enemy can finish it off.
#
- Build up the base defenses and carefully expand
towards additional matter wells. Use your forces
wisely. Once you have achieved full production,
make the Enemy pay for their ambition.
GAME_INIT =
LOAD_MAP = "Demo-4.wxp"
SET_NEXT_SCENARIO = "Human5.sdc"
SET_MAX_PLAYERS = 2 ; (max players)
SET_COMPUTER_PLAYER = PLAYER_1, POSTURE_DEFENSIVE ; (computer playerId)
; Player 0 settings
SET_PLAYER_RACE = PLAYER_0, HUMAN ; (playerId, raceId)
SET_PLAYER_COLOR = PLAYER_0, 0 ; (playerId, colorIdx)
SET_TECH_LEVEL = PLAYER_0, 8 ; (playerId, tech level)
SET_MEN_MATERIAL = PLAYER_0, SET, 200, 12000, 150, 10000, 100, 8000 ; (playerId, setting (SET, ADD, or RESET), men, mat)
; Player 1 settings
SET_PLAYER_RACE = PLAYER_1, HUMAN ; (playerId, raceId)
SET_PLAYER_COLOR = PLAYER_1, 0 ; (playerId, colorIdx)
SET_TECH_LEVEL = PLAYER_1, 15 ; (playerId, tech level)
SET_MEN_MATERIAL = PLAYER_1, SET, 10, 300, 15, 1300, 15, 2300 ; (playerId, setting (SET, ADD, or RESET), men, mat)
; ***Terrain analysis results***
;AOA: dir, y-intercept, intersects?, startFree?, endFree?, <list of sectors>
AOA = 0, 5, 1, 1, 1, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94
AOA = 1, -1, 0, 1, 1, 1, 18, 35, 52, 69
AOA = 2, 11, 1, 1, 1, 59, 75, 91, 107, 123
AOA = 3, 15, 1, 1, 0, 15, 30, 31, 46, 61, 76, 91
;Key Terrain: sectorID, type, rating
KEY_TERRAIN = 91, 0, 100
KEY_TERRAIN = 35, 1, 50
KEY_TERRAIN = 82, 2, 97
KEY_TERRAIN = 94, 2, 90
KEY_TERRAIN = 2, 2, 73
KEY_TERRAIN = 60, 2, 42
KEY_TERRAIN = 123, 2, 94
KEY_TERRAIN = 15, 2, 83
AI_INIT
; ***ENERGY WELLS***
ADD_ENERGYWELL = 1440, 624, 90000, 90000, 1
ADD_ENERGYWELL = -1280, -416, 40000, 40000, 1
ADD_ENERGYWELL = 1824, -784, 40000, 40000, 1
ADD_ENERGYWELL = 1568, 48, 40000, 40000, 1
; ***STRUCTURE UNITS***
; Player 0, Base 1 (default)
ADD_UNIT = 0, 128, 2, 0, 0, 0, -1216, 544, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 0, 80, 3, 0, 0, 0, -1792, -64, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 84, 2, 0, 0, 0, -1632, -144, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 68, 2, 0, 0, 0, -1088, 288, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 64, 2, 0, 0, 0, -992, -16, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 124, 2, 0, 0, 0, -1440, 560, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 64, 2, 0, 0, 0, -992, 368, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 132, 2, 0, 0, 0, -1280, -64, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 116, 2, 0, 0, 0, -1248, 432, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 128, 2, 0, 0, 0, -1504, 48, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 132, 1, 0, 0, 0, -1376, 272, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 128, 3, 0, 0, 0, -1344, 64, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 132, 1, 0, 0, 0, -1568, -400, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 64, 2, 0, 0, 0, -1952, -240, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 92, 3, 0, 0, 0, -1280, -416, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 68, 2, 0, 0, 0, -1088, 0, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 124, 3, 0, 0, 0, -1600, 640, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 64, 2, 0, 0, 0, -1440, -240, NORMAL, DIFFICULTY_EASY
; Player 1, Base 1 (default)
ADD_UNIT = 1, 132, 1, 0, 0, 0, 1120, 816, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 68, 1, 0, 0, 0, 896, 480, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 64, 1, 0, 0, 0, 832, 448, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 116, 1, 0, 0, 0, 1536, 480, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 64, 1, 0, 0, 0, 832, 992, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 128, 1, 0, 0, 0, 1248, 784, ADVANCED, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 132, 1, 0, 0, 0, 1184, 336, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 68, 1, 0, 0, 0, 928, 752, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 128, 1, 0, 0, 0, 1184, 880, ADVANCED, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 68, 1, 0, 0, 0, 1696, 432, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 64, 1, 0, 0, 0, 1984, 288, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 132, 1, 0, 0, 0, 1760, 112, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 128, 1, 0, 0, 0, 1888, 720, ADVANCED, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 120, 1, 0, 0, 0, 1856, 896, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 128, 1, 0, 0, 0, 1632, 784, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 124, 1, 0, 0, 0, 1664, 640, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 128, 1, 0, 0, 0, 1440, 784, ADVANCED, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 128, 1, 0, 0, 0, 1024, 928, ADVANCED, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 128, 1, 0, 0, 0, 1376, 880, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 124, 1, 0, 0, 0, 1856, 384, ADVANCED, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 84, 1, 0, 0, 0, 1760, 528, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 92, 1, 0, 0, 0, 1440, 624, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 128, 1, 0, 0, 0, 1888, 592, ADVANCED, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 80, 1, 0, 0, 0, 1152, 608, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 92, 1, 0, 0, 0, 1568, 48, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 68, 1, 0, 0, 0, 1472, 352, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 64, 1, 0, 0, 0, 1280, 288, NORMAL, DIFFICULTY_EASY
; ***MOVING UNITS***
; Player 0, Group 1 (default)
ADD_UNIT = 0, 4, 1, 0, 0, 0, -1664, -896, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 8, 7, 0, 0, 0, -1600, 0, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 60, 0, 0, 0, 0, -1664, -704, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 0, 1, 0, 0, 0, -1632, -848, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 12, 0, 0, 0, 0, -1568, -784, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 8, 1, 0, 0, 0, -1600, -832, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 4, 1, 0, 0, 0, -1600, -896, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 8, 0, 0, 0, 0, -1600, -64, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 4, 2, 0, 0, 0, -1632, -912, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 0, 0, 0, 0, 0, -1664, -800, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 0, 2, 0, 0, 0, -1664, -832, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 16, 1, 0, 0, 0, -1728, -736, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 8, 6, 0, 0, 0, -1664, 64, NORMAL, DIFFICULTY_EASY
; Player 1, Group 1 (default)
ADD_UNIT = 1, 0, 5, 0, 0, 0, -960, 64, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 44, 4, 0, 0, 0, -992, -432, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 3, 0, 0, 0, -1152, -512, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 44, 4, 0, 0, 0, -1024, -480, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 5, 0, 0, 0, -896, -64, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 0, 0, 0, 0, -1440, -400, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 8, 4, 0, 0, 0, -1088, -416, NORMAL, DIFFICULTY_EASY
; Player 1, Group 2
DEFGROUP = PLAYER_1
ADD_UNIT = 1, 0, 1, 0, 0, 0, 1504, -656, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 40, 2, 0, 0, 0, 1696, -656, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 4, 4, 0, 0, 0, 1664, -736, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 4, 1, 0, 0, 0, 1600, -768, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 0, 0, 0, 0, 1504, -720, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 0, 0, 0, 0, 1568, -688, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 4, 4, 0, 0, 0, 1536, -736, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 3, 0, 0, 0, 1440, -688, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 4, 1, 0, 0, 0, 1600, -704, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 3, 0, 0, 0, 1504, -688, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 4, 2, 0, 0, 0, 1600, -736, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 40, 0, 0, 0, 0, 1440, -784, NORMAL, DIFFICULTY_HARD
DEFGROUP_END
; Player 1, Group 3
DEFGROUP = PLAYER_1
ADD_UNIT = 1, 40, 6, 0, 0, 0, 96, 560, NORMAL, DIFFICULTY_HARD
ADD_UNIT = 1, 40, 6, 0, 0, 0, 192, 512, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 0, 4, 0, 0, 0, 96, 656, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 2, 0, 0, 0, 288, 592, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 4, 4, 0, 0, 0, 160, 656, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 4, 0, 0, 0, 0, 256, 640, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 4, 4, 0, 0, 0, 288, 624, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 7, 0, 0, 0, 128, 608, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 0, 0, 0, 0, 256, 608, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 0, 0, 0, 0, 160, 624, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 4, 5, 0, 0, 0, 128, 672, NORMAL, DIFFICULTY_EASY
DEFGROUP_END
; Player 1, Group 4
DEFGROUP = PLAYER_1
ADD_UNIT = 1, 4, 0, 0, 0, 0, 704, 1, NORMAL, DIFFICULTY_EASY
DEFGROUP_END
DEFRULESET = 0
ENERGYWALL_LINK = -1920, -224, -1408, -224
ENERGYWALL_LINK = -992, -16, -992, 368
ENERGYWALL_LINK = 832, 992, 832, 448
ENERGYWALL_LINK = 1280, 288, 1984, 288
DEFRULE = PLAYER_1
DEFSLOT = FACT_GAME_TIME_IS,LT,100
DEFSLOT = ACTN_RESERVES_RUSH,STRUCT_REFINERY
DEFRULE_END
; define computer AI functionality
;4 phase structure: Recon, Buildup/Resource Collection, Defense, Attack
;Phase 1 - Recon
;Always active Rule as long as Player has enough $.
;Restricts to make sure only 1 Recon bike is active.
DEFRULE = PLAYER_1
DEFSLOT = FACT_FOG_PERCENTAGE_IS,PLAYER_1,GE,39
DEFSLOT = ACTN_RECON,1,39
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_FOG_PERCENTAGE_IS,PLAYER_1,LT,39
DEFSLOT = FACT_PLAYERS_THREAT_COUNT_IS,PLAYER_1,EQ,0
DEFSLOT = ACTN_RECON,2,1
DEFRULE_END
;Phase 2 - Buildup/Resource Collection
;To happen when Player_0 is not yet found, and when Player_0s visible
;attack forces are weak in value. Modification for Darken: also to
;happen when Player_0s forces are overwhelmingly large/expensive.
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,20
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_BAV,LT,3
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_BAV
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,20
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_TCV,LT,3
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_TCV
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,20
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_TAV,LT,2
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_TAV
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,20
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_COMMANDER,LT,1
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_COMMANDER
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,20
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_HEAVY_INFANTRY,LT,4
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_HEAVY_INFANTRY
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,20
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_LIGHT_INFANTRY,LT,4
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_LIGHT_INFANTRY
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,20
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_PHV,LT,4
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_PHV
DEFRULE_END
;Phase 3 - Defense
;Two defense modes: when AI has money, and when AI is out of money
;When AI is out of money, will sell of unnecessary structs.
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = ACTN_ELIMINATE_BASE_ATTACK,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_0,GE,6500
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_1,LE,3000
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_1,GE,1500
DEFSLOT = FACT_PLAYERS_MATERIAL_IS,PLAYER_1,LT,500
DEFSLOT = ACTN_SELL_STRUCTURES,1,MOD_ALL_BUT_CORE_STRUCTURES
DEFSLOT = ACTN_ELIMINATE_BASE_ATTACK,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_0,GT,6500
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_1,LT,1500
DEFSLOT = FACT_PLAYERS_MATERIAL_IS,PLAYER_1,LT,500
DEFSLOT = ACTN_SELL_STRUCTURES,1,MOD_ALL_BUT_CORE_STRUCTURES
DEFSLOT = ACTN_ELIMINATE_BASE_ATTACK,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,EQ,0
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_1,STRUCT_MAIN_PLANT,EQ,0
DEFSLOT = ACTN_SELL_STRUCTURES,1,MOD_ALL_STRUCTURES
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LE,4
DEFSLOT = FACT_PLAYERS_MEN_IS,PLAYER_1,EQ,0
DEFSLOT = ACTN_SET_BASE_REPAIR_STATE,1,MOD_REPAIR_OFF
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,EQ,0
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_1,STRUCT_MAIN_PLANT,EQ,0
DEFSLOT = ACTN_SELL_STRUCTURES,1,MOD_ALL_STRUCTURES
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LE,4
DEFSLOT = FACT_PLAYERS_MATERIAL_IS,PLAYER_1,LT,100
DEFSLOT = ACTN_SET_BASE_REPAIR_STATE,1,MOD_REPAIR_OFF
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,EQ,0
DEFSLOT = FACT_PLAYERS_STRUCTURE_COUNT_IS,PLAYER_1,LE,3
DEFSLOT = ACTN_SET_BASE_REPAIR_STATE,1,MOD_REPAIR_OFF
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_PLAYERS_STRUCTURE_COUNT_IS,PLAYER_1,EQ,0
DEFSLOT = ACTN_RUSH,STRUCT_COLONY
DEFSLOT = ACTN_RUSH,STRUCT_REFINERY
DEFRULE_END
;Phase 4 - Attack
;AI will attack when Player_1 has reached a reasonable(BALANCE) value of
;mobile units, or if the AI can see the player's Refinery. Both
;of these cases will set-off harassment forces.
;The other two cases exist with larger forces and bases on the part
;of Player_1, in which progressively greater teams will be sent.
;Finally, if the AI has a large amount of resources, it will send out
;a maximal amount of forces.
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,19
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_CANNON_TOWER,GT,0
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_CANNON_TOWER,LE,4
DEFSLOT = ACTN_ELIMINATE_THREAT,STRUCT_CANNON_TOWER
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,19
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_ROCKET_TOWER,GT,0
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_ROCKET_TOWER,LE,3
DEFSLOT = ACTN_ELIMINATE_THREAT,STRUCT_ROCKET_TOWER
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,19
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_0,GT,600
DEFSLOT = ACTN_ELIMINATE_THREAT,UNIT_LIGHT_INFANTRY
DEFSLOT = ACTN_ELIMINATE_THREAT,UNIT_HEAVY_INFANTRY
DEFSLOT = ACTN_ELIMINATE_THREAT,UNIT_PHV
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_POWER_UMBILICAL,GT,4
DEFSLOT = ACTN_ELIMINATE_THREAT,STRUCT_POWER_UMBILICAL
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_TRUE
DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_PLAYERS_MATERIAL_IS,PLAYER_1,GE,2000
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_0,EQ,5
DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,20
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_0,EQ,9
DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,20
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_0,EQ,13
DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,20
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_0,EQ,16
DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_GAME_TIME_IS,GE,9000
DEFSLOT = FACT_GAME_DIFFICULTY_IS,EQ,DIFFICULTY_HARD
DEFSLOT = ACTN_ADD_STRUCTURE_TYPE_AT,1,STRUCT_POWER_UMBILICAL,1728,-160
DEFSLOT = ACTN_DISABLE_RULE,29
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_GAME_TIME_IS,GE,9500
DEFSLOT = FACT_GAME_DIFFICULTY_IS,EQ,DIFFICULTY_HARD
DEFSLOT = ACTN_ADD_STRUCTURE_TYPE_AT,1,STRUCT_POWER_UMBILICAL,1856,-512
DEFSLOT = ACTN_DISABLE_RULE,30
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_GAME_TIME_IS,GE,10300
DEFSLOT = FACT_GAME_DIFFICULTY_IS,EQ,DIFFICULTY_HARD
DEFSLOT = ACTN_ADD_STRUCTURE_TYPE_AT,1,STRUCT_REFINERY,1824,-784
DEFSLOT = ACTN_DISABLE_RULE,31
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_GAME_TIME_IS,GE,12000
DEFSLOT = FACT_GAME_DIFFICULTY_IS,EQ,DIFFICULTY_MEDIUM
DEFSLOT = ACTN_ADD_STRUCTURE_TYPE_AT,1,STRUCT_POWER_UMBILICAL,1728,-160
DEFSLOT = ACTN_DISABLE_RULE,32
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_GAME_TIME_IS,GE,12500
DEFSLOT = FACT_GAME_DIFFICULTY_IS,EQ,DIFFICULTY_MEDIUM
DEFSLOT = ACTN_ADD_STRUCTURE_TYPE_AT,1,STRUCT_POWER_UMBILICAL,1856,-512
DEFSLOT = ACTN_DISABLE_RULE,33
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_GAME_TIME_IS,GE,13300
DEFSLOT = FACT_GAME_DIFFICULTY_IS,EQ,DIFFICULTY_MEDIUM
DEFSLOT = ACTN_ADD_STRUCTURE_TYPE_AT,1,STRUCT_REFINERY,1824,-784
DEFSLOT = ACTN_DISABLE_RULE,34
DEFRULE_END
TIMER_EVENT=4,22500,TRUE,TRUE,FALSE
ADD_UNIT = 1, 132, 1, 0, 0, 0, 1184, -432, NORMAL
TIMER_EVENT=5,23000,TRUE,TRUE,FALSE
ADD_UNIT = 1, 132, 1, 0, 0, 0, 672, -688, NORMAL
TIMER_EVENT=6,23500,TRUE,TRUE,FALSE
ADD_UNIT = 1, 132, 1, 0, 0, 0, 64, -608, NORMAL
TIMER_EVENT=7,24000,TRUE,TRUE,FALSE
ADD_UNIT = 1, 144, 3, 0, 0, 0, -704, -512, NORMAL
ADD_UNIT = 1, 136, 3, 0, 0, 0, -640, -544, NORMAL
ADD_UNIT = 1, 136, 3, 0, 0, 0, -576, -576, NORMAL
ADD_UNIT = 1, 136, 3, 0, 0, 0, -512, -608, NORMAL
ADD_UNIT = 1, 136, 3, 0, 0, 0, -448, -640, NORMAL
ADD_UNIT = 1, 136, 3, 0, 0, 0, -384, -672, NORMAL
ADD_UNIT = 1, 136, 3, 0, 0, 0, -320, -704, NORMAL
ADD_UNIT = 1, 136, 3, 0, 0, 0, -256, -736, NORMAL
ADD_UNIT = 1, 140, 3, 0, 0, 0, -192, -768, NORMAL
TIMER_EVENT=8,24100,TRUE,TRUE,FALSE
ADD_UNIT = 1, 40, 4, 0, 0, 0, 288,-1040, NORMAL
ADD_UNIT = 1, 4, 4, 0, 0, 0, 352,-1040, NORMAL
ADD_UNIT = 1, 44, 5, 0, 0, 0, 288,-1072, NORMAL
ADD_UNIT = 1, 4, 2, 0, 0, 0, 224,-1040, NORMAL
ADD_UNIT = 1, 0, 0, 0, 0, 0, 160,-1040, NORMAL
ADD_UNIT = 1, 0, 0, 0, 0, 0, 96,-1040, NORMAL
SET_ENTRY_POINT = 288,-1040,288,-1008,256,-928
SET_ENTRY_POINT = 352,-1040,352,-1008,192, -896
SET_ENTRY_POINT = 288,-1072,288,-1008,128, -928
SET_ENTRY_POINT = 224,-1040,224,-1008,64, -896
SET_ENTRY_POINT = 160,-1040,160,-1008,64, -960
SET_ENTRY_POINT = 96,-1040,96,-1008,192, -960
TIMER_EVENT=9,24200,TRUE,TRUE,FALSE
START_CONVOY = 256, -928, -1056, -496
START_CONVOY = 192, -896, -1056, -432
START_CONVOY = 128, -928, -1056, -368
START_CONVOY = 64, -896, -928, -368
START_CONVOY = 64, -960, -960, -512
START_CONVOY = 192, -960, -960, -320
; define specific game objectives and actions to take after they're met
OBJECTIVE = 0, 0 ; (objectiveId, priority)
GAME_WON
OBJECTIVE = 1, 0
GAME_LOST
; - end -