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data_ini_default_aidata.ini
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2006-01-31
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;//////////////////////////////////////////////////////////////////////////////
;FILE: AIData.ini (SYSTEM) ////////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
AIData
UseLowLODTrees = Yes
LowLodTreeScale = 1.2
LowLodTreeName = TreeF03
LowLodTreeNameNoGrab = GenericHarvestOnlyOptimizedTreeA
LowLodTreeNameNoHarvest = PTStump02A
StructureSeconds = 0.0 ; Ai tries to build a new structure every N seconds.
TeamSeconds = 10 ;Ai tries to build a new team every N seconds.
Wealthy = 7000 ; Number of resources for the AI to consider itself wealthy
Poor = 2000 ; Number of resources for the AI to consider itself poor
StructuresWealthyRate = 2.0 ; (2=twice as fast) Rate modifier for structure building when wealthy.
StructuresPoorRate = 0.6 ; (0.5=half as fast) Rate modifier for structures when poor.
TeamsWealthyRate = 2.0 ; (2=twice as fast) Rate modifier for teams building when wealthy.
TeamsPoorRate = 0.6 ; (0.5=half as fast) Rate modifier for teams when poor.
TeamResourcesToStart = 0.1 ; (1.0=100%) Amount of resources required to start building a team.
GuardInnerModifierAI = 1.1 ;The radius modifier to vision which a guarding (AI Controlled) unit will agressively attack
GuardOuterModifierAI = 1.333 ;The radius modifier to vision which a guarding (AI Controlled) unit will chase after
GuardInnerModifierHuman = 1.8 ;1.1 ;The radius modifier to vision which a guarding (Human Controlled) unit will agressively attack
GuardOuterModifierHuman = 2.2 ;1.333 ;The radius modifier to vision which a guarding (Human Controlled) unit will chase after
GuardChaseUnitsDuration = 15000 ;The number of msec for which a guarding unit will chase attackers before giving up
GuardEnemyScanRate = 500 ; when actively guarding, how often to scan for enemies (msec)
GuardEnemyReturnScanRate = 1000 ; when returning to "active" guarding (from pursuing someone), how often to scan for enemies (msec)
AlertRangeModifier = 1.1 ;The adjustment applied when a unit is alert and doing various scans for enemies (AI units only)
AggressiveRangeModifier = 1.5 ;The adjustment applied when a unit is aggressive and doing various scans for enemies (AI units only)
AttackPriorityDistanceModifier = 80.0 ;The distance required to reduce attack priority by 1.
MaxRecruitRadius = 400.0 ;The maximum distance a unit will be from a unit that recruits it.
ForceIdleMSEC = 67 ;The number of milisec a unit must be idle before looking for an enemy, 2 frames.
ForceSkirmishAI = No ; Use skirmish instead of solo ai. For development till the skirmish ui is finished.
RotateSkirmishBases = Yes ; If yes, rotate base layout so same side of base faces center of map.
AttackUsesLineOfSight = Yes ; If yes, attack for ALL UNITS (player and ai) uses line of sight.
EnableRepulsors = Yes ; If yes, KINDOF_CAN_BE_REPULSED will run from enemies & repulsors.
RepulsedDistance = 120.0 ; How far beyond vision range a repulsed civilian will run before stopping.
; so if vision range is 120.0, he will move to a point at least 270.0 away from the enemy, and then stop running.
WallHeight = 35 ; Height of the "Wall", made of KIND WALK_ON_TOP pieces.
AttackIgnoreInsignificantBuildings = Yes ; If yes, units will ignore enemy-owned buildings that are not faction buildings
; SkirmishGroupFudgeDistance is the distance that is multiplied by the number of units in a group to
; determine if they are close enough to the waypoint to consider themselves AT the waypoint. This is
; only used for "Follow Waypoint Path as a Team."
SkirmishGroupFudgeDistance = 4.0
; Note that these group pathfind parameters are inter-related, and modifying them may produce really
; ugly results & require code changes.
InfantryPathfindDiameter = 6 ; Number of pathfind cells wide group path is for infantry.
VehiclePathfindDiameter = 6 ; Number of pathfind cells wide group path is for vehicles.
SupplyCenterSafeRadius = 240.0 ; Radius to scan for enemies to determine if a supply center is safe.
RebuildDelayTimeSeconds = 30 ; Delay this many seconds when a base building is destroyed or captured before attempting rebuild.
AIDozerBoredRadiusModifier = 1.6 ; Multiplier to dozer scan radius for repair & mine clearing. 2.0 means ai uses twice the radius as human dozers.
AICrushesInfantry = Yes ; If yes, ai will attempt to crush infantry with vehicles.
MeleeApproachDist = 48.0 ; Melee units will move towards targets if > this distance.
MeleeApproachTolerance = 20.0 ;
WadeWaterDepth = 5.0 ; How deep we can wade into water or cross fords.
DeepWaterDepth = 6.0 ; How deep water needs to be for ships & subs (non-shallow-water craft).
; Group (formation) pathfinding parameters.
MinDistanceForGroup = 200.0 ; Have to be moving at least this far for group (formation) movement.
FormationEnemyDistance = 500.0 ; Don't use formation movement if enemies are closer than this to the center of the group.
FormationColumnWidth = 60.0 ; Space between columns.
FormationRowDepth = 55.0 ; Space between rows.
FormationSquadSpacing = 30.0 ; Extra space between squads.
FormationColumns = 2 ; form up two hordes abreast, or 4 smaller units. (valid values are 2 or 3.)
UseFormations = Yes ; Move in formation. Can be turned off in a map.ini if necessary.
WaitForOthers = No ; When moving in formation wait (or not) for others at first waypoint. Default=No.
NarrowPassageScale = 0.4;
HordesWaitForHordes = Yes ; If yes, hordes will stop and wait for other hordes to pass. If no, they just run through each other. 22 Sept. 2004
AttackMoveUsesFormations = Yes ; If yes, player attack moves will move in formation (if UseFormations == Yes)
; Retaliation parameters.
MaxRetaliateDistance = 410.0 ; If the attacker is more than this far away, won't chase. Keeps from chasing artillery.
RetaliateFriendsRadius = 120.0 ; Retaliator gathers allies within this distance & attacks.
ChaseFromBehindLimit = 50.0 ; How far from behind units can do melee attacks when chasing other units. 01Oct2004
ForceHordesToLowLOD = Yes ;
AllowForestFires = No ;
CastleSiegeStandBackDistance = 500.0 ; How far for units to stand back from if they cannot enter the castle
;//////////////////////////////////////////////////////////
;
; Build Phase Priority Modifiers
; These numbers are the amount by which the priority of a structure is increased per second
; for each thing that needs said structure to exist
;
;//////////////////////////////////////////////////////////
BuildPhase1_PerSecondPriorityModifier = 50
BuildPhase2_PerSecondPriorityModifier = 30
BuildPhase3_PerSecondPriorityModifier = 20
BuildPhaseN_PerSecondPriorityModifier = 10
SideInfo Rohan
ResourceGatherersEasy = 0
ResourceGatherersNormal = 0
ResourceGatherersHard = 0
End
SideInfo Gondor
ResourceGatherersEasy = 0
ResourceGatherersNormal = 0
ResourceGatherersHard = 0
End
SideInfo Isengard
ResourceGatherersEasy = 1
ResourceGatherersNormal = 3
ResourceGatherersHard = 5
End
SideInfo Mordor
ResourceGatherersEasy = 1
ResourceGatherersNormal = 3
ResourceGatherersHard = 5
End
SideInfo Goblin
ResourceGatherersEasy = 1
ResourceGatherersNormal = 3
ResourceGatherersHard = 5
End
;Skirmish AI Build List
SkirmishBuildList Gondor
Structure GondorBarracks
Location = X:863.19 Y:1151.87
Rebuilds = 0
Angle = 0.00
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure GondorBarracks
Structure GondorFarm
Location = X:888.34 Y:996.71
Rebuilds = 0
Angle = 0.00
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure GondorFarm
Structure GondorForge
Location = X:1003.74 Y:1331.75
Rebuilds = 0
Angle = 0.00
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure GondorForge
Structure GondorMarketPlace
Location = X:1170.94 Y:1319.86
Rebuilds = 0
Angle = 0.00
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure GondorMarketPlace
Structure GondorStable
Location = X:1197.24 Y:1079.22
Rebuilds = 0
Angle = 0.00
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure GondorStable
Structure GondorStoneMaker
Location = X:893.01 Y:891.17
Rebuilds = 0
Angle = 0.00
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure GondorStoneMaker
Structure GondorWorkshop
Location = X:821.34 Y:1365.61
Rebuilds = 0
Angle = 0.00
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure GondorWorkshop
Structure GondorArcherRange
Location = X:1142.29 Y:925.99
Rebuilds = 0
Angle = 0.00
InitiallyBuilt = No
AutomaticallyBuild = No
END ;Structure GondorArcherRange
END ;SkirmishBuildList FactionGondor END
;///////////////////////////////////////////
;//
;// The entire AttackPriority system is no longer in use
;// target priorities are now defined much more generically in SkirmishAIData.ini
;//
;///////////////////////////////////////////
AttackPriority DefaultAttackPriority ; define THIS IS OUTDATED, DO NOT USE THIS
Default = 35
End
AttackPriority AttackPriority_Infantry ; define THIS IS OUTDATED, DO NOT USE THIS
Default = 35
End
AttackPriority AttackPriority_Archer ; define THIS IS OUTDATED, DO NOT USE THIS
Default = 35
End
AttackPriority AttackPriority_Spearman ; define THIS IS OUTDATED, DO NOT USE THIS
Default = 35
End
AttackPriority AttackPriority_Cavalry ; define THIS IS OUTDATED, DO NOT USE THIS
Default = 35
End
AttackPriority AttackPriorityCavalry ; define THIS IS OUTDATED, DO NOT USE THIS
Default = 10
End
AttackPriority AttackPriorityMordorFighter ; define THIS IS OUTDATED, DO NOT USE THIS
Default = 100
End
AttackPriority AttackPriority_FellBeast ; define THIS IS OUTDATED, DO NOT USE THIS
Default = 35
End
AttackPriority AttackPriority_Eagle ; define THIS IS OUTDATED, DO NOT USE THIS
Default = 35
End
END