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data_ini_default_skirmishaidata.ini
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2006-01-31
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;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;FILE: AIBases.ini //////////////////////////////////////////////////////////////////////////////
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;
; BASES
; identify the base templates for each side
;
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
AIBase MOWBase
Side = Men
Map = "AI BASE - MOTW - Harlindon - Player 03 Start"
GameMapToUseOn = "<ANY>"
End
AIBase MOWBase
Side = Men
Map = "AI BASE - MOTW - Horse Rush Base"
GameMapToUseOn = "<ANY>"
End
AIBase MOWBase
Side = Men
Map = "AI BASE - MOTW - Archers First"
GameMapToUseOn = "<ANY>"
End
AIBase MOWBase
Side = Men
Map = "AI BASE - MOTW - Tech Up Base"
GameMapToUseOn = "<ANY>"
End
AIBase WildBase
Side = Wild
Map = "AI BASE - WILD - Base_01"
GameMapToUseOn = "<ANY>"
End
AIBase WildBase
Side = Wild
Map = "AI BASE - WILD - Rush Base"
GameMapToUseOn = "<ANY>"
End
AIBase WildBase
Side = Wild
Map = "AI BASE - WILD - Tech Up"
GameMapToUseOn = "<ANY>"
End
AIBase WildBase
Side = Wild
Map = "AI BASE - WILD - Troll Rush"
GameMapToUseOn = "<ANY>"
End
AIBase DwarvenBase
Side = Dwarves
Map = "AI BASE - DWARVES - Base_01"
GameMapToUseOn = "<ANY>"
End
AIBase DwarvenBase
Side = Dwarves
Map = "AI BASE - DWARVES - Rush Base"
GameMapToUseOn = "<ANY>"
End
AIBase DwarvenBase
Side = Dwarves
Map = "AI BASE - DWARVES - Archers First"
GameMapToUseOn = "<ANY>"
End
AIBase DwarvenBase
Side = Dwarves
Map = "AI BASE - DWARVES - Tech Up"
GameMapToUseOn = "<ANY>"
End
AIBase ElvenBase
Side = Elves
Map = "AI BASE - ELVES - Base_01"
GameMapToUseOn = "<ANY>"
End
AIBase ElvenBase
Side = Elves
Map = "AI BASE - ELVES - Horses and Ents"
GameMapToUseOn = "<ANY>"
End
AIBase ElvenBase
Side = Elves
Map = "AI BASE - ELVES - Infantry and Ents"
GameMapToUseOn = "<ANY>"
End
AIBase ElvenBase
Side = Elves
Map = "AI BASE - ELVES - Tech Up Base"
GameMapToUseOn = "<ANY>"
End
AIBase IsengardBase
Side = Isengard
Map = "AI BASE - ISENGARD - Base_01"
GameMapToUseOn = "<ANY>"
End
AIBase IsengardBase
Side = Isengard
Map = "AI BASE - ISENGARD - Horde and Siege"
GameMapToUseOn = "<ANY>"
End
AIBase IsengardBase
Side = Isengard
Map = "AI BASE - ISENGARD - Warg Rush"
GameMapToUseOn = "<ANY>"
End
AIBase IsengardBase
Side = Isengard
Map = "AI BASE - ISENGARD - Tech Up Base"
GameMapToUseOn = "<ANY>"
End
AIBase MordorBase
Side = Mordor
Map = "AI BASE - MORDOR - Base_01"
GameMapToUseOn = "<ANY>"
End
AIBase MordorBase
Side = Mordor
Map = "AI BASE - MORDOR - Rush Base"
GameMapToUseOn = "<ANY>"
End
AIBase MordorBase
Side = Mordor
Map = "AI BASE - MORDOR - Troll Rush"
GameMapToUseOn = "<ANY>"
End
AIBase MordorBase
Side = Mordor
Map = "AI BASE - MORDOR - Tech Up Base"
GameMapToUseOn = "<ANY>"
End
AIBase MOWBase_HelmsDeep
Side = Men
Map = "AI BASE - MOTW - HelmsDeep"
GameMapToUseOn = "Helm's Deep"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase MOWBase_Erebor
Side = Men
Map = "AI BASE - MOTW - Erebor"
GameMapToUseOn = "Erebor"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase ElvesBase_HelmsDeep
Side = Elves
Map = "AI BASE - Elves - HelmsDeep"
GameMapToUseOn = "Helm's Deep"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase ElvesBase_EreborBase
Side = Elves
Map = "AI BASE - ELVES - Erebor"
GameMapToUseOn = "Erebor"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase DwarvesBase_HelmsDeep
Side = Dwarves
Map = "AI BASE - Dwarves - HelmsDeep"
GameMapToUseOn = "Helm's Deep"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase DwarvesBase_Erebor
Side = Dwarves
Map = "AI BASE - DWARVES - Erebor"
GameMapToUseOn = "Erebor"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase IsengardBase_HelmsDeep
Side = Isengard
Map = "AI BASE - Isengard - HelmsDeep"
GameMapToUseOn = "Helm's Deep"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase IsengardBase_Erebor
Side = Isengard
Map = "AI BASE - ISENGARD - EREBOR"
GameMapToUseOn = "Erebor"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase MordorBase_HelmsDeep
Side = Mordor
Map = "AI BASE - Mordor - HelmsDeep"
GameMapToUseOn = "Helm's Deep"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase MordorBase_Erebor
Side = Mordor
Map = "AI BASE - MORDOR - Erebor"
GameMapToUseOn = "Erebor"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase WildBase_HelmsDeep
Side = Wild
Map = "AI BASE - Wild - HelmsDeep"
GameMapToUseOn = "Helm's Deep"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase WildBase_Erebor
Side = Wild
Map = "AI BASE - WILD - Erebor"
GameMapToUseOn = "Erebor"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase MOWBase_MinasTirith
Side = Men
Map = "AI BASE - MOTW - MinasTirith"
GameMapToUseOn = "Minas Tirith"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase ElvesBase_MinasTirith
Side = Elves
Map = "AI BASE - Elves - MinasTirith"
GameMapToUseOn = "Minas Tirith"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase DwarvesBase_MinasTirith
Side = Dwarves
Map = "AI BASE - Dwarves - MinasTirith"
GameMapToUseOn = "Minas Tirith"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase IsengardBase_MinasTirith
Side = Isengard
Map = "AI BASE - Isengard - MinasTirith"
GameMapToUseOn = "Minas Tirith"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase MordorBase_MinasTirith
Side = Mordor
Map = "AI BASE - Mordor - MinasTirith"
GameMapToUseOn = "Minas Tirith"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase WildBase_MinasTirith
Side = Wild
Map = "AI BASE - Wild - MinasTirith"
GameMapToUseOn = "Minas Tirith"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase MOWBase_Dol_Guldur
Side = Men
Map = "AI BASE - MOTW - Dol Guldur"
GameMapToUseOn = "Dol Guldur"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase ElvesBase_Dol_Guldur
Side = Elves
Map = "AI BASE - ELVES - Dol Guldur"
GameMapToUseOn = "Dol Guldur"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase DwarvesBase_Dol_Guldur
Side = Dwarves
Map = "AI BASE - DWARVES - Dol Guldur"
GameMapToUseOn = "Dol Guldur"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase IsengardBase_Dol_Guldur
Side = Isengard
Map = "AI BASE - ISENGARD - Dol Guldur"
GameMapToUseOn = "Dol Guldur"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase MordorBase_Dol_Guldur
Side = Mordor
Map = "AI BASE - MORDOR - Dol Guldur"
GameMapToUseOn = "Dol Guldur"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase WildBase_Dol_Guldur
Side = Wild
Map = "AI BASE - WILD - Dol Guldur"
GameMapToUseOn = "Dol Guldur"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase MOWBase_Rivendell
Side = Men
Map = "AI BASE - MOTW - Rivendell"
GameMapToUseOn = "Rivendell"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase ElvesBase_Rivendell
Side = Elves
Map = "AI BASE - ELVES - Rivendell"
GameMapToUseOn = "Rivendell"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase DwarvesBase_Rivendell
Side = Dwarves
Map = "AI BASE - DWARVES - Rivendell"
GameMapToUseOn = "Rivendell"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase IsengardBase_Rivendell
Side = Isengard
Map = "AI BASE - ISENGARD - Rivendell"
GameMapToUseOn = "Rivendell"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase MordorBase_Rivendell
Side = Mordor
Map = "AI BASE - MORDOR - Rivendell"
GameMapToUseOn = "Rivendell"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase WildBase_Rivendell
Side = Wild
Map = "AI BASE - WILD - Rivendell"
GameMapToUseOn = "Rivendell"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase MOWBase_Grey_Havens
Side = Men
Map = "AI BASE - MOTW - Grey Havens"
GameMapToUseOn = "Grey Havens"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase ElvesBase_Grey_Havens
Side = Elves
Map = "AI BASE - ELVES - Grey Havens"
GameMapToUseOn = "Grey Havens"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase DwarvesBase_Grey_Havens
Side = Dwarves
Map = "AI BASE - DWARVES - Grey Havens"
GameMapToUseOn = "Grey Havens"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase IsengardBase_Grey_Havens
Side = Isengard
Map = "AI BASE - ISENGARD - Grey Havens"
GameMapToUseOn = "Grey Havens"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase MordorBase_Grey_Havens
Side = Mordor
Map = "AI BASE - MORDOR - Grey Havens"
GameMapToUseOn = "Grey Havens"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
AIBase WildBase_Grey_Havens
Side = Wild
Map = "AI BASE - WILD - Grey Havens"
GameMapToUseOn = "Grey Havens"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;
; DOZERS
; identify the default dozer unit for each side
;
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
AIDozerAssignment MotWDefaultDozer
Side = Men
Unit = MenPorter
End
AIDozerAssignment WildDefaultDozer
Side = Wild
Unit = WildPorter
End
AIDozerAssignment ElvenDefaultDozer
Side = Elves
Unit = ElvenPorter
End
AIDozerAssignment IsengardDefaultDozer
Side = Isengard
Unit = IsengardPorter
End
AIDozerAssignment MordorDefaultDozer
Side = Mordor
Unit = MordorPorter
End
AIDozerAssignment MordorDefaultDozer
Side = Dwarves
Unit = DwarvenPorter
End
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;
; General Data for the System
; tweakable variables that effect the behavior of the Skirmish AI
;
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
SkirmishAIData TheSkirmishAIData
;----------------------------------------------------------------------------------------------------
; Combat Chain definitions
; describes priority modifier that unit types give to other unit types
; the function works as follows:
; TargetPriority = PriorityFromAIData.ini + TargetPriorityModifier/AttackPriorityDistanceModifier
;
; effectively it means number of WorldBuilder units closer this type of unit appears to the targeting system
; a modifier of -1.0 means "never auto-acquire"
;----------------------------------------------------------------------------------------------------
CombatChainDefinition InfantryCombatChain
Unit = INFANTRY
TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT
TargetPriorityModifiers = 0.0 0.0 50.0 0.0 50.0 150.0 -1.0 0.0 0.0 -1.0 -1.0 -1.0 -1.0
End
CombatChainDefinition ArcherCombatChain
Unit = ARCHER
TargetTypes = STRUCTURE BATTLE_TOWER INFANTRY CAVALRY ARCHER PIKEMAN WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT
TargetPriorityModifiers = -1.0 -1.0 350.0 0.0 0.0 100.0 -1.0 0.0 0.0 -1.0 -1.0 -1.0 -1.0
End
CombatChainDefinition CavalryCombatChain
Unit = CAVALRY
TargetTypes = STRUCTURE PIKEMAN CAVALRY ARCHER INFANTRY BATTLE_TOWER SIEGEWEAPON WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT
TargetPriorityModifiers = 50.0 0.0 50.0 150.0 50.0 100.0 200.0 -1.0 0.0 0.0 -1.0 -1.0 -1.0 -1.0
End
CombatChainDefinition PikemanCombatChain
Unit = PIKEMAN
TargetTypes = ARCHER PIKEMAN INFANTRY CAVALRY BATTLE_TOWER STRUCTURE WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT
TargetPriorityModifiers = 0.0 0.0 0.0 100.0 100.0 50.0 -1.0 0.0 0.0 -1.0 -1.0 -1.0 -1.0
End
CombatChainDefinition SiegeWeaponCombatChain
Unit = SIEGEWEAPON
TargetTypes = CAVALRY INFANTRY ARCHER PIKEMAN BATTLE_TOWER STRUCTURE WALL CREEP HERO SIEGEWEAPON
TargetPriorityModifiers = 0.0 0.0 200.0 0.0 700.0 500.0 500.0 0.0 0.0 0.0
End
CombatChainDefinition StructureCombatChain
Unit = STRUCTURE
TargetTypes = CAVALRY INFANTRY ARCHER PIKEMAN SIEGEWEAPON CREEP HERO
TargetPriorityModifiers = 0.0 0.0 0.0 50.0 100.0 0.0 50.0
End
CombatChainDefinition ArcherCombatChain
Unit = BATTLE_TOWER
TargetTypes = INFANTRY CAVALRY ARCHER PIKEMAN WALL
TargetPriorityModifiers = 350.0 50.0 50.0 100.0 -1.0
End
CombatChainDefinition CreepCombatChain
Unit = CREEP
TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE SIEGEWEAPON WALL HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT
TargetPriorityModifiers = 0.0 0.0 0.0 0.0 0.0 0.0 -1.0 0.0 -1.0 -1.0 -1.0 -1.0
End
CombatChainDefinition HeroCombatChain
Unit = HERO
TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE WALL CREEP CREEP_STRUCTURE HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT
TargetPriorityModifiers = 150.0 150.0 150.0 150.0 0.0 -1.0 100.0 0.0 200.0 -1.0 -1.0 -1.0 -1.0
End
CombatChainDefinition BattleShipCombatChain
Unit = SHIP_BATTLESHIP
TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE
TargetPriorityModifiers = 0.0 0.0 0.0 0.0 0.0 -1.0 0.0 0.0 100.0 100.0 100.0
End
CombatChainDefinition BombardShipCombatChain
Unit = SHIP_BOMBARD
TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE
TargetPriorityModifiers = 0.0 0.0 0.0 0.0 500.0 -1.0 0.0 0.0 100.0 100.0 100.0
End
CombatChainDefinition SuicideShipCombatChain
Unit = SHIP_SUICIDE
TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE
TargetPriorityModifiers = -1.0 -1.0 -1.0 -1.0 0.0 -1.0 -1.0 -1.0 100.0 100.0 100.0
End
;----------------------------------------------------------------------------------------------------
; Global Tuning Paramaters
;----------------------------------------------------------------------------------------------------
DefaultTargetThreatRadius = 300.0
BrutalDifficultyCheats TheBrutalDifficultyCheats
BuildCostReduction = 15%
BuildTimeReduction = 15%
End
DifficultyTuning EasyTuning
Difficulty = EASY
EconomyMaxFarms = 3
EconomyUpgradeProbability = 1 : 1050 ;//When the AI decides to build a farm
SpecialPowerActivationProbability = 1 : 250 ;//When the AI decides to activate a spell or hero power
OffensiveTacticActivationProbability = 1 : 500 ;//When the AI decides to activate an offensive tactic
End
DifficultyTuning NormalTuning
Difficulty = NORMAL
EconomyUpgradeProbability = 10 : 100
SpecialPowerActivationProbability = 10 : 150
OffensiveTacticActivationProbability = 1 : 1
End
;----------------------------------------------------------------------------------------------------
; System Toggles
;----------------------------------------------------------------------------------------------------
DisableBaseBuilding = No
DisableEconomyBuilding = No
DisableUnitBuilding = No
DisableScienceUpgrading = No
DisableUnitUpgrading = No
DisableTacticalAI = No
DisableTeamBuilding = No
DisableWallBuilding = No
;//The side that you as the player would normally control will be controlled by an AI
;//experimental... will probably crash
MakeAllSkirmishSidesAIControlled = No
;-------------------------------------------------
; Engineering Parameters (Designer no touchy)
;-------------------------------------------------
TeamIdleCheckRadius = 20.0
TeamTimeUntilConsideredIdle = 3.0
DefenseTreeNodeRadius = 200.0
End
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;
; Side Army Distribution definitions
; defines the units and their percentage in a "balanced" army
;
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
ArmyDefinition MenOfTheWestArmy
Side = Men
;//
;// PRODUCTION AI PARAMETERS
;//
MustUseCommandPointPercentage_Phase1 = 90% ;// The AI UnitBuilder tries to keep the army at at least this size
MustUseCommandPointPercentage_Phase2 = 75%
MustUseCommandPointPercentage_Phase3 = 60%
StructureRebuildPriorityModifier = 100%
DefaultUnitPriority = 100.0f; ;// The default build priority for a unit for which there is no ugrency
FortressRebuildPriority = 1950.0f; ;// Priority at which a fortress will rebuild
LowUnitPriorityModifier_Rush = 50.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
LowUnitPriorityModifier_MidGame = 80.0 ;// then add the result to the current unit priority in the build queue
LowUnitPriorityModifier_EndGame = 40.0 ;// (the bigger this number is the faster a unit will bubble to the top when
;// we're low on units)
EconomyBuilderMinFarmsOwned = 6
EconomyBuilderMinMoney = 200
EconomyBuilderPerFarmValue = 70
EconomyBuilderPerSecPriorityIncreaseBase = 30.0
EconomyBuilderMinTimeBetweenFarms_Rush = 22.0f;
PercentToSave_Rush = 0.5%
PercentToSave_MidGame = 1.5%
PercentToSave_EndGame = 2.0%
PhaseDuration_Rush = 270.0 ;//amount of time in seconds from the beginning of a match
PhaseDuration_MidGame = 280.0 ;//amount of time in seconds from end of Rush Phase
ChanceForUnitsToUpgrade = 65%
UpgradeSciencePriorityNormalLow = 100.0
UpgradeSciencePriorityNormalHigh = 500.0
UpgradeSciencePriorityImportantLow = 550.0
UpgradeSciencePriorityImportantHigh = 700.0
UnitUpgradePriorityLow = 100.0
UnitUpgradePriorityHigh = 200.0
;//
;// TEAM BUILDER PARAMETERS
;//
MaxThreatForOpportunityTargets = 10.0 ;//when building a team for opportunity targets, what will the team builder use as
;//an assumed threat when building the team
ValueToSetForMaxOnDefenseTeam = 10 ;//the max number of each type of unit will get recruited onto a defense team
;//If there are no currently built units of the specific type an AI constructed team is looking for
;//it can search for replacements of a different type that are already built
;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
CombatChainSearchDepthForTeamRecruits_AttackTeams = 2;
CombatChainSearchDepthForTeamRecruits_DefenseTeams = 7;
CombatChainSearchDepthForTeamRecruits_ExploreTeams = 7;
;//
;// TACTICAL AI PARAMETERS
;//
;// the number and types of targets that the AI is simultaneously interested in at any given point
TacticalAITargets = DEFENSIVE ENEMY_STRUCTURE OPPORTUNITY EXPANSION ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
MaxTeamsPerTarget = 1 2 1 1
SecondsTillTargetsCanExpire = 15.0
ChanceForTargetToExpire = 50%
MaxBuildingsToBeDefensiveTarget_Small = 1
MaxBuildingsToBeDefensiveTarget_Med = 4
;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target
ChanceToUseAllUnitsForDefenseTarget_Small = 10%
ChanceToUseAllUnitsForDefenseTarget_Med = 25%
ChanceToUseAllUnitsForDefenseTarget_Large = 75%
;//
;// ARMY UNIT DEFINITIONS
;//
AIEconomyAssigment MenFarm
TemplateName = GondorFarm
End
AIWallNodeAssignment MenWallHub
TemplateName = MenWallHubSmall
End
ArmyMemberDefinition GondorFighterHorde_Member
Unit = GondorFighterHorde ;infantry
PercentageOfArmyPhase1 = 30.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 10.0
End
ArmyMemberDefinition GondorArcherHorde_Member
Unit = GondorArcherHorde ;archer
PercentageOfArmyPhase1 = 25.0
PercentageOfArmyPhase2 = 15.0
PercentageOfArmyPhase3 = 15.0
End
ArmyMemberDefinition GondorKnightHorde_Member
Unit = GondorKnightHorde ;cavalry
PercentageOfArmyPhase1 = 30.0
PercentageOfArmyPhase2 = 25.0
PercentageOfArmyPhase3 = 0.0
End
ArmyMemberDefinition GondorTowerShieldGuardHorde_Member
Unit = GondorTowerShieldGuardHorde ;pikeman
PercentageOfArmyPhase1 = 15.0
PercentageOfArmyPhase2 = 15.0
PercentageOfArmyPhase3 = 15.0
End
ArmyMemberDefinition GondorTrebuchet_Member
Unit = GondorTrebuchet ;seige weapon
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 5.0
PercentageOfArmyPhase3 = 15.0
End
ArmyMemberDefinition GondorRangerHorde_Member
Unit = GondorRangerHorde ;elite archer
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 15.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition RohanRohirrimHorde_Member
Unit = RohanRohirrimHorde ;elite cavalry
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 25.0
End
ArmyMemberDefinition ElvenBattleShip_Member
Unit = ElvenBattleShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.02
End
ArmyMemberDefinition ElvenFireShip_Member
Unit = ElvenFireShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.02
End
ArmyMemberDefinition ElvenShoreBombardShip_Member
Unit = ElvenShoreBombardShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.02
End
ArmyMemberDefinition ElvenTransportShip_Member
Unit = ElvenTransportShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End
;//
;// HEROES
;//
HeroBuildOrder = ElvenGaladriel_RingHero RohanFrodo RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf
OffensiveBuildings = GondorBattleTower
End
ArmyDefinition WildArmy
Side = Wild
;//
;// PRODUCTION AI PARAMETERS
;//
MustUseCommandPointPercentage_Phase1 = 90% ;// The AI UnitBuilder tries to keep the army at at least this size
MustUseCommandPointPercentage_Phase2 = 75%
MustUseCommandPointPercentage_Phase3 = 60%
StructureRebuildPriorityModifier = 100%
DefaultUnitPriority = 100.0f; ;// The default build priority for a unit for which there is no ugrency
FortressRebuildPriority = 1950.0f; ;// Priority at which a fortress will rebuild
LowUnitPriorityModifier_Rush = 50.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
LowUnitPriorityModifier_MidGame = 80.0 ;// then add the result to the current unit priority in the build queue
LowUnitPriorityModifier_EndGame = 40.0 ;// (the bigger this number is the faster a unit will bubble to the top when
;// we're low on units)
EconomyBuilderMinFarmsOwned = 6
EconomyBuilderMinMoney = 200
EconomyBuilderPerFarmValue = 70
EconomyBuilderPerSecPriorityIncreaseBase = 15.0
EconomyBuilderMinTimeBetweenFarms_Rush = 20.0f;
PercentToSave_Rush = 0.0%
PercentToSave_MidGame = 1.0%
PercentToSave_EndGame = 1.5%
PhaseDuration_Rush = 260.0 ;//amount of time in seconds from the beginning of a match
PhaseDuration_MidGame = 270.0 ;//amount of time in seconds from end of Rush Phase
ChanceForUnitsToUpgrade = 50%
UpgradeSciencePriorityNormalLow = 100.0
UpgradeSciencePriorityNormalHigh = 300.0
UpgradeSciencePriorityImportantLow = 300.0
UpgradeSciencePriorityImportantHigh = 750.0
UnitUpgradePriorityLow = 100.0
UnitUpgradePriorityHigh = 200.0
;//
;// TEAM BUILDER PARAMETERS
;//
MaxThreatForOpportunityTargets = 10.0 ;//when building a team for opportunity targets, what will the team builder use as
;//an assumed threat when building the team
ValueToSetForMaxOnDefenseTeam = 10 ;//the max number of each type of unit will get recruited onto a defense team
;//If there are no currently built units of the specific type an AI constructed team is looking for
;//it can search for replacements of a different type that are already built
;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
CombatChainSearchDepthForTeamRecruits_AttackTeams = 2;
CombatChainSearchDepthForTeamRecruits_DefenseTeams = 7;
CombatChainSearchDepthForTeamRecruits_ExploreTeams = 7;
;//
;// TACTICAL AI PARAMETERS
;//
;// the number and types of targets that the AI is simultaneously interested in at any given point
TacticalAITargets = DEFENSIVE ENEMY_STRUCTURE OPPORTUNITY EXPANSION ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
MaxTeamsPerTarget = 1 2 1 1
SecondsTillTargetsCanExpire = 15.0
ChanceForTargetToExpire = 50%
MaxBuildingsToBeDefensiveTarget_Small = 1
MaxBuildingsToBeDefensiveTarget_Med = 4
;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target
ChanceToUseAllUnitsForDefenseTarget_Small = 10%
ChanceToUseAllUnitsForDefenseTarget_Med = 25%
ChanceToUseAllUnitsForDefenseTarget_Large = 75%
;//
;// ARMY UNIT DEFINITIONS
;//
AIEconomyAssigment WildMineShaft
TemplateName = WildMineShaft
End
ArmyMemberDefinition GoblinFighterHorde_Member
Unit = GoblinFighterHorde ;infantry
PercentageOfArmyPhase1 = 30.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 15.0
End
ArmyMemberDefinition GoblinArcherHorde_Member
Unit = GoblinArcherHorde ;archer
PercentageOfArmyPhase1 = 30.0
PercentageOfArmyPhase2 = 25.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition WildSpiderlingHorde_Member
Unit = WildSpiderlingHorde ;cavalry
PercentageOfArmyPhase1 = 20.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 10.0
End
ArmyMemberDefinition GoblinCaveTroll_Member
Unit = GoblinCaveTroll ;siege
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 15.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition WildMarauderHorde_Member
Unit = WildMarauderHorde ;pikeman
PercentageOfArmyPhase1 = 20.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition GoblinSpiderRiderHorde_Member
Unit = GoblinSpiderRiderHorde ;elite cavalry
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 15.0
End
ArmyMemberDefinition WildMountainGiant_Member
Unit = WildMountainGiant ;seige weapon
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 15.0
End
ArmyMemberDefinition EvilMenCorsairShip_Member
Unit = EvilMenCorsairShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.05
End
ArmyMemberDefinition EvilMenTransportShip_Member
Unit = EvilMenTransportShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End
ArmyMemberDefinition EvilFireShip_Member
Unit = EvilFireShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.05
End
ArmyMemberDefinition EvilShoreBombardShip_Member
Unit = EvilShoreBombardShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.05
End
;//
;// HEROES
;//
HeroBuildOrder = MordorSauron_RingHero Drogoth WildGoblinKing WildShelob
OffensiveBuildings = WildSentryTower
End
ArmyDefinition DwarvenArmy
Side = Dwarves
;//
;// PRODUCTION AI PARAMETERS
;//
MustUseCommandPointPercentage_Phase1 = 90% ;// The AI UnitBuilder tries to keep the army at at least this size
MustUseCommandPointPercentage_Phase2 = 75%
MustUseCommandPointPercentage_Phase3 = 60%
StructureRebuildPriorityModifier = 100%
DefaultUnitPriority = 100.0f; ;// The default build priority for a unit for which there is no ugrency
FortressRebuildPriority = 1950.0f; ;// Priority at which a fortress will rebuild
LowUnitPriorityModifier_Rush = 50.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
LowUnitPriorityModifier_MidGame = 90.0 ;// then add the result to the current unit priority in the build queue
LowUnitPriorityModifier_EndGame = 40.0 ;// (the bigger this number is the faster a unit will bubble to the top when
;// we're low on units)
EconomyBuilderMinFarmsOwned = 6
EconomyBuilderMinMoney = 200
EconomyBuilderPerFarmValue = 70
EconomyBuilderPerSecPriorityIncreaseBase = 15.0
EconomyBuilderMinTimeBetweenFarms_Rush = 22.0f;
PercentToSave_Rush = 0.25%
PercentToSave_MidGame = 1.5%
PercentToSave_EndGame = 2.5%
PhaseDuration_Rush = 260.0 ;//amount of time in seconds from the beginning of a match
PhaseDuration_MidGame = 260.0 ;//amount of time in seconds from end of Rush Phase
ChanceForUnitsToUpgrade = 70%
UpgradeSciencePriorityNormalLow = 100.0
UpgradeSciencePriorityNormalHigh = 300.0
UpgradeSciencePriorityImportantLow = 401.0
UpgradeSciencePriorityImportantHigh = 900.0
UnitUpgradePriorityLow = 100.0
UnitUpgradePriorityHigh = 200.0
;//
;// TEAM BUILDER PARAMETERS
;//
MaxThreatForOpportunityTargets = 10.0 ;//when building a team for opportunity targets, what will the team builder use as
;//an assumed threat when building the team
ValueToSetForMaxOnDefenseTeam = 10 ;//the max number of each type of unit will get recruited onto a defense team
;//If there are no currently built units of the specific type an AI constructed team is looking for
;//it can search for replacements of a different type that are already built
;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
CombatChainSearchDepthForTeamRecruits_AttackTeams = 2;
CombatChainSearchDepthForTeamRecruits_DefenseTeams = 7;
CombatChainSearchDepthForTeamRecruits_ExploreTeams = 7;
;//
;// TACTICAL AI PARAMETERS
;//
;// the number and types of targets that the AI is simultaneously interested in at any given point
TacticalAITargets = DEFENSIVE ENEMY_STRUCTURE OPPORTUNITY EXPANSION ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
MaxTeamsPerTarget = 1 2 1 1
SecondsTillTargetsCanExpire = 15.0
ChanceForTargetToExpire = 50%
MaxBuildingsToBeDefensiveTarget_Small = 1
MaxBuildingsToBeDefensiveTarget_Med = 4
;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target
ChanceToUseAllUnitsForDefenseTarget_Small = 10%
ChanceToUseAllUnitsForDefenseTarget_Med = 25%
ChanceToUseAllUnitsForDefenseTarget_Large = 75%
;//
;// ARMY UNIT DEFINITIONS
;//
AIEconomyAssigment DwarvenMineShaft
TemplateName = DwarvenMineShaft
End
AIWallNodeAssignment DwarvenWallHub
TemplateName = DwarvenWallHubSmall
End
ArmyMemberDefinition DwarvenGuardianHorde_Member
Unit = DwarvenGuardianHorde ;elite infantry
PercentageOfArmyPhase1 = 30.0
PercentageOfArmyPhase2 = 25.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition DwarvenAxeThrowerHorde_Member
Unit = DwarvenAxeThrowerHorde ;archer
PercentageOfArmyPhase1 = 25.0
PercentageOfArmyPhase2 = 15.0
PercentageOfArmyPhase3 = 10.0
End
ArmyMemberDefinition DwarvenMenOfDaleHorde_Member
Unit = DwarvenMenOfDaleHorde ;elite archer
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition DwarvenBattleWagon_Member
Unit = DwarvenBattleWagon ;cavalry
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 15.0
PercentageOfArmyPhase3 = 15.0
End
ArmyMemberDefinition DwarvenPhalanxHorde_Member
Unit = DwarvenPhalanxHorde ;pikeman
PercentageOfArmyPhase1 = 20.0
PercentageOfArmyPhase2 = 15.0
PercentageOfArmyPhase3 = 15.0
End
ArmyMemberDefinition DwarvenBatteringRam_Member
Unit = DwarvenDemolisher ;siege
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 4.0
End
ArmyMemberDefinition DwarvenCatapult_Member
Unit = DwarvenCatapult ;seige weapon
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 15.0
End
ArmyMemberDefinition ElvenBattleShip_Member
Unit = ElvenBattleShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.04
End
ArmyMemberDefinition ElvenFireShip_Member
Unit = ElvenFireShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.04
End
ArmyMemberDefinition ElvenShoreBombardShip_Member
Unit = ElvenShoreBombardShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.04
End
ArmyMemberDefinition ElvenTransportShip_Member
Unit = ElvenTransportShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End
;//
;// HEROES
;//
HeroBuildOrder = ElvenGaladriel_RingHero DwarvenGimli DwarvenDain DwarvenGloin
End
ArmyDefinition ElvenArmy
Side = Elves
;//
;// PRODUCTION AI PARAMETERS
;//
MustUseCommandPointPercentage_Phase1 = 90% ;// The AI UnitBuilder tries to keep the army at at least this size
MustUseCommandPointPercentage_Phase2 = 75%
MustUseCommandPointPercentage_Phase3 = 60%
StructureRebuildPriorityModifier = 100%
DefaultUnitPriority = 100.0f; ;// The default build priority for a unit for which there is no ugrency
FortressRebuildPriority = 1950.0f; ;// Priority at which a fortress will rebuild
LowUnitPriorityModifier_Rush = 50.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
LowUnitPriorityModifier_MidGame = 90.0 ;// then add the result to the current unit priority in the build queue
LowUnitPriorityModifier_EndGame = 40.0 ;// (the bigger this number is the faster a unit will bubble to the top when
;// we're low on units)
EconomyBuilderMinFarmsOwned = 6
EconomyBuilderMinMoney = 300
EconomyBuilderPerFarmValue = 70
EconomyBuilderPerSecPriorityIncreaseBase = 15.0
EconomyBuilderMinTimeBetweenFarms_Rush = 20.0f;
PercentToSave_Rush = 0.25%
PercentToSave_MidGame = 1.5%
PercentToSave_EndGame = 2.5%
PhaseDuration_Rush = 260.0 ;//amount of time in seconds from the beginning of a match
PhaseDuration_MidGame = 260.0 ;//amount of time in seconds from end of Rush Phase
ChanceForUnitsToUpgrade = 75%
UpgradeSciencePriorityNormalLow = 100.0
UpgradeSciencePriorityNormalHigh = 250.0
UpgradeSciencePriorityImportantLow = 451.0
UpgradeSciencePriorityImportantHigh = 850.0
UnitUpgradePriorityLow = 100.0
UnitUpgradePriorityHigh = 200.0
;//
;// TEAM BUILDER PARAMETERS
;//
MaxThreatForOpportunityTargets = 10.0 ;//when building a team for opportunity targets, what will the team builder use as
;//an assumed threat when building the team
ValueToSetForMaxOnDefenseTeam = 10 ;//the max number of each type of unit will get recruited onto a defense team
;//If there are no currently built units of the specific type an AI constructed team is looking for
;//it can search for replacements of a different type that are already built
;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
CombatChainSearchDepthForTeamRecruits_AttackTeams = 2;
CombatChainSearchDepthForTeamRecruits_DefenseTeams = 7;
CombatChainSearchDepthForTeamRecruits_ExploreTeams = 7;
;//
;// TACTICAL AI PARAMETERS
;//
;// the number and types of targets that the AI is simultaneously interested in at any given point
TacticalAITargets = DEFENSIVE ENEMY_STRUCTURE OPPORTUNITY EXPANSION ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
MaxTeamsPerTarget = 1 2 1 1
SecondsTillTargetsCanExpire = 15.0
ChanceForTargetToExpire = 50%
MaxBuildingsToBeDefensiveTarget_Small = 1
MaxBuildingsToBeDefensiveTarget_Med = 4
;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target
ChanceToUseAllUnitsForDefenseTarget_Small = 10%
ChanceToUseAllUnitsForDefenseTarget_Med = 25%
ChanceToUseAllUnitsForDefenseTarget_Large = 75%
;//
;// ARMY UNIT DEFINITIONS
;//
AIEconomyAssigment ElvenMallornTree
TemplateName = ElvenMallornTree
End
ArmyMemberDefinition ElvenLorienWarriorHorde_Member
Unit = ElvenLorienWarriorHorde ;basic infantry
PercentageOfArmyPhase1 = 30.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 10.0
End
ArmyMemberDefinition ElvenLorienArcherHorde_Member
Unit = ElvenLorienArcherHorde ;archer
PercentageOfArmyPhase1 = 30.0
PercentageOfArmyPhase2 = 30.0
PercentageOfArmyPhase3 = 10.0
End
ArmyMemberDefinition ElvenMirkwoodArcherHorde_Member
Unit = ElvenMirkwoodArcherHorde ;elite archer
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 25.0
End
ArmyMemberDefinition ElvenRivendellLancerHorde_Member
Unit = ElvenRivendellLancerHorde ;cavalry
PercentageOfArmyPhase1 = 15.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition ElvenMithlondSentryHorde_Member
Unit = ElvenMithlondSentryHorde ;pikeman
PercentageOfArmyPhase1 = 20.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition ElvenEnt_Member
Unit = RohanGenericEnt ;siege weapon
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 5.0
PercentageOfArmyPhase3 = 10.0
End
ArmyMemberDefinition ElvenBattleShip_Member
Unit = ElvenBattleShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.04
End
ArmyMemberDefinition ElvenFireShip_Member
Unit = ElvenFireShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.04
End
ArmyMemberDefinition ElvenShoreBombardShip_Member
Unit = ElvenShoreBombardShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.04
End
ArmyMemberDefinition ElvenTransportShip_Member
Unit = ElvenTransportShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End
;//
;// HEROES
;//
HeroBuildOrder = ElvenGaladriel_RingHero ElvenLegolas ElvenArwen ElvenElrond ElvenGlorfindel ElvenThranduil ElvenHaldir
OffensiveBuildings = ElvenBattleTower
End
ArmyDefinition MordorArmy
Side = Mordor
;//
;// PRODUCTION AI PARAMETERS
;//
MustUseCommandPointPercentage_Phase1 = 90% ;// The AI UnitBuilder tries to keep the army at at least this size
MustUseCommandPointPercentage_Phase2 = 75%
MustUseCommandPointPercentage_Phase3 = 60%
StructureRebuildPriorityModifier = 100%
DefaultUnitPriority = 100.0f; ;// The default build priority for a unit for which there is no ugrency
FortressRebuildPriority = 1950.0f; ;// Priority at which a fortress will rebuild
LowUnitPriorityModifier_Rush = 50.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
LowUnitPriorityModifier_MidGame = 90.0 ;// then add the result to the current unit priority in the build queue
LowUnitPriorityModifier_EndGame = 40.0 ;// (the bigger this number is the faster a unit will bubble to the top when
;// we're low on units)
EconomyBuilderMinFarmsOwned = 6
EconomyBuilderMinMoney = 300
EconomyBuilderPerFarmValue = 70
EconomyBuilderPerSecPriorityIncreaseBase = 15.0
EconomyBuilderMinTimeBetweenFarms_Rush = 20.0f;
PercentToSave_Rush = 0.25%
PercentToSave_MidGame = 1.25%
PercentToSave_EndGame = 2.5%
PhaseDuration_Rush = 260.0 ;//amount of time in seconds from the beginning of a match
PhaseDuration_MidGame = 260.0 ;//amount of time in seconds from end of Rush Phase
ChanceForUnitsToUpgrade = 70%
UpgradeSciencePriorityNormalLow = 100.0
UpgradeSciencePriorityNormalHigh = 250.0
UpgradeSciencePriorityImportantLow = 450.0
UpgradeSciencePriorityImportantHigh = 850.0
UnitUpgradePriorityLow = 100.0
UnitUpgradePriorityHigh = 200.0
;//
;// TEAM BUILDER PARAMETERS
;//
MaxThreatForOpportunityTargets = 10.0 ;//when building a team for opportunity targets, what will the team builder use as
;//an assumed threat when building the team
ValueToSetForMaxOnDefenseTeam = 10 ;//the max number of each type of unit will get recruited onto a defense team
;//If there are no currently built units of the specific type an AI constructed team is looking for
;//it can search for replacements of a different type that are already built
;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
CombatChainSearchDepthForTeamRecruits_AttackTeams = 2;
CombatChainSearchDepthForTeamRecruits_DefenseTeams = 7;
CombatChainSearchDepthForTeamRecruits_ExploreTeams = 7;
;//
;// TACTICAL AI PARAMETERS
;//
;// the number and types of targets that the AI is simultaneously interested in at any given point
TacticalAITargets = DEFENSIVE ENEMY_STRUCTURE OPPORTUNITY EXPANSION ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
MaxTeamsPerTarget = 1 2 1 1
SecondsTillTargetsCanExpire = 15.0
ChanceForTargetToExpire = 50%
MaxBuildingsToBeDefensiveTarget_Small = 1
MaxBuildingsToBeDefensiveTarget_Med = 4
;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target
ChanceToUseAllUnitsForDefenseTarget_Small = 10%
ChanceToUseAllUnitsForDefenseTarget_Med = 25%
ChanceToUseAllUnitsForDefenseTarget_Large = 75%
;//
;// ARMY UNIT DEFINITIONS
;//
AIEconomyAssigment MordorSlaughterHouse
TemplateName = MordorSlaughterHouse
End
ArmyMemberDefinition MordorFighterHorde_Member
Unit = MordorFighterHorde ;basic infantry
PercentageOfArmyPhase1 = 30.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 15.0
End
ArmyMemberDefinition MordorCorsairsOfUmbarHorde_Member
Unit = MordorCorsairsOfUmbarHorde ;elite infantry
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 15.0
End
ArmyMemberDefinition MordorArcherHorde_Member
Unit = MordorArcherHorde ;archer
PercentageOfArmyPhase1 = 30.0
PercentageOfArmyPhase2 = 30.0
PercentageOfArmyPhase3 = 10.0
End
ArmyMemberDefinition MordorHaradrimHorde_Member
Unit = MordorHaradrimHorde ;elite archer
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition MordorMountainTroll_Member
Unit = MordorMountainTroll ;basic cavalry
PercentageOfArmyPhase1 = 10.0
PercentageOfArmyPhase2 = 5.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition MordorDrummerTroll_Member
Unit = MordorDrummerTroll ;basic cavalry
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 2.0
End
ArmyMemberDefinition MordorAttackTroll_Member
Unit = MordorAttackTroll ;basic cavalry
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition MordorMumakil_Member
Unit = MordorMumakil ;elite cavalry
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 5.0
End
ArmyMemberDefinition MordorEasterlingHorde_Member
Unit = MordorEasterlingHorde ;pikeman
PercentageOfArmyPhase1 = 15.0
PercentageOfArmyPhase2 = 15.0
PercentageOfArmyPhase3 = 15.0
End
ArmyMemberDefinition MordorSiegeTower_Member
Unit = MordorSiegeTower ;siege
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End
ArmyMemberDefinition MordorBatteringRam_Member
Unit = MordorBatteringRam ;siege
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End
ArmyMemberDefinition MordorCatapult_Member
Unit = MordorCatapult ;seige weapon
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 10.0
End
ArmyMemberDefinition EvilMenCorsairShip_Member
Unit = EvilMenCorsairShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.04
End
ArmyMemberDefinition EvilMenTransportShip_Member
Unit = EvilMenTransportShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End
ArmyMemberDefinition EvilFireShip_Member
Unit = EvilFireShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.04
End
ArmyMemberDefinition EvilShoreBombardShip_Member
Unit = EvilShoreBombardShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.04
End
;//
;// HEROES
;//
HeroBuildOrder = MordorSauron_RingHero MordorWitchKing MordorFellBeast MordorMouthOfSauron
OffensiveBuildings = MordorBattleTower
;Nazgul1
;Nazgul2
;Nazgul3
End
ArmyDefinition IsengardArmy
Side = Isengard
;//
;// PRODUCTION AI PARAMETERS
;//
MustUseCommandPointPercentage_Phase1 = 90% ;// The AI UnitBuilder tries to keep the army at at least this size
MustUseCommandPointPercentage_Phase2 = 75%
MustUseCommandPointPercentage_Phase3 = 60%
StructureRebuildPriorityModifier = 100%
DefaultUnitPriority = 100.0f; ;// The default build priority for a unit for which there is no ugrency
FortressRebuildPriority = 1950.0f; ;// Priority at which a fortress will rebuild
LowUnitPriorityModifier_Rush = 50.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
LowUnitPriorityModifier_MidGame = 90.0 ;// then add the result to the current unit priority in the build queue
LowUnitPriorityModifier_EndGame = 40.0 ;// (the bigger this number is the faster a unit will bubble to the top when
;// we're low on units)
EconomyBuilderMinFarmsOwned = 6
EconomyBuilderMinMoney = 300
EconomyBuilderPerFarmValue = 70
EconomyBuilderPerSecPriorityIncreaseBase = 15.0
EconomyBuilderMinTimeBetweenFarms_Rush = 20.0f;
PercentToSave_Rush = 0.0%
PercentToSave_MidGame = 1.0%
PercentToSave_EndGame = 1.5%
PhaseDuration_Rush = 260.0 ;//amount of time in seconds from the beginning of a match
PhaseDuration_MidGame = 250.0 ;//amount of time in seconds from end of Rush Phase
ChanceForUnitsToUpgrade = 90%
UpgradeSciencePriorityNormalLow = 150.0
UpgradeSciencePriorityNormalHigh = 450.0
UpgradeSciencePriorityImportantLow = 451.0
UpgradeSciencePriorityImportantHigh = 950.0
UnitUpgradePriorityLow = 100.0
UnitUpgradePriorityHigh = 200.0
;//
;// TEAM BUILDER PARAMETERS
;//
MaxThreatForOpportunityTargets = 10.0 ;//when building a team for opportunity targets, what will the team builder use as
;//an assumed threat when building the team
ValueToSetForMaxOnDefenseTeam = 10 ;//the max number of each type of unit will get recruited onto a defense team
;//If there are no currently built units of the specific type an AI constructed team is looking for
;//it can search for replacements of a different type that are already built
;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
CombatChainSearchDepthForTeamRecruits_AttackTeams = 2;
CombatChainSearchDepthForTeamRecruits_DefenseTeams = 7;
CombatChainSearchDepthForTeamRecruits_ExploreTeams = 7;
;//
;// TACTICAL AI PARAMETERS
;//
;// the number and types of targets that the AI is simultaneously interested in at any given point
TacticalAITargets = DEFENSIVE ENEMY_STRUCTURE OPPORTUNITY EXPANSION ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
MaxTeamsPerTarget = 1 2 1 1
SecondsTillTargetsCanExpire = 15.0
ChanceForTargetToExpire = 50%
MaxBuildingsToBeDefensiveTarget_Small = 1
MaxBuildingsToBeDefensiveTarget_Med = 4
;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target
ChanceToUseAllUnitsForDefenseTarget_Small = 10%
ChanceToUseAllUnitsForDefenseTarget_Med = 25%
ChanceToUseAllUnitsForDefenseTarget_Large = 75%
;//
;// ARMY UNIT DEFINITIONS
;//
AIEconomyAssigment IsengardFurnace
TemplateName = IsengardFurnace
End
AIWallNodeAssignment IsengardWallHub
TemplateName = IsengardCastleWallHub
End
ArmyMemberDefinition IsengardFighterHorde_Member
Unit = IsengardFighterHorde ;basic infantry
PercentageOfArmyPhase1 = 30.0
PercentageOfArmyPhase2 = 30.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition IsengardBerserker_Member
Unit = IsengardBeserker ;elite infantry
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 4.0
End
ArmyMemberDefinition IsengardWildmanHorde_Member
Unit = IsengardWildmanHorde ;elite infantry
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End
ArmyMemberDefinition IsengardUrukCrossbowHorde_Member
Unit = IsengardUrukCrossbowHorde ;archer
PercentageOfArmyPhase1 = 30.0
PercentageOfArmyPhase2 = 30.0
PercentageOfArmyPhase3 = 30.0
End
ArmyMemberDefinition IsengardWargRiderHorde_Member
Unit = IsengardWargRiderHorde ;cavalry
PercentageOfArmyPhase1 = 20.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition IsengardPikemanHorde_Member
Unit = IsengardPikemanHorde ;pikeman
PercentageOfArmyPhase1 = 20.0
PercentageOfArmyPhase2 = 20.0
PercentageOfArmyPhase3 = 20.0
End
ArmyMemberDefinition IsengardSiegeLadder_Member
Unit = IsengardSiegeLadder ;siege
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End
ArmyMemberDefinition IsengardBatteringRam_Member
Unit = IsengardBatteringRam ;siege
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End
ArmyMemberDefinition IsengardExplosiveMine_Member
Unit = IsengardExplosiveMine ;seige weapon
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End
ArmyMemberDefinition IsengardBallista_Member
Unit = IsengardBallista ;seige weapon
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 10.0
End
ArmyMemberDefinition EvilMenCorsairShip_Member
Unit = EvilMenCorsairShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.04
End
ArmyMemberDefinition EvilMenTransportShip_Member
Unit = EvilMenTransportShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.0
End
ArmyMemberDefinition EvilFireShip_Member
Unit = EvilFireShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.04
End
ArmyMemberDefinition EvilShoreBombardShip_Member
Unit = EvilShoreBombardShip
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 0.0
PercentageOfArmyPhase3 = 0.04
End
;//
;// HEROES
;//
HeroBuildOrder = MordorSauron_RingHero IsengardSaruman IsengardWormTongue IsengardLurtz IsengardSharku
OffensiveBuildings = IsengardBattleTower
End