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data_ini_livingworldautoresolvereinforcementschedule.ini
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2006-01-31
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;////////////////////////////////////////////////////////////////////////////////
;// //
;// (c) 2001-2005 Electronic Arts Inc. //
;// //
;////////////////////////////////////////////////////////////////////////////////
;
;// FILE: LivingWorldAutoResolveReinforcementSchedule.ini /////////////////////////////////////////
;// Author: Ian Barkley-Yeung, Aug 2005
;// Desc: During auto-resolved battles, gives the timing of each reinforcement army showing up
;///////////////////////////////////////////////////////////////////////////////////////////////////
; When the reinforcement armies show up for the defender
AutoResolveReinforcementSchedule Defender
1 = 0 ; Primary army is available at round zero. VERY IMPORTANT: do not change this, or
; battles will end immediately because there are no armies available at the start of battle!
2 = 50 ; Second army available at the beginning of round 2
3 = 100 ; Third army available at the beginning of round 3
4 = 150 ; Fourth army available at the beginning of round 4
; You can add more armies explicitly, but I think the pattern is pretty obvious, so let's
; just go to the big finish:
EachRemaining = +1 ; For each army after the last listed, wait 1 additional round before bringing on another
End
; When the reinforcement armies show up for the attacker
AutoResolveReinforcementSchedule Attacker
1 = 0 ; Primary army is available at round zero. VERY IMPORTANT: do not change this, or
; battles will end immediately because there are no armies available at the start of battle!
2 = 50 ; Second army available at the beginning of round 2
3 = 100 ; Third army available at the beginning of round 3
4 = 150 ; Fourth army available at the beginning of round 4
; You can add more armies explicitly, but I think the pattern is pretty obvious, so let's
; just go to the big finish:
EachRemaining = +1 ; For each army after the last listed, wait 1 additional round before bringing on another
End