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Dominion Scenario Description Language | 1998-04-02 | 19.0 KB | 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 -
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