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Dominion Scenario Description Language | 1998-04-01 | 17.4 KB | 482 lines |
- ; Scenario Description Language
-
- MISSION_BUILDINFO = "Kelly Hoerner", "v.FINAL", "03.30.98"
-
- MISSION_CINEMATS = "H3mix.smk", "nothing", "nothing"
-
- MISSION_BRIEF_WAV = "nothing"
-
- MISSION_BRIEF = 18 ; text lines
-
- Demo-5 Objectives
- - One of our top Commanders and his aides
- were captured behind Enemy lines. You
- must defeat the nearby Enemy forces and
- rescue them before they are harmed.
- #
- - The Enemy is expecting a rescue attempt and
- as a result have heavy recon patrols scanning
- the area. Take your team and quickly build
- your basic structures and erect energy walls
- to keep the Enemy recon vehicles out. Locate
- and expand to additional matter wells, then take
- the fight to the Enemy.
- #
- - When you locate our Commander and his aides,
- move them to the Teleport pad and warp them to
- safety. Remember, you are responsible for their
- lives. Do not let anything happen to them.
-
- GAME_INIT =
- LOAD_MAP = "Demo-5.wxp"
- SET_NEXT_SCENARIO = "Human6.sdc"
-
- SET_MAX_PLAYERS = 2 ; (max players)
- SET_COMPUTER_PLAYER = PLAYER_1, POSTURE_PASSIVE ; (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, 15 ; (playerId, tech level)
- SET_MEN_MATERIAL = PLAYER_0, SET, 375, 12000, 350, 11000, 300, 10000 ; (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, 20, 1500, 20, 2500, 20, 4000 ; (playerId, setting (SET, ADD, or RESET), men, mat)
-
- ; ***Terrain analysis results***
-
- ;AOA: dir, y-intercept, intersects?, startFree?, endFree?, <list of sectors>
- AOA = 0, 0, 1, 1, 1, 0, 1, 2, 3, 4, 5, 6, 7, 8
- AOA = 0, 3, 1, 1, 1, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62
- AOA = 0, 7, 0, 1, 1, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127
- AOA = 1, -8, 1, 1, 1, 25, 42, 59, 76
- AOA = 1, 3, 1, 0, 1, 48, 65, 82, 99, 116
- AOA = 2, 2, 1, 0, 1, 2, 18, 34, 50, 66, 82, 98, 114
- AOA = 3, 3, 1, 0, 0, 3, 18, 33, 48
- AOA = 3, 11, 1, 1, 0, 11, 26, 41, 56
- AOA = 3, 5, 1, 1, 0, 20, 35, 50, 65
-
- ;Key Terrain: sectorID, type, rating
- KEY_TERRAIN = 2, 0, 100
- KEY_TERRAIN = 59, 0, 100
- KEY_TERRAIN = 56, 0, 100
- KEY_TERRAIN = 82, 0, 100
- KEY_TERRAIN = 48, 0, 100
- KEY_TERRAIN = 50, 0, 100
- KEY_TERRAIN = 123, 1, 50
- KEY_TERRAIN = 1, 2, 28
- KEY_TERRAIN = 8, 2, 83
- KEY_TERRAIN = 68, 2, 18
- KEY_TERRAIN = 110, 2, 56
- KEY_TERRAIN = 35, 2, 56
-
-
- AI_INIT
-
- ; ***ENERGY WELLS***
-
- ADD_ENERGYWELL = 64, -800, 90000, 90000, 1
- ADD_ENERGYWELL = 1856, -736, 90000, 90000, 1
- ADD_ENERGYWELL = -1696, 688, 40000, 40000, 1
- ADD_ENERGYWELL = -1856, -896, 30000, 30000, 1
- ADD_ENERGYWELL = 448, 384, 30000, 30000, 1000
-
-
- ; ***STRUCTURE UNITS***
-
- ; Player 0, Base 1 (default)
- ADD_UNIT = 0, 100, 1, 20, 0, OBJECTIVE_PAD, -1888, 624, NORMAL, DIFFICULTY_EASY
-
-
- ; Player 1, Base 1 (default)
- ADD_UNIT = 1, 68, 1, 0, 0, 0, 1920, -672, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 128, 1, 0, 0, 0, 1472, -480, ADVANCED, DIFFICULTY_EASY
- ADD_UNIT = 1, 128, 1, 0, 0, 0, -320, -608, ADVANCED, DIFFICULTY_EASY
- ADD_UNIT = 1, 116, 1, 0, 0, 0, -416, -752, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 132, 1, 0, 0, 0, 1376, -944, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 68, 1, 0, 0, 0, 1632, -848, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 124, 1, 0, 0, 0, 256, -928, ADVANCED, DIFFICULTY_EASY
- ADD_UNIT = 1, 128, 1, 0, 0, 0, -448, -512, ADVANCED, DIFFICULTY_EASY
- ADD_UNIT = 1, 68, 1, 0, 0, 0, 992, -560, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 68, 1, 0, 0, 0, -928, -240, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 132, 1, 0, 0, 0, -800, -336, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 64, 1, 0, 0, 0, 1536, -608, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 68, 1, 0, 0, 0, 1280, -928, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 64, 1, 0, 0, 0, 1312, -720, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 64, 1, 0, 0, 0, 1088, -608, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 64, 1, 0, 0, 0, 1312, -496, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 64, 1, 0, 0, 0, -224, -48, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 64, 1, 0, 0, 0, -448, -160, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 132, 1, 0, 0, 0, 1536, -544, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 68, 1, 0, 0, 0, -64, -672, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 132, 1, 0, 0, 0, 1024, -640, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 68, 1, 0, 0, 0, 1344, -416, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 128, 1, 0, 0, 0, 1664, -672, ADVANCED, DIFFICULTY_EASY
- ADD_UNIT = 1, 124, 1, 0, 0, 0, 1472, -768, ADVANCED, DIFFICULTY_EASY
- ADD_UNIT = 1, 132, 1, 0, 0, 0, 512, -928, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 68, 1, 0, 0, 0, -704, -864, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 128, 1, 0, 0, 0, 1696, -560, ADVANCED, DIFFICULTY_HARD
- ADD_UNIT = 1, 68, 1, 0, 0, 0, -992, -304, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 128, 1, 0, 0, 0, -704, -384, ADVANCED, DIFFICULTY_HARD
- ADD_UNIT = 1, 132, 1, 0, 0, 0, -288, -272, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 132, 1, 0, 0, 0, -576, -800, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 128, 1, 0, 0, 0, 1600, -928, ADVANCED, DIFFICULTY_MEDIUM
- ADD_UNIT = 1, 72, 1, 0, 0, 0, -1056, -240, NORMAL, DIFFICULTY_MEDIUM
- ADD_UNIT = 1, 80, 1, 15, 0, 0, -192, -928, ADVANCED, DIFFICULTY_EASY
- ADD_UNIT = 1, 120, 1, 0, 0, 0, -608, -464, ADVANCED, DIFFICULTY_EASY
- ADD_UNIT = 1, 84, 1, 0, 0, 0, 1760, -912, ADVANCED, DIFFICULTY_EASY
- ADD_UNIT = 1, 92, 1, 0, 0, 0, 1856, -736, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 92, 1, 0, 0, 0, 64, -800, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 124, 1, 0, 0, 0, -608, -720, ADVANCED, DIFFICULTY_EASY
- ADD_UNIT = 1, 72, 1, 0, 0, 0, -448, -928, NORMAL, DIFFICULTY_MEDIUM
- ADD_UNIT = 1, 68, 1, 0, 0, 0, 1280, -768, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 72, 1, 0, 0, 0, 416, -944, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 128, 1, 0, 0, 0, 1920, -896, ADVANCED, DIFFICULTY_MEDIUM
-
-
- ; ***MOVING UNITS***
-
- ; Player 0, Group 1 (default)
- ADD_UNIT = 0, 16, 2, 0, 0, 0, -1216, 704, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 0, 0, 0, 0, 0, -1184, 656, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 0, 0, 0, 0, 0, -1088, 800, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 0, 0, 3, ACT_PASSIVE, 0, 1248, -624, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 4, 1, 0, 0, 0, -1152, 832, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 0, 2, 3, ACT_PASSIVE, 0, 1376, -624, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 12, 5, 3, ACT_PASSIVE, 0, 1312, -592, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 0, 7, 3, ACT_PASSIVE, 0, 1344, -608, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 4, 2, 0, 0, 0, -1152, 768, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 60, 7, 0, 0, 0, -1120, 720, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 0, 3, 3, ACT_PASSIVE, 0, 1280, -640, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 0, 0, 0, 0, 0, -1280, 768, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 12, 0, 0, 0, 0, -1216, 800, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 0, 6, 3, ACT_PASSIVE, 0, 1248, -592, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 4, 6, 0, 0, 0, -1280, 832, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 0, 8, 1, 0, 0, 0, -1248, 752, NORMAL, DIFFICULTY_EASY
-
- ; Player 1, Group 2
- DEFGROUP = PLAYER_1
- ADD_UNIT = 1, 40, 1, 0, 0, 0, 480, 208, NORMAL, DIFFICULTY_MEDIUM
- ADD_UNIT = 1, 4, 0, 0, 0, 0, -384, 640, NORMAL, DIFFICULTY_MEDIUM
- ADD_UNIT = 1, 0, 3, 0, 0, 0, -448, 640, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 4, 0, 0, 0, 0, -576, -544, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 40, 3, 0, 0, 0, -160, -208, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 4, 3, 0, 0, 0, -736, -16, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 4, 3, 0, 0, 0, -736, -48, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 40, 3, 0, 0, 0, -192, -288, NORMAL, DIFFICULTY_MEDIUM
- ADD_UNIT = 1, 4, 3, 0, 0, 0, -672, -16, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 4, 3, 0, 0, 0, -672, -48, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 44, 2, 0, 0, 0, 544, -528, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 24, 4, 0, 0, 0, 160, -208, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 0, 1, 0, 0, 0, -384, 448, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 8, 0, 0, 0, 0, 1568, 80, NORMAL, DIFFICULTY_MEDIUM
- ADD_UNIT = 1, 4, 2, 0, 0, 0, -384, 608, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 4, 5, 0, 0, 0, -416, 624, NORMAL, DIFFICULTY_MEDIUM
- ADD_UNIT = 1, 40, 1, 0, 0, 0, 448, 256, NORMAL, DIFFICULTY_HARD
- ADD_UNIT = 1, 4, 6, 0, 0, 0, 1600, 544, NORMAL, DIFFICULTY_MEDIUM
- ADD_UNIT = 1, 0, 6, 0, 0, 0, 1632, 496, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 0, 6, 0, 0, 0, 1696, 496, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 0, 0, 0, 0, 0, -544, -592, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 0, 3, 0, 0, 0, -608, -624, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 0, 7, 0, 0, 0, -608, -592, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 0, 1, 0, 0, 0, -1536, -832, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 0, 1, 0, 0, 0, -1600, -832, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 0, 1, 0, 0, 0, -1600, -864, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 0, 4, 0, 0, 0, -384, 416, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 0, 1, 0, 0, 0, -352, 464, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 0, 6, 0, 0, 0, -320, 416, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 0, 1, 0, 0, 0, -416, 656, NORMAL, DIFFICULTY_EASY
- ADD_UNIT = 1, 44, 2, 0, 0, 0, 608, -464, NORMAL, DIFFICULTY_MEDIUM
- ADD_UNIT = 1, 4, 6, 0, 0, 0, 1664, 544, NORMAL, DIFFICULTY_MEDIUM
- ADD_UNIT = 1, 4, 6, 0, 0, 0, 1728, 544, NORMAL, DIFFICULTY_MEDIUM
- ADD_UNIT = 1, 8, 0, 0, 0, 0, 1536, 32, NORMAL, DIFFICULTY_EASY
- DEFGROUP_END
- DEFRULESET = 0
-
- ENERGYWALL_LINK = 1312, -496, 1088, -608
- ENERGYWALL_LINK = 1088, -608, 1312, -720
- ENERGYWALL_LINK = 1312, -720, 1536, -608
- ENERGYWALL_LINK = 1536, -608, 1312, -496
-
- ENERGYWALL_LINK = -448, -160, -224, -48
-
- ;set default objective for telepads
- SET_DEFAULT_OBJ = 100, 20, 22
-
- SET_OBJECTIVE = 0,100,-1888,624,20,22
-
- SET_OBJECTIVE = 0,0,1248,-624,3,22
- SET_OBJECTIVE = 0,0,1280,-640,3,22
- SET_OBJECTIVE = 0,0,1248,-592,3,22
- SET_OBJECTIVE = 0,0,1376,-624,3,22
- SET_OBJECTIVE = 0,0,1344,-608,3,22
- SET_OBJECTIVE = 0,12,1312,-592,3,22
- ; define computer AI functionality
-
- DEFRULE = PLAYER_1
- DEFSLOT = FACT_FOG_PERCENTAGE_IS,PLAYER_1,GE,25
- DEFSLOT = ACTN_RECON,1,25
- DEFRULE_END
-
- DEFRULE = PLAYER_1
- DEFSLOT = FACT_FOG_PERCENTAGE_IS,PLAYER_1,LT,25
- 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,26
- 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,26
- 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,26
- DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_TAV,LT,3
- DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_TAV
- DEFRULE_END
-
- DEFRULE = PLAYER_1
- DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,26
- DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_PHV,LT,4
- DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_PHV
- DEFRULE_END
-
- DEFRULE = PLAYER_1
- DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,26
- 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,26
- 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,26
- DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_LIGHT_INFANTRY,LT,4
- DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_LIGHT_INFANTRY
- 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,ALL_BASES,MOD_ALL_BUT_CORE_STRUCTURES
- DEFSLOT = ACTN_RUSH,STRUCT_MAIN_PLANT
- 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_STRUCTURE_COUNT_IS,PLAYER_1,LE,3
- 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,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,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_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_1,LE,4
- 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_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,21
- DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_MESON_TOWER,GT,1
- DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_MESON_TOWER,LE,3
- DEFSLOT = ACTN_ELIMINATE_THREAT,STRUCT_MESON_TOWER
- DEFRULE_END
-
- DEFRULE = PLAYER_1
- DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,21
- DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_ROCKET_TOWER,GT,1
- 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,21
- DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_CANNON_TOWER,GT,1
- 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,21
- DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_REFINERY,GE,1
- DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
- DEFRULE_END
-
- DEFRULE = PLAYER_1
- DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,21
- 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_GAME_DIFFICULTY_IS,GE,DIFFICULTY_MEDIUM
- DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,21
- DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_0,GT,1600
- DEFSLOT = ACTN_ELIMINATE_THREAT,UNIT_TAV
- DEFSLOT = ACTN_ELIMINATE_THREAT,UNIT_TCV
- DEFSLOT = ACTN_ELIMINATE_THREAT,UNIT_BAV
- DEFRULE_END
-
- DEFRULE = PLAYER_1
- DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_0,LE,2000
- DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
- DEFRULE_END
-
- DEFRULE = PLAYER_1
- DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_0,EQ,5
- DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
- DEFRULE_END
-
- DEFRULE = PLAYER_1
- DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_0,EQ,9
- DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
- DEFRULE_END
-
- DEFRULE = PLAYER_1
- DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_0,EQ,13
- DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
- DEFRULE_END
-
- DEFRULE = PLAYER_1
- DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_0,EQ,16
- DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
- DEFRULE_END
-
- OBJECTIVE = 15, 0
- ENABLE_TIMER = 1
-
- TIMER_EVENT=1,700,FALSE,TRUE,FALSE
- ADD_UNIT = 1, 80, 1, 0, 0, 0, 672, -752, NORMAL,DIFFICULTY_MEDIUM
-
- ; define specific game objectives and actions to take after they're met
- OBJECTIVE = 22, 5 ; Recon team rescued
- GAME_WON
- OBJECTIVE = 20, 0 ; Objective pad destroyed
- GAME_LOST
- OBJECTIVE = 3, 2 ; Less than 80% of Recon team remain
- GAME_LOST
- ; - end -
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