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- /*****************************************************************************
-
- Default.AIP
-
- *****************************************************************************/
-
- #include "aipdef.h"
-
- // How often do we recompute the strategy?
- int recompute_strategy_period = 10;
-
- // PRIORITIES
- int ground_unit_threat = 5; //50
- int threat_priority = 10;
- int distance_priority = 1; // was -1
- int defend_buildings_priority = 50;
- int attack_enemy_base_priority = 75; //50
- int persistence_priority = 5;
- int exploration_priority = 60; //50
- int scripted_priority = 50;
- int single_use_group_priority = 30;
- int perimeter_priority = 5; //50
-
- // TROOP COMMITMENT STUFF
- double min_matching_force_ratio = 0.2;
- double max_matching_force_ratio = 1.5;
-
- // When generic troops are called for, what should be ratio of troops that can
- // shoot ground targets to troops that can shoot air targets?
- double generic_ground_ratio = 1.0;
-
- int min_building_defense_force = 1;
- int max_building_defense_force = 1;
-
- int min_exploration_force = 1;
- int max_exploration_force = 1;
-
- int min_perimeter_force = 1;
- int max_perimeter_force = 1;
-
-
- // RELAXATION STUFF
- int relaxation_cycles = 2;
- float relaxation_coefficient = .5;
-
-
- ///////////////////////////////////////////////////////////////////////////////
- // New Construction Program stuff
-
-
- ///////////////////////////////////////////////////////////////////////////////
- // The UCP Data
- // --------------------
- // This specifies what type of units to build.
- UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];
-
- #DATA
-
- // Which Account BUDGET BUDGET CAP
- //----------------------------------------------------
- "Slush_fund", 70, UNLIMITED;
- "Offensive", 30, 15500;
-
- #END_DATA
-
-
-
- ///////////////////////////////////////////////////////////////////////////////
- // ACCOUNT NOTES.
- // --------------
- // For each line item in an account, you must specify a build type from one of
- // the following... NUMBER_TO_HAVE, NUMBER_TO_BUILD, RATIO_TO_BUILD, or RATIO_TO_HAVE.
- //
- // The "RATIO" items can only occur in the lowest priority level of an account.
- // Also, all line-items with the same priority must have the same build type
-
-
- ///////////////////////////////////////////////////////////////////////////////
- // Slush_fund
- // --------------------
- // This specifies the baseline super-critical account
-
- ACCOUNT Slush_fund[MAX_ACCOUNT_LENGTH];
-
- #DATA
-
- // Priority Item Name Build Type Build Amount
- //--------------------------------------------------------------------
- 16, "svturr", NUMBER_TO_HAVE, 4;
- 16, "svscav", NUMBER_TO_HAVE, 2;
-
- #END_DATA
-
-
-
- ///////////////////////////////////////////////////////////////////////////////
- // OFFENSIVE
- // --------------------
- // What sort of offensive units and support structures do we want
-
- ACCOUNT Offensive[MAX_ACCOUNT_LENGTH];
-
- #DATA
-
- // Priority Item Name Build Type Build Amount
- //--------------------------------------------------------------------
- 5, "svfigh", NUMBER_TO_HAVE, 4;
- 5, "svturr", NUMBER_TO_HAVE, 5;
-
- #END_DATA
-
-
-
-
- ///////////////////////////////////////////////////////////////////////////////
- // FORCE MATCHING
- // --------------
- // Which units do we want to emphasize & target with this aip?
- // Note that this can be used for BOTH the AI team's unit strengths and
- // the opponents'
- FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];
-
- #DATA
-
- // Unit Name Multiplier
- //----------------------------------
- "svfigh", 2.0;
- "svturr", 1.0;
- "svscav", 0.2;
-
- "avfigh", 2.0;
- "avturr", 1.0;
- "avscav", 0.2;
-
- #END_DATA
-