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- /**********************************************************************
-
- M03fDef.aip updated July 15, 1997
-
- AUTO GENERATED - HAND EDIT AT YOUR OWN RISK
-
- **********************************************************************/
-
- #include "aipdef.h"
- // How often do we recompute the strategy?
- int recompute_strategy_period = 50;
-
- // PRIORITIES
- int ground_unit_threat = 10;
- int threat_priority = 200;
- int distance_priority = 1;
- int defend_buildings_priority = 0;
- int attack_enemy_base_priority = 500;
- int persistence_priority = 200;
- int exploration_priority = 0;
- int scripted_priority = 200;
- int single_use_group_priority = 0;
- int perimeter_priority = 0;
- int resource_priority = 250;
- int danger_priority = 2000;
- float danger_diminishment = .5;
-
- // TROOP COMMITMENT STUFF
- double min_matching_force_ratio =0.5;
- 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 = 0;
- int max_building_defense_force = 0;
-
- int min_exploration_force = 0;
- int max_exploration_force = 100;
-
- int min_perimeter_force = 0;
- int max_perimeter_force = 0;
-
- int min_resource_force = 100;
- int max_resource_force = 200;
-
- // RELAXATION STUFF
- int relaxation_cycles = 1;
- float relaxation_coefficient = .1;
-
- // The transport we should use
- #define transport "FGGroundTransporter"
-
- // Should we repair buildings during this aip
- int repair_buildings = YES;
-
- // On average how long will we wait between re-exploring a cell?
- int recon_period = 100;
-
- // 1 out N strategic cycles, we'll find out a morphed spy?
- int infiltrator_period = 50;
-
- // Use good targeting (TACTAI_HIGH) or default (TACTI_LOW)
- int tactical_ai = TACTAI_HIGH;
- /////////////////////////////////////////////////////////////////////////////
- // ACCOUNTS
-
- /////////////////////////////////////////////////////////////////////////////
-
- UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];
-
- #DATA
-
- // Which Account BUDGET BUDGET CAP
- //--------------------------------------------------------
- "Slush_fund", UNLIMITED, UNLIMITED;
- "Base_building", 30, 5000;
- "Units", 70, 5000;
-
- #END_DATA
-
-
-
- /////////////////////////////////////////////////////////////////////////////
- // ACCOUNT NOTES
- /////////////////////////////////////////////////////////////////////////////
-
-
- /////////////////////////////////////////////////////////////////////////////
- // Slush_fund
- //
- ACCOUNT Slush_fund[MAX_ACCOUNT_LENGTH];
-
- #DATA
-
- // Priority Item Name Build Type Build Amount
- //------------------------------------------------------------------------------
- 19, "IMPConstructionCrew", NUMBER_TO_HAVE, 1;
-
-
- #END_DATA
-
-
-
- /////////////////////////////////////////////////////////////////////////////
- // Base_building
- //
- ACCOUNT Base_building[MAX_ACCOUNT_LENGTH];
-
- #DATA
-
- // Priority Item Name Build Type Build Amount
- //------------------------------------------------------------------------------
- 20, "ih1", NUMBER_TO_HAVE, 1;
- 19, "imppp", NUMBER_TO_HAVE, 1;
- 18, "iu1", NUMBER_TO_HAVE, 1;
- 17, "implp", NUMBER_TO_HAVE, 1;
- 15, "ic1", NUMBER_TO_HAVE, 1;
- 14, "imppp", NUMBER_TO_HAVE, 1;
- 13, "ig", NUMBER_TO_HAVE, 2;
- 9, "ig", NUMBER_TO_HAVE, 4;
- 8, "imppp", NUMBER_TO_HAVE, 3;
- 7, "impre", NUMBER_TO_HAVE, 1;
- 6, "impho", NUMBER_TO_HAVE, 1;
-
-
- #END_DATA
-
-
-
- /////////////////////////////////////////////////////////////////////////////
- // Units
- //
- ACCOUNT Units[MAX_ACCOUNT_LENGTH];
-
- #DATA
-
- // Priority Item Name Build Type Build Amount
- //------------------------------------------------------------------------------
-
-
- 6, "IMPPlasmaTank", NUMBER_TO_HAVE, 3;
- 6, "IMPFireSupportMarine", NUMBER_TO_HAVE, 4;
- 6, "IMPStrikeMarine", NUMBER_TO_HAVE, 4;
-
- #END_DATA
-
-
-
- /////////////////////////////////////////////////////////////////////////////
- // FORCE MATCHING
-
- /////////////////////////////////////////////////////////////////////////////
- FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];
-
- #DATA
-
- // Unit Name Multiplier
- //-------------------------------------------
-
-
-
- #END_DATA
-
-
- BUILDING_MATCHING My_Building_Matchings[MAX_BUILDINGS];
-
- #DATA
-
- // Building Name Multiplier Where to Build
- //------------------------------------------------------------------
- "ih1", 1.00, CENTER_OF_BASE;
- "iu1", 1.00, CENTER_OF_BASE;
- "ic1", 1.00, CENTER_OF_BASE;
- "imppp", 1.00, CENTER_OF_BASE;
- "ig", 1.00, PERIMETER;
- "ia", 1.00, PERIMETER;
- "impho", 1.00, CENTER_OF_BASE;
- "impre", 1.00, CENTER_OF_BASE;
-
- #END_DATA
-
-
-