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- ai0_logic = AI_SET_DIFFICULTY;
- ai0_quantity = 50;
- ai0_start_frame_number = 25;
-
- #
- # Make hammer units
- #
- ai1_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai1_sobj_list = SOBJ_SORIN_HAMER;
- ai1_quantity = 4;
- ai1_start_frame_number = 15;
-
- #
- # Make Fighting units
- #
- ai2_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai2_sobj_list =
- SOBJ_SORIN_LANCR;
- ai2_quantity = 8;
- ai2_start_frame_number = 2000;
-
- ai3_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai3_sobj_list =
- SOBJ_SORIN_BRUTE;
- ai3_quantity = 2;
- ai3_start_frame_number = 3000;
-
- #
- # Build required military buildings
- #
- ai4_logic = AI_LOGIC_BUILD_OBJECT;
- ai4_sobj_list = SOBJ_SORIN_FRPIT;
- ai4_centre_x = -1;
- ai4_centre_y = -1;
- ai4_near_marker = 0;
- ai4_quantity = 2;
- ai4_start_frame_number = 6000;
-
- ai5_logic = AI_LOGIC_BUILD_OBJECT;
- ai5_sobj_list = SOBJ_SORIN_ARAKS;
- ai5_centre_x = -1;
- ai5_centre_y = -1;
- ai5_near_marker = 0;
- ai5_quantity = 1;
- ai5_start_frame_number = 4000;
-
- ai6_logic = AI_LOGIC_BUILD_OBJECT;
- ai6_sobj_list = SOBJ_SORIN_BRAKS;
- ai6_centre_x = -1;
- ai6_centre_y = -1;
- ai6_near_marker = 0;
- ai6_quantity = 1;
- ai6_start_frame_number = 1000;
-
- #
- # Make archer units
- #
- ai7_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai7_sobj_list =
- SOBJ_SORIN_ARCHR;
- ai7_quantity = 5;
- ai7_start_frame_number = 6500;
-
- ai8_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai8_sobj_list =
- SOBJ_SORIN_VESTA;
- ai8_quantity = 8;
- ai8_start_frame_number = 12000;
-
- #
- # Make flying units
- #
- ai9_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai9_sobj_list =
- SOBJ_SORIN_WINGB;
- ai9_quantity = 8;
- ai9_start_frame_number = 9500;
-
- #
- # Generate perimeter defenses
- #
- ai10_logic = AI_LOGIC_BUILD_OBJECT;
- ai10_sobj_list = SOBJ_SORIN_WACHA;
- ai10_centre_x = -1;
- ai10_centre_y = -1;
- ai10_near_marker = 0;
- ai10_quantity = 1;
- ai10_start_frame_number = 4500;
-
- ai11_logic = AI_LOGIC_BUILD_OBJECT;
- ai11_sobj_list = SOBJ_SORIN_WACHA;
- ai11_centre_x = -1;
- ai11_centre_y = -1;
- ai11_near_marker = 0;
- ai11_quantity = 1;
- ai11_start_frame_number = 8500;
-
- ai12_logic = AI_LOGIC_BUILD_OBJECT;
- ai12_sobj_list = SOBJ_SORIN_WACHA;
- ai12_centre_x = -1;
- ai12_centre_y = -1;
- ai12_near_marker = 0;
- ai12_quantity = 1;
- ai12_start_frame_number = 10500;
-
- ai13_logic = AI_LOGIC_BUILD_OBJECT;
- ai13_sobj_list = SOBJ_SORIN_WACHA;
- ai13_centre_x = -1;
- ai13_centre_y = -1;
- ai13_near_marker = 0;
- ai13_quantity = 1;
- ai13_start_frame_number = 14500;
-
-
- #
- # Generate building to enable scout units
- #
- ai14_logic = AI_LOGIC_BUILD_OBJECT;
- ai14_sobj_list = SOBJ_SORIN_HANGR;
- ai14_centre_x = -1;
- ai14_centre_y = -1;
- ai14_near_marker = 0;
- ai14_quantity = 1;
- ai14_start_frame_number = 8500;
-
-
- #
- # Now make the scouting units
- #
- ai15_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai15_sobj_list = SOBJ_SORIN_BALON;
- ai15_quantity = 1;
- ai15_start_frame_number = 9000;
-
- #
- # Send a light attack to the enemy aim for peasants and houses
- #
-
- #
- # Attack Colonists
- #
- ai16_logic = AI_FIND_ENEMY;
- ai16_sobj_list = SOBJ_SORIN_LANCR;
- ai16_target_sobj_list =
- SOBJ_COLONIST_SAPER,
- SOBJ_COLONIST_CAPSL;
- ai16_quantity = 2;
- ai16_start_frame_number = 2500;
- ai16_repeat_count = 10;
- ai16_repeat_skip = 2500;
-
- #
- # Attack Brains
- #
- ai17_logic = AI_FIND_ENEMY;
- ai17_sobj_list =
- SOBJ_SORIN_LANCR;
- ai17_target_sobj_list =
- SOBJ_COLONIST_SAPER,
- SOBJ_COLONIST_CAPSL;
- ai17_quantity = 2;
- ai17_start_frame_number = 2500;
- ai17_repeat_count = 10;
- ai17_repeat_skip = 2500;
-
- #
- # Attack Sorins
- #
- ai18_logic = AI_FIND_ENEMY;
- ai18_sobj_list = SOBJ_SORIN_LANCR;
- ai18_target_sobj_list =
- SOBJ_SORIN_HAMER,
- SOBJ_SORIN_COTAG;
- ai18_quantity = 2;
- ai18_start_frame_number = 2500;
- ai18_repeat_count = 10;
- ai18_repeat_skip = 2500;
-
- #
- # Upgrade our defenses now we have proveked an attack
- #
- #
- # Generate perimeter defenses
- #
- ai19_logic = AI_LOGIC_BUILD_OBJECT;
- ai19_sobj_list = SOBJ_SORIN_WACHA;
- ai19_centre_x = -1;
- ai19_centre_y = -1;
- ai19_near_marker = 0;
- ai19_quantity = 1;
- ai19_start_frame_number = 10000;
-
- ai20_logic = AI_LOGIC_BUILD_OBJECT;
- ai20_sobj_list = SOBJ_SORIN_WACHA;
- ai20_centre_x = -1;
- ai20_centre_y = -1;
- ai20_near_marker = 0;
- ai20_quantity = 1;
- ai20_start_frame_number = 15000;
-
- ai21_logic = AI_LOGIC_BUILD_OBJECT;
- ai21_sobj_list = SOBJ_SORIN_WACHA;
- ai21_centre_x = -1;
- ai21_centre_y = -1;
- ai21_near_marker = 0;
- ai21_quantity = 1;
- ai21_start_frame_number = 20000;
-
- ai22_logic = AI_LOGIC_BUILD_OBJECT;
- ai22_sobj_list = SOBJ_SORIN_WACHA;
- ai22_centre_x = -1;
- ai22_centre_y = -1;
- ai22_near_marker = 0;
- ai22_quantity = 1;
- ai22_start_frame_number = 25000;
-
- #
- # Make more units for end attack
- #
-
- #
- # Make archer units
- #
- ai23_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai23_sobj_list = SOBJ_SORIN_ARCHR;
- ai23_quantity = 10;
- ai23_start_frame_number = 12000;
-
- ai24_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai24_sobj_list = SOBJ_SORIN_VESTA;
- ai24_quantity = 10;
- ai24_start_frame_number = 15000;
-
- ai25_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai25_sobj_list = SOBJ_SORIN_VESTA;
- ai25_quantity = 15;
- ai25_start_frame_number = 25000;
-
- #
- # Make flying units
- #
- ai26_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai26_sobj_list = SOBJ_SORIN_WINGB;
- ai26_quantity = 10;
- ai26_start_frame_number = 10000;
-
- ai27_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai27_sobj_list = SOBJ_SORIN_WINGB;
- ai27_quantity = 15;
- ai27_start_frame_number = 15000;
-
- #
- # Start building towers near theirs
- #
- # team 1
- ai28_logic = AI_LOGIC_BUILD_OBJECT;
- ai28_sobj_list = SOBJ_SORIN_WACHA;
- ai28_centre_x = -1;
- ai28_centre_y = -1;
- ai28_near_marker = 0;
- ai28_quantity = 2;
- ai28_start_frame_number = 45000;
-
- #team 3
- ai29_logic = AI_LOGIC_BUILD_OBJECT;
- ai29_sobj_list = SOBJ_SORIN_WACHA;
- ai29_centre_x = -1;
- ai29_centre_y = -1;
- ai29_near_marker = 0;
- ai29_quantity = 2;
- ai29_start_frame_number = 45000;
-
- #team 4
- ai30_logic = AI_LOGIC_BUILD_OBJECT;
- ai30_sobj_list = SOBJ_SORIN_WACHA;
- ai30_centre_x = -1;
- ai30_centre_y = -1;
- ai30_near_marker = 0;
- ai30_quantity = 2;
- ai30_start_frame_number = 45000;
-
- #team 5
- ai31_logic = AI_LOGIC_BUILD_OBJECT;
- ai31_sobj_list = SOBJ_SORIN_WACHA;
- ai31_centre_x = -1;
- ai31_centre_y = -1;
- ai31_near_marker = 0;
- ai31_quantity = 2;
- ai31_start_frame_number = 45000;
-
- #team 6
- ai32_logic = AI_LOGIC_BUILD_OBJECT;
- ai32_sobj_list = SOBJ_SORIN_WACHA;
- ai32_centre_x = -1;
- ai32_centre_y = -1;
- ai32_near_marker = 0;
- ai32_quantity = 2;
- ai32_start_frame_number = 45000;
-
- #team 7
- ai33_logic = AI_LOGIC_BUILD_OBJECT;
- ai33_sobj_list = SOBJ_SORIN_WACHA;
- ai33_centre_x = -1;
- ai33_centre_y = -1;
- ai33_near_marker = 0;
- ai33_quantity = 2;
- ai33_start_frame_number = 45000;
-
- #team 8
- ai34_logic = AI_LOGIC_BUILD_OBJECT;
- ai34_sobj_list = SOBJ_SORIN_WACHA;
- ai34_centre_x = -1;
- ai34_centre_y = -1;
- ai34_near_marker = 0;
- ai34_quantity = 2;
- ai34_start_frame_number = 45000;
-
- #
- # Now send a large scale attack
- #
-
- #
- # Colonist
- #
- ai35_logic = AI_FIND_ENEMY;
- ai35_sobj_list =
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_BALER,
- SOBJ_SORIN_LANCR;
- ai35_target_sobj_list =
- SOBJ_COLONIST_SAPER,
- SOBJ_COLONIST_CAPSL,
- SOBJ_COLONIST_STATC,
- SOBJ_COLONIST_QMAST,
- SOBJ_COLONIST_BCAMP,
- SOBJ_COLONIST_AEROS,
- SOBJ_COLONIST_CHUB1,
- SOBJ_COLONIST_CHUB2,
- SOBJ_COLONIST_CHUB3;
- ai35_quantity = 50;
- ai35_start_frame_number = 50000;
-
- #
- # Brains
- #
- ai36_logic = AI_FIND_ENEMY;
- ai36_sobj_list =
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_BALER,
- SOBJ_SORIN_LANCR;
- ai36_target_sobj_list =
- SOBJ_COLONIST_SAPER,
- SOBJ_COLONIST_CAPSL,
- SOBJ_COLONIST_STATC,
- SOBJ_COLONIST_QMAST,
- SOBJ_COLONIST_BCAMP,
- SOBJ_COLONIST_AEROS,
- SOBJ_COLONIST_CHUB1,
- SOBJ_COLONIST_CHUB2,
- SOBJ_COLONIST_CHUB3;
- ai36_quantity = 50;
- ai36_start_frame_number = 50000;
-
- #
- # Sorins
- #
- ai37_logic = AI_FIND_ENEMY;
- ai37_sobj_list = SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_BALER,
- SOBJ_SORIN_LANCR;
- ai37_target_sobj_list =
- SOBJ_SORIN_HAMER,
- SOBJ_SORIN_WACHA,
- SOBJ_SORIN_COTAG,
- SOBJ_SORIN_STORE,
- SOBJ_SORIN_FRPIT,
- SOBJ_SORIN_TMPL1,
- SOBJ_SORIN_TMPL2,
- SOBJ_SORIN_TMPL3;
- ai37_quantity = 50;
- ai37_start_frame_number = 50000;
-
- ai38_logic = AI_LOGIC_BUILD_OBJECT;
- ai38_sobj_list = SOBJ_SORIN_COTAG;
- ai38_centre_x = -1;
- ai38_centre_y = -1;
- ai38_near_marker = 0;
- ai38_quantity = 1;
- ai38_start_frame_number = 10000;
-
- ai39_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai39_sobj_list = SOBJ_SORIN_ZILLA;
- ai39_quantity = 5;
- ai39_start_frame_number = 4000;
-
- ai40_logic = AI_LOGIC_BUILD_OBJECT;
- ai40_sobj_list = SOBJ_SORIN_STORE;
- ai40_centre_x = -1;
- ai40_centre_y = -1;
- ai40_near_marker = 0;
- ai40_quantity = 1;
- ai40_start_frame_number = 10000;
-
- ai41_logic = AI_UPGRADE_TEMPLE;
- ai41_sobj_list = SOBJ_SORIN_UPGRADE_TMPL2;
- ai41_target_sobj_list = SOBJ_SORIN_TMPL1;
- ai41_start_frame_number = 100;
-
- #
- # Make archer units
- #
- ai42_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai42_sobj_list = SOBJ_SORIN_ARCHR;
- ai42_quantity = 10;
- ai42_start_frame_number = 20000;
-
- ai43_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai43_sobj_list = SOBJ_SORIN_VESTA;
- ai43_quantity = 10;
- ai43_start_frame_number = 25000;
-
- #
- # Colonist
- #
- ai44_logic = AI_FIND_ENEMY;
- ai44_sobj_list =
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_BALER;
- ai44_target_sobj_list =
- SOBJ_COLONIST_SAPER,
- SOBJ_COLONIST_CAPSL,
- SOBJ_COLONIST_STATC,
- SOBJ_COLONIST_QMAST,
- SOBJ_COLONIST_BCAMP,
- SOBJ_COLONIST_AEROS,
- SOBJ_COLONIST_CHUB1,
- SOBJ_COLONIST_CHUB2,
- SOBJ_COLONIST_CHUB3;
- ai44_quantity = 10;
- ai44_start_frame_number = 10000;
-
- #
- # Brains
- #
- ai45_logic = AI_FIND_ENEMY;
- ai45_sobj_list =
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_BALER;
- ai45_target_sobj_list =
- SOBJ_SORIN_HAMER,
- SOBJ_SORIN_WACHA,
- SOBJ_SORIN_COTAG,
- SOBJ_SORIN_STORE,
- SOBJ_SORIN_FRPIT,
- SOBJ_SORIN_TMPL1,
- SOBJ_SORIN_TMPL2,
- SOBJ_SORIN_TMPL3;
- ai45_quantity = 10;
- ai45_start_frame_number = 10000;
-
- #
- # Sorins
- #
- ai46_logic = AI_FIND_ENEMY;
- ai46_sobj_list = SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_BALER;
- ai46_target_sobj_list =
- SOBJ_SORIN_HAMER,
- SOBJ_SORIN_WACHA,
- SOBJ_SORIN_COTAG,
- SOBJ_SORIN_STORE,
- SOBJ_SORIN_FRPIT,
- SOBJ_SORIN_TMPL1,
- SOBJ_SORIN_TMPL2,
- SOBJ_SORIN_TMPL3;
- ai46_quantity = 10;
- ai46_start_frame_number = 10000;
-
- #
- # Colonist
- #
- ai47_logic = AI_FIND_ENEMY;
- ai47_sobj_list =
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_BALER;
- ai47_target_sobj_list =
- SOBJ_COLONIST_SAPER,
- SOBJ_COLONIST_CAPSL,
- SOBJ_COLONIST_STATC,
- SOBJ_COLONIST_QMAST,
- SOBJ_COLONIST_BCAMP,
- SOBJ_COLONIST_AEROS,
- SOBJ_COLONIST_CHUB1,
- SOBJ_COLONIST_CHUB2,
- SOBJ_COLONIST_CHUB3;
- ai47_quantity = 10;
- ai47_start_frame_number = 20000;
- ai47_repeat_count = 100;
- ai47_repeat_skip = 7500;
-
- #
- # Brains
- #
- ai48_logic = AI_FIND_ENEMY;
- ai48_sobj_list =
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_WINGB,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_BALER;
- ai48_target_sobj_list =
- SOBJ_SORIN_HAMER,
- SOBJ_SORIN_WACHA,
- SOBJ_SORIN_COTAG,
- SOBJ_SORIN_STORE,
- SOBJ_SORIN_FRPIT,
- SOBJ_SORIN_TMPL1,
- SOBJ_SORIN_TMPL2,
- SOBJ_SORIN_TMPL3;
- ai48_quantity = 10;
- ai48_start_frame_number = 20000;
- ai48_repeat_count = 100;
- ai48_repeat_skip = 7500;
-
- #
- # Sorins
- #
- ai49_logic = AI_FIND_ENEMY;
- ai49_sobj_list =
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_WINGB,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_BALER;
- ai49_target_sobj_list =
- SOBJ_SORIN_HAMER,
- SOBJ_SORIN_WACHA,
- SOBJ_SORIN_COTAG,
- SOBJ_SORIN_STORE,
- SOBJ_SORIN_FRPIT,
- SOBJ_SORIN_TMPL1,
- SOBJ_SORIN_TMPL2,
- SOBJ_SORIN_TMPL3;
- ai49_quantity = 10;
- ai49_start_frame_number = 20000;
- ai49_repeat_count = 100;
- ai49_repeat_skip = 7500;
-
- #
- # Generate a conintuos light assault
- #
-
- ai50_logic = AI_FIND_ENEMY;
- ai50_sobj_list =
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_WINGB,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_BALER;
- ai50_target_sobj_list =
- SOBJ_COLONIST_SAPER,
- SOBJ_COLONIST_CAPSL,
- SOBJ_COLONIST_STATC,
- SOBJ_COLONIST_QMAST,
- SOBJ_COLONIST_BCAMP,
- SOBJ_COLONIST_AEROS,
- SOBJ_COLONIST_CHUB1,
- SOBJ_COLONIST_CHUB2,
- SOBJ_COLONIST_CHUB3;
- ai50_quantity = 2;
- ai50_start_frame_number = 5000;
- ai50_repeat_count = 100;
- ai50_repeat_skip = 2500;
-
- ai51_logic = AI_FIND_ENEMY;
- ai51_sobj_list =
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_WINGB,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_BALER;
- ai51_target_sobj_list =
- SOBJ_COLONIST_SAPER,
- SOBJ_COLONIST_CAPSL,
- SOBJ_COLONIST_STATC,
- SOBJ_COLONIST_QMAST,
- SOBJ_COLONIST_BCAMP,
- SOBJ_COLONIST_AEROS,
- SOBJ_COLONIST_CHUB1,
- SOBJ_COLONIST_CHUB2,
- SOBJ_COLONIST_CHUB3;
- ai51_quantity = 4;
- ai51_start_frame_number = 8000;
- ai51_repeat_count = 100;
- ai51_repeat_skip = 3000;
-
- ai52_logic = AI_FIND_ENEMY;
- ai52_sobj_list =
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_WINGB,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_BALER;
- ai52_target_sobj_list =
- SOBJ_COLONIST_SAPER,
- SOBJ_COLONIST_CAPSL,
- SOBJ_COLONIST_STATC,
- SOBJ_COLONIST_QMAST,
- SOBJ_COLONIST_BCAMP,
- SOBJ_COLONIST_AEROS,
- SOBJ_COLONIST_CHUB1,
- SOBJ_COLONIST_CHUB2,
- SOBJ_COLONIST_CHUB3;
- ai52_quantity = 6;
- ai52_start_frame_number = 12000;
- ai52_repeat_count = 100;
- ai52_repeat_skip = 5000;
-
- ai53_logic = AI_FIND_ENEMY;
- ai53_sobj_list =
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_WINGB,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_BALER;
- ai53_target_sobj_list =
- SOBJ_SORIN_HAMER,
- SOBJ_SORIN_WACHA,
- SOBJ_SORIN_COTAG,
- SOBJ_SORIN_STORE,
- SOBJ_SORIN_FRPIT,
- SOBJ_SORIN_TMPL1,
- SOBJ_SORIN_TMPL2,
- SOBJ_SORIN_TMPL3;
- ai53_quantity = 2;
- ai53_start_frame_number = 5500;
- ai53_repeat_count = 100;
- ai53_repeat_skip = 3000;
-
- ai54_logic = AI_FIND_ENEMY;
- ai54_sobj_list =
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_WINGB,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_BALER;
- ai54_target_sobj_list =
- SOBJ_SORIN_HAMER,
- SOBJ_SORIN_WACHA,
- SOBJ_SORIN_COTAG,
- SOBJ_SORIN_STORE,
- SOBJ_SORIN_FRPIT,
- SOBJ_SORIN_TMPL1,
- SOBJ_SORIN_TMPL2,
- SOBJ_SORIN_TMPL3;
- ai54_quantity = 4;
- ai54_start_frame_number = 8500;
- ai54_repeat_count = 100;
- ai54_repeat_skip = 4500;
-
- ai55_logic = AI_FIND_ENEMY;
- ai55_sobj_list =
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_WINGB,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_BALER;
- ai55_target_sobj_list =
- SOBJ_SORIN_HAMER,
- SOBJ_SORIN_WACHA,
- SOBJ_SORIN_COTAG,
- SOBJ_SORIN_STORE,
- SOBJ_SORIN_FRPIT,
- SOBJ_SORIN_TMPL1,
- SOBJ_SORIN_TMPL2,
- SOBJ_SORIN_TMPL3;
- ai55_quantity = 6;
- ai55_start_frame_number = 15000;
- ai55_repeat_count = 100;
- ai55_repeat_skip = 6000;
-
- ai56_logic = AI_FIND_ENEMY;
- ai56_sobj_list = SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_WINGB,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_BALER;
- ai56_target_sobj_list =
- SOBJ_SORIN_HAMER,
- SOBJ_SORIN_WACHA,
- SOBJ_SORIN_COTAG,
- SOBJ_SORIN_STORE,
- SOBJ_SORIN_FRPIT,
- SOBJ_SORIN_TMPL1,
- SOBJ_SORIN_TMPL2,
- SOBJ_SORIN_TMPL3;
- ai56_quantity = 2;
- ai56_start_frame_number = 4500;
- ai56_repeat_count = 100;
- ai56_repeat_skip = 3500;
-
- ai57_logic = AI_FIND_ENEMY;
- ai57_sobj_list = SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_WINGB,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_BALER;
- ai57_target_sobj_list =
- SOBJ_SORIN_HAMER,
- SOBJ_SORIN_WACHA,
- SOBJ_SORIN_COTAG,
- SOBJ_SORIN_STORE,
- SOBJ_SORIN_FRPIT,
- SOBJ_SORIN_TMPL1,
- SOBJ_SORIN_TMPL2,
- SOBJ_SORIN_TMPL3;
- ai57_quantity = 4;
- ai57_start_frame_number = 7500;
- ai57_repeat_count = 100;
- ai57_repeat_skip = 5000;
-
- ai58_logic = AI_FIND_ENEMY;
- ai58_sobj_list = SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_WINGB,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_BALER;
- ai58_target_sobj_list =
- SOBJ_SORIN_HAMER,
- SOBJ_SORIN_WACHA,
- SOBJ_SORIN_COTAG,
- SOBJ_SORIN_STORE,
- SOBJ_SORIN_FRPIT,
- SOBJ_SORIN_TMPL1,
- SOBJ_SORIN_TMPL2,
- SOBJ_SORIN_TMPL3;
- ai58_quantity = 6;
- ai58_start_frame_number = 15000;
- ai58_repeat_count = 100;
- ai58_repeat_skip = 5000;
-
- ai59_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai59_sobj_list = SOBJ_SORIN_HAMER;
- ai59_quantity = 20;
- ai59_start_frame_number = 15000;
-
- ai60_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai60_sobj_list = SOBJ_SORIN_HAMER;
- ai60_quantity = 30;
- ai60_start_frame_number = 40000;
-
- ai61_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai61_sobj_list = SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_PREST,
- SOBJ_SORIN_BALER,
- SOBJ_SORIN_GUARD,
- SOBJ_SORIN_STOMP,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_PATHR,
- SOBJ_SORIN_WARDN,
- SOBJ_SORIN_WINGB;
- ai61_quantity = 10;
- ai61_start_frame_number = 25000;
-
- ai62_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai62_sobj_list = SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_PREST,
- SOBJ_SORIN_BALER,
- SOBJ_SORIN_GUARD,
- SOBJ_SORIN_STOMP,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_PATHR,
- SOBJ_SORIN_WARDN,
- SOBJ_SORIN_WINGB;
- ai62_quantity = 20;
- ai62_start_frame_number = 35000;
-
- ai63_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai63_sobj_list = SOBJ_SORIN_VESTA,
- SOBJ_SORIN_CASTR,
- SOBJ_SORIN_PREST,
- SOBJ_SORIN_BALER,
- SOBJ_SORIN_GUARD,
- SOBJ_SORIN_STOMP,
- SOBJ_SORIN_BRUTE,
- SOBJ_SORIN_PATHR,
- SOBJ_SORIN_WARDN,
- SOBJ_SORIN_WINGB;
- ai63_quantity = 50;
- ai63_start_frame_number = 50000;
-
- ai64_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai64_sobj_list = SOBJ_SORIN_LANCR,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR;
- ai64_quantity = 10;
- ai64_start_frame_number = 10000;
-
- ai65_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai65_sobj_list = SOBJ_SORIN_LANCR,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR;
- ai65_quantity = 20;
- ai65_start_frame_number = 25000;
-
- ai66_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai66_sobj_list = SOBJ_SORIN_LANCR,
- SOBJ_SORIN_ZILLA,
- SOBJ_SORIN_ARCHR;
- ai66_quantity = 30;
- ai66_start_frame_number = 40000;
-
- ai67_logic = AI_SET_DIFFICULTY;
- ai67_quantity = 60;
- ai67_start_frame_number = 15000;
-
- ai68_logic = AI_SET_DIFFICULTY;
- ai68_quantity = 70;
- ai68_start_frame_number = 20000;
-
- ai69_logic = AI_SET_DIFFICULTY;
- ai69_quantity = 80;
- ai69_start_frame_number = 30000;
-
- ai70_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai70_sobj_list = SOBJ_SORIN_PREST;
- ai70_quantity = 1;
- ai70_start_frame_number = 25000;
-
- ai71_logic = AI_LOGIC_BUILD_OBJECT;
- ai71_sobj_list = SOBJ_SORIN_POLIS,
- SOBJ_SORIN_SCIEN,
- SOBJ_SORIN_STABL;
- ai71_centre_x = -1;
- ai71_centre_y = -1;
- ai71_near_marker = 0;
- ai71_quantity = 1;
- ai71_start_frame_number = 10000;
-
- ai72_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai72_sobj_list = SOBJ_SORIN_LBACK;
- ai72_quantity = 1;
- ai72_start_frame_number = 55000;
-
- ai73_logic = AI_UPGRADE_TEMPLE;
- ai73_sobj_list = SOBJ_SORIN_UPGRADE_TMPL3;
- ai73_target_sobj_list = SOBJ_SORIN_TMPL2;
- ai73_start_frame_number = 4000;
-
- ai74_logic = AI_UPGRADE_TEMPLE;
- ai74_sobj_list = SOBJ_SORIN_UPGRADE_TMPL3;
- ai74_target_sobj_list = SOBJ_SORIN_TMPL2;
- ai74_start_frame_number = 7500;
-
- ai75_logic = AI_SET_DEFENSIVE_REACTION_PERCENT;
- ai75_quantity = 80;
- ai75_start_frame_number = 15;
-
- ai76_logic = AI_UPGRADE_TEMPLE;
- ai76_sobj_list = SOBJ_SORIN_UPGRADE_TMPL2;
- ai76_target_sobj_list = SOBJ_SORIN_TMPL1;
- ai76_start_frame_number = 5000;
-
- ai77_logic = AI_UPGRADE_TEMPLE;
- ai77_sobj_list = SOBJ_SORIN_UPGRADE_TMPL3;
- ai77_target_sobj_list = SOBJ_SORIN_TMPL2;
- ai77_start_frame_number = 10000;
-
- ai78_logic = AI_UPGRADE_TEMPLE;
- ai78_sobj_list = SOBJ_SORIN_UPGRADE_TMPL3;
- ai78_target_sobj_list = SOBJ_SORIN_TMPL2;
- ai78_start_frame_number = 15000;
-
- ai79_logic = AI_SET_UNIT_QUANTITY_LIMIT;
- ai79_sobj_list = SOBJ_SORIN_HAMER;
- ai79_quantity = 10;
- ai79_start_frame_number = 1500;
-
- ai80_logic = AI_SET_REPAIR_SPEED;
- ai80_quantity = 50;
- ai80_start_frame_number = 10000;
-
- ai81_logic = AI_SET_DEFENSIVE_REACTION_PERCENT;
- ai81_quantity = 100;
- ai81_start_frame_number = 10000;
-
- ai82_logic = AI_SET_BUILD_SPEED;
- ai82_quantity = 500;
- ai82_start_frame_number = 10000;
-
- ai83_logic = AI_SET_UNIT_CREATION_SPEED;
- ai83_quantity = 1;
- ai83_start_frame_number = 10000;
-
- ai84_logic = AI_SET_BUILD_SPEED;
- ai84_quantity = 250;
- ai84_start_frame_number = 20000;
-
- ai85_logic = AI_SET_UNIT_CREATION_SPEED;
- ai85_quantity = 3;
- ai85_start_frame_number = 20000;
-