;////////////////////////////////////////////////////////////////////////////// ;FILE: AIData.ini (SYSTEM) //////////////////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// AIData StructureSeconds = 0.0 ; Ai tries to build a new structure every N seconds. TeamSeconds = 10 ;Ai tries to build a new team every N seconds. Wealthy = 7000 ; Number of resources for the AI to consider itself wealthy Poor = 2000 ; Number of resources for the AI to consider itself poor StructuresWealthyRate = 2.0 ; (2=twice as fast) Rate modifier for structure building when wealthy. StructuresPoorRate = 0.6 ; (0.5=half as fast) Rate modifier for structures when poor. TeamsWealthyRate = 2.0 ; (2=twice as fast) Rate modifier for teams building when wealthy. TeamsPoorRate = 0.6 ; (0.5=half as fast) Rate modifier for teams when poor. TeamResourcesToStart = 0.1 ; (1.0=100%) Amount of resources required to start building a team. GuardInnerModifierAI = 1.1 ;The radius modifier to vision which a guarding (AI Controlled) unit will agressively attack GuardOuterModifierAI = 1.333 ;The radius modifier to vision which a guarding (AI Controlled) unit will chase after GuardInnerModifierHuman = 1.8 ;1.1 ;The radius modifier to vision which a guarding (Human Controlled) unit will agressively attack GuardOuterModifierHuman = 2.2 ;1.333 ;The radius modifier to vision which a guarding (Human Controlled) unit will chase after GuardChaseUnitsDuration = 10000 ;The number of msec for which a guarding unit will chase attackers before giving up GuardEnemyScanRate = 500 ; when actively guarding, how often to scan for enemies (msec) GuardEnemyReturnScanRate = 1000 ; when returning to "active" guarding (from pursuing someone), how often to scan for enemies (msec) AlertRangeModifier = 1.1 ;The adjustment applied when a unit is alert and doing various scans for enemies (AI units only) AggressiveRangeModifier = 1.5 ;The adjustment applied when a unit is aggressive and doing various scans for enemies (AI units only) AttackPriorityDistanceModifier = 100.0 ;The distance required to reduce attack priority by 1. MaxRecruitRadius = 500.0 ;The maximum distance a unit will be from a unit that recruits it. ForceIdleMSEC = 67 ;The number of milisec a unit must be idle before looking for an enemy, 2 frames. ForceSkirmishAI = No ; Use skirmish instead of solo ai. For development till the skirmish ui is finished. jba. RotateSkirmishBases = Yes ; If yes, rotate base layout so same side of base faces center of map. AttackUsesLineOfSight = Yes ; If yes, attack for ALL UNITS (player and ai) uses line of sight. EnableRepulsors = Yes ; If yes, KINDOF_CAN_BE_REPULSED will run from enemies & repulsors. RepulsedDistance = 150.0 ; How far beyond vision range a repulsed civilian will run before stopping. ; so if vision range is 120.0, he will move to a point at least 270.0 away from the enemy, and then stop running. WallHeight = 43 ; Height of the "Wall", made of KIND WALK_ON_TOP pieces. AttackIgnoreInsignificantBuildings = Yes ; If yes, units will ignore enemy-owned buildings that are not faction buildings ; SkirmishGroupFudgeDistance is the distance that is multiplied by the number of units in a group to ; determine if they are close enough to the waypoint to consider themselves AT the waypoint. This is ; only used for "Follow Waypoint Path as a Team." SkirmishGroupFudgeDistance = 5.0 ; Group pathfinding parameters. MinInfantryForGroup = 3 ; Have to have 3 infantry to do group movement. MinVehiclesForGroup = 3 ; Have to have 3 vehicles to do group movement. MinDistanceForGroup = 100.0 ; Have to be moving at least this far for group movement. DistanceRequiresGroup = 500.0 ; Force group movement if moving at least this far. ; Note that these group pathfind parameters are inter-related, and modifying them may produce really ; ugly results & require code changes. jba. InfantryPathfindDiameter = 6 ; Number of pathfind cells wide group path is for infantry. VehiclePathfindDiameter = 6 ; Number of pathfind cells wide group path is for vehicles. SupplyCenterSafeRadius = 300.0 ; Radius to scan for enemies to determine if a supply center is safe. RebuildDelayTimeSeconds = 30 ; Delay this many seconds when a base building is destroyed or captured before attempting rebuild. AIDozerBoredRadiusModifier = 2.0 ; Multiplier to dozer scan radius for repair & mine clearing. 2.0 means ai uses twice the radius as human dozers. AICrushesInfantry = Yes ; If yes, ai will attempt to crush infantry with vehicles. SideInfo America ResourceGatherersEasy = 1 ResourceGatherersNormal = 1 ResourceGatherersHard = 1 BaseDefenseStructure1 = AmericaPatriotBattery SkillSet1 Science = SCIENCE_StealthFighter Science = SCIENCE_PaladinTank Science = SCIENCE_A10ThunderboltMissileStrike1 Science = SCIENCE_A10ThunderboltMissileStrike2 Science = SCIENCE_A10ThunderboltMissileStrike3 Science = SCIENCE_Pathfinder Science = SCIENCE_DaisyCutter Science = SCIENCE_Paradrop1 Science = SCIENCE_CarpetBomb End SkillSet2 Science = SCIENCE_PaladinTank Science = SCIENCE_StealthFighter Science = SCIENCE_Pathfinder Science = SCIENCE_Paradrop1 Science = SCIENCE_Paradrop2 Science = SCIENCE_Paradrop3 Science = SCIENCE_A10ThunderboltMissileStrike1 Science = SCIENCE_A10ThunderboltMissileStrike2 Science = SCIENCE_DaisyCutter End SkillSet3 Science = SCIENCE_PaladinTank Science = SCIENCE_StealthFighter Science = SCIENCE_Pathfinder Science = SCIENCE_Paradrop1 Science = SCIENCE_Paradrop2 Science = SCIENCE_CarpetBomb Science = SCIENCE_Paradrop3 Science = SCIENCE_DaisyCutter Science = SCIENCE_B52TomahawkStrike End End SideInfo China ResourceGatherersEasy = 1 ResourceGatherersNormal = 2 ResourceGatherersHard = 2 BaseDefenseStructure1 = ChinaGattlingCannon SkillSet1 Science = SCIENCE_RedGuardTraining Science = SCIENCE_ArtilleryTraining Science = SCIENCE_ClusterMines Science = SCIENCE_ArtilleryBarrage1 Science = SCIENCE_ArtilleryBarrage2 Science = SCIENCE_ArtilleryBarrage3 Science = SCIENCE_EMPPulse Science = SCIENCE_CashHack1 Science = SCIENCE_NapalmStrike End SkillSet2 Science = SCIENCE_RedGuardTraining Science = SCIENCE_NukeLauncher Science = SCIENCE_ArtilleryBarrage1 Science = SCIENCE_ArtilleryBarrage2 Science = SCIENCE_ArtilleryBarrage3 Science = SCIENCE_ArtilleryTraining Science = SCIENCE_EMPPulse Science = SCIENCE_NapalmStrike Science = SCIENCE_NeutronMissileUpgrade End SkillSet3 Science = SCIENCE_RedGuardTraining Science = SCIENCE_NukeLauncher Science = SCIENCE_ArtilleryBarrage1 Science = SCIENCE_ArtilleryBarrage2 Science = SCIENCE_ArtilleryBarrage3 Science = SCIENCE_ArtilleryTraining Science = SCIENCE_CashHack1 Science = SCIENCE_EMPPulse Science = SCIENCE_NeutronMissileUpgrade End End SideInfo GLA ResourceGatherersEasy = 1 ResourceGatherersNormal = 3 ResourceGatherersHard = 6 BaseDefenseStructure1 = GLAStingerSite SkillSet1 Science = SCIENCE_TechnicalTraining Science = SCIENCE_ScudLauncher ;Science = SCIENCE_Hijacker Science = SCIENCE_RebelAmbush1 Science = SCIENCE_RebelAmbush2 Science = SCIENCE_RebelAmbush3 Science = SCIENCE_CashBounty1 Science = SCIENCE_CashBounty2 Science = SCIENCE_TerrorCell Science = SCIENCE_AnthraxBomb End SkillSet2 Science = SCIENCE_MarauderTank Science = SCIENCE_TechnicalTraining Science = SCIENCE_ScudLauncher Science = SCIENCE_RebelAmbush1 Science = SCIENCE_TerrorCell Science = SCIENCE_CashBounty1 Science = SCIENCE_CashBounty2 Science = SCIENCE_AnthraxBomb Science = SCIENCE_NeutronBomb End SkillSet3 Science = SCIENCE_MarauderTank Science = SCIENCE_TechnicalTraining Science = SCIENCE_ScudLauncher Science = SCIENCE_RebelAmbush1 Science = SCIENCE_RebelAmbush2 Science = SCIENCE_RebelAmbush3 Science = SCIENCE_CashBounty1 Science = SCIENCE_CashBounty2 ;Science = SCIENCE_Hijacker Science = SCIENCE_NeutronBomb End End ;Skirmish AI Build List SkirmishBuildList America Structure AmericaCommandCenter Location = X:1619.39 Y:2193.07 Rebuilds = 3 Angle = -141.13 InitiallyBuilt = No AutomaticallyBuild = Yes // So it will automatically rebuild. END ;Structure AmericaCommandCenter Structure AmericaPowerPlant Location = X:1738.79 Y:2250.15 Rebuilds = 0 Angle = -47.09 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure AmericaPowerPlant Structure AmericaBarracks Location = X:1555.18 Y:2393.06 Rebuilds = 0 Angle = -46.49 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure AmericaBarracks Structure AmericaWarFactory Location = X:1562.39 Y:1999.75 Rebuilds = 0 Angle = -136.13 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure AmericaWarFactory Structure AmericaPowerPlant Location = X:1706.32 Y:1992.90 Rebuilds = 0 Angle = -43.81 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure AmericaPowerPlant Structure AmericaAirfield Location = X:1915.69 Y:2271.70 Rebuilds = 0 Angle = -47.26 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure AmericaAirfield Structure AmericaStrategyCenter Location = X:1458.32 Y:2127.40 Rebuilds = 0 Angle = -46.85 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure AmericaStrategyCenter Structure AmericaParticleCannonUplink Location = X:1473.41 Y:2287.09 Rebuilds = 0 Angle = -46.20 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure AmericaParticleCannonUplink Structure AmericaSupplyDropZone Location = X:1660.23 Y:2064.97 Rebuilds = 0 Angle = -48.52 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure AmericaSupplyDropZone Structure AmericaDetentionCamp Location = X:1347.67 Y:2243.51 Rebuilds = 0 Angle = -139.42 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure AmericaDetentionCamp Structure AmericaPowerPlant Location = X:1692.33 Y:2310.23 Rebuilds = 0 Angle = -46.53 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure AmericaPowerPlant Structure AmericaPowerPlant Location = X:1733.19 Y:2135.85 Rebuilds = 0 Angle = -48.96 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure AmericaPowerPlant Structure AmericaAirfield Location = X:1730.76 Y:2487.00 Rebuilds = 0 Angle = -49.49 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure AmericaAirfield END ;SkirmishBuildList FactionAmerica ;Skirmish AI Build List SkirmishBuildList China Structure ChinaCommandCenter Name = ChinaCommandCenter Location = X:1350.62 Y:1247.09 Rebuilds = 3 Angle = -131.74 InitiallyBuilt = No AutomaticallyBuild = Yes END ;Structure ChinaCommandCenter Structure ChinaPowerPlant Name = ChinaPowerPlant1 Location = X:1320.13 Y:990.84 Rebuilds = 0 Angle = -42.60 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure ChinaPowerPlant Structure ChinaBarracks Name = ChinaBarracks Location = X:1229.82 Y:1109.42 Rebuilds = 0 Angle = -44.46 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure ChinaBarracks Structure ChinaWarFactory Name = ChinaWarFactory1 Location = X:1383.41 Y:1448.17 Rebuilds = 0 Angle = -129.20 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure ChinaWarFactory Structure ChinaPowerPlant Name = ChinaPowerPlant2 Location = X:1576.07 Y:1099.33 Rebuilds = 0 Angle = -43.79 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure ChinaPowerPlant Structure ChinaAirfield Name = ChinaAirfield Location = X:1571.64 Y:1329.70 Rebuilds = 0 Angle = -39.98 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure ChinaAirfield Structure ChinaPropagandaCenter Name = ChinaPropagandaCenter Location = X:1481.75 Y:1147.17 Rebuilds = 0 Angle = -40.23 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure ChinaPropagandaCenter Structure ChinaNuclearMissileLauncher Name = ChinaNuclearMissile Location = X:1218.80 Y:1351.71 Rebuilds = 0 Angle = -131.82 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure ChinaNuclearMissileLauncher Structure ChinaPowerPlant Name = ChinaPowerPlant3 Location = X:1393.53 Y:1068.56 Rebuilds = 0 Angle = -40.67 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure ChinaPowerPlant Structure ChinaPowerPlant Name = ChinaPowerPlant4 Location = X:1124.32 Y:1205.73 Rebuilds = 0 Angle = -43.16 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure ChinaPowerPlant Structure ChinaSpeakerTower Name = ChinaSpeakerTower1 Location = X:1265.90 Y:1224.58 Rebuilds = 0 Angle = -41.44 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure ChinaSpeakerTower Structure ChinaGattlingCannon Location = X:1116.95 Y:1332.57 Rebuilds = 0 Angle = 0.00 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure ChinaGattlingCannon Structure ChinaGattlingCannon Location = X:1241.62 Y:1471.63 Rebuilds = 0 Angle = 0.00 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure ChinaGattlingCannon Structure ChinaSupplyCenter Location = X:1431.77 Y:788.74 Rebuilds = 0 Angle = -44.39 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure ChinaSupplyCenter END ;SkirmishBuildList FactionChina ;Skirmish AI Build List SkirmishBuildList GLA Structure GLACommandCenter Location = X:1247.10 Y:1276.17 Rebuilds = 3 Angle = -131.80 InitiallyBuilt = No AutomaticallyBuild = Yes END ;Structure GLACommandCenter Structure GLASupplyStash Location = X:1349.90 Y:842.68 Rebuilds = 0 Angle = -43.16 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure GLASupplyStash Structure GLABarracks Location = X:1098.24 Y:1399.35 Rebuilds = 0 Angle = -42.21 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure GLABarracks Structure GLAArmsDealer Location = X:1091.84 Y:1196.76 Rebuilds = 0 Angle = -133.20 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure GLAArmsDealer Structure GLATunnelNetwork Location = X:1230.45 Y:1514.51 Rebuilds = 0 Angle = -38.00 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure GLATunnelNetwork Structure GLATunnelNetwork Location = X:1492.56 Y:1197.92 Rebuilds = 0 Angle = -86.30 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure GLATunnelNetwork Structure GLAPalace Location = X:1384.21 Y:1371.88 Rebuilds = 0 Angle = -131.57 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure GLAPalace Structure GLABlackMarket Location = X:1351.53 Y:1169.95 Rebuilds = 0 Angle = -42.37 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure GLABlackMarket ; sorry, prisons are cut, maybe next version (srj) ; Structure GLAPrison ; Location = X:1080.68 Y:1032.40 ; Rebuilds = 0 ; Angle = 136.35 ; InitiallyBuilt = No ; AutomaticallyBuild = No ; END ;Structure GLAPrison Structure GLAScudStorm Location = X:1238.50 Y:1075.20 Rebuilds = 0 Angle = -40.56 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure GLAScudStorm Structure GLATunnelNetwork Location = X:936.33 Y:1252.00 Rebuilds = 0 Angle = -171.82 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure GLATunnelNetwork Structure GLATunnelNetwork Location = X:1239.37 Y:926.21 Rebuilds = 0 Angle = -82.46 InitiallyBuilt = No AutomaticallyBuild = No END ;Structure GLATunnelNetwork END ;SkirmishBuildList FactionGLA END