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Imladris production

Le forum français de création de cartes et de mods pour Bataille pour la Terre du Milieu
 
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MessageSujet: Problèmes   Problèmes Icon_minitimeSam 19 Mar - 15:24

bonjour,
je viens d'installer RJ rotwk mais il y a 3 bugs enervant :
1 : quand je quitte une partie en cours, le jeu s'enlève entièrement et me met ce message d'erreur :
[img]Problèmes Sanstitreoq [/img]
2 : L'IA ne construit pas de héros pourtant je m'y connais assez bien en modding et ne voit aucun problème : mon skrimishaidata dans les prochains post car trop long ( 154ko )

3 : l'IA ( encore fuieux ) ne construit pas de batîments de ressources sur aucune carte malgré les farmtemplate scratch

Merci à une future réponse
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MessageSujet: Re: Problèmes   Problèmes Icon_minitimeSam 19 Mar - 15:26

skirmishaidata :
[code;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;FILE: AIBases.ini ///////////////////////////////////////////////////////////////////////////////////////
;RJ - RotWK ///////////////////////////////////////////////////////////////////////////////////////
;/////////////////////////////////////////////////////////////////////////////////////////////////////////

;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;
; BASES
; identify the base templates for each side
;
;/////////////////////////////////////////////////////////////////////////////////////////////////////////


;=========================================================================
;============================Generic Bases================================
;=========================================================================

;-------------------------------------------------------------------------
;------------------------------ Gondor -----------------------------------
;-------------------------------------------------------------------------

AIBase MOWBase
Side = Men
Map = "AI BASE - MOTW - Horse Rush Base"
GameMapToUseOn = "<ANY>"
End

AIBase MOWBase
Side = Men
Map = "AI BASE - MOTW - Archers First"
GameMapToUseOn = "<ANY>"
End

AIBase MOWBase
Side = Men
Map = "AI BASE - MOTW - Tech Up Base"
GameMapToUseOn = "<ANY>"
End

AIBase MOWBase
Side = Men
Map = "AI BASE - MOTW - Harlindon - Player 03 Start"
GameMapToUseOn = "<ANY>"
End

;-------------------------------------------------------------------------
;------------------------------- Rohan -----------------------------------
;-------------------------------------------------------------------------

AIBase RohanBase
Side = Rohan
Map = "AI BASE - ROHAN - Base_01"
GameMapToUseOn = "<ANY>"
End

AIBase RohanBase
Side = Rohan
Map = "AI BASE - ROHAN - Horses and Ents"
GameMapToUseOn = "<ANY>"
End

AIBase RohanBase
Side = Rohan
Map = "AI BASE - ROHAN - Infantry and Ents"
GameMapToUseOn = "<ANY>"
End

AIBase RohanBase
Side = Rohan
Map = "AI BASE - ROHAN - Tech Up Base"
GameMapToUseOn = "<ANY>"
End

;-------------------------------------------------------------------------
;------------------------------- Elves -----------------------------------
;-------------------------------------------------------------------------

AIBase ElvenBase
Side = Elves
Map = "AI Base - Elves - Base_01"
GameMapToUseOn = "<ANY>"
; AllowsArbirtaryRotation = No
End


;AIBase ElvenBase
; Side = Elves
; Map = "AI BASE - ELVES - Horses and Ents"
; GameMapToUseOn = "<ANY>"
;End

;AIBase ElvenBase
; Side = Elves
; Map = "AI BASE - ELVES - Infantry and Ents"
; GameMapToUseOn = "<ANY>"
;End

;AIBase ElvenBase
; Side = Elves
; Map = "AI BASE - ELVES - Tech Up Base"
; GameMapToUseOn = "<ANY>"
;End

;-------------------------------------------------------------------------
;------------------------------ Dwarves ----------------------------------
;-------------------------------------------------------------------------

AIBase DwarvenBase
Side = Dwarves
Map = "AI BASE - DWARVES - Base_01"
GameMapToUseOn = "<ANY>"
End

AIBase DwarvenBase
Side = Dwarves
Map = "AI BASE - DWARVES - Rush Base"
GameMapToUseOn = "<ANY>"
End

AIBase DwarvenBase
Side = Dwarves
Map = "AI BASE - DWARVES - Archers First"
GameMapToUseOn = "<ANY>"
End

AIBase DwarvenBase
Side = Dwarves
Map = "AI BASE - DWARVES - Tech Up"
GameMapToUseOn = "<ANY>"
End

;-------------------------------------------------------------------------
;------------------------------- Arnor -----------------------------------
;-------------------------------------------------------------------------

AIBase ArnorBase
Side = Arnor
Map = "AI BASE - Arnor - Horse Rush Base"
GameMapToUseOn = "<ANY>"
End

AIBase ArnorBase
Side = Arnor
Map = "AI BASE - Arnor - Archers First"
GameMapToUseOn = "<ANY>"
End

AIBase ArnorBase
Side = Arnor
Map = "AI BASE - Arnor - Tech Up Base"
GameMapToUseOn = "<ANY>"
End

AIBase ArnorBase
Side = Arnor
Map = "AI BASE - Arnor - Base_01"
GameMapToUseOn = "<ANY>"
End

;-------------------------------------------------------------------------
;------------------------------- Mordor ----------------------------------
;-------------------------------------------------------------------------

AIBase MordorBase
Side = Mordor
Map = "AI BASE - MORDOR - Base_01"
GameMapToUseOn = "<ANY>"
End

AIBase MordorBase
Side = Mordor
Map = "AI BASE - MORDOR - Rush Base"
GameMapToUseOn = "<ANY>"
End

AIBase MordorBase
Side = Mordor
Map = "AI BASE - MORDOR - Troll Rush"
GameMapToUseOn = "<ANY>"
End

AIBase MordorBase
Side = Mordor
Map = "AI BASE - MORDOR - Tech Up Base"
GameMapToUseOn = "<ANY>"
End

;-------------------------------------------------------------------------
;------------------------------ Isengard ---------------------------------
;-------------------------------------------------------------------------

AIBase IsengardBase
Side = Isengard
Map = "AI BASE - ISENGARD - Base_01"
GameMapToUseOn = "<ANY>"
End

AIBase IsengardBase
Side = Isengard
Map = "AI BASE - ISENGARD - Horde and Siege"
GameMapToUseOn = "<ANY>"
End

AIBase IsengardBase
Side = Isengard
Map = "AI BASE - ISENGARD - Warg Rush"
GameMapToUseOn = "<ANY>"
End

AIBase IsengardBase
Side = Isengard
Map = "AI BASE - ISENGARD - Tech Up Base"
GameMapToUseOn = "<ANY>"
End

;-------------------------------------------------------------------------
;-------------------------------- Wild -----------------------------------
;-------------------------------------------------------------------------

AIBase WildBase
Side = Wild
Map = "AI BASE - WILD - Base_01"
GameMapToUseOn = "<ANY>"

End

AIBase WildBase
Side = Wild
Map = "AI BASE - WILD - Rush Base"
GameMapToUseOn = "<ANY>"

End

AIBase WildBase
Side = Wild
Map = "AI BASE - WILD - Tech Up"
GameMapToUseOn = "<ANY>"

End

AIBase WildBase
Side = Wild
Map = "AI BASE - WILD - Troll Rush"
GameMapToUseOn = "<ANY>"

End

;-------------------------------------------------------------------------
;-------------------------------- MotE -----------------------------------
;-------------------------------------------------------------------------

AIBase MotEBase
Side = EvilMen
Map = "ai base - mote - base_01"
GameMapToUseOn = "<ANY>"
End

AIBase MotEBase
Side = EvilMen
Map = "ai base - mote - base_02"
GameMapToUseOn = "<ANY>"
End

;AIBase MotEBase
; Side = EvilMen
; Map = "ai base - rhun - base_01"
; GameMapToUseOn = "<ANY>"
;End

;AIBase MotEBase
; Side = EvilMen
; Map = "ai base - harad - basee_01"
; GameMapToUseOn = "<ANY>"
;End

;AIBase MotEBase
; Side = EvilMen
; Map = "ai base - harad - siege"
; GameMapToUseOn = "<ANY>"
;End

;AIBase MotEBase
; Side = EvilMen
; Map = "ai base - rhun - base_02"
; GameMapToUseOn = "<ANY>"
;End

;AIBase MotEBase
; Side = EvilMen
; Map = "ai base - rhun - base_01"
; GameMapToUseOn = "<ANY>"
;End

;-------------------------------------------------------------------------
;------------------------------- Angmar ----------------------------------
;-------------------------------------------------------------------------

AIBase AngmarBase
Side = Angmar
Map = "AI BASE - Angmar - Base_01"
GameMapToUseOn = "<ANY>"
End

AIBase AngmarBase
Side = Angmar
Map = "AI BASE - ANGMAR - Rush Base"
GameMapToUseOn = "<ANY>"
End

AIBase AngmarBase
Side = Angmar
Map = "AI BASE - ANGMAR - Troll Rush"
GameMapToUseOn = "<ANY>"
End

AIBase AngmarBase
Side = Angmar
Map = "AI BASE - ANGMAR - Tech Up Base"
GameMapToUseOn = "<ANY>"
End

AIBase AngmarBase
Side = Angmar
Map = "AI BASE - ANGMAR - Thrall Rush"
GameMapToUseOn = "<ANY>"
End


;=========================================================================
;==========================Map Specific Bases=============================
;=========================================================================

;-------------------------------------------------------------------------
;----------------------------- Amon Sul ----------------------------------
;-------------------------------------------------------------------------

AIBase MOWBase_AmonSul
Side = Men
Map = "AI BASE - MOTW - Amon Sul"
GameMapToUseOn = "MAP MP Amon Sul Fortress.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase Rohan_AmonSul
Side = Rohan
Map = "AI BASE - ROHAN - Amon Sul"
GameMapToUseOn = "MAP MP Amon Sul Fortress.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ElvesBase_AmonSul
Side = Elves
Map = "AI BASE - Elves - Amon Sul Fortress"
GameMapToUseOn = "MAP MP Amon Sul Fortress.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase DwarvesBase_AmonSul
Side = Dwarves
Map = "AI BASE - Dwarves - Amon Sul"
GameMapToUseOn = "MAP MP Amon Sul Fortress.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ArnorBase_AmonSul
Side = Arnor
Map = "AI BASE - ARNOR - Amon Sul"
GameMapToUseOn = "MAP MP Amon Sul Fortress.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase MordorBase_AmonSul
Side = Mordor
Map = "AI BASE - Mordor - Amon Sul"
GameMapToUseOn = "MAP MP Amon Sul Fortress.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase IsengardBase_AmonSul
Side = Isengard
Map = "AI BASE - Isengard - Amon Sul"
GameMapToUseOn = "MAP MP Amon Sul Fortress.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase WildBase_AmonSul
Side = Wild
Map = "AI BASE - Wild - Amon Sul"
GameMapToUseOn = "MAP MP Amon Sul Fortress.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase MotEBase_AmonSul
Side = EvilMen
Map = "ai base - evilmen - amon sul"
GameMapToUseOn = "MAP MP Amon Sul Fortress.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase AngmarBase_AmonSul
Side = Angmar
Map = "AI BASE - ANGMAR - Amon Sul"
GameMapToUseOn = "MAP MP Amon Sul Fortress.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

;-------------------------------------------------------------------------
;----------------------------- Carn Dum ----------------------------------
;-------------------------------------------------------------------------

AIBase MOWBase_CarnDum
Side = Men
Map = "AI BASE - MOTW - Carn Dum"
GameMapToUseOn = "MAP WOR ANG Carn Dum.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase RohanBase_CarnDum
Side = Rohan
Map = "AI BASE - ROHAN - Carn Dum"
GameMapToUseOn = "MAP WOR ANG Carn Dum.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ElvesBase_CarnDum
Side = Elves
Map = "AI BASE - Elves - Carn Dum"
GameMapToUseOn = "MAP WOR ANG Carn Dum.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase DwarvesBase_CarnDum
Side = Dwarves
Map = "AI BASE - DWARVES - Carn Dum"
GameMapToUseOn = "map wor ANG Carn Dum.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ArnorBase_CarnDum
Side = Arnor
Map = "AI BASE - ARNOR - Carn Dum"
GameMapToUseOn = "MAP WOR ANG Carn DUM.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase MordorBase_CarnDum
Side = Mordor
Map = "AI BASE - Mordor - Carn Dum"
GameMapToUseOn = "MAP WOR ANG Carn Dum.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase IsengardBase_CarnDum
Side = Isengard
Map = "AI BASE - Isengard - Carn Dum"
GameMapToUseOn = "MAP WOR ANG Carn Dum.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase WildBase_Carn Dum
Side = Wild
Map = "AI BASE - Wild - Carn Dum"
GameMapToUseOn = "MAP WOR ANG Carn Dum.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase MotEBase_CarnDum
Side = EvilMen
Map = "ai base - evilmen - carn dum"
GameMapToUseOn = "MAP WOR ANG Carn Dum.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase AngmarBase_CarnDum
Side = Angmar
Map = "AI BASE - ANGMAR - Carn Dum"
GameMapToUseOn = "map wor ANG Carn Dum.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

;-------------------------------------------------------------------------
;----------------------------- Dol Amroth --------------------------------
;-------------------------------------------------------------------------

AIBase MotWBase_DolAmroth
Side = Men
Map = "AI BASE - MoW - Dol Amroth"
GameMapToUseOn = "map mp dol amroth.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase RohanBase_DolAmroth
Side = Rohan
Map = "AI BASE - Rohan - Dol Amroth"
GameMapToUseOn = "map mp dol amroth.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ElvesBase_DolAmroth
Side = Elves
Map = "AI - BASE - Elves - Dol Amroth"
GameMapToUseOn = "map mp dol amroth.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase DwarvesBase_DolAmroth
Side = Dwarves
Map = "AI - BASE - Dwarves - Dol Amroth"
GameMapToUseOn = "map mp dol amroth.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ArnorBase_DolAmroth
Side = Arnor
Map = "AI - BASE - Arnor - Dol Amroth"
GameMapToUseOn = "map mp dol amroth.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase MordorBase_DolAmroth
Side = Mordor
Map = "AI BASE - Mordor - Dol Amroth"
GameMapToUseOn = "map mp dol amroth.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase IsengardBase_DolAmroth
Side = Isengard
Map = "AI - BASE - Isengard - Dol Amroth"
GameMapToUseOn = "map mp dol amroth.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase WildBase_DolAmroth
Side = Wild
Map = "AI BASE - Wild - Dol Amroth"
GameMapToUseOn = "map mp dol amroth.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase MotEBase_DolAmroth
Side = EvilMen
Map = "AI BASE - MotE - Dol Amroth"
GameMapToUseOn = "map mp dol amroth.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase AngmarBase_DolAmroth
Side = Angmar
Map = "AI - BASE - Angmar - Dol Amroth"
GameMapToUseOn = "map mp dol amroth.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

;-------------------------------------------------------------------------
;----------------------------- Dol Guldur --------------------------------
;-------------------------------------------------------------------------

AIBase MOWBase_Dol_Guldur
Side = Men
Map = "AI BASE - MOTW - Dol Guldur"
GameMapToUseOn = "map wor dol guldur.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase RohanBase_Dol_Guldur
Side = Rohan
Map = "AI BASE - ROHAN - Dol Guldur"
GameMapToUseOn = "map wor dol guldur.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ElvesBase_Dol_Guldur
Side = Elves
Map = "AI BASE - Lothlorien - Dol Guldur" ; "AI BASE - ELVES - Dol Guldur"
GameMapToUseOn = "map wor dol guldur.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase DwarvesBase_Dol_Guldur
Side = Dwarves
Map = "AI BASE - DWARVES - Dol Guldur"
GameMapToUseOn = "map wor dol guldur.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ArnorBase_Dol_Guldur
Side = Arnor
Map = "AI BASE - ARNOR - Dol Guldur"
GameMapToUseOn = "map wor dol guldur.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase MordorBase_Dol_Guldur
Side = Mordor
Map = "AI BASE - MORDOR - Dol Guldur"
GameMapToUseOn = "map wor dol guldur.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase IsengardBase_Dol_Guldur
Side = Isengard
Map = "AI BASE - ISENGARD - Dol Guldur"
GameMapToUseOn = "map wor dol guldur.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase WildBase_Dol_Guldur
Side = Wild
Map = "AI BASE - WILD - Dol Guldur"
GameMapToUseOn = "map wor dol guldur.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase AngmarBase_Dol_Guldur
Side = Angmar
Map = "AI BASE - ANGMAR - Dol Guldur"
GameMapToUseOn = "map wor dol guldur.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

;-------------------------------------------------------------------------
;------------------------------ Erebor -----------------------------------
;-------------------------------------------------------------------------

AIBase MOWBase_Erebor
Side = Men
Map = "AI BASE - MOTW - Erebor"
GameMapToUseOn = "map wor erebor.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase RohanBase_EreborBase
Side = Rohan
Map = "AI BASE - ROHAN - Erebor"
GameMapToUseOn = "map wor erebor.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ElvesBase_EreborBase
Side = Elves
Map = "AI BASE - ELVES - Erebor"
GameMapToUseOn = "map wor erebor.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase DwarvesBase_Erebor
Side = Dwarves
Map = "AI BASE - DWARVES - Erebor"
GameMapToUseOn = "map wor erebor.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ArnorBase_Erebor
Side = Arnor
Map = "AI BASE - ARNOR - Erebor"
GameMapToUseOn = "map wor erebor.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase MordorBase_Erebor
Side = Mordor
Map = "AI BASE - MORDOR - Erebor"
GameMapToUseOn = "map wor erebor.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase IsengardBase_Erebor
Side = Isengard
Map = "AI BASE - ISENGARD - EREBOR"
GameMapToUseOn = "map wor erebor.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase WildBase_Erebor
Side = Wild
Map = "AI BASE - WILD - Erebor"
GameMapToUseOn = "map wor erebor.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase AngmarBase_Erebor
Side = Angmar
Map = "AI BASE - ANGMAR - Erebor"
GameMapToUseOn = "map wor erebor.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

;-------------------------------------------------------------------------
;------------------------------ Fornost ----------------------------------
;-------------------------------------------------------------------------

AIBase MOWBase_Fornost
Side = Men
Map = "AI BASE - MOTW - Fornost"
GameMapToUseOn = "MAP WOR ANG Fornost.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase RohanBase_Fornost
Side = Rohan
Map = "AI BASE - ROHAN - Fornost"
GameMapToUseOn = "MAP WOR ANG Fornost.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ElvesBase_Fornost
Side = Elves
Map = "AI BASE - Elves - Fornost"
GameMapToUseOn = "MAP WOR ANG Fornost.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase DwarvesBase_Fornost
Side = Dwarves
Map = "AI BASE - Dwarves - Fornost"
GameMapToUseOn = "MAP WOR ANG Fornost.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase MordorBase_Fornost
Side = Mordor
Map = "AI BASE - Mordor - Fornost"
GameMapToUseOn = "MAP WOR ANG Fornost.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase IsengardBase_Fornost
Side = Isengard
Map = "AI BASE - Isengard - Fornost"
GameMapToUseOn = "MAP WOR ANG Fornost.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase WildBase_Fornost
Side = Wild
Map = "AI BASE - Wild - Fornost"
GameMapToUseOn = "MAP WOR ANG Fornost.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase AngmarBase_Fornost
Side = Angmar
Map = "AI BASE - Angmar - Fornost"
GameMapToUseOn = "MAP WOR ANG Fornost.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

;-------------------------------------------------------------------------
;---------------------------- Grey Havens --------------------------------
;-------------------------------------------------------------------------

AIBase MOWBase_Grey_Havens
Side = Men
Map = "AI BASE - MOTW - Grey Havens"
GameMapToUseOn = "map wor grey havens.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase RohanBase_Grey_Havens
Side = Rohan
Map = "AI BASE - ROHAN - Grey Havens"
GameMapToUseOn = "map wor grey havens.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ElvesBase_Grey_Havens
Side = Elves
Map = "AI BASE - ELVES - Grey Havens"
GameMapToUseOn = "map wor grey havens.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase DwarvesBase_Grey_Havens
Side = Dwarves
Map = "AI BASE - DWARVES - Grey Havens"
GameMapToUseOn = "map wor grey havens.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ArnorBase_Grey_Havens
Side = Arnor
Map = "AI BASE - ARNOR - Grey Havens"
GameMapToUseOn = "map wor grey havens.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase MordorBase_Grey_Havens
Side = Mordor
Map = "AI BASE - MORDOR - Grey Havens"
GameMapToUseOn = "map wor grey havens.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase IsengardBase_Grey_Havens
Side = Isengard
Map = "AI BASE - ISENGARD - Grey Havens"
GameMapToUseOn = "map wor grey havens.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase WildBase_Grey_Havens
Side = Wild
Map = "AI BASE - WILD - Grey Havens"
GameMapToUseOn = "map wor grey havens.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase AngmarBase_Grey_Havens
Side = Angmar
Map = "AI BASE - ANGMAR - Grey Havens"
GameMapToUseOn = "map wor grey havens.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

;-------------------------------------------------------------------------
;---------------------------- Helm's Deep --------------------------------
;-------------------------------------------------------------------------

AIBase MOWBase_HelmsDeep
Side = Men
Map = "AI BASE - MOTW - HelmsDeep"
GameMapToUseOn = "map wor helms deep.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase RohanBase_HelmsDeep
Side = Rohan
Map = "AI BASE - ROHAN - HelmsDeep"
GameMapToUseOn = "map wor helms deep.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ElvesBase_HelmsDeep
Side = Elves
Map = "AI BASE - Elves - Helms Deep" ; "AI BASE - Elves - HelmsDeep"
GameMapToUseOn = "map wor helms deep.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase DwarvesBase_HelmsDeep
Side = Dwarves
Map = "AI - BASE - MotE - Helms Deep"
GameMapToUseOn = "map wor helms deep.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ArnorBase_HelmsDeep
Side = Arnor
Map = "AI BASE - ARNOR - HelmsDeep"
GameMapToUseOn = "map wor helms deep.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase MordorBase_HelmsDeep
Side = Mordor
Map = "AI BASE - Mordor - HelmsDeep"
GameMapToUseOn = "map wor helms deep.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase IsengardBase_HelmsDeep
Side = Isengard
Map = "AI BASE - Isengard - HelmsDeep"
GameMapToUseOn = "map wor helms deep.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase WildBase_HelmsDeep
Side = Wild
Map = "AI BASE - Wild - HelmsDeep"
GameMapToUseOn = "map wor helms deep.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase MotEBase_HelmsDeep
Side = EvilMen
Map = "AI - BASE - MotE - Helms Deep"
GameMapToUseOn = "map wor helms deep.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase AngmarBase_HelmsDeep
Side = Angmar
Map = "AI BASE - ANGMAR - HelmsDeep"
GameMapToUseOn = "map wor helms deep.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

;-------------------------------------------------------------------------
;--------------------------- Minas Tirith --------------------------------
;-------------------------------------------------------------------------

AIBase MOWBase_MinasTirith
Side = Men
Map = "AI BASE - MOTW - MinasTirith"
GameMapToUseOn = "map wor minas tirith.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase RohanBase_MinasTirith
Side = Rohan
Map = "AI BASE - ROHAN - MinasTirith"
GameMapToUseOn = "map wor minas tirith.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ElvesBase_MinasTirith
Side = Elves
Map = "AI BASE - Elves - MinasTirith"
GameMapToUseOn = "map wor minas tirith.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase DwarvesBase_MinasTirith
Side = Dwarves
Map = "AI BASE - Dwarves - MinasTirith"
GameMapToUseOn = "map wor minas tirith.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase ArnorBase_MinasTirith
Side = Arnor
Map = "AI BASE - ARNOR - MinasTirith"
GameMapToUseOn = "map wor minas tirith.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase MordorBase_MinasTirith
Side = Mordor
Map = "AI BASE - Mordor - MinasTirith"
GameMapToUseOn = "map wor minas tirith.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase IsengardBase_MinasTirith
Side = Isengard
Map = "AI BASE - Isengard - MinasTirith"
GameMapToUseOn = "map wor minas tirith.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase WildBase_MinasTirith
Side = Wild
Map = "AI BASE - Wild - MinasTirith"
GameMapToUseOn = "map wor minas tirith.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

AIBase AngmarBase_MinasTirith
Side = Angmar
Map = "AI BASE - ANGMAR - MinasTirith"
GameMapToUseOn = "map wor minas tirith.map"
PlayerPositions = 1
AllowsArbirtaryRotation = No
End

[/code]
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Problèmes Empty
MessageSujet: Re: Problèmes   Problèmes Icon_minitimeSam 19 Mar - 15:27

Code:
;-------------------------------------------------------------------------
;---------------------------- Rivendell ----------------------------------
;-------------------------------------------------------------------------

AIBase MOWBase_Rivendell
   Side            = Men
   Map            = "AI BASE - MOTW - Rivendell"
   GameMapToUseOn         = "map wor rivendell.map"
   PlayerPositions         = 1
   AllowsArbirtaryRotation      = No
End

AIBase RohanBase_Rivendell
   Side            = Rohan
   Map            = "AI BASE - ROHAN - Rivendell"
   GameMapToUseOn         = "map wor rivendell.map"
   PlayerPositions         = 1
   AllowsArbirtaryRotation      = No
End

AIBase ElvesBase_Rivendell
   Side            = Elves
   Map            = "AI BASE - ELVES - Rivendell"
   GameMapToUseOn         = "map wor rivendell.map"
   PlayerPositions         = 1
   AllowsArbirtaryRotation      = No
End

AIBase DwarvesBase_Rivendell
   Side            = Dwarves
   Map            = "AI BASE - DWARVES - Rivendell"
   GameMapToUseOn         = "map wor rivendell.map"
   PlayerPositions         = 1
   AllowsArbirtaryRotation      = No
End

AIBase ArnorBase_Rivendell
   Side            = Arnor
   Map            = "AI BASE - ARNOR - Rivendell"
   GameMapToUseOn         = "map wor rivendell.map"
   PlayerPositions         = 1
   AllowsArbirtaryRotation      = No
End

AIBase MordorBase_Rivendell
   Side            = Mordor
   Map            = "AI BASE - MORDOR - Rivendell"
   GameMapToUseOn         = "map wor rivendell.map"
   PlayerPositions         = 1
   AllowsArbirtaryRotation      = No
End

AIBase IsengardBase_Rivendell
   Side            = Isengard
   Map            = "AI BASE - ISENGARD - Rivendell"
   GameMapToUseOn         = "map wor rivendell.map"
   PlayerPositions         = 1
   AllowsArbirtaryRotation      = No
End

AIBase WildBase_Rivendell
   Side            = Wild
   Map            = "AI BASE - WILD - Rivendell"
   GameMapToUseOn         = "map wor rivendell.map"
   PlayerPositions         = 1
   AllowsArbirtaryRotation      = No
End

AIBase AngmarBase_Rivendell
   Side            = Angmar
   Map            = "AI BASE - ANGMAR - Rivendell"
   GameMapToUseOn         = "map wor rivendell.map"
   PlayerPositions         = 1
   AllowsArbirtaryRotation      = No
End



; BFME1 AI bases
; Fords of isen
AIBase dwarves_bfme1_fords_isen_1
   Side = Dwarves
   Map = "dwarves_bfme1_fords_isen_1"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_fords_isen_2
   Side = Dwarves
   Map = "dwarves_bfme1_fords_isen_2"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_fords_isen_1
   Side = Mordor
   Map = "mordor_bfme1_fords_isen_1"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_fords_isen_2
   Side = Mordor
   Map = "mordor_bfme1_fords_isen_2"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_fords_isen_1
   Side = Wild
   Map = "wild_bfme1_fords_isen_1"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_fords_isen_2
   Side = Wild
   Map = "wild_bfme1_fords_isen_2"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_fords_isen_1
   Side = Isengard
   Map = "isengard_bfme1_fords_isen_1"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_fords_isen_2
   Side = Isengard
   Map = "isengard_bfme1_fords_isen_2"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_fords_isen_1
   Side = Angmar
   Map = "angmar_bfme1_fords_isen_1"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_fords_isen_2
   Side = Angmar
   Map = "angmar_bfme1_fords_isen_2"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_fords_isen_1
   Side = Rohan
   Map = "rohan_bfme1_fords_isen_1"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_fords_isen_2
   Side = Rohan
   Map = "rohan_bfme1_fords_isen_2"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_fords_isen_1
   Side = Elves
   Map = "elves_bfme1_fords_isen_1"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_fords_isen_2
   Side = Elves
   Map = "elves_bfme1_fords_isen_2"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_fords_isen_1
   Side = Men
   Map = "men_bfme1_fords_isen_1"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_fords_isen_2
   Side = Men
   Map = "men_bfme1_fords_isen_2"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_fords_isen_1
   Side = Arnor
   Map = "arnor_bfme1_fords_isen_1"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_fords_isen_2
   Side = Arnor
   Map = "arnor_bfme1_fords_isen_2"
   GameMapToUseOn = "bfme1 fords of isen.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

; Dunharrow
AIBase dwarves_bfme1_dunharrow_1
   Side = Dwarves
   Map = "dwarves_bfme1_dunharrow_1"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_dunharrow_2
   Side = Dwarves
   Map = "dwarves_bfme1_dunharrow_2"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_dunharrow_1
   Side = Mordor
   Map = "mordor_bfme1_dunharrow_1"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_dunharrow_2
   Side = Mordor
   Map = "mordor_bfme1_dunharrow_2"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_dunharrow_1
   Side = Wild
   Map = "wild_bfme1_dunharrow_1"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_dunharrow_2
   Side = Wild
   Map = "wild_bfme1_dunharrow_2"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_dunharrow_1
   Side = Isengard
   Map = "isengard_bfme1_dunharrow_1"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_dunharrow_2
   Side = Isengard
   Map = "isengard_bfme1_dunharrow_2"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_dunharrow_1
   Side = Angmar
   Map = "angmar_bfme1_dunharrow_1"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_dunharrow_2
   Side = Angmar
   Map = "angmar_bfme1_dunharrow_2"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_dunharrow_1
   Side = Rohan
   Map = "rohan_bfme1_dunharrow_1"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_dunharrow_2
   Side = Rohan
   Map = "rohan_bfme1_dunharrow_2"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_dunharrow_1
   Side = Elves
   Map = "elves_bfme1_dunharrow_1"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_dunharrow_2
   Side = Elves
   Map = "elves_bfme1_dunharrow_2"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_dunharrow_1
   Side = Men
   Map = "men_bfme1_dunharrow_1"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_dunharrow_2
   Side = Men
   Map = "men_bfme1_dunharrow_2"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_dunharrow_1
   Side = Arnor
   Map = "arnor_bfme1_dunharrow_1"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_dunharrow_2
   Side = Arnor
   Map = "arnor_bfme1_dunharrow_2"
   GameMapToUseOn = "bfme1 dunharrow.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

; Cair Andros
AIBase dwarves_bfme1_cair_andros_1
   Side = Dwarves
   Map = "dwarves_bfme1_cair_andros_1"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_cair_andros_2
   Side = Dwarves
   Map = "dwarves_bfme1_cair_andros_2"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_cair_andros_3
   Side = Dwarves
   Map = "dwarves_bfme1_cair_andros_3"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_cair_andros_1
   Side = Mordor
   Map = "mordor_bfme1_cair_andros_1"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_cair_andros_2
   Side = Mordor
   Map = "mordor_bfme1_cair_andros_2"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_cair_andros_3
   Side = Mordor
   Map = "mordor_bfme1_cair_andros_3"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_cair_andros_1
   Side = Wild
   Map = "wild_bfme1_cair_andros_1"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_cair_andros_2
   Side = Wild
   Map = "wild_bfme1_cair_andros_2"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_cair_andros_3
   Side = Wild
   Map = "wild_bfme1_cair_andros_3"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_cair_andros_1
   Side = Isengard
   Map = "isengard_bfme1_cair_andros_1"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_cair_andros_2
   Side = Isengard
   Map = "isengard_bfme1_cair_andros_2"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_cair_andros_3
   Side = Isengard
   Map = "isengard_bfme1_cair_andros_3"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_cair_andros_1
   Side = Angmar
   Map = "angmar_bfme1_cair_andros_1"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_cair_andros_2
   Side = Angmar
   Map = "angmar_bfme1_cair_andros_2"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_cair_andros_3
   Side = Angmar
   Map = "angmar_bfme1_cair_andros_3"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_cair_andros_1
   Side = Rohan
   Map = "rohan_bfme1_cair_andros_1"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_cair_andros_2
   Side = Rohan
   Map = "rohan_bfme1_cair_andros_2"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_cair_andros_3
   Side = Rohan
   Map = "rohan_bfme1_cair_andros_3"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_cair_andros_1
   Side = Elves
   Map = "elves_bfme1_cair_andros_1"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_cair_andros_2
   Side = Elves
   Map = "elves_bfme1_cair_andros_2"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_cair_andros_3
   Side = Elves
   Map = "elves_bfme1_cair_andros_3"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_cair_andros_1
   Side = Men
   Map = "men_bfme1_cair_andros_1"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_cair_andros_2
   Side = Men
   Map = "men_bfme1_cair_andros_2"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_cair_andros_3
   Side = Men
   Map = "men_bfme1_cair_andros_3"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_cair_andros_1
   Side = Arnor
   Map = "arnor_bfme1_cair_andros_1"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_cair_andros_2
   Side = Arnor
   Map = "arnor_bfme1_cair_andros_2"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_cair_andros_3
   Side = Arnor
   Map = "arnor_bfme1_cair_andros_3"
   GameMapToUseOn = "bfme1 cair andros.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

; Anorien
AIBase dwarves_bfme1_anorien_1
   Side = Dwarves
   Map = "dwarves_bfme1_anorien_1"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_anorien_2
   Side = Dwarves
   Map = "dwarves_bfme1_anorien_2"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_anorien_3
   Side = Dwarves
   Map = "dwarves_bfme1_anorien_3"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_anorien_4
   Side = Dwarves
   Map = "dwarves_bfme1_anorien_4"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_anorien_1
   Side = Mordor
   Map = "mordor_bfme1_anorien_1"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_anorien_2
   Side = Mordor
   Map = "mordor_bfme1_anorien_2"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_anorien_3
   Side = Mordor
   Map = "mordor_bfme1_anorien_3"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_anorien_4
   Side = Mordor
   Map = "mordor_bfme1_anorien_4"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_anorien_1
   Side = Wild
   Map = "wild_bfme1_anorien_1"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_anorien_2
   Side = Wild
   Map = "wild_bfme1_anorien_2"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_anorien_3
   Side = Wild
   Map = "wild_bfme1_anorien_3"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_anorien_4
   Side = Wild
   Map = "wild_bfme1_anorien_4"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_anorien_1
   Side = Isengard
   Map = "isengard_bfme1_anorien_1"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_anorien_2
   Side = Isengard
   Map = "isengard_bfme1_anorien_2"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_anorien_3
   Side = Isengard
   Map = "isengard_bfme1_anorien_3"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_anorien_4
   Side = Isengard
   Map = "isengard_bfme1_anorien_4"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_anorien_1
   Side = Angmar
   Map = "angmar_bfme1_anorien_1"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_anorien_2
   Side = Angmar
   Map = "angmar_bfme1_anorien_2"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_anorien_3
   Side = Angmar
   Map = "angmar_bfme1_anorien_3"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_anorien_4
   Side = Angmar
   Map = "angmar_bfme1_anorien_4"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_anorien_1
   Side = Rohan
   Map = "rohan_bfme1_anorien_1"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_anorien_2
   Side = Rohan
   Map = "rohan_bfme1_anorien_2"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_anorien_3
   Side = Rohan
   Map = "rohan_bfme1_anorien_3"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_anorien_4
   Side = Rohan
   Map = "rohan_bfme1_anorien_4"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_anorien_1
   Side = Elves
   Map = "elves_bfme1_anorien_1"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_anorien_2
   Side = Elves
   Map = "elves_bfme1_anorien_2"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_anorien_3
   Side = Elves
   Map = "elves_bfme1_anorien_3"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_anorien_4
   Side = Elves
   Map = "elves_bfme1_anorien_4"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_anorien_1
   Side = Men
   Map = "men_bfme1_anorien_1"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_anorien_2
   Side = Men
   Map = "men_bfme1_anorien_2"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_anorien_3
   Side = Men
   Map = "men_bfme1_anorien_3"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_anorien_4
   Side = Men
   Map = "men_bfme1_anorien_4"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_anorien_1
   Side = Arnor
   Map = "arnor_bfme1_anorien_1"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_anorien_2
   Side = Arnor
   Map = "arnor_bfme1_anorien_2"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_anorien_3
   Side = Arnor
   Map = "arnor_bfme1_anorien_3"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_anorien_4
   Side = Arnor
   Map = "arnor_bfme1_anorien_4"
   GameMapToUseOn = "bfme1 anorien.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

; Mouths of the Entwash
AIBase dwarves_bfme1_mouths_entwash_1
   Side = Dwarves
   Map = "dwarves_bfme1_mouths_entwash_1"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_mouths_entwash_2
   Side = Dwarves
   Map = "dwarves_bfme1_mouths_entwash_2"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_mouths_entwash_3
   Side = Dwarves
   Map = "dwarves_bfme1_mouths_entwash_3"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_mouths_entwash_4
   Side = Dwarves
   Map = "dwarves_bfme1_mouths_entwash_4"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_mouths_entwash_1
   Side = Mordor
   Map = "mordor_bfme1_mouths_entwash_1"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_mouths_entwash_2
   Side = Mordor
   Map = "mordor_bfme1_mouths_entwash_2"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_mouths_entwash_3
   Side = Mordor
   Map = "mordor_bfme1_mouths_entwash_3"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_mouths_entwash_4
   Side = Mordor
   Map = "mordor_bfme1_mouths_entwash_4"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_mouths_entwash_1
   Side = Wild
   Map = "wild_bfme1_mouths_entwash_1"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_mouths_entwash_2
   Side = Wild
   Map = "wild_bfme1_mouths_entwash_2"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_mouths_entwash_3
   Side = Wild
   Map = "wild_bfme1_mouths_entwash_3"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_mouths_entwash_4
   Side = Wild
   Map = "wild_bfme1_mouths_entwash_4"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_mouths_entwash_1
   Side = Isengard
   Map = "isengard_bfme1_mouths_entwash_1"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_mouths_entwash_2
   Side = Isengard
   Map = "isengard_bfme1_mouths_entwash_2"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_mouths_entwash_3
   Side = Isengard
   Map = "isengard_bfme1_mouths_entwash_3"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_mouths_entwash_4
   Side = Isengard
   Map = "isengard_bfme1_mouths_entwash_4"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_mouths_entwash_1
   Side = Angmar
   Map = "angmar_bfme1_mouths_entwash_1"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_mouths_entwash_2
   Side = Angmar
   Map = "angmar_bfme1_mouths_entwash_2"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_mouths_entwash_3
   Side = Angmar
   Map = "angmar_bfme1_mouths_entwash_3"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_mouths_entwash_4
   Side = Angmar
   Map = "angmar_bfme1_mouths_entwash_4"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_mouths_entwash_1
   Side = Rohan
   Map = "rohan_bfme1_mouths_entwash_1"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_mouths_entwash_2
   Side = Rohan
   Map = "rohan_bfme1_mouths_entwash_2"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_mouths_entwash_3
   Side = Rohan
   Map = "rohan_bfme1_mouths_entwash_3"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_mouths_entwash_4
   Side = Rohan
   Map = "rohan_bfme1_mouths_entwash_4"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_mouths_entwash_1
   Side = Elves
   Map = "elves_bfme1_mouths_entwash_1"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_mouths_entwash_2
   Side = Elves
   Map = "elves_bfme1_mouths_entwash_2"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_mouths_entwash_3
   Side = Elves
   Map = "elves_bfme1_mouths_entwash_3"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_mouths_entwash_4
   Side = Elves
   Map = "elves_bfme1_mouths_entwash_4"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_mouths_entwash_1
   Side = Men
   Map = "men_bfme1_mouths_entwash_1"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_mouths_entwash_2
   Side = Men
   Map = "men_bfme1_mouths_entwash_2"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_mouths_entwash_3
   Side = Men
   Map = "men_bfme1_mouths_entwash_3"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_mouths_entwash_4
   Side = Men
   Map = "men_bfme1_mouths_entwash_4"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_mouths_entwash_1
   Side = Arnor
   Map = "arnor_bfme1_mouths_entwash_1"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_mouths_entwash_2
   Side = Arnor
   Map = "arnor_bfme1_mouths_entwash_2"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_mouths_entwash_3
   Side = Arnor
   Map = "arnor_bfme1_mouths_entwash_3"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_mouths_entwash_4
   Side = Arnor
   Map = "arnor_bfme1_mouths_entwash_4"
   GameMapToUseOn = "bfme1 mouths entwash.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

; Belfalas
AIBase dwarves_bfme1_belfalas_1
   Side = Dwarves
   Map = "dwarves_bfme1_belfalas_1"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_belfalas_2
   Side = Dwarves
   Map = "dwarves_bfme1_belfalas_2"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_belfalas_3
   Side = Dwarves
   Map = "dwarves_bfme1_belfalas_3"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_belfalas_4
   Side = Dwarves
   Map = "dwarves_bfme1_belfalas_4"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_belfalas_5
   Side = Dwarves
   Map = "dwarves_bfme1_belfalas_5"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_belfalas_1
   Side = Mordor
   Map = "mordor_bfme1_belfalas_1"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_belfalas_2
   Side = Mordor
   Map = "mordor_bfme1_belfalas_2"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_belfalas_3
   Side = Mordor
   Map = "mordor_bfme1_belfalas_3"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_belfalas_4
   Side = Mordor
   Map = "mordor_bfme1_belfalas_4"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_belfalas_5
   Side = Mordor
   Map = "mordor_bfme1_belfalas_5"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_belfalas_1
   Side = Wild
   Map = "wild_bfme1_belfalas_1"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_belfalas_2
   Side = Wild
   Map = "wild_bfme1_belfalas_2"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_belfalas_3
   Side = Wild
   Map = "wild_bfme1_belfalas_3"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_belfalas_4
   Side = Wild
   Map = "wild_bfme1_belfalas_4"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_belfalas_5
   Side = Wild
   Map = "wild_bfme1_belfalas_5"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_belfalas_1
   Side = Isengard
   Map = "isengard_bfme1_belfalas_1"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_belfalas_2
   Side = Isengard
   Map = "isengard_bfme1_belfalas_2"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_belfalas_3
   Side = Isengard
   Map = "isengard_bfme1_belfalas_3"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_belfalas_4
   Side = Isengard
   Map = "isengard_bfme1_belfalas_4"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_belfalas_5
   Side = Isengard
   Map = "isengard_bfme1_belfalas_5"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_belfalas_1
   Side = Angmar
   Map = "angmar_bfme1_belfalas_1"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_belfalas_2
   Side = Angmar
   Map = "angmar_bfme1_belfalas_2"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_belfalas_3
   Side = Angmar
   Map = "angmar_bfme1_belfalas_3"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_belfalas_4
   Side = Angmar
   Map = "angmar_bfme1_belfalas_4"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_belfalas_5
   Side = Angmar
   Map = "angmar_bfme1_belfalas_5"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_belfalas_1
   Side = Rohan
   Map = "rohan_bfme1_belfalas_1"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_belfalas_2
   Side = Rohan
   Map = "rohan_bfme1_belfalas_2"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_belfalas_3
   Side = Rohan
   Map = "rohan_bfme1_belfalas_3"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_belfalas_4
   Side = Rohan
   Map = "rohan_bfme1_belfalas_4"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_belfalas_5
   Side = Rohan
   Map = "rohan_bfme1_belfalas_5"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_belfalas_1
   Side = Elves
   Map = "elves_bfme1_belfalas_1"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_belfalas_2
   Side = Elves
   Map = "elves_bfme1_belfalas_2"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_belfalas_3
   Side = Elves
   Map = "elves_bfme1_belfalas_3"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_belfalas_4
   Side = Elves
   Map = "elves_bfme1_belfalas_4"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_belfalas_5
   Side = Elves
   Map = "elves_bfme1_belfalas_5"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_belfalas_1
   Side = Men
   Map = "men_bfme1_belfalas_1"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_belfalas_2
   Side = Men
   Map = "men_bfme1_belfalas_2"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_belfalas_3
   Side = Men
   Map = "men_bfme1_belfalas_3"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_belfalas_4
   Side = Men
   Map = "men_bfme1_belfalas_4"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_belfalas_5
   Side = Men
   Map = "men_bfme1_belfalas_5"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_belfalas_1
   Side = Arnor
   Map = "arnor_bfme1_belfalas_1"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_belfalas_2
   Side = Arnor
   Map = "arnor_bfme1_belfalas_2"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_belfalas_3
   Side = Arnor
   Map = "arnor_bfme1_belfalas_3"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_belfalas_4
   Side = Arnor
   Map = "arnor_bfme1_belfalas_4"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_belfalas_5
   Side = Arnor
   Map = "arnor_bfme1_belfalas_5"
   GameMapToUseOn = "bfme1 belfalas.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

; Brown Lands
AIBase dwarves_bfme1_brown_lands_1
   Side = Dwarves
   Map = "dwarves_bfme1_brown_lands_1"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_brown_lands_2
   Side = Dwarves
   Map = "dwarves_bfme1_brown_lands_2"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_brown_lands_3
   Side = Dwarves
   Map = "dwarves_bfme1_brown_lands_3"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_brown_lands_4
   Side = Dwarves
   Map = "dwarves_bfme1_brown_lands_4"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_brown_lands_5
   Side = Dwarves
   Map = "dwarves_bfme1_brown_lands_5"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_brown_lands_6
   Side = Dwarves
   Map = "dwarves_bfme1_brown_lands_6"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 6
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_brown_lands_7
   Side = Dwarves
   Map = "dwarves_bfme1_brown_lands_7"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 7
   AllowsArbirtaryRotation = No
End

AIBase dwarves_bfme1_brown_lands_8
   Side = Dwarves
   Map = "dwarves_bfme1_brown_lands_8"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 8
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_brown_lands_1
   Side = Mordor
   Map = "mordor_bfme1_brown_lands_1"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_brown_lands_2
   Side = Mordor
   Map = "mordor_bfme1_brown_lands_2"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_brown_lands_3
   Side = Mordor
   Map = "mordor_bfme1_brown_lands_3"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_brown_lands_4
   Side = Mordor
   Map = "mordor_bfme1_brown_lands_4"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_brown_lands_5
   Side = Mordor
   Map = "mordor_bfme1_brown_lands_5"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_brown_lands_6
   Side = Mordor
   Map = "mordor_bfme1_brown_lands_6"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 6
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_brown_lands_7
   Side = Mordor
   Map = "mordor_bfme1_brown_lands_7"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 7
   AllowsArbirtaryRotation = No
End

AIBase mordor_bfme1_brown_lands_8
   Side = Mordor
   Map = "mordor_bfme1_brown_lands_8"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 8
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_brown_lands_1
   Side = Wild
   Map = "wild_bfme1_brown_lands_1"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_brown_lands_2
   Side = Wild
   Map = "wild_bfme1_brown_lands_2"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_brown_lands_3
   Side = Wild
   Map = "wild_bfme1_brown_lands_3"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_brown_lands_4
   Side = Wild
   Map = "wild_bfme1_brown_lands_4"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_brown_lands_5
   Side = Wild
   Map = "wild_bfme1_brown_lands_5"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_brown_lands_6
   Side = Wild
   Map = "wild_bfme1_brown_lands_6"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 6
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_brown_lands_7
   Side = Wild
   Map = "wild_bfme1_brown_lands_7"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 7
   AllowsArbirtaryRotation = No
End

AIBase wild_bfme1_brown_lands_8
   Side = Wild
   Map = "wild_bfme1_brown_lands_8"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 8
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_brown_lands_1
   Side = Isengard
   Map = "isengard_bfme1_brown_lands_1"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_brown_lands_2
   Side = Isengard
   Map = "isengard_bfme1_brown_lands_2"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_brown_lands_3
   Side = Isengard
   Map = "isengard_bfme1_brown_lands_3"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_brown_lands_4
   Side = Isengard
   Map = "isengard_bfme1_brown_lands_4"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_brown_lands_5
   Side = Isengard
   Map = "isengard_bfme1_brown_lands_5"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_brown_lands_6
   Side = Isengard
   Map = "isengard_bfme1_brown_lands_6"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 6
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_brown_lands_7
   Side = Isengard
   Map = "isengard_bfme1_brown_lands_7"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 7
   AllowsArbirtaryRotation = No
End

AIBase isengard_bfme1_brown_lands_8
   Side = Isengard
   Map = "isengard_bfme1_brown_lands_8"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 8
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_brown_lands_1
   Side = Angmar
   Map = "angmar_bfme1_brown_lands_1"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_brown_lands_2
   Side = Angmar
   Map = "angmar_bfme1_brown_lands_2"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_brown_lands_3
   Side = Angmar
   Map = "angmar_bfme1_brown_lands_3"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_brown_lands_4
   Side = Angmar
   Map = "angmar_bfme1_brown_lands_4"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_brown_lands_5
   Side = Angmar
   Map = "angmar_bfme1_brown_lands_5"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_brown_lands_6
   Side = Angmar
   Map = "angmar_bfme1_brown_lands_6"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 6
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_brown_lands_7
   Side = Angmar
   Map = "angmar_bfme1_brown_lands_7"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 7
   AllowsArbirtaryRotation = No
End

AIBase angmar_bfme1_brown_lands_8
   Side = Angmar
   Map = "angmar_bfme1_brown_lands_8"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 8
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_brown_lands_1
   Side = Rohan
   Map = "rohan_bfme1_brown_lands_1"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_brown_lands_2
   Side = Rohan
   Map = "rohan_bfme1_brown_lands_2"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_brown_lands_3
   Side = Rohan
   Map = "rohan_bfme1_brown_lands_3"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_brown_lands_4
   Side = Rohan
   Map = "rohan_bfme1_brown_lands_4"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_brown_lands_5
   Side = Rohan
   Map = "rohan_bfme1_brown_lands_5"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_brown_lands_6
   Side = Rohan
   Map = "rohan_bfme1_brown_lands_6"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 6
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_brown_lands_7
   Side = Rohan
   Map = "rohan_bfme1_brown_lands_7"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 7
   AllowsArbirtaryRotation = No
End

AIBase rohan_bfme1_brown_lands_8
   Side = Rohan
   Map = "rohan_bfme1_brown_lands_8"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 8
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_brown_lands_1
   Side = Elves
   Map = "elves_bfme1_brown_lands_1"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_brown_lands_2
   Side = Elves
   Map = "elves_bfme1_brown_lands_2"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_brown_lands_3
   Side = Elves
   Map = "elves_bfme1_brown_lands_3"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_brown_lands_4
   Side = Elves
   Map = "elves_bfme1_brown_lands_4"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_brown_lands_5
   Side = Elves
   Map = "elves_bfme1_brown_lands_5"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_brown_lands_6
   Side = Elves
   Map = "elves_bfme1_brown_lands_6"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 6
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_brown_lands_7
   Side = Elves
   Map = "elves_bfme1_brown_lands_7"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 7
   AllowsArbirtaryRotation = No
End

AIBase elves_bfme1_brown_lands_8
   Side = Elves
   Map = "elves_bfme1_brown_lands_8"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 8
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_brown_lands_1
   Side = Men
   Map = "men_bfme1_brown_lands_1"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_brown_lands_2
   Side = Men
   Map = "men_bfme1_brown_lands_2"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_brown_lands_3
   Side = Men
   Map = "men_bfme1_brown_lands_3"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_brown_lands_4
   Side = Men
   Map = "men_bfme1_brown_lands_4"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_brown_lands_5
   Side = Men
   Map = "men_bfme1_brown_lands_5"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_brown_lands_6
   Side = Men
   Map = "men_bfme1_brown_lands_6"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 6
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_brown_lands_7
   Side = Men
   Map = "men_bfme1_brown_lands_7"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 7
   AllowsArbirtaryRotation = No
End

AIBase men_bfme1_brown_lands_8
   Side = Men
   Map = "men_bfme1_brown_lands_8"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 8
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_brown_lands_1
   Side = Arnor
   Map = "arnor_bfme1_brown_lands_1"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 1
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_brown_lands_2
   Side = Arnor
   Map = "arnor_bfme1_brown_lands_2"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 2
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_brown_lands_3
   Side = Arnor
   Map = "arnor_bfme1_brown_lands_3"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 3
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_brown_lands_4
   Side = Arnor
   Map = "arnor_bfme1_brown_lands_4"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 4
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_brown_lands_5
   Side = Arnor
   Map = "arnor_bfme1_brown_lands_5"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 5
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_brown_lands_6
   Side = Arnor
   Map = "arnor_bfme1_brown_lands_6"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 6
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_brown_lands_7
   Side = Arnor
   Map = "arnor_bfme1_brown_lands_7"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 7
   AllowsArbirtaryRotation = No
End

AIBase arnor_bfme1_brown_lands_8
   Side = Arnor
   Map = "arnor_bfme1_brown_lands_8"
   GameMapToUseOn = "bfme1 brown lands.map"
   PlayerPositions = 8
   AllowsArbirtaryRotation = No
End

;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;
; DOZERS
;   identify the default dozer unit for each side
;
;/////////////////////////////////////////////////////////////////////////////////////////////////////////

AIDozerAssignment MotWDefaultDozer
   Side = Men
   Unit = MenPorter
End

AIDozerAssignment WildDefaultDozer
   Side = Wild
   Unit = WildPorter
End

AIDozerAssignment ElvenDefaultDozer
   Side = Elves
   Unit = ElvenPorter
End

AIDozerAssignment IsengardDefaultDozer
   Side = Isengard
   Unit = IsengardPorter
End

AIDozerAssignment MordorDefaultDozer
   Side = Mordor
   Unit = MordorPorter
End

AIDozerAssignment DwarvenDefaultDozer
   Side = Dwarves
   Unit = DwarvenPorter
End

AIDozerAssignment ArnorDefaultDozer
   Side = Arnor
   Unit = ArnorPorter
End

AIDozerAssignment AngmarDefaultDozer
   Side = Angmar
   Unit = AngmarPorter
End

AIDozerAssignment RohanDefaultDozer
   Side = Rohan
   Unit = RohanPorter
End

AIDozerAssignment EvilMenDefaultDozer
   Side = EvilMen
   Unit = EvilMenPorter
End
Revenir en haut Aller en bas
invitéé
Invité




Problèmes Empty
MessageSujet: Re: Problèmes   Problèmes Icon_minitimeSam 19 Mar - 15:30

Code:
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;
; General Data for the System
;   tweakable variables that effect the behavior of the Skirmish AI
;
;/////////////////////////////////////////////////////////////////////////////////////////////////////////

SkirmishAIData TheSkirmishAIData

   ;----------------------------------------------------------------------------------------------------
   ; Combat Chain definitions
   ;   describes priority modifier that unit types give to other unit types
   ;   the function works as follows:
   ;            TargetPriority = PriorityFromAIData.ini + TargetPriorityModifier/AttackPriorityDistanceModifier
   ;
   ;   effectively it means number of WorldBuilder units closer this type of unit appears to the targeting system
   ;   a modifier of -1.0 means "never auto-acquire"
   ;----------------------------------------------------------------------------------------------------
   
   CombatChainDefinition InfantryCombatChain
      Unit         = INFANTRY
      TargetTypes            = CAVALRY   INFANTRY   PIKEMAN      ARCHER      STRUCTURE   BATTLE_TOWER         WALL   CREEP   HERO   SHIP_BATTLESHIP      SHIP_BOMBARD   SHIP_SUICIDE   SHIP_TRANSPORT
      TargetPriorityModifiers         = 0.0      750.0      1000.0      500.0      0.0      250.0            -1.0   0.0   250.0   -1.0         -1.0      -1.0      -1.0
   End

   CombatChainDefinition ArcherCombatChain
      Unit         = ARCHER
      TargetTypes            = CAVALRY   INFANTRY   PIKEMAN      ARCHER      STRUCTURE   BATTLE_TOWER         WALL   CREEP   HERO   SHIP_BATTLESHIP      SHIP_BOMBARD   SHIP_SUICIDE   SHIP_TRANSPORT
      TargetPriorityModifiers         = 250.0      1000.0      500.0      0.0      -1.0      -1.0            -1.0   0.0   500.0   -1.0         -1.0      -1.0      -1.0
   End

   CombatChainDefinition CavalryCombatChain
      Unit         = CAVALRY
      TargetTypes            = CAVALRY   INFANTRY   PIKEMAN      ARCHER      STRUCTURE   BATTLE_TOWER   SIEGEWEAPON   WALL   CREEP   HERO   SHIP_BATTLESHIP      SHIP_BOMBARD   SHIP_SUICIDE   SHIP_TRANSPORT
      TargetPriorityModifiers         = 500.0      1000.0      -1.0      1000.0      250.0      100.0      1000.0      -1.0   0.0   250.0   -1.0         -1.0      -1.0      -1.0
   End

   CombatChainDefinition PikemanCombatChain
      Unit         = PIKEMAN
      TargetTypes            = CAVALRY   INFANTRY   PIKEMAN      ARCHER      STRUCTURE   BATTLE_TOWER         WALL   CREEP   HERO   SHIP_BATTLESHIP      SHIP_BOMBARD   SHIP_SUICIDE   SHIP_TRANSPORT
      TargetPriorityModifiers         = 1000.0   0.0      250.0      250.0      0.0      0.0            -1.0   0.0   500.0   -1.0         -1.0      -1.0      -1.0
   End

   CombatChainDefinition SiegeWeaponCombatChain
      Unit         = SIEGEWEAPON
      TargetTypes            = CAVALRY   INFANTRY   PIKEMAN      ARCHER      STRUCTURE   BATTLE_TOWER   SIEGEWEAPON   WALL   CREEP   HERO
      TargetPriorityModifiers         = 0.0      0.0      0.0      500.0      2000.0      1000.0      250.0      1000.0   0.0   0.0
   End
   
   CombatChainDefinition StructureCombatChain
      Unit         = STRUCTURE
      TargetTypes            = CAVALRY   INFANTRY   PIKEMAN      ARCHER                  SIEGEWEAPON      CREEP   HERO
      TargetPriorityModifiers         = 0.0      0.0      250.0      0.0                  1000.0         0.0   500.0
   End
   
   CombatChainDefinition ArcherCombatChain
      Unit         = BATTLE_TOWER
      TargetTypes            = CAVALRY   INFANTRY   PIKEMAN      ARCHER                        WALL      HERO
      TargetPriorityModifiers         = 250.0      500.0      500.0      250.0                        -1.0      1000.0
   End
   
   CombatChainDefinition CreepCombatChain
      Unit         = CREEP
      TargetTypes            = CAVALRY   INFANTRY   PIKEMAN      ARCHER      STRUCTURE         SIEGEWEAPON   WALL      HERO   SHIP_BATTLESHIP      SHIP_BOMBARD   SHIP_SUICIDE   SHIP_TRANSPORT
      TargetPriorityModifiers         = 0.0      0.0      0.0      0.0      0.0            0.0      1.0      0.0   -1.0         -1.0      -1.0      -1.0
   End
   
   CombatChainDefinition HeroCombatChain
      Unit         = HERO
      TargetTypes            = CAVALRY   INFANTRY   PIKEMAN      ARCHER      STRUCTURE   WALL               CREEP   HERO   SHIP_BATTLESHIP      SHIP_BOMBARD   SHIP_SUICIDE   SHIP_TRANSPORT   CREEP_STRUCTURE
      TargetPriorityModifiers         = 500.0      500.0      500.0      500.0      250.0      -1.0               500.0   1000.0   -1.0         -1.0         -1.0   -1.0      500.0
   End

   CombatChainDefinition BattleShipCombatChain
      Unit         = SHIP_BATTLESHIP
      TargetTypes            = CAVALRY   INFANTRY   PIKEMAN      ARCHER      STRUCTURE   WALL               CREEP   HERO   SHIP_BATTLESHIP      SHIP_BOMBARD   SHIP_SUICIDE
      TargetPriorityModifiers         = 0.0      0.0      0.0      50.0      0.0      -1.0               0.0   0.0   100.0         100.0      100.0
   End

   CombatChainDefinition BombardShipCombatChain
      Unit         = SHIP_BOMBARD
      TargetTypes            = CAVALRY   INFANTRY   PIKEMAN      ARCHER      STRUCTURE   WALL               CREEP   HERO   SHIP_BATTLESHIP      SHIP_BOMBARD   SHIP_SUICIDE
      TargetPriorityModifiers         = 0.0      0.0      0.0      0.0      500.0      200.0               0.0   0.0   100.0         100.0      100.0
   End

   CombatChainDefinition SuicideShipCombatChain
      Unit         = SHIP_SUICIDE
      TargetTypes            = CAVALRY   INFANTRY   PIKEMAN      ARCHER      STRUCTURE   WALL               CREEP   HERO   SHIP_BATTLESHIP      SHIP_BOMBARD   SHIP_SUICIDE
      TargetPriorityModifiers         = -1.0      -1.0      -1.0      -1.0      0.0      -1.0               -1.0   -1.0   100.0         100.0      100.0
   End

   ;----------------------------------------------------------------------------------------------------
   ; Global Tuning Paramaters
   ;----------------------------------------------------------------------------------------------------

   DefaultTargetThreatRadius         = 300.0

   BrutalDifficultyCheats TheBrutalDifficultyCheats
      BuildCostReduction         = 50%
      BuildTimeReduction         = 0%
   End

   DifficultyTuning EasyTuning
      Difficulty            = EASY
      EconomyMaxFarms            = 5
      EconomyUpgradeProbability      = 1 : 1050   ; When the AI decides to build a farm
      SpecialPowerActivationProbability   = 1 : 250   ; When the AI decides to activate a spell or hero power
      OffensiveTacticActivationProbability   = 1 : 500   ; When the AI decides to activate an offensive tactic
   End

   DifficultyTuning NormalTuning
      Difficulty            = NORMAL
      EconomyUpgradeProbability      = 10 : 100
      SpecialPowerActivationProbability   = 10 : 150
      OffensiveTacticActivationProbability   = 1 : 1
   End
   
   
   ;----------------------------------------------------------------------------------------------------
   ; System Toggles
   ;----------------------------------------------------------------------------------------------------
   
   DisableBaseBuilding            = No
   DisableEconomyBuilding            = No
   DisableUnitBuilding            = No
   DisableScienceUpgrading            = No
   DisableUnitUpgrading            = No
   DisableTacticalAI            = No
   DisableTeamBuilding            = No
   DisableWallBuilding            = No
   
   ; The side that you as the player would normally control will be controlled by an AI
   ; experimental... will probably crash
   MakeAllSkirmishSidesAIControlled      = No

   ; WOTR retreat magic numbers
   FarmingThreshold            = -2
   ArmyQualityBias               = 2
   ArmyQuantityBias            = 1
   HeroQualityBias               = 1
   MapControlBias               = 2
   BaseStrengthBias            = 1
   RingOwnershipBias            = 2
   LogicFramesTillRetreatChecksStart      = 90000   ; 1800
   LogicFrameBetweenRetreatChecks         = 300
   LogicFramesTillAISelfDestructs         = 600

   ;-------------------------------------------------
   ; Engineering Parameters (Designer no touchy)
   ;-------------------------------------------------

   TeamIdleCheckRadius            = 20.0
   TeamTimeUntilConsideredIdle         = 3.0

   DefenseTreeNodeRadius            = 200.0
End



;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;
; Side Army Distribution definitions
;   defines the units and their percentage in a "balanced" army
;
;/////////////////////////////////////////////////////////////////////////////////////////////////////////

ArmyDefinition MenOfTheWestArmy

   Side                  = Men

   ;
   ; PRODUCTION AI PARAMETERS
   ;

   MustUseCommandPointPercentage_Phase1      = 55%         ; The AI UnitBuilder tries to keep the army at at least this size
   MustUseCommandPointPercentage_Phase2      = 45%
   MustUseCommandPointPercentage_Phase3      = 30%

   StructureRebuildPriorityModifier      = 200%

   DefaultUnitPriority            = 100.0f;      ; The default build priority for a unit for which there is no ugrency
   FortressRebuildPriority            = 1950.0f;      ; Priority at which a fortress will rebuild

   LowUnitPriorityModifier_Rush         = 50.0         ; When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
   LowUnitPriorityModifier_MidGame         = 80.0         ; then add the result to the current unit priority in the build queue
   LowUnitPriorityModifier_EndGame         = 100.0         ; (the bigger this number is the faster a unit will bubble to the top when
                              ; we're low on units)

   EconomyBuilderMinFarmsOwned         = 5
   EconomyBuilderMinMoney            = 200
   EconomyBuilderPerFarmValue         = 70
   EconomyBuilderPerSecPriorityIncreaseBase   = 30.0
   EconomyBuilderMinTimeBetweenFarms_Rush      = 22.0f   

   PercentToSave_Rush            = 2.0%
   PercentToSave_MidGame            = 4.0%
   PercentToSave_EndGame            = 5.0%

   PhaseDuration_Rush            = 270.0         ; amount of time in seconds from the beginning of a match
   PhaseDuration_MidGame            = 280.0         ; amount of time in seconds from end of Rush Phase

   ChanceForUnitsToUpgrade            = 75%
   UpgradeSciencePriorityNormalLow         = 200.0
   UpgradeSciencePriorityNormalHigh      = 700.0
   UpgradeSciencePriorityImportantLow      = 750.0
   UpgradeSciencePriorityImportantHigh      = 1500.0
   UnitUpgradePriorityLow            = 100.0
   UnitUpgradePriorityHigh            = 500.0

   ;
   ; TEAM BUILDER PARAMETERS
   ;

   MaxThreatForOpportunityTargets         = 10.0         ; when building a team for opportunity targets, what will the team builder use as
                              ; an assumed threat when building the team

   ValueToSetForMaxOnDefenseTeam         = 10         ; the max number of each type of unit will get recruited onto a defense team

   ; If there are no currently built units of the specific type an AI constructed team is looking for
   ; it can search for replacements of a different type that are already built
   ; these numbers control how deep along the Combat Chain definition the AI will search for replacements
   CombatChainSearchDepthForTeamRecruits_AttackTeams   = 2;
   CombatChainSearchDepthForTeamRecruits_DefenseTeams   = 7;
   CombatChainSearchDepthForTeamRecruits_ExploreTeams   = 7;

   
   ;
   ; TACTICAL AI PARAMETERS
   ;
   
   ; the number and types of targets that the AI is simultaneously interested in at any given point
   TacticalAITargets = DEFENSIVE   ENEMY_STRUCTURE      OPPORTUNITY   EXPANSION   ; ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
   MaxTeamsPerTarget = 1      2         1      1

   SecondsTillTargetsCanExpire = 14.0
   ChanceForTargetToExpire = 50%

   MaxBuildingsToBeDefensiveTarget_Small   = 1
   MaxBuildingsToBeDefensiveTarget_Med      = 4
   ; anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target

   ChanceToUseAllUnitsForDefenseTarget_Small   = 10%
   ChanceToUseAllUnitsForDefenseTarget_Med      = 25%
   ChanceToUseAllUnitsForDefenseTarget_Large   = 75%
   
   
   ;
   ; ARMY UNIT DEFINITIONS
   ;

   AIEconomyAssigment MenFarm
      TemplateName = GondorFarm
   End
   
   AIWallNodeAssignment MenWallHub
      TemplateName = MenWallHubSmallOuter
   End

   ; yes, I know it doesn;'

   ArmyMemberDefinition GondorFighterHorde_Member
      Unit         = GondorFighterHorde ;infantry
      PercentageOfArmyPhase1   = 25.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition GondorArcherHorde_Member
      Unit         = GondorArcherHorde ;archer
      PercentageOfArmyPhase1   = 20.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition GondorKnightHorde_Member
      Unit         = GondorKnightHorde ;cavalry
      PercentageOfArmyPhase1   = 25.0
      PercentageOfArmyPhase2   = 20.0
      PercentageOfArmyPhase3   = 12.0
   End

   ArmyMemberDefinition GondorTowerShieldGuardHorde_Member
      Unit         = GondorTowerShieldGuardHorde ;pikeman
      PercentageOfArmyPhase1   = 15.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition GondorTowerShieldGuardRJHorde_Member
      Unit         = GondorTowerShieldGuardRJHorde ;pikeman
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 13.0
   End

   ArmyMemberDefinition GondorTrebuchet_Member
      Unit         = GondorTrebuchet ;seige weapon
      PercentageOfArmyPhase1   = 5.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 7.5
   End

   ArmyMemberDefinition GondorRangerHorde_Member
      Unit         = GondorRangerHorde ;elite archer
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 15.0
   End
   
   ArmyMemberDefinition GondorCitadelGuard_Member
      Unit         = GondorCitadelGuardNewHorde ; elite infantry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 22.5
   End

   ArmyMemberDefinition GondorKnightsofDolHorde_Member
      Unit         = GondorKnightsofDolHorde ;super elite cavalry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenBattleShip_Member
      Unit         = ElvenBattleShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.6
   End

   ArmyMemberDefinition  ElvenFireShip_Member
      Unit         = ElvenFireShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End

   ArmyMemberDefinition ElvenShoreBombardShip_Member
      Unit         = ElvenShoreBombardShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.4
   End

   ArmyMemberDefinition ElvenTransportShip_Member
      Unit         = ElvenTransportShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End

   ;//
   ;// HEROES
   ;//

   HeroBuildOrder = CreateAHero RohanFrodo RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf
   OffensiveBuildings =  MenFortress GondorBattleTower GondorStatue GondorWell
   
End

ArmyDefinition WildArmy

   Side = Wild

   ;//
   ;// PRODUCTION AI PARAMETERS
   ;//

   MustUseCommandPointPercentage_Phase1 = 50%   ;// The AI UnitBuilder tries to keep the army at at least this size
   MustUseCommandPointPercentage_Phase2 = 45%
   MustUseCommandPointPercentage_Phase3 = 30%

   StructureRebuildPriorityModifier = 200%

   DefaultUnitPriority = 100.0f;            ;// The default build priority for a unit for which there is no ugrency
   FortressRebuildPriority = 1950.0f;         ;// Priority at which a fortress will rebuild
   
   LowUnitPriorityModifier_Rush   = 50.0         ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
   LowUnitPriorityModifier_MidGame   = 80.0         ;//      then add the result to the current unit priority in the build queue
   LowUnitPriorityModifier_EndGame   = 100.0         ;//      (the bigger this number is the faster a unit will bubble to the top when
                                       ;//      we're low on units)

   EconomyBuilderMinFarmsOwned = 5
   EconomyBuilderMinMoney = 200
   EconomyBuilderPerFarmValue = 70
   EconomyBuilderPerSecPriorityIncreaseBase = 15.0
   EconomyBuilderMinTimeBetweenFarms_Rush = 20.0f   ; RJ   ; 15.0f;
   
   PercentToSave_Rush      = 2.0%
   PercentToSave_MidGame   = 4.0%
   PercentToSave_EndGame   = 5.0%

   PhaseDuration_Rush = 260.0   ; RJ   ; 300.0   ;//amount of time in seconds from the beginning of a match
   PhaseDuration_MidGame = 270.0 ;//amount of time in seconds from end of Rush Phase
   
   ChanceForUnitsToUpgrade = 65%
   UpgradeSciencePriorityNormalLow      = 200.0
   UpgradeSciencePriorityNormalHigh   = 700.0
   UpgradeSciencePriorityImportantLow   = 750.0
   UpgradeSciencePriorityImportantHigh   = 1000.0
   UnitUpgradePriorityLow   = 100.0
   UnitUpgradePriorityHigh   = 200.0


   ;//
   ;// TEAM BUILDER PARAMETERS
   ;//

   MaxThreatForOpportunityTargets = 10.0   ;//when building a team for opportunity targets, what will the team builder use as
                  ;//an assumed threat when building the team

   ValueToSetForMaxOnDefenseTeam = 10   ;//the max number of each type of unit will get recruited onto a defense team
   
   ;//If there are no currently built units of the specific type an AI constructed team is looking for
   ;//it can search for replacements of a different type that are already built
   ;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
   CombatChainSearchDepthForTeamRecruits_AttackTeams   = 2;
   CombatChainSearchDepthForTeamRecruits_DefenseTeams   = 7;
   CombatChainSearchDepthForTeamRecruits_ExploreTeams   = 7;

   
   ;//
   ;// TACTICAL AI PARAMETERS
   ;//
   
   ;// the number and types of targets that the AI is simultaneously interested in at any given point
   TacticalAITargets = DEFENSIVE   ENEMY_STRUCTURE   OPPORTUNITY EXPANSION   ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
   MaxTeamsPerTarget = 1         2            1         1

   SecondsTillTargetsCanExpire = 14.0
   ChanceForTargetToExpire = 50%
   
   MaxBuildingsToBeDefensiveTarget_Small   = 1
   MaxBuildingsToBeDefensiveTarget_Med      = 4
   ;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target

   ChanceToUseAllUnitsForDefenseTarget_Small   = 10%
   ChanceToUseAllUnitsForDefenseTarget_Med      = 25%
   ChanceToUseAllUnitsForDefenseTarget_Large   = 75%
   
   ;//
   ;// ARMY UNIT DEFINITIONS
   ;//

   AIEconomyAssigment WildMineShaft
      TemplateName = WildMineShaft
   End

   ArmyMemberDefinition GoblinFighterHorde_Member
      Unit         = GoblinFighterHorde ;infantry
      PercentageOfArmyPhase1   = 35.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition GoblinFighterHorde_Member
      Unit         = GoblinPikeHorde ;infantry
      PercentageOfArmyPhase1   = 15.0
      PercentageOfArmyPhase2   = 12.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition GoblinArcherHorde_Member
      Unit         = GoblinArcherHorde ;archer
      PercentageOfArmyPhase1   = 12.5
      PercentageOfArmyPhase2   = 7.5
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition GoblinArcherPoisonHorde_Member
      Unit         = GoblinArcherPoisonHorde ;archer
      PercentageOfArmyPhase1   = 12.5
      PercentageOfArmyPhase2   = 7.5
      PercentageOfArmyPhase3   = 5.0
   End
   
   ArmyMemberDefinition WildSpiderlingHorde_Member
      Unit         = WildSpiderlingHorde ;cavalry
      PercentageOfArmyPhase1   = 20.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 5.0
   End
   
   ArmyMemberDefinition GoblinCaveTroll_Member
      Unit         = GoblinCaveTroll ;siege
      PercentageOfArmyPhase1   = 15.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 10.0
   End
   
   ArmyMemberDefinition WildMarauderHorde_Member
      Unit         = WildMarauderHorde ;pikeman
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 12.5
      PercentageOfArmyPhase3   = 15.0
   End

   ArmyMemberDefinition WildMarauderSwordHorde_Member
      Unit         = WildMarauderSwordHorde ;sword
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 12.5
      PercentageOfArmyPhase3   = 19.0
   End

   ArmyMemberDefinition GoblinSpiderRiderHorde_Member
      Unit         = GoblinSpiderRiderHorde ;elite cavalry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition WildMountainGiant_Member
      Unit         = WildMountainGiant ;seige weapon
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 15.0
   End
   
   ArmyMemberDefinition WildBabyDrakeHorde_Member
      Unit         = WildBabyDrakeHorde ; nasty little fire breathing monsters
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End
   
   ArmyMemberDefinition EvilMenCorsairShip_Member
      Unit         = EvilMenCorsairShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.6   ; RJ   ; 0.05
   End
   
   ArmyMemberDefinition EvilMenTransportShip_Member
      Unit         = EvilMenTransportShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End
   
   ArmyMemberDefinition EvilFireShip_Member
      Unit         = EvilFireShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0   ; RJ   ; 0.05
   End
   
   ArmyMemberDefinition EvilShoreBombardShip_Member
      Unit         = EvilShoreBombardShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.4   ; RJ   ; 0.05
   End

   ;//
   ;// HEROES
   ;//

   HeroBuildOrder = CreateAHero WildGoblinKing WildAzog WildShelob IsengardDraugluin MordorSauron WildDuramlug MordorBalrog02 WildGhundor WildLozenarja Drogoth
   OffensiveBuildings = WildFortress WildSentryTower
   ScavangedResourceBuildings = WildLumberMill

End

ArmyDefinition DwarvenArmy

   Side = Dwarves

   ;//
   ;// PRODUCTION AI PARAMETERS
   ;//

   MustUseCommandPointPercentage_Phase1 = 50%   ;// The AI UnitBuilder tries to keep the army at at least this size
   MustUseCommandPointPercentage_Phase2 = 45%
   MustUseCommandPointPercentage_Phase3 = 30%

   StructureRebuildPriorityModifier = 200%

   DefaultUnitPriority = 100.0f;            ;// The default build priority for a unit for which there is no ugrency
   FortressRebuildPriority = 1950.0f;         ;// Priority at which a fortress will rebuild
   
   LowUnitPriorityModifier_Rush   = 50.0         ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
   LowUnitPriorityModifier_MidGame   = 90.0         ;//      then add the result to the current unit priority in the build queue
   LowUnitPriorityModifier_EndGame   = 100.0         ;//      (the bigger this number is the faster a unit will bubble to the top when
                                       ;//      we're low on units)

   EconomyBuilderMinFarmsOwned = 5
   EconomyBuilderMinMoney = 200
   EconomyBuilderPerFarmValue = 70
   EconomyBuilderPerSecPriorityIncreaseBase = 30.0
   EconomyBuilderMinTimeBetweenFarms_Rush = 22.0f   ; RJ   ; 15.0f;
   
   PercentToSave_Rush      = 2.0%
   PercentToSave_MidGame   = 4.0%
   PercentToSave_EndGame   = 5.0%

   PhaseDuration_Rush = 260.0   ;//amount of time in seconds from the beginning of a match
   PhaseDuration_MidGame = 260.0 ;//amount of time in seconds from end of Rush Phase
   
   ChanceForUnitsToUpgrade = 85%
   UpgradeSciencePriorityNormalLow      = 200.0
   UpgradeSciencePriorityNormalHigh   = 700.0
   UpgradeSciencePriorityImportantLow   = 750.0
   UpgradeSciencePriorityImportantHigh   = 1000.0
   UnitUpgradePriorityLow   = 100.0
   UnitUpgradePriorityHigh   = 200.0


   ;//
   ;// TEAM BUILDER PARAMETERS
   ;//

   MaxThreatForOpportunityTargets = 10.0   ;//when building a team for opportunity targets, what will the team builder use as
                  ;//an assumed threat when building the team

   ValueToSetForMaxOnDefenseTeam = 10   ;//the max number of each type of unit will get recruited onto a defense team
   
   ;//If there are no currently built units of the specific type an AI constructed team is looking for
   ;//it can search for replacements of a different type that are already built
   ;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
   CombatChainSearchDepthForTeamRecruits_AttackTeams   = 2;
   CombatChainSearchDepthForTeamRecruits_DefenseTeams   = 7;
   CombatChainSearchDepthForTeamRecruits_ExploreTeams   = 7;

   
   ;//
   ;// TACTICAL AI PARAMETERS
   ;//
   
   ;// the number and types of targets that the AI is simultaneously interested in at any given point
   TacticalAITargets = DEFENSIVE   ENEMY_STRUCTURE   OPPORTUNITY EXPANSION   ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
   MaxTeamsPerTarget = 1         2            1         1

   SecondsTillTargetsCanExpire = 14.0
   ChanceForTargetToExpire = 50%
   
   MaxBuildingsToBeDefensiveTarget_Small   = 1
   MaxBuildingsToBeDefensiveTarget_Med      = 4
   ;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target

   ChanceToUseAllUnitsForDefenseTarget_Small   = 10%
   ChanceToUseAllUnitsForDefenseTarget_Med      = 25%
   ChanceToUseAllUnitsForDefenseTarget_Large   = 75%
   
   ;//
   ;// ARMY UNIT DEFINITIONS
   ;//

   AIEconomyAssigment DwarvenMineShaft
      TemplateName = DwarvenMineShaft
   End
   
   AIWallNodeAssignment DwarvenWallHub
      TemplateName = DwarvenWallHubOuter
   End

   ArmyMemberDefinition DwarvenGuardianHorde_Member
      Unit         = DwarvenGuardianHorde ;elite infantry
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 20.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition DwarvenGuardianSiegeHammerHorde_Member
      Unit         = DwarvenGuardianSiegeHammerHorde ; basic infantry
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 20.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition DwarvenMenDaleFighterHorde_Member
      Unit         = DwarvenMenDaleFighterHorde ; basic infantry
      PercentageOfArmyPhase1   = 30.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition DwarvenZerkerHorde_Member
      Unit         = DwarvenZerkerHorde ;super elite infantry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition DwarvenAxeThrowerHorde_Member
      Unit         = DwarvenAxeThrowerHorde ;archer
      PercentageOfArmyPhase1   = 25.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition DwarvenMenOfDaleHorde_Member
      Unit         = DwarvenMenOfDaleHorde ;elite archer
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 15.0
   End
   
   ArmyMemberDefinition DwarvenBattleWagon_Member
      Unit         = DwarvenBattleWagon ;cavalry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 15.0
   End
   
   ArmyMemberDefinition DwarvenPhalanxHorde_Member
      Unit         = DwarvenPhalanxHorde ;pikeman
      PercentageOfArmyPhase1   = 25.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 15.0
   End
   
   ArmyMemberDefinition DwarvenBatteringRam_Member
      Unit         = DwarvenDemolisher ;siege
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 9.0
   End

   ArmyMemberDefinition DwarvenCatapult_Member
      Unit         = DwarvenCatapult ;seige weapon
      PercentageOfArmyPhase1   = 5.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 15.0
   End
   
   ArmyMemberDefinition ElvenBattleShip_Member
      Unit         = ElvenBattleShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = .6   ; RJ   ; 0.04
   End

   ArmyMemberDefinition  ElvenFireShip_Member
      Unit         = ElvenFireShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0   ; RJ   ; 0.04
   End

   ArmyMemberDefinition ElvenShoreBombardShip_Member
      Unit         = ElvenShoreBombardShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.2   ; RJ   ; 0.04
   End

   ArmyMemberDefinition ElvenTransportShip_Member
      Unit         = ElvenTransportShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End

   ;//
   ;// HEROES
   ;//
   HeroBuildOrder = CreateAHero RohanBilbo DwarvenBard DwarvenGloin DwarvenCaptainofDale DwarvenThorin DwarvenBorin DwarvenDain DwarvenGimli
   OffensiveBuildings = DwarvenFortress DwarvenSentryTower DwarvenSentryTower_Independent DwarvenStatue DwarvenHearth

   
End

ArmyDefinition ElvenArmy

   Side = Elves

   ;//
   ;// PRODUCTION AI PARAMETERS
   ;//

   MustUseCommandPointPercentage_Phase1 = 50%   ;// The AI UnitBuilder tries to keep the army at at least this size
   MustUseCommandPointPercentage_Phase2 = 45%
   MustUseCommandPointPercentage_Phase3 = 30%

   StructureRebuildPriorityModifier = 200%

   DefaultUnitPriority = 100.0f;            ;// The default build priority for a unit for which there is no ugrency
   FortressRebuildPriority = 1950.0f;         ;// Priority at which a fortress will rebuild
   
   LowUnitPriorityModifier_Rush   = 60.0         ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
   LowUnitPriorityModifier_MidGame   = 90.0         ;//      then add the result to the current unit priority in the build queue
   LowUnitPriorityModifier_EndGame   = 100.0         ;//      (the bigger this number is the faster a unit will bubble to the top when
                                       ;//      we're low on units)

   EconomyBuilderMinFarmsOwned = 5
   EconomyBuilderMinMoney = 300
   EconomyBuilderPerFarmValue = 70
   EconomyBuilderPerSecPriorityIncreaseBase = 15.0
   EconomyBuilderMinTimeBetweenFarms_Rush = 20.0
   
   PercentToSave_Rush      = 2.0%
   PercentToSave_MidGame   = 4.0%
   PercentToSave_EndGame   = 5.0%

   PhaseDuration_Rush = 260.0   ;//amount of time in seconds from the beginning of a match
   PhaseDuration_MidGame = 260.0 ;//amount of time in seconds from end of Rush Phase
   
   ChanceForUnitsToUpgrade = 90%
   UpgradeSciencePriorityNormalLow      = 200.0
   UpgradeSciencePriorityNormalHigh   = 700.0
   UpgradeSciencePriorityImportantLow   = 750.0
   UpgradeSciencePriorityImportantHigh   = 1000.0
   UnitUpgradePriorityLow   = 100.0
   UnitUpgradePriorityHigh   = 200.0


   ;//
   ;// TEAM BUILDER PARAMETERS
   ;//

   MaxThreatForOpportunityTargets = 10.0   ;//when building a team for opportunity targets, what will the team builder use as
                  ;//an assumed threat when building the team

   ValueToSetForMaxOnDefenseTeam = 10   ;//the max number of each type of unit will get recruited onto a defense team
   
   ;//If there are no currently built units of the specific type an AI constructed team is looking for
   ;//it can search for replacements of a different type that are already built
   ;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
   CombatChainSearchDepthForTeamRecruits_AttackTeams   = 2;
   CombatChainSearchDepthForTeamRecruits_DefenseTeams   = 7;
   CombatChainSearchDepthForTeamRecruits_ExploreTeams   = 7;

   
   ;//
   ;// TACTICAL AI PARAMETERS
   ;//
   
   ;// the number and types of targets that the AI is simultaneously interested in at any given point
   TacticalAITargets = DEFENSIVE   ENEMY_STRUCTURE   OPPORTUNITY EXPANSION   ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
   MaxTeamsPerTarget = 1         2            1         1

   SecondsTillTargetsCanExpire = 14.0
   ChanceForTargetToExpire = 50%
   
   MaxBuildingsToBeDefensiveTarget_Small   = 1
   MaxBuildingsToBeDefensiveTarget_Med      = 4
   ;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target

   ChanceToUseAllUnitsForDefenseTarget_Small   = 10%
   ChanceToUseAllUnitsForDefenseTarget_Med      = 25%
   ChanceToUseAllUnitsForDefenseTarget_Large   = 75%
   
   ;//
   ;// ARMY UNIT DEFINITIONS
   ;//

   AIEconomyAssigment ElvenMallornTree
      TemplateName = ElvenMallornTree
   End
   
;   AIWallNodeAssignment ElvenCastleWallHub
;      TemplateName = ElvenWallHubOuter
;   End

   ArmyMemberDefinition ElvenLorienWarriorHorde_Member
      Unit         = ElvenLorienWarriorHorde   ; basic infantry
      PercentageOfArmyPhase1   = 25.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 15.0
   End

   ArmyMemberDefinition ElvenLorienArcherHorde_Member
      Unit         = ElvenLorienArcherHorde   ; archer
      PercentageOfArmyPhase1   = 30.0
      PercentageOfArmyPhase2   = 20.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenLorienSpearHorde_Member
      Unit         = ElvenLorienSpearHorde      ; spear
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition ElvenLorienMarchWardenHorde_Member
      Unit         = ElvenLorienMarchWardenHorde   ; elite
      PercentageOfArmyPhase1   = 5.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 25.0
   End

   ArmyMemberDefinition ElvenLorienCavalryHorde_Member
      Unit         = ElvenLorienCavalryHorde   ; cavalry
      PercentageOfArmyPhase1   = 25.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 15.0
   End

   ArmyMemberDefinition ElvenGaladhrimWarriorHorde_Member
      Unit         = ElvenGaladhrimWarriorHorde   ; super elite infantry/archers
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenHealer_Member
      Unit         = ElvenHealer         ; special
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition ElvenLoreMasterWaterHorde_Member
      Unit         = ElvenLoreMasterWaterHorde   ; special
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenLoreMasterFireHorde_Member
      Unit         = ElvenLoreMasterFireHorde   ; special
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition ElvenLoreMasterAirHorde_Member
      Unit         = ElvenLoreMasterAirHorde   ; special
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenBattleShip_Member
      Unit         = ElvenBattleShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.6
   End

   ArmyMemberDefinition  ElvenFireShip_Member
      Unit         = ElvenFireShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End

   ArmyMemberDefinition ElvenShoreBombardShip_Member
      Unit         = ElvenShoreBombardShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.4
   End

   ArmyMemberDefinition ElvenTransportShip_Member
      Unit         = ElvenTransportShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End

   ArmyMemberDefinition ElvenRivendellSwordMasterHorde_Member
      Unit         = ElvenRivendellSwordMasterHorde   ; basic infantry
      PercentageOfArmyPhase1   = 0,0
      PercentageOfArmyPhase2   = 0,0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenRivendellFootArcherHorde_Member
      Unit         = ElvenRivendellFootArcherHorde      ; archer
      PercentageOfArmyPhase1   = 0,0
      PercentageOfArmyPhase2   = 0,0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenRivendellPikemenHorde_Member
      Unit         = ElvenRivendellPikemenHorde      ; spear
      PercentageOfArmyPhase1   = 0,0
      PercentageOfArmyPhase2   = 0,0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenRivendellEliteHorde_Member
      Unit         = ElvenRivendellEliteHorde      ; elite
      PercentageOfArmyPhase1   = 0,0
      PercentageOfArmyPhase2   = 0,0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenRivendellLancerHorde_Member
      Unit         = ElvenRivendellLancerHorde      ; cavalry
      PercentageOfArmyPhase1   = 0,0
      PercentageOfArmyPhase2   = 0,0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition NoldorWarriorHorde_Member
      Unit         = NoldorWarriorHorde         ; super elite infantry/archers
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0,0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenMirkwoodWarriorHorde_Member
      Unit         = ElvenMirkwoodWarriorHorde      ; basic infantry
      PercentageOfArmyPhase1   = 0,0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenMirkwoodBasicArcherHorde_Member
      Unit         = ElvenMirkwoodBasicArcherHorde      ; archer
      PercentageOfArmyPhase1   = 0,0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenMirkwoodSpearmenHorde_Member
      Unit         = ElvenMirkwoodSpearmenHorde      ; spear
      PercentageOfArmyPhase1   = 0,0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenMirkwoodArcherHorde_Member
      Unit         = ElvenMirkwoodArcherHorde      ; elite
      PercentageOfArmyPhase1   = 0,0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition MirkwoodMountedArcherHorde_Member
      Unit         = MirkwoodMountedArcherHorde      ; cavalry
      PercentageOfArmyPhase1   = 0,0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ElvenSilvanWarriorHorde_Member
      Unit         = ElvenSilvanWarriorHorde      ; super elite infantry/archers
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ;//
   ;// HEROES
   ;//
   HeroBuildOrder = CreateAHero RohanSam ElvenArwen ElvenHaldir ElvenGlorfindel ElvenLegolas ElvenThranduil ElvenElrond ElvenGaladrielRJ ElvenCelebornRJ ElvenElrohir ElvenElladan ElvenGilGalad ElvenOropher ElvenAmdir ElvenOrophin ElvenRumil ElvenArwen_1 ElvenArwen_2 ElvenArwen_3 ElvenArwen_4 ElvenArwen_5 ElvenArwen_7 ElvenArwen_8 ElvenArwen_9 ElvenArwen_10 ElvenCirdan ElvenLalaith
   OffensiveBuildings = ElvenFortress ElvenBattleTower ElvenStatue ElvenMirrorOfGaladriel

End
Revenir en haut Aller en bas
invitéé
Invité




Problèmes Empty
MessageSujet: Re: Problèmes   Problèmes Icon_minitimeSam 19 Mar - 15:30

et le dernier bout :
Code:

ArmyDefinition MordorArmy

   Side = Mordor

   ;//
   ;// PRODUCTION AI PARAMETERS
   ;//

   MustUseCommandPointPercentage_Phase1 = 50%   ;// The AI UnitBuilder tries to keep the army at at least this size
   MustUseCommandPointPercentage_Phase2 = 45%
   MustUseCommandPointPercentage_Phase3 = 30%

   StructureRebuildPriorityModifier = 200%

   DefaultUnitPriority = 100.0f;            ;// The default build priority for a unit for which there is no ugrency
   FortressRebuildPriority = 1950.0f;         ;// Priority at which a fortress will rebuild
   
   LowUnitPriorityModifier_Rush   = 50.0         ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
   LowUnitPriorityModifier_MidGame   = 90.0         ;//      then add the result to the current unit priority in the build queue
   LowUnitPriorityModifier_EndGame   = 100.0         ;//      (the bigger this number is the faster a unit will bubble to the top when
                                       ;//      we're low on units)

   EconomyBuilderMinFarmsOwned = 5
   EconomyBuilderMinMoney = 300
   EconomyBuilderPerFarmValue = 70
   EconomyBuilderPerSecPriorityIncreaseBase = 30.0
   EconomyBuilderMinTimeBetweenFarms_Rush = 20.0f   ; RJ   ; 15.0f;
   
   PercentToSave_Rush      = 2.0%
   PercentToSave_MidGame   = 4.0%
   PercentToSave_EndGame   = 5.0%

   PhaseDuration_Rush = 260.0   ;//amount of time in seconds from the beginning of a match
   PhaseDuration_MidGame = 260.0 ;//amount of time in seconds from end of Rush Phase
   
   ChanceForUnitsToUpgrade = 50%
   UpgradeSciencePriorityNormalLow      = 200.0
   UpgradeSciencePriorityNormalHigh   = 700.0
   UpgradeSciencePriorityImportantLow   = 750.0
   UpgradeSciencePriorityImportantHigh   = 1000.0
   UnitUpgradePriorityLow   = 100.0
   UnitUpgradePriorityHigh   = 200.0


   ;//
   ;// TEAM BUILDER PARAMETERS
   ;//

   MaxThreatForOpportunityTargets = 10.0   ;//when building a team for opportunity targets, what will the team builder use as
                  ;//an assumed threat when building the team

   ValueToSetForMaxOnDefenseTeam = 10   ;//the max number of each type of unit will get recruited onto a defense team
   
   ;//If there are no currently built units of the specific type an AI constructed team is looking for
   ;//it can search for replacements of a different type that are already built
   ;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
   CombatChainSearchDepthForTeamRecruits_AttackTeams   = 2;
   CombatChainSearchDepthForTeamRecruits_DefenseTeams   = 7;
   CombatChainSearchDepthForTeamRecruits_ExploreTeams   = 7;

   
   ;//
   ;// TACTICAL AI PARAMETERS
   ;//
   
   ;// the number and types of targets that the AI is simultaneously interested in at any given point
   TacticalAITargets = DEFENSIVE   ENEMY_STRUCTURE   OPPORTUNITY EXPANSION   ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
   MaxTeamsPerTarget = 1         2            1         1

   SecondsTillTargetsCanExpire = 14.0
   ChanceForTargetToExpire = 50%
   
   MaxBuildingsToBeDefensiveTarget_Small   = 1
   MaxBuildingsToBeDefensiveTarget_Med      = 4
   ;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target

   ChanceToUseAllUnitsForDefenseTarget_Small   = 10%
   ChanceToUseAllUnitsForDefenseTarget_Med      = 25%
   ChanceToUseAllUnitsForDefenseTarget_Large   = 75%
   
   ;//
   ;// ARMY UNIT DEFINITIONS
   ;//

   AIEconomyAssigment MordorSlaughterHouse
      TemplateName = MordorSlaughterHouse
   End

   AIWallNodeAssignment MenWallHub
      TemplateName = MordorCastleWallHubOuter
   End

   ArmyMemberDefinition MordorFighterHorde_Member
      Unit         = MordorFighterHorde ;basic infantry
      PercentageOfArmyPhase1   = 25.0
      PercentageOfArmyPhase2   = 20.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition MordorArcherHorde_Member
      Unit         = MordorArcherHorde ;archer
      PercentageOfArmyPhase1   = 25.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 15.0
   End

   ArmyMemberDefinition MordorPikeHorde_Member
      Unit         = MordorPikeHorde
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 15.0
   End

   ArmyMemberDefinition MordorBlackOrcHorde_Member
      Unit         = MordorBlackOrcHorde ;big nasty elite orcs
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition MordorBlackUrukHorde_Member
      Unit         = MordorBlackUrukHorde
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition MordorMorgulFighterHorde_Member
      Unit         = MordorMorgulFighterHorde
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition MordorFourAgesOrcsHorde_Member
      Unit         = MordorFourAgesOrcsHorde
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 15.0
   End

   ArmyMemberDefinition MordorFourAgesArcherHorde_Member
      Unit         = MordorFourAgesArcherHorde
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition MordorMountainTroll_Member
      Unit         = MordorMountainTroll ;basic cavalry
      PercentageOfArmyPhase1   = 20.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 0.0
   End

   ArmyMemberDefinition MordorDrummerTroll_Member
      Unit         = MordorDrummerTroll ;basic cavalry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition MordorAttackTroll_Member
      Unit         = MordorAttackTroll ;basic cavalry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition MordorBatteringRam_Member
      Unit         = MordorBatteringRam ;siege
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 4.0
   End
   
   ArmyMemberDefinition MordorSiegeTower_Member
      Unit         = MordorSiegeTower ;siege
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End

   ArmyMemberDefinition MordorCatapult_Member
      Unit         = MordorCatapult ;seige weapon
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 10.0
   End
   
   ArmyMemberDefinition EvilMenCorsairShip_Member
      Unit         = EvilMenCorsairShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.6
   End
   
   ArmyMemberDefinition EvilMenTransportShip_Member
      Unit         = EvilMenTransportShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End
   
   ArmyMemberDefinition EvilFireShip_Member
      Unit         = EvilFireShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End
   
   ArmyMemberDefinition EvilShoreBombardShip_Member
      Unit         = EvilShoreBombardShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.4
   End

   ;//
   ;// HEROES
   ;//
   HeroBuildOrder = CreateAHero MordorSnaga MordorGothmog IsengardDraugluin MordorAkhorahilMounted MordorSauron MordorBalrog02 MordorDwarMounted MordorHoarmurathMounted MordorMorgomirMounted MordorRenMounted MordorUvathaMounted MordorMouthOfSauron MordorBurzolog MordorWitchKingOnFellBeast
   OffensiveBuildings = MordorBattleTower
   ScavangedResourceBuildings = MordorLumberMill
   ;Nazgul1
   ;Nazgul2
   ;Nazgul3
   
End

ArmyDefinition IsengardArmy

   Side = Isengard

   ;//
   ;// PRODUCTION AI PARAMETERS
   ;//

   MustUseCommandPointPercentage_Phase1 = 50%   ;// The AI UnitBuilder tries to keep the army at at least this size
   MustUseCommandPointPercentage_Phase2 = 45%
   MustUseCommandPointPercentage_Phase3 = 30%

   StructureRebuildPriorityModifier = 200%

   DefaultUnitPriority = 100.0f;            ;// The default build priority for a unit for which there is no ugrency
   FortressRebuildPriority = 1950.0f;         ;// Priority at which a fortress will rebuild
   
   LowUnitPriorityModifier_Rush   = 50.0         ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
   LowUnitPriorityModifier_MidGame   = 90.0         ;//      then add the result to the current unit priority in the build queue
   LowUnitPriorityModifier_EndGame   = 100.0         ;//      (the bigger this number is the faster a unit will bubble to the top when
                                       ;//      we're low on units)

   EconomyBuilderMinFarmsOwned = 5
   EconomyBuilderMinMoney = 300
   EconomyBuilderPerFarmValue = 70
   EconomyBuilderPerSecPriorityIncreaseBase = 15.0   ; RJ   ; 30.0
   EconomyBuilderMinTimeBetweenFarms_Rush = 20.0f   ; RJ   ; 15.0f;
   
   PercentToSave_Rush      = 2.0%
   PercentToSave_MidGame   = 4.0%
   PercentToSave_EndGame   = 5.0%

   PhaseDuration_Rush = 260.0   ;//amount of time in seconds from the beginning of a match
   PhaseDuration_MidGame = 250.0 ;//amount of time in seconds from end of Rush Phase
   
   ChanceForUnitsToUpgrade = 75%
   UpgradeSciencePriorityNormalLow      = 200.0
   UpgradeSciencePriorityNormalHigh   = 700.0
   UpgradeSciencePriorityImportantLow   = 750.0
   UpgradeSciencePriorityImportantHigh   = 1000.0
   UnitUpgradePriorityLow   = 100.0
   UnitUpgradePriorityHigh   = 200.0


   ;//
   ;// TEAM BUILDER PARAMETERS
   ;//

   MaxThreatForOpportunityTargets = 10.0   ;//when building a team for opportunity targets, what will the team builder use as
                  ;//an assumed threat when building the team

   ValueToSetForMaxOnDefenseTeam = 10   ;//the max number of each type of unit will get recruited onto a defense team
   
   ;//If there are no currently built units of the specific type an AI constructed team is looking for
   ;//it can search for replacements of a different type that are already built
   ;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
   CombatChainSearchDepthForTeamRecruits_AttackTeams   = 2;
   CombatChainSearchDepthForTeamRecruits_DefenseTeams   = 7;
   CombatChainSearchDepthForTeamRecruits_ExploreTeams   = 7;

   
   ;//
   ;// TACTICAL AI PARAMETERS
   ;//
   
   ;// the number and types of targets that the AI is simultaneously interested in at any given point
   TacticalAITargets = DEFENSIVE   ENEMY_STRUCTURE   OPPORTUNITY EXPANSION   ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
   MaxTeamsPerTarget = 1         2            1         1

   SecondsTillTargetsCanExpire = 14.0
   ChanceForTargetToExpire = 50%
   
   MaxBuildingsToBeDefensiveTarget_Small   = 1
   MaxBuildingsToBeDefensiveTarget_Med      = 4
   ;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target

   ChanceToUseAllUnitsForDefenseTarget_Small   = 10%
   ChanceToUseAllUnitsForDefenseTarget_Med      = 25%
   ChanceToUseAllUnitsForDefenseTarget_Large   = 75%
   
   ;//
   ;// ARMY UNIT DEFINITIONS
   ;//

   AIEconomyAssigment IsengardFurnace
      TemplateName = IsengardFurnace
   End
   
   AIWallNodeAssignment IsengardWallHub
      TemplateName = IsengardWallHubOuter
   End

   ArmyMemberDefinition IsengardFighterHorde_Member
      Unit         = IsengardFighterHorde ;basic infantry
      PercentageOfArmyPhase1   = 15.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition IsengardBerserker_Member
      Unit         = IsengardBeserker ;elite infantry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition IsengardWildmanHorde_Member
      Unit         = IsengardWildmanHorde ;elite infantry
      PercentageOfArmyPhase1   = 5.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End
   
   ArmyMemberDefinition IsengardUrukCrossbowHorde_Member
      Unit         = IsengardUrukCrossbowHorde ;archer
      PercentageOfArmyPhase1   = 20.0
      PercentageOfArmyPhase2   = 25.0
      PercentageOfArmyPhase3   = 20.0
   End

   ArmyMemberDefinition IsengardWargPackHorde_Member
      Unit         = IsengardWargPackHorde ;cavalry
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End
   
   ArmyMemberDefinition IsengardWargRiderHorde_Member
      Unit         = IsengardWargRiderHorde ;cavalry
      PercentageOfArmyPhase1   = 5.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 10.0
   End
   
   ArmyMemberDefinition IsengardWildmanAxeHorde_Member
      Unit         = IsengardWildmanAxeHorde ;ranged with pillage
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0         ; we like pillage
   End
   
   ArmyMemberDefinition IsengardPikemanHorde_Member
      Unit         = IsengardPikemanHorde ;pikeman
      PercentageOfArmyPhase1   = 20.0
      PercentageOfArmyPhase2   = 20.0
      PercentageOfArmyPhase3   = 15.0
   End
   
   ArmyMemberDefinition IsengardBerserkerHorde_Member
      Unit         = IsengardBerserkerHorde ;elite sword
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End
   
   ArmyMemberDefinition IsengardSiegeLadder_Member
      Unit         = IsengardSiegeLadder ;siege
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End
   
   ArmyMemberDefinition IsengardBatteringRam_Member
      Unit         = IsengardBatteringRam ;siege
      PercentageOfArmyPhase1   = 5.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 4.0
   End

   ArmyMemberDefinition IsengardExplosiveMine_Member
      Unit         = IsengardExplosiveMine ;seige weapon
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End

   ArmyMemberDefinition IsengardBallista_Member
      Unit         = IsengardBallista ;seige weapon
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 15.0
   End
   
   ArmyMemberDefinition EvilMenCorsairShip_Member
      Unit         = EvilMenCorsairShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.6
   End
   
   ArmyMemberDefinition EvilMenTransportShip_Member
      Unit         = EvilMenTransportShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End
   
   ArmyMemberDefinition EvilFireShip_Member
      Unit         = EvilFireShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0   ; RJ   ; 0.04
   End
   
   ArmyMemberDefinition EvilShoreBombardShip_Member
      Unit         = EvilShoreBombardShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.4   ; RJ   ; 0.04
   End

   ;//
   ;// HEROES
   ;//
   HeroBuildOrder = CreateAHero IsengardWildmanChief IsengardDraugluin IsengardUgluk MordorSauron MordorBalrog02 IsengardLurtz IsengardSharku IsengardWormTongue IsengardSaruman
   OffensiveBuildings = IsengardBattleTower IsengardWargSentry
   ScavangedResourceBuildings = IsengardLumberMill
      
End

ArmyDefinition ArnorArmy

   Side = Arnor

   ;//
   ;// PRODUCTION AI PARAMETERS
   ;//

   MustUseCommandPointPercentage_Phase1 = 50%   ;// The AI UnitBuilder tries to keep the army at at least this size
   MustUseCommandPointPercentage_Phase2 = 45%
   MustUseCommandPointPercentage_Phase3 = 30%

   StructureRebuildPriorityModifier = 200%

   DefaultUnitPriority = 100.0f;            ;// The default build priority for a unit for which there is no ugrency
   FortressRebuildPriority = 1950.0f;         ;// Priority at which a fortress will rebuild
   
   LowUnitPriorityModifier_Rush   = 50.0         ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
   LowUnitPriorityModifier_MidGame   = 80.0         ;//      then add the result to the current unit priority in the build queue
   LowUnitPriorityModifier_EndGame   = 100.0         ;//      (the bigger this number is the faster a unit will bubble to the top when
                                       ;//      we're low on units)

   EconomyBuilderMinFarmsOwned = 5
   EconomyBuilderMinMoney = 200
   EconomyBuilderPerFarmValue = 70
   EconomyBuilderPerSecPriorityIncreaseBase = 30.0
   EconomyBuilderMinTimeBetweenFarms_Rush = 22.0   ; RJ   ; 15.0f;
   
   PercentToSave_Rush      = 2.0%
   PercentToSave_MidGame      = 4.0%
   PercentToSave_EndGame      = 5.0%

   PhaseDuration_Rush = 270.0   ;//amount of time in seconds from the beginning of a match
   PhaseDuration_MidGame = 280.0 ;//amount of time in seconds from end of Rush Phase
   
   ChanceForUnitsToUpgrade = 65%
   UpgradeSciencePriorityNormalLow      = 200.0
   UpgradeSciencePriorityNormalHigh   = 700.0
   UpgradeSciencePriorityImportantLow   = 750.0
   UpgradeSciencePriorityImportantHigh   = 1000.0
   UnitUpgradePriorityLow   = 100.0
   UnitUpgradePriorityHigh   = 200.0


   ;//
   ;// TEAM BUILDER PARAMETERS
   ;//

   MaxThreatForOpportunityTargets = 10.0   ;//when building a team for opportunity targets, what will the team builder use as
                  ;//an assumed threat when building the team

   ValueToSetForMaxOnDefenseTeam = 10   ;//the max number of each type of unit will get recruited onto a defense team
   
   ;//If there are no currently built units of the specific type an AI constructed team is looking for
   ;//it can search for replacements of a different type that are already built
   ;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
   CombatChainSearchDepthForTeamRecruits_AttackTeams   = 2;
   CombatChainSearchDepthForTeamRecruits_DefenseTeams   = 7;
   CombatChainSearchDepthForTeamRecruits_ExploreTeams   = 7;

   
   ;//
   ;// TACTICAL AI PARAMETERS
   ;//
   
   ;// the number and types of targets that the AI is simultaneously interested in at any given point
   TacticalAITargets = DEFENSIVE   ENEMY_STRUCTURE   OPPORTUNITY EXPANSION   ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
   MaxTeamsPerTarget = 1         2            1         1

   SecondsTillTargetsCanExpire = 14.0
   ChanceForTargetToExpire = 50%

   MaxBuildingsToBeDefensiveTarget_Small   = 1
   MaxBuildingsToBeDefensiveTarget_Med      = 4
   ;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target

   ChanceToUseAllUnitsForDefenseTarget_Small   = 10%
   ChanceToUseAllUnitsForDefenseTarget_Med      = 25%
   ChanceToUseAllUnitsForDefenseTarget_Large   = 75%
   
   
   ;//
   ;// ARMY UNIT DEFINITIONS
   ;//

   AIEconomyAssigment ArnorFarm
      TemplateName = ArnorFarm
   End
   
   AIWallNodeAssignment ArnorWallHub
      TemplateName = ArnorWallHubSmallOuter
   End

   ArmyMemberDefinition ArnorFighterHorde_Member
      Unit         = ArnorFighterHorde         ; infantry
      PercentageOfArmyPhase1   = 25.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition ArnorArcherHorde_Member
      Unit         = ArnorArcherHorde         ; archer
      PercentageOfArmyPhase1   = 20.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ArnorHobbitPitchforkHorde_Member
      Unit         = ArnorHobbitPitchforkHorde      ; pikeman
      PercentageOfArmyPhase1   = 25.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition ArnorRangerHorde_Member
      Unit         = ArnorRangerHorde         ; elite archer
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 15.0
   End

   ArmyMemberDefinition ArnorElvenHavenSpearmenHorde_Member
      Unit         = ArnorElvenHavenSpearmenHorde      ; elite pikemen
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition ArnorElvenRidersRivendellHorde_Member
      Unit         = ArnorElvenRidersRivendellHorde   ; mid cavalry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition ArnorRangerCavalryHorde_Member
      Unit         = ArnorRangerCavalryHorde      ; mounted archer
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition ArnorHobbitHorde_Member
      Unit         = ArnorHobbitHorde         ; elite archer
      PercentageOfArmyPhase1   = 20.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition ArnorRangerCaptain_Member
      Unit         = ArnorRangerCaptain         ; captain
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ArnorElvenImladrisCaptain_Member
      Unit         = ArnorElvenImladrisCaptain      ; elite archer
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ArnorKnightMiniHorde_Member
      Unit         = ArnorKnightMiniHorde         ; elite archer
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition ArnorTrebuchet_Member
      Unit         = ArnorTrebuchet         ; seige weapon
      PercentageOfArmyPhase1   = 5.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 15.0
   End

   ArmyMemberDefinition ElvenBattleShip_Member
      Unit         = ElvenBattleShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.6
   End

   ArmyMemberDefinition  ElvenFireShip_Member
      Unit         = ElvenFireShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End

   ArmyMemberDefinition ElvenShoreBombardShip_Member
      Unit         = ElvenShoreBombardShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.4
   End

   ArmyMemberDefinition ElvenTransportShip_Member
      Unit         = ElvenTransportShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End

   ;//
   ;// HEROES
   ;//

   HeroBuildOrder = CreateAHero ArnorArgeleb ArnorCaptain ArnorArveduiMP ArnorArvelegMP ElvenCirdan ArnorElrond
   OffensiveBuildings = ArnorFortress ArnorBattleTower ArnorStatue ArnorWell
   
End

;---------------------- AngmarArmy ------------------------------------------------------------------------------
ArmyDefinition AngmarArmy

   Side = Angmar

   ;//
   ;// PRODUCTION AI PARAMETERS
   ;//

   MustUseCommandPointPercentage_Phase1   = 50%         ;// The AI UnitBuilder tries to keep the army at at least this size
   MustUseCommandPointPercentage_Phase2   = 45%
   MustUseCommandPointPercentage_Phase3   = 30%

   StructureRebuildPriorityModifier   = 200%

   DefaultUnitPriority         = 100.0f;      ;// The default build priority for a unit for which there is no ugrency
   FortressRebuildPriority         = 1950.0f;      ;// Priority at which a fortress will rebuild
   
   LowUnitPriorityModifier_Rush      = 50.0         ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
   LowUnitPriorityModifier_MidGame      = 80.0         ;//      then add the result to the current unit priority in the build queue
   LowUnitPriorityModifier_EndGame      = 100.0         ;//      (the bigger this number is the faster a unit will bubble to the top when
                                       ;//      we're low on units)

   EconomyBuilderMinFarmsOwned      = 5
   EconomyBuilderMinMoney         = 200
   EconomyBuilderPerFarmValue      = 70
   EconomyBuilderPerSecPriorityIncreaseBase = 30.0
   EconomyBuilderMinTimeBetweenFarms_Rush   = 22.0f
   
   PercentToSave_Rush         = 2.0%
   PercentToSave_MidGame         = 4.0%
   PercentToSave_EndGame         = 5.0%

   PhaseDuration_Rush         = 270.0   ;//amount of time in seconds from the beginning of a match
   PhaseDuration_MidGame         = 280.0 ;//amount of time in seconds from end of Rush Phase
   
   ChanceForUnitsToUpgrade         = 75%
   UpgradeSciencePriorityNormalLow      = 200.0
   UpgradeSciencePriorityNormalHigh   = 700.0
   UpgradeSciencePriorityImportantLow   = 750.0
   UpgradeSciencePriorityImportantHigh   = 1000.0
   UnitUpgradePriorityLow         = 100.0
   UnitUpgradePriorityHigh         = 200.0


   ;//
   ;// TEAM BUILDER PARAMETERS
   ;//

   MaxThreatForOpportunityTargets = 10.0   ;//when building a team for opportunity targets, what will the team builder use as
                  ;//an assumed threat when building the team

   ValueToSetForMaxOnDefenseTeam = 10   ;//the max number of each type of unit will get recruited onto a defense team
   
   ;//If there are no currently built units of the specific type an AI constructed team is looking for
   ;//it can search for replacements of a different type that are already built
   ;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
   CombatChainSearchDepthForTeamRecruits_AttackTeams   = 2;
   CombatChainSearchDepthForTeamRecruits_DefenseTeams   = 7;
   CombatChainSearchDepthForTeamRecruits_ExploreTeams   = 7;

   
   ;//
   ;// TACTICAL AI PARAMETERS
   ;//
   
   ;// the number and types of targets that the AI is simultaneously interested in at any given point
   TacticalAITargets = DEFENSIVE   ENEMY_STRUCTURE   OPPORTUNITY EXPANSION   ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
   MaxTeamsPerTarget = 1         2            1         1

   SecondsTillTargetsCanExpire = 14.0
   ChanceForTargetToExpire = 50%

   MaxBuildingsToBeDefensiveTarget_Small   = 1
   MaxBuildingsToBeDefensiveTarget_Med      = 4
   ;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target

   ChanceToUseAllUnitsForDefenseTarget_Small   = 10%
   ChanceToUseAllUnitsForDefenseTarget_Med      = 25%
   ChanceToUseAllUnitsForDefenseTarget_Large   = 75%
   
   
   ;//
   ;// ARMY UNIT DEFINITIONS
   ;//

   AIEconomyAssigment AngmarMill
      TemplateName = AngmarMill
   End
   
   AIWallNodeAssignment AngmarWallHub
      TemplateName = AngmarWallHubOuter
   End

   ArmyMemberDefinition AngmarFighterHorde_Member
      Unit         = AngmarDarkDunedainHorde ;infantry
      PercentageOfArmyPhase1   = 5.0
      PercentageOfArmyPhase2   = 20.0
      PercentageOfArmyPhase3   = 20.0
   End

   ArmyMemberDefinition AngmarKnightHorde_Member
      Unit         = AngmarDireWolfHorde ;cavalry
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 20.0
   End

   ArmyMemberDefinition AngmarHillTrollHorde_Member
      Unit         = AngmarHillTrollHorde ;pikeman
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 20.0
   End

   ArmyMemberDefinition AngmarTrebuchet_Member
      Unit         = AngmarTrollSling ;seige weapon
      PercentageOfArmyPhase1   = 5.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 15.0
   End

   ArmyMemberDefinition AngmarRangerHorde_Member
      Unit         = AngmarDarkRangerHorde ;elite archer
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 20.0
      PercentageOfArmyPhase3   = 20.0
   End

    ArmyMemberDefinition AngmarSnowTrollHorde_Member
      Unit         = AngmarSnowTrollHorde ;
      PercentageOfArmyPhase1   = 5.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 20.0
   End

    ArmyMemberDefinition AngmarNecromancerHorde_Member
      Unit         = AngmarNecromancerHorde ;support
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 5.0
   End

    ArmyMemberDefinition AngmarThrallMaster_Member
      Unit         = AngmarThrallMaster ; Infantry? Archer? Mineral? vegetable?
      PercentageOfArmyPhase1   = 50.0
      PercentageOfArmyPhase2   = 20.0
      PercentageOfArmyPhase3   = 25.0
   End


;----------- not sure what to do about the thrallmaster.....



   ArmyMemberDefinition EvilMenCorsairShip_Member
      Unit         = EvilMenCorsairShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.04
   End
   
   ArmyMemberDefinition EvilMenTransportShip_Member
      Unit         = EvilMenTransportShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End
   
   ArmyMemberDefinition EvilFireShip_Member
      Unit         = EvilFireShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.04
   End
   
   ArmyMemberDefinition EvilShoreBombardShip_Member
      Unit         = EvilShoreBombardShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.04
   End


   ;//
   ;// HEROES
   ;//

   HeroBuildOrder = CreateAHero AngmarHwaldar AngmarMorgramir IsengardDraugluin AngmarKarsh MordorBalrog02 AngmarKarshArcher MordorSauron AngmarRogash AngmarWitchking
   OffensiveBuildings = AngmarSentryTower
   
End

ArmyDefinition RohanArmy

   Side = Rohan

   ;//
   ;// PRODUCTION AI PARAMETERS
   ;//

   MustUseCommandPointPercentage_Phase1 = 50%   ;// The AI UnitBuilder tries to keep the army at at least this size
   MustUseCommandPointPercentage_Phase2 = 45%
   MustUseCommandPointPercentage_Phase3 = 30%

   StructureRebuildPriorityModifier = 200%

   DefaultUnitPriority = 100.0f;            ;// The default build priority for a unit for which there is no ugrency
   FortressRebuildPriority = 1950.0f;         ;// Priority at which a fortress will rebuild
   
   LowUnitPriorityModifier_Rush   = 50.0         ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
   LowUnitPriorityModifier_MidGame   = 80.0         ;//      then add the result to the current unit priority in the build queue
   LowUnitPriorityModifier_EndGame   = 100.0         ;//      (the bigger this number is the faster a unit will bubble to the top when
                                       ;//      we're low on units)

   EconomyBuilderMinFarmsOwned = 5
   EconomyBuilderMinMoney = 200
   EconomyBuilderPerFarmValue = 70
   EconomyBuilderPerSecPriorityIncreaseBase = 30.0
   EconomyBuilderMinTimeBetweenFarms_Rush = 22.0f   ; RJ   ; 15.0f;
   
   PercentToSave_Rush      = 2.0%
   PercentToSave_MidGame   = 4.0%
   PercentToSave_EndGame   = 5.0%

   PhaseDuration_Rush = 270.0   ;//amount of time in seconds from the beginning of a match
   PhaseDuration_MidGame = 280.0 ;//amount of time in seconds from end of Rush Phase
   
   ChanceForUnitsToUpgrade = 80%
   UpgradeSciencePriorityNormalLow      = 200.0
   UpgradeSciencePriorityNormalHigh   = 700.0
   UpgradeSciencePriorityImportantLow   = 750.0
   UpgradeSciencePriorityImportantHigh   = 1000.0
   UnitUpgradePriorityLow   = 100.0
   UnitUpgradePriorityHigh   = 200.0


   ;//
   ;// TEAM BUILDER PARAMETERS
   ;//

   MaxThreatForOpportunityTargets = 10.0   ;//when building a team for opportunity targets, what will the team builder use as
                  ;//an assumed threat when building the team

   ValueToSetForMaxOnDefenseTeam = 10   ;//the max number of each type of unit will get recruited onto a defense team
   
   ;//If there are no currently built units of the specific type an AI constructed team is looking for
   ;//it can search for replacements of a different type that are already built
   ;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
   CombatChainSearchDepthForTeamRecruits_AttackTeams   = 2;
   CombatChainSearchDepthForTeamRecruits_DefenseTeams   = 7;
   CombatChainSearchDepthForTeamRecruits_ExploreTeams   = 7;

   
   ;//
   ;// TACTICAL AI PARAMETERS
   ;//
   
   ;// the number and types of targets that the AI is simultaneously interested in at any given point
   TacticalAITargets = DEFENSIVE   ENEMY_STRUCTURE      OPPORTUNITY   EXPANSION   ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
   MaxTeamsPerTarget = 1      2         1      1

   SecondsTillTargetsCanExpire = 14.0
   ChanceForTargetToExpire = 50%

   MaxBuildingsToBeDefensiveTarget_Small   = 1
   MaxBuildingsToBeDefensiveTarget_Med      = 4
   ;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target

   ChanceToUseAllUnitsForDefenseTarget_Small   = 10%
   ChanceToUseAllUnitsForDefenseTarget_Med      = 25%
   ChanceToUseAllUnitsForDefenseTarget_Large   = 75%
   
   
   ;//
   ;// ARMY UNIT DEFINITIONS
   ;//

   AIEconomyAssigment RohanRJFarm
      TemplateName = RohanRJFarm
   End
   
   AIWallNodeAssignment RohanWallHub
      TemplateName = RohanWallHubSmallOuter
   End

; Infantry
   ArmyMemberDefinition RohanPeasantHordeRohan_Member
      Unit         = RohanPeasantHordeRohan   ; peasant spam
      PercentageOfArmyPhase1   = 20.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition RohanHerald_Member
      Unit         = RohanYeomanRallyBanner   ; basic infantry - all type
      PercentageOfArmyPhase1   = 45.0
      PercentageOfArmyPhase2   = 25.0
      PercentageOfArmyPhase3   = 20.0
   End

   ArmyMemberDefinition RohanElvenWarriorRohanHorde_Member
      Unit         = RohanElvenWarriorRohanHorde   ; elite toggle
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 15.0
   End

   ArmyMemberDefinition RohanRoyalGuardFootHorde_Member
      Unit         = RoyalRoyalGuardFootHorde   ; super elite infantry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

; Cavalry
   ArmyMemberDefinition RohanYeomanScoutHorde_Member
      Unit         = RohanYeomanScoutHorde      ; basic cavalry
      PercentageOfArmyPhase1   = 5.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition RohanRohirrimHordeObsolete_Member
      Unit         = RohanRohirrimHordeObsolete   ; main cavalry
      PercentageOfArmyPhase1   = 25.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 12.0
   End

   ArmyMemberDefinition RohanRohirrimAxemanHorde_Member
      Unit         = RohanRohirrimAxemanHorde   ; specialized cavalry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 12.0
   End

   ArmyMemberDefinition RohanRohirrimArcherHorde_Member
      Unit         = RohanRohirrimArcherHorde   ; ranged cavalry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 15.0
      PercentageOfArmyPhase3   = 12.0
   End

   ArmyMemberDefinition RohanRoyalGuardHorde_Member
      Unit         = RohanRoyalGuardHorde      ; super elite cavalry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

; Siege
   ArmyMemberDefinition RohanGenericEnt_Member
      Unit         = RohanGenericEnt ;seige weapon
      PercentageOfArmyPhase1   = 5.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 15.0
   End

   ArmyMemberDefinition Rohan_Treebeard
      Unit         = RohanTreeBerd ;siege weapon
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

; Naval
   ArmyMemberDefinition ElvenBattleShip_Member
      Unit         = ElvenBattleShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.6
   End

   ArmyMemberDefinition  ElvenFireShip_Member
      Unit         = ElvenFireShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End

   ArmyMemberDefinition ElvenShoreBombardShip_Member
      Unit         = ElvenShoreBombardShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.4
   End

   ArmyMemberDefinition ElvenTransportShip_Member
      Unit         = ElvenTransportShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End

   ;//
   ;// HEROES
   ;//

   HeroBuildOrder = CreateAHero RohanMerry RohanHama RohanGamlingRJ RohanEowyn RohanEomer RohanErkenbrand RohanTheoden GondorRadagast
   OffensiveBuildings =  RohanFortress RohanSentryTower RohanEntMootWithEnts RohanHeroStatue RohanWell
   
End

ArmyDefinition EvilMenArmy

   Side = EvilMen

   ;//
   ;// PRODUCTION AI PARAMETERS
   ;//

   MustUseCommandPointPercentage_Phase1 = 50%   ;// The AI UnitBuilder tries to keep the army at at least this size
   MustUseCommandPointPercentage_Phase2 = 45%
   MustUseCommandPointPercentage_Phase3 = 30%

   StructureRebuildPriorityModifier = 200%

   DefaultUnitPriority = 100.0f;            ;// The default build priority for a unit for which there is no ugrency
   FortressRebuildPriority = 1950.0f;         ;// Priority at which a fortress will rebuild
   
   LowUnitPriorityModifier_Rush   = 50.0         ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number>
   LowUnitPriorityModifier_MidGame   = 90.0         ;//      then add the result to the current unit priority in the build queue
   LowUnitPriorityModifier_EndGame   = 100.0         ;//      (the bigger this number is the faster a unit will bubble to the top when
                                       ;//      we're low on units)

   EconomyBuilderMinFarmsOwned = 5
   EconomyBuilderMinMoney = 300
   EconomyBuilderPerFarmValue = 70
   EconomyBuilderPerSecPriorityIncreaseBase = 30.0
   EconomyBuilderMinTimeBetweenFarms_Rush = 20.0f   ; RJ   ; 15.0f;
   
   PercentToSave_Rush      = 2.0%
   PercentToSave_MidGame      = 4.0%
   PercentToSave_EndGame      = 5.0%

   PhaseDuration_Rush      = 260.0   ;//amount of time in seconds from the beginning of a match
   PhaseDuration_MidGame      = 260.0 ;//amount of time in seconds from end of Rush Phase
   
   ChanceForUnitsToUpgrade         = 75%
   UpgradeSciencePriorityNormalLow      = 200.0
   UpgradeSciencePriorityNormalHigh   = 700.0
   UpgradeSciencePriorityImportantLow   = 750.0
   UpgradeSciencePriorityImportantHigh   = 1000.0
   UnitUpgradePriorityLow         = 100.0
   UnitUpgradePriorityHigh         = 200.0

   ;//
   ;// TEAM BUILDER PARAMETERS
   ;//

   MaxThreatForOpportunityTargets = 10.0   ;//when building a team for opportunity targets, what will the team builder use as
                  ;//an assumed threat when building the team

   ValueToSetForMaxOnDefenseTeam = 10   ;//the max number of each type of unit will get recruited onto a defense team

   ;//If there are no currently built units of the specific type an AI constructed team is looking for
   ;//it can search for replacements of a different type that are already built
   ;//these numbers control how deep along the Combat Chain definition the AI will search for replacements
   CombatChainSearchDepthForTeamRecruits_AttackTeams   = 2;
   CombatChainSearchDepthForTeamRecruits_DefenseTeams   = 7;
   CombatChainSearchDepthForTeamRecruits_ExploreTeams   = 7;

   ;//
   ;// TACTICAL AI PARAMETERS
   ;//

   ;// the number and types of targets that the AI is simultaneously interested in at any given point
   TacticalAITargets = DEFENSIVE   ENEMY_STRUCTURE   OPPORTUNITY EXPANSION   ;//ENEMY_STRUCTURE DEFENSIVE OPPORTUNITY OPPORTUNITY
   MaxTeamsPerTarget = 1         2            1         1

   SecondsTillTargetsCanExpire = 14.0
   ChanceForTargetToExpire = 50%

   MaxBuildingsToBeDefensiveTarget_Small   = 1
   MaxBuildingsToBeDefensiveTarget_Med      = 4
   ;// anything bigger than MaxBuildingsToBeDefensiveTarget_Med is considered a Large defensive target

   ChanceToUseAllUnitsForDefenseTarget_Small   = 10%
   ChanceToUseAllUnitsForDefenseTarget_Med      = 25%
   ChanceToUseAllUnitsForDefenseTarget_Large   = 75%

   ;//
   ;// ARMY UNIT DEFINITIONS
   ;//

   AIEconomyAssigment EvilMenEasterlingWindMill
      TemplateName = EvilMenEasterlingWindMill
   End

   AIWallNodeAssignment MenWallHub
      TemplateName = EasterlingWallHubSmallOuter
   End

   ArmyMemberDefinition EvilMenRhunBrigandHorde_Member
      Unit         = EvilMenRhunBrigandHorde   ; early specialized infantry
      PercentageOfArmyPhase1   = 15.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition MordorCorsairsOfUmbarHorde_Member
      Unit         = MordorCorsairsOfUmbarHorde   ; mid-game specialized infantry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition EvilMenRhunBrigandHorde_Member
      Unit         = EvilMenKhandAxemanHorde   ; early specialized infantry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition MordorEasterlingHorde_Member
      Unit         = MordorEasterlingHorde      ; basic pikemen
      PercentageOfArmyPhase1   = 15.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition EvilMenEasterlingArcherHorde_Member
      Unit         = EvilMenEasterlingArcherHorde   ; basic archers
      PercentageOfArmyPhase1   = 15.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition EvilMenEasterlingSoldierHorde_Member
      Unit         = EvilMenEasterlingSoldierHorde   ; mid infantry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition MordorHaradrimLancerHorde_Member
      Unit         = MordorHaradrimLancerHorde   ; early specialized infantry
      PercentageOfArmyPhase1   = 20.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition MordorHaradrimArcherHorde_Member
      Unit         = MordorHaradrimArcherHorde   ; mid archers
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 15.0
   End

   ArmyMemberDefinition EvilMenHaradrimGuardHorde_Member
      Unit         = EvilMenHaradrimGuardHorde   ; mid specialized
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition EvilMenHaradrimSoldierHorde_Member
      Unit         = EvilMenHaradrimSoldierHorde   ; mid infantry
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition MordorSoldierRhunHorde_Member
      Unit         = MordorSoldierRhunHorde   ; elite pikemen
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition EvilMenRhunRidersHorde_Member
      Unit         = EvilMenRhunRidersHorde   ; basic cavalry
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition EvilMenSorcerorHorde_Member
      Unit         = EvilMenSorcerorHorde      ; specialized units
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition EvilMenEasterlingChariotHorde_Member
      Unit         = EvilMenEasterlingChariotHorde   ; mid cavalry
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition MordorHaradrimRiderHorde_Member
      Unit         = MordorHaradrimRiderHorde   ; basic cavalry
      PercentageOfArmyPhase1   = 10.0
      PercentageOfArmyPhase2   = 10.0
      PercentageOfArmyPhase3   = 15.0
   End

   ArmyMemberDefinition HaradBlackSerpentGuardHorde_Member
      Unit         = HaradBlackSerpentGuardHorde   ; elite cavaly
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition EvilMenEasterlingCatapult_Member
      Unit         = EvilMenEasterlingCatapult   ; basic siege
      PercentageOfArmyPhase1   = 5.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 5.0
   End

   ArmyMemberDefinition MordorMumakil_Member
      Unit         = MordorMumakil         ; elite siege
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition EvilMenCorsairBallista_Member
      Unit         = EvilMenCorsairBallista   ; basic siege
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 5.0
      PercentageOfArmyPhase3   = 10.0
   End

   ArmyMemberDefinition EvilMenCorsairShip_Member
      Unit         = EvilMenCorsairShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.6
   End
   
   ArmyMemberDefinition EvilMenTransportShip_Member
      Unit         = EvilMenTransportShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End
   
   ArmyMemberDefinition EvilFireShip_Member
      Unit         = EvilFireShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.0
   End
   
   ArmyMemberDefinition EvilShoreBombardShip_Member
      Unit         = EvilShoreBombardShip
      PercentageOfArmyPhase1   = 0.0
      PercentageOfArmyPhase2   = 0.0
      PercentageOfArmyPhase3   = 0.4
   End

   ;//
   ;// HEROES
   ;//
   HeroBuildOrder = CreateAHero EvilMenKhandKing EvilMenHaradrimOverseer IsengardDraugluin MordorBalrog02 MordorSauron EvilMenEasterlingCaptain EvilMenIndurFoot EvilMenKhamulFellbeastRespawn EvilMenMorinehtar EvilMenRomestamo
   OffensiveBuildings = EvilMenEasterlingBattleTower EvilMenHaradWatchtower HaradFortress EasterlingFortress
End
Revenir en haut Aller en bas
Wolf8888
Moddeur confirmé
Moddeur confirmé
Wolf8888


Nombre de messages : 499
Add-On : Oui

Problèmes Skuptg

Date d'inscription : 29/07/2010

Problèmes Empty
MessageSujet: Re: Problèmes   Problèmes Icon_minitimeSam 19 Mar - 16:20

Salut,

Essaie de jouer en mettant l'IA en "brutal".

Revenir en haut Aller en bas
invitéé
Invité




Problèmes Empty
MessageSujet: Re: Problèmes   Problèmes Icon_minitimeSam 19 Mar - 16:36

Bonjour,
le même chose en facile,normale,difficile et brutale, ils ont assez de monnaie ( au moins 7000 constamment grace a l'argent que donne le chateau que j'ai augmenté )
Revenir en haut Aller en bas
Wolf8888
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Wolf8888


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Problèmes Skuptg

Date d'inscription : 29/07/2010

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MessageSujet: Re: Problèmes   Problèmes Icon_minitimeSam 19 Mar - 17:13

Dans le répertoire de ton jeu, tu as l'ini.big d'origine ou modifié ?
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MessageSujet: Re: Problèmes   Problèmes Icon_minitimeSam 19 Mar - 21:02

celui d'origine ( et tout le reste aussi d'ailleurs et j'ai les patchs ( nécessaires pour le mod )
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Wolf8888
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Wolf8888


Nombre de messages : 499
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Problèmes Skuptg

Date d'inscription : 29/07/2010

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MessageSujet: Re: Problèmes   Problèmes Icon_minitimeDim 20 Mar - 16:27

Salut,

Bon, alors il faut reprendre l'ensemble des codes du mod pour voir ce qui ne va pas.
N'ayant plus ce mod, je ne peux t'en dire plus mais je te confirme qu'il contient des erreurs dans de nombreux fichiers (elles ne sont pas critiques pour le "fonctionnement de base" du jeu mais peuvent être à l'origine des problèmes que tu rencontres).

Bon courage. Wink
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MessageSujet: Re: Problèmes   Problèmes Icon_minitime

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