invitéé Invité
| Sujet: Problèmes Sam 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] [/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 ) ne construit pas de batîments de ressources sur aucune carte malgré les farmtemplate Merci à une future réponse |
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invitéé Invité
| Sujet: Re: Problèmes Sam 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] |
|
invitéé Invité
| Sujet: Re: Problèmes Sam 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 |
|
invitéé Invité
| Sujet: Re: Problèmes Sam 19 Mar - 15:30 | |
| - Code:
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;///////////////////////////////////////////////////////////////////////////////////////////////////////// ; ; 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
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invitéé Invité
| Sujet: Re: Problèmes Sam 19 Mar - 15:30 | |
| et le dernier bout : - Code:
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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
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problèmes Sam 19 Mar - 16:20 | |
| Salut,
Essaie de jouer en mettant l'IA en "brutal".
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invitéé Invité
| Sujet: Re: Problèmes Sam 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 ) |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problèmes Sam 19 Mar - 17:13 | |
| Dans le répertoire de ton jeu, tu as l'ini.big d'origine ou modifié ? | |
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invitéé Invité
| Sujet: Re: Problèmes Sam 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 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problèmes Dim 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. | |
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