AI Coding problem
#1
Posted 23 October 2008 - 05:23 PM
I'm quite new at modding (I just change some codes in the gamedata.ini)
and now I wanna try myself @ AI coding:
so I read through Cahik's tutorial (big compliment, nice explained) and I usually understand everything.
So I startet with Coding in the skirmishaidata.ini, nothing hard I just changed some numbers of things like:
CombatChainDefinition ArcherCombatChain ;Standard Archers
Unit = ARCHER
TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT
TargetPriorityModifiers = 750.0 250.0 750.0 1000.0 500.0 750.0 0.0 0.0 100.0 0.0 0.0 0.0 0.0
End
or:
MustUseCommandPointPercentage_Phase1 = 30%
MustUseCommandPointPercentage_Phase2 = 40%
MustUseCommandPointPercentage_Phase3 = 60%
and:
PercentToSave_Rush = 0.25%
PercentToSave_MidGame = 0.5%
PercentToSave_EndGame = 0.75%
and at least: ArmyMemberDefinition GondorSpearmanHorde_Member
Unit = GondorSpearmanHorde ;basic pikeman
PercentageOfArmyPhase1 = 0.0
PercentageOfArmyPhase2 = 15.0
PercentageOfArmyPhase3 = 8.0
I was really watchful and I just change the numbers
After every single changing I controlled if the game goes fine but don't care WHAT I changed all time the AI just build 4 or 5 resource buildings and after some time the heros of their factions
They didn't build their normal bases, only these 5 resource buildings, no barracks and so no units either
that do really suck
Is it' possible to be caused by the SEE mod, i'm just modding in it
I hope you can help me
#2
Posted 23 October 2008 - 05:42 PM
Did you change the sides by accident?
#3
Posted 23 October 2008 - 07:37 PM
#4
Posted 23 October 2008 - 07:51 PM
Trying to hold on...
#5
Posted 23 October 2008 - 08:24 PM
After every single changing I controlled if the game goes fine but don't care WHAT I changed all time the AI just build 4 or 5 resource buildings and after some time the heros of their factions
Uh... this is annoying... what map you played on?
#6
Posted 23 October 2008 - 10:32 PM
But thank you guys very much for trying to help me
#7
Posted 23 October 2008 - 10:48 PM
Trying to hold on...
#8
Posted 24 October 2008 - 09:44 AM
But the point is that I would like to edit the skirmishaidata.ini . ( like you did ) But I dont know how to avoid the AI not working
after your problem with the AI not working after editing the skirmishAIdata.ini : did you just let it like it had been before. Did you stop editing it?
or did you succeed anytime with a working AI after your editing?
#9
Posted 24 October 2008 - 03:12 PM
#10
Posted 24 October 2008 - 05:10 PM
Not the big of the original EA SuM2
what do you mean with mod command? When I want to edit an ini finalbig sais:
"This will activate EditMod ... " and so on. you mean that ???
#11
Posted 24 October 2008 - 06:03 PM
Anyways, what does the file look like in the BIG? (the 'directory')
#12
Posted 24 October 2008 - 07:18 PM
The directory of the big is: C:/SEE/data/ini
but I don't understand... I think that can not be the Problem
The game goes fine, only when I edit the skirmishaidata.ini I have this *** AI Problem
#13
Posted 24 October 2008 - 09:35 PM
If yes then im kind of confused as to why it doesnt work...
#14
Posted 25 October 2008 - 09:50 AM
#15
Posted 25 October 2008 - 10:04 AM
#16
Posted 25 October 2008 - 06:41 PM
;//////////////////////////////////////////////////////////////////////////////////////////////////////// ;FILE: AIBases.ini ////////////////////////////////////////////////////////////////////////////////////// ;///////////////////////////////////////////////////////////////////////////////////////////////////////// ;///////////////////////////////////////////////////////////////////////////////////////////////////////// ; ; BASES ; identify the base templates for each side ; ;///////////////////////////////////////////////////////////////////////////////////////////////////////// ; ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ; New BASE files for SEE - one for ALL (non scenery) maps ; ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ AIBase MOWBase Side = Men Map = "ai base - motw - 01" GameMapToUseOn = "<ANY>" AllowsArbirtaryRotation = No //Allows game to look exactly like layout in WB! /Naz End ; AIBase MOWBase1 ; Side = Men ; Map = "ai base - motw - 01" ; GameMapToUseOn = "map mp tournament hills.map" ; PlayerPositions = 1 ; AllowsArbirtaryRotation = No //Allows game to look exactly like layout in WB! /Naz ; End ; AIBase MOWBase2 ; Side = Men ; Map = "ai base - motw - see - se" ; GameMapToUseOn = "map mp tournament hills.map" ; PlayerPositions = 2 ; AllowsArbirtaryRotation = No ; End ; AIBase MOWBase3 ; Side = Men ; Map = "ai base - motw - 01" ; GameMapToUseOn = "map mp tournament hills.map" ; PlayerPositions = 3 ; AllowsArbirtaryRotation = No //Allows game to look exactly like layout in WB! /Naz ; End ; AIBase MOWBase4 ; Side = Men ; Map = "ai base - motw - see - se" ; GameMapToUseOn = "map mp tournament hills.map" ; PlayerPositions = 4 ; AllowsArbirtaryRotation = No //Allows game to look exactly like layout in WB! /Naz ; End ; AIBase MOWBase5 ; Side = Men ; Map = "ai base - motw - 01" ; GameMapToUseOn = "map mp tournament hills.map" ; PlayerPositions = 5 ; AllowsArbirtaryRotation = No //Allows game to look exactly like layout in WB! /Naz ; End ; AIBase MOWBase6 ; Side = Men ; Map = "ai base - motw - see - se" ; GameMapToUseOn = "map mp tournament hills.map" ; PlayerPositions = 6 ; AllowsArbirtaryRotation = No //Allows game to look exactly like layout in WB! /Naz ; End ; AIBase MOWBase7 ; Side = Men ; Map = "ai base - motw - 01" ; GameMapToUseOn = "map mp tournament hills.map" ; PlayerPositions = 7 ; AllowsArbirtaryRotation = No //Allows game to look exactly like layout in WB! /Naz ; End ; AIBase MOWBase8 ; Side = Men ; Map = "ai base - motw - see - se" ; GameMapToUseOn = "map mp tournament hills.map" ; PlayerPositions = 8 ; AllowsArbirtaryRotation = No //Allows game to look exactly like layout in WB! /Naz ; End AIBase ElvenBase Side = Elves Map = "ai base - elves - 01" GameMapToUseOn = "<ANY>" AllowsArbirtaryRotation = No End AIBase DwarvenBase Side = Dwarves Map = "ai base - dwarves - 01" GameMapToUseOn = "<ANY>" AllowsArbirtaryRotation = No End AIBase MordorBase Side = Mordor Map = "ai base - mordor - 01" GameMapToUseOn = "<ANY>" AllowsArbirtaryRotation = No End AIBase IsengardBase Side = Isengard Map = "ai base - isengard - 01" GameMapToUseOn = "<ANY>" AllowsArbirtaryRotation = No End AIBase WildBase Side = Wild Map = "ai base - wild - 01" GameMapToUseOn = "<ANY>" AllowsArbirtaryRotation = No End //End of skirmish maps! /Naz ; ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ; SCENERY MAPS - These will need MAJOR fixes in the future (to improve the way AI build) by adding new layouts and CS in the mod /Nazgûl ; ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ AIBase MOWBase_HelmsDeep Side = Men Map = "ai base - motw - helmsdeep" GameMapToUseOn = "map wor helms deep.map" PlayerPositions = 1 AllowsArbirtaryRotation = No End AIBase MOWBase_Erebor Side = Men Map = "ai base - motw - erebor" GameMapToUseOn = "map wor erebor.map" PlayerPositions = 1 AllowsArbirtaryRotation = No End AIBase ElvesBase_HelmsDeep Side = Elves Map = "ai base - elves - helmsdeep" GameMapToUseOn = "map wor helms deep.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_HelmsDeep Side = Dwarves Map = "ai base - dwarves - helmsdeep" GameMapToUseOn = "map wor helms deep.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 IsengardBase_HelmsDeep Side = Isengard Map = "ai base - isengard - helmsdeep" GameMapToUseOn = "map wor helms deep.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 MordorBase_HelmsDeep Side = Mordor Map = "ai base - mordor - helmsdeep" GameMapToUseOn = "map wor helms deep.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 WildBase_HelmsDeep Side = Wild Map = "ai base - wild - helmsdeep" GameMapToUseOn = "map wor helms deep.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 MOWBase_MinasTirith Side = Men Map = "ai base - motw - 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 IsengardBase_MinasTirith Side = Isengard Map = "ai base - isengard - 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 WildBase_MinasTirith Side = Wild Map = "ai base - wild - minastirith" GameMapToUseOn = "map wor minas tirith.map" PlayerPositions = 1 AllowsArbirtaryRotation = No End AIBase MOWBase_Dol_Guldur Side = Men Map = "ai base - motw - dol guldur" GameMapToUseOn = "map wor dol guldur.map" PlayerPositions = 1 AllowsArbirtaryRotation = No End AIBase ElvesBase_Dol_Guldur Side = Elves Map = "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 IsengardBase_Dol_Guldur Side = Isengard Map = "ai base - isengard - 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 WildBase_Dol_Guldur Side = Wild Map = "ai base - wild - dol guldur" GameMapToUseOn = "map wor dol guldur.map" PlayerPositions = 1 AllowsArbirtaryRotation = No End AIBase MOWBase_Rivendell Side = Men Map = "ai base - motw - 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 IsengardBase_Rivendell Side = Isengard Map = "ai base - isengard - 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 WildBase_Rivendell Side = Wild Map = "ai base - wild - rivendell" GameMapToUseOn = "map wor rivendell.map" PlayerPositions = 1 AllowsArbirtaryRotation = No End AIBase MOWBase_Grey_Havens Side = Men Map = "ai base - motw - 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 IsengardBase_Grey_Havens Side = Isengard Map = "ai base - isengard - 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 WildBase_Grey_Havens Side = Wild Map = "ai base - wild - grey havens" GameMapToUseOn = "map wor grey havens.map" PlayerPositions = 1 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 //was MordorDefaultDozer (???) /Naz Side = Dwarves Unit = DwarvenPorter End ;///////////////////////////////////////////////////////////////////////////////////////////////////////// ; ; General Data for the System - Tweakable variables that effect the behavior of the Skirmish AI ; ;///////////////////////////////////////////////////////////////////////////////////////////////////////// SkirmishAIData TheSkirmishAIData //Changed by Nazgûl! Latest change: June 2007 // (Still needs polishing though!? Maybe Threat Levels in Default/Water.ini matters too???) ;¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ;¤ COMBAT CHAIN DEFENITIONS ;¤ 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 // Eeeh? WHAT? /Naz ;¤ A modifier of -1.0 means "never auto-acquire" ;¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ CombatChainDefinition InfantryCombatChain;Standard Soldiers Unit = INFANTRY TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 250.0 500.0 1000.0 750.0 0.0 0.0 0.0 0.0 250.0 -1.0 0.0 -1.0 -1.0 End CombatChainDefinition ArcherCombatChain;Standard Archers Unit = ARCHER TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 750.0 250.0 750.0 1000.0 500.0 750.0 0.0 0.0 100.0 0.0 0.0 0.0 0.0 End CombatChainDefinition CavalryCombatChain;Specialist: Mobility, Crushing (Horse Cavalry, BattleWagons, WargRiders) Unit = CAVALRY TargetTypes = SIEGEWEAPON CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 1000.0 0.0 750.0 250.0 500.0 -1.0 1000.0 0.0 0.0 100.0 -1.0 1000.0 -1.0 -1.0 End CombatChainDefinition PikemanCombatChain;Specialist: AntiCavalry, AntiCrushing (Pikemen, Spearmen, 'Trolls', Mûmakil, Drake) Unit = PIKEMAN TargetTypes = SIEGEWEAPON CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 1000.0 1500.0 750.0 250.0 1000.0 0.0 0.0 0.0 0.0 100.0 -1.0 1000.0 -1.0 -1.0 End CombatChainDefinition SiegeWeaponCombatChain;Specialist: AntiStructure (Catapults, Trebuchets, Ents, Giants, ) Unit = SIEGEWEAPON TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 0.0 0.0 0.0 750.0 500.0 1500.0 0.0 0.0 0.0 500.0 0.0 250.0 250.0 End CombatChainDefinition StructureCombatChain Unit = STRUCTURE TargetTypes = SIEGEWEAPON CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 1500.0 0.0 0.0 100.0 750.0 0.0 1000.0 -1.0 0.0 0.0 500.0 1500.0 250.0 250.0 End CombatChainDefinition TowerCombatchain;Specialist: FortressDefense (Fortress, FortressExpansions) Unit = BATTLE_TOWER TargetTypes = SIEGEWEAPON CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 1500.0 100.0 0.0 500.0 500.0 0.0 1000.0 0.0 -1.0 0.0 500.0 1500.0 250.0 250.0 End CombatChainDefinition CreepCombatChain Unit = CREEP TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 0.0 0.0 100.0 500.0 0.0 0.0 -1.0 0.0 0.0 -1.0 500.0 -1.0 -1.0 End CombatChainDefinition HeroCombatChain Unit = HERO TargetTypes = SIEGEWEAPON CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 750.0 500.0 500.0 500.0 500.0 0.0 0.0 0.0 500.0 750.0 0.0 750.0 0.0 0.0 End CombatChainDefinition BattleShipCombatChain ;(also BombardShips) Unit = SHIP_BATTLESHIP TargetTypes = SIEGEWEAPON CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = 1000.0 0.0 0.0 0.0 500.0 0.0 1000.0 0.0 0.0 0.0 1000.0 1000.0 1250.0 250.0 End CombatChainDefinition BombardShipCombatChain ;Specialist: AntiStructureNoInfantry (Rams, Grond, ExplosiveMine) Unit = SHIP_BOMBARD TargetTypes = SIEGEWEAPON CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = -1.0 -1.0 -1.0 -1.0 -1.0 0.0 1500.0 500.0 -1.0 -1.0 -1.0 -1.0 -1.0 -1.0 End CombatChainDefinition SuicideShipCombatChain Unit = SHIP_SUICIDE TargetTypes = CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = -1.0 -1.0 -1.0 -1.0 0.0 -1.0 -1.0 -1.0 0.0 500.0 500.0 250.0 250.0 End CombatChainDefinition CreepStructureCombatChain;This is the one GOLLUM uses, so he mainly goes for the fortress to steal the ring, which uses 'AIKindOf = BATTLE_TOWER' Unit = CREEP_STRUCTURE TargetTypes = SIEGEWEAPON CAVALRY INFANTRY PIKEMAN ARCHER STRUCTURE BATTLE_TOWER WALL CREEP HERO SHIP_BATTLESHIP SHIP_BOMBARD SHIP_SUICIDE SHIP_TRANSPORT TargetPriorityModifiers = -1.0 0.0 0.0 0.0 0.0 -1.0 1500.0 -1.0 -1.0 0.0 -1.0 -1.0 -1.0 -1.0 End ;---------------------------------------------------------------------------------------------------- ; Global Tuning Paramaters ;---------------------------------------------------------------------------------------------------- DefaultTargetThreatRadius = 300.0 BrutalDifficultyCheats TheBrutalDifficultyCheats //Tip from Robnkarla: This is same as "Hard" but with this modification! Makes AI build MORE, not faster! //Naz BuildCostReduction = 50% //15% BuildTimeReduction = 00% //15% End DifficultyTuning EasyTuning Difficulty = EASY EconomyMaxFarms = 3 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 ; TimeBetweenEnemyChangeHI = 120 ; TimeBetweenEnemyChangeLO = 60 ;------------------------------------------------- ; Engineering Parameters (Designer no touchy) ;------------------------------------------------- TeamIdleCheckRadius = 20.0 TeamTimeUntilConsideredIdle = 3.0 DefenseTreeNodeRadius = 300.0;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 = 30%;// The AI UnitBuilder tries to keep the army at at least this size MustUseCommandPointPercentage_Phase2 = 40% MustUseCommandPointPercentage_Phase3 = 60% StructureRebuildPriorityModifier = 120%;100% DefaultUnitPriority = 75.0f;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 = 30.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number> LowUnitPriorityModifier_MidGame = 40.0 ;// then add the result to the current unit priority in the build queue LowUnitPriorityModifier_EndGame = 30.0 ;// (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 = 0.25% PercentToSave_MidGame = 0.5% PercentToSave_EndGame = 0.75% PhaseDuration_Rush = 300.0;// amount of time in seconds from the beginning of a match // 600 sec = 10 minues!!! PhaseDuration_MidGame = 900.0;// amount of time in seconds from end of Rush Phase ChanceForUnitsToUpgrade = 95% UpgradeSciencePriorityNormalLow = 800.0 UpgradeSciencePriorityNormalHigh = 1000.0 UpgradeSciencePriorityImportantLow = 950.0 UpgradeSciencePriorityImportantHigh = 1250.0 UnitUpgradePriorityLow = 900.0 UnitUpgradePriorityHigh = 1200.0 ; UpgradeSciencePriorityNormalLow = 400.0 ; UpgradeSciencePriorityNormalHigh = 800.0;1250.0 ; UpgradeSciencePriorityImportantLow = 800.0;1375.0 ; UpgradeSciencePriorityImportantHigh = 1000.0;1200.0 ; UnitUpgradePriorityLow = 750.0;450.0;251.0 ; UnitUpgradePriorityHigh = 900.0;501.0 ;// ;// 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 = 3 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 //was 1 2 1 1 ;TARGETLESS SecondsTillTargetsCanExpire = 15.0 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 = MenWallHubSmall End ;// ;// HEROES ;// HeroBuildOrder = ElvenGaladriel_RingHero GondorFaramir_SEE GondorBoromir_SEE GondorAragornMP_SEE GondorGandalf_SEE GondorGwaihirHero RohanTheoden_SEE RohanEomer_SEE RohanEowyn_SEE OffensiveBuildings = GondorBattleTower ;// ;// ARMY ;// ArmyMemberDefinition RohanPeasantHorde_Member Unit = RohanPeasantHorde;basic infantry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 5.0 End ArmyMemberDefinition HobbitShirrifHordeInn_Member Unit = RohanHobbitFriendsHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition DwarvenZerkerHordeInn_Member Unit = DwarvenZerkerHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition GondorFighterHorde_Member Unit = GondorFighterHorde;basic infantry PercentageOfArmyPhase1 = 35.0 PercentageOfArmyPhase2 = 20.0 PercentageOfArmyPhase3 = 12.0 End ArmyMemberDefinition GondorSpearmanHorde_Member Unit = GondorSpearmanHorde;basic pikeman PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 15.0 PercentageOfArmyPhase3 = 8.0 End ArmyMemberDefinition GondorTowerShieldGuardHorde_Member Unit = GondorTowerShieldGuardHorde;elite pikeman PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition RohanArcherHorde_Member Unit = RohanMenOfDaleHorde;basic archer PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 5.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition GondorArcherHorde_Member Unit = GondorArcherHorde;basic archer PercentageOfArmyPhase1 = 30.0 PercentageOfArmyPhase2 = 15.0 PercentageOfArmyPhase3 = 12.5 End ArmyMemberDefinition GondorRangerHorde_Member Unit = GondorRangerHorde;elite archer PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 12.5 End ArmyMemberDefinition ElvenGuardHordeInn_Member Unit = ElvenGuardHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition RohanRohirrimHorde_Member Unit = RohanRohirrimHorde;elite cavalry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 5.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition GondorKnightHorde_Member Unit = GondorKnightHorde;basic cavalry PercentageOfArmyPhase1 = 35.0 PercentageOfArmyPhase2 = 20.0 PercentageOfArmyPhase3 = 15.0 End ArmyMemberDefinition GondorTrebuchet_Member Unit = GondorTrebuchet;seige weapon PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 2.5 PercentageOfArmyPhase3 = 7.5 End ArmyMemberDefinition ElvenBattleShip_Member Unit = ElvenBattleShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition ElvenFireShip_Member Unit = ElvenFireShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition ElvenShoreBombardShip_Member Unit = ElvenShoreBombardShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition ElvenTransportShip_Member Unit = ElvenTransportShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 0.0 End ArmyMemberDefinition GondorRangerHorde_Summoned_Member Unit = GondorRangerHorde_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition RohanRohirrimHorde_Summoned_Member Unit = RohanRohirrimHorde_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition GondorGwaihir_Summoned_Member Unit = GondorGwaihir_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition RohanHobbitFriendsHorde_Summoned_Member Unit = RohanHobbitFriendsHorde_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End End ArmyDefinition WildArmy Side = Wild ;// ;// PRODUCTION AI PARAMETERS ;// MustUseCommandPointPercentage_Phase1 = 40%;// The AI UnitBuilder tries to keep the army at at least this size MustUseCommandPointPercentage_Phase2 = 50%;70% MustUseCommandPointPercentage_Phase3 = 75%;100% StructureRebuildPriorityModifier = 120%;100% DefaultUnitPriority = 75.0f;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 = 30.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number> LowUnitPriorityModifier_MidGame = 40.0 ;// then add the result to the current unit priority in the build queue LowUnitPriorityModifier_EndGame = 30.0 ;// (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 = 20.0f; PercentToSave_Rush = 0.25% PercentToSave_MidGame = 0.5% PercentToSave_EndGame = 0.25% PhaseDuration_Rush = 300.0;// amount of time in seconds from the beginning of a match // 600 sec = 10 minues!!! PhaseDuration_MidGame = 600.0;// amount of time in seconds from end of Rush Phase ChanceForUnitsToUpgrade = 95% UpgradeSciencePriorityNormalLow = 800.0 UpgradeSciencePriorityNormalHigh = 1000.0 UpgradeSciencePriorityImportantLow = 950.0 UpgradeSciencePriorityImportantHigh = 1250.0 UnitUpgradePriorityLow = 900.0 UnitUpgradePriorityHigh = 1200.0 ;// ;// 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 = 3 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 ; MaxTeamsPerTarget = 2 2 2 2 //was 1 2 1 1 SecondsTillTargetsCanExpire = 15.0 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 = WildExpansion_SEE;WildMineShaft End AIWallNodeAssignment WildWallHub TemplateName = WildCastleWallHub End ;// ;// HEROES ;// HeroBuildOrder = MordorSauron_RingHero WildGoblinKing WildShelob WildFireDrakeHero1 WildFireDrakeHero2 WildFireDrakeHero3;Drogoth removed OffensiveBuildings = WildSentryTower ;// ;// ARMY ;// ArmyMemberDefinition GoblinFighterHorde_Member Unit = GoblinFighterHorde;basic infantry PercentageOfArmyPhase1 = 40.0 PercentageOfArmyPhase2 = 25.0 PercentageOfArmyPhase3 = 15.0 End ArmyMemberDefinition GoblinPikemanHorde_Member Unit = GoblinPikemanHorde;basic pikemen PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition WildMarauderHorde_Member Unit = WildMarauderHorde;elite pikeman PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition GoblinArcherHorde_Member Unit = GoblinArcherHorde;archer PercentageOfArmyPhase1 = 40.0 PercentageOfArmyPhase2 = 25.0 PercentageOfArmyPhase3 = 30.0 End ArmyMemberDefinition WildGoblinDrummer_Member Unit = WildGoblinDrummer;infantry support PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 2.0 End ArmyMemberDefinition WildSpiderlingHorde_Member Unit = WargPackAlpha;cavalry PercentageOfArmyPhase1 = 20.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 5.0 End ArmyMemberDefinition GoblinWargRiderHorde_Member Unit = GoblinWargRiderHorde;elite cavalry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 15.0 End ArmyMemberDefinition WildSpiderlingHorde_Member Unit = WildSpiderlingHorde;cavalry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 8.0 End ArmyMemberDefinition GoblinCaveTroll_Member Unit = GoblinCaveTroll;siege PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition WildMountainGiant_Member Unit = WildMountainGiant;elite siege PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition IsengardWildmanHordeInn_Member Unit = IsengardWildmanHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition MorgulOrcFighterHordeInn_Member Unit = MorgulFighterHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition EvilMenCorsairShip_Member Unit = EvilMenCorsairShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 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 = 1.0 End ArmyMemberDefinition EvilShoreBombardShip_Member Unit = EvilShoreBombardShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 End ; ArmyMemberDefinition MordorWorker_Member ; Unit = MordorWorker ; PercentageOfArmyPhase1 = 0.0 ; PercentageOfArmyPhase2 = 0.1 ; PercentageOfArmyPhase3 = 0.1 ; End ArmyMemberDefinition CreepGoblinSpiderRider_Member Unit = GoblinSpiderRiderFromDefectedLair PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 3.0 End ArmyMemberDefinition CreepGoblinFighter_Member Unit = GoblinFighterFromDefectedLair PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 3.0 End ArmyMemberDefinition CreepGoblinArcher_Member Unit = GoblinArcherFromDefectedLair PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 3.0 End ArmyMemberDefinition CreepBarrowWight_Member Unit = BarrowWight PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 3.0 End ArmyMemberDefinition CreepWarg_Member Unit = NeutralWarg PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 3.0 End ArmyMemberDefinition CreepSpider_Member Unit = MinorSpider PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 3.0 End ArmyMemberDefinition CreepFireDrake_Member Unit = WildFireDrake PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 3.0 End ArmyMemberDefinition CreepCaveTroll_Member Unit = GoblinCaveTroll_FromTrollLair PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 3.0 End ArmyMemberDefinition IsengardWildmanHorde_Summoned_Member Unit = IsengardWildmanHorde_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition WildCaveBats_Member Unit = WildCaveBats PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition WildFireDrake_Summoned_Member Unit = WildFireDrake_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End End ArmyDefinition DwarvenArmy Side = Dwarves ;// ;// PRODUCTION AI PARAMETERS ;// MustUseCommandPointPercentage_Phase1 = 30%;// The AI UnitBuilder tries to keep the army at at least this size MustUseCommandPointPercentage_Phase2 = 40% MustUseCommandPointPercentage_Phase3 = 60% StructureRebuildPriorityModifier = 120%;100% DefaultUnitPriority = 75.0f;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 = 30.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number> LowUnitPriorityModifier_MidGame = 40.0 ;// then add the result to the current unit priority in the build queue LowUnitPriorityModifier_EndGame = 30.0 ;// (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 = 0.25% PercentToSave_MidGame = 0.5% PercentToSave_EndGame = 0.25% PhaseDuration_Rush = 300.0;300.0;// amount of time in seconds from the beginning of a match // 600 sec = 10 minues!!! PhaseDuration_MidGame = 900.0;// amount of time in seconds from end of Rush Phase ChanceForUnitsToUpgrade = 95% UpgradeSciencePriorityNormalLow = 800.0 UpgradeSciencePriorityNormalHigh = 1000.0 UpgradeSciencePriorityImportantLow = 950.0 UpgradeSciencePriorityImportantHigh = 1250.0 UnitUpgradePriorityLow = 900.0 UnitUpgradePriorityHigh = 1200.0 ;// ;// 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 = 3 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 //was 1 2 1 1 SecondsTillTargetsCanExpire = 15.0 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 = DwarvenWallHubSmall End ;// ;// HEROES ;// HeroBuildOrder = ElvenGaladriel_RingHero Bilbo DaleBrand DwarvenDain DwarvenGloin DwarvenGimli;GondorGwaihirHero OffensiveBuildings = DwarvenSentryTower ;// ;// ARMY ;// ArmyMemberDefinition HobbitShirrifHordeInn_Member Unit = RohanHobbitFriendsHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition DwarvenMenOfDaleSwordsmenHorde_Member Unit = DwarvenDaleFighterHorde;basic infantry PercentageOfArmyPhase1 = 30.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition DwarvenPhalanxHorde_Member Unit = DwarvenPhalanxHorde;pikeman PercentageOfArmyPhase1 = 30.0 PercentageOfArmyPhase2 = 15.0 PercentageOfArmyPhase3 = 15.0 End ArmyMemberDefinition DwarvenGuardianHorde_Member Unit = DwarvenGuardianHorde;basic infantry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 20.0 PercentageOfArmyPhase3 = 20.0 End ArmyMemberDefinition DwarvenZerkerHorde_Member Unit = DwarvenZerkerHorde;infantry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 6.0 End ArmyMemberDefinition DwarvenKhazadGuardHorde_Member Unit = DwarvenKhazadGuardHorde;infantry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 4.0 End ArmyMemberDefinition DunedainRangerHordeInn_Member Unit = DunedainRangerHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition DwarvenAxeThrowerHorde_Member Unit = DwarvenAxeThrowerHorde;archer PercentageOfArmyPhase1 = 30.0 PercentageOfArmyPhase2 = 15.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition DwarvenMenOfDaleHorde_Member Unit = DwarvenMenOfDaleHorde;elite archer PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 20.0 PercentageOfArmyPhase3 = 15.0 End ArmyMemberDefinition DwarvenBattleWagon_Member Unit = DwarvenBattleWagon;cavalry PercentageOfArmyPhase1 = 5.0 PercentageOfArmyPhase2 = 15.0 PercentageOfArmyPhase3 = 15.0 End ArmyMemberDefinition DwarvenCatapult_Member Unit = DwarvenCatapult;elite siege PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition DwarvenBatteringRam_Member Unit = DwarvenDemolisher;siege PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 5.0 PercentageOfArmyPhase3 = 5.0 End ArmyMemberDefinition ElvenBattleShip_Member Unit = ElvenBattleShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition ElvenFireShip_Member Unit = ElvenFireShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition ElvenShoreBombardShip_Member Unit = ElvenShoreBombardShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition ElvenTransportShip_Member Unit = ElvenTransportShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 0.0 End ArmyMemberDefinition DwarvenMenOfDaleHorde_Summoned_Member Unit = DwarvenMenOfDaleHorde_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition DwarvenGuardianHorde_Summoned_Member Unit = DwarvenGuardianHorde_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition DwarvenAxeThrowerHorde_Summoned_Member Unit = DwarvenAxeThrowerHorde_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition DwarvenPhalanxHorde_Summoned_Member Unit = DwarvenPhalanxHorde_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition RohanHobbitFriendsHorde_Summoned_Member Unit = RohanHobbitFriendsHorde_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End End ArmyDefinition ElvenArmy Side = Elves ;// ;// PRODUCTION AI PARAMETERS ;// MustUseCommandPointPercentage_Phase1 = 30%;// The AI UnitBuilder tries to keep the army at at least this size MustUseCommandPointPercentage_Phase2 = 40% MustUseCommandPointPercentage_Phase3 = 60% StructureRebuildPriorityModifier = 120%;100% DefaultUnitPriority = 75.0f;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 = 30.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number> LowUnitPriorityModifier_MidGame = 40.0 ;// then add the result to the current unit priority in the build queue LowUnitPriorityModifier_EndGame = 30.0 ;// (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 = 20.0f; PercentToSave_Rush = 0.25% PercentToSave_MidGame = 0.5% PercentToSave_EndGame = 0.25% PhaseDuration_Rush = 300.0;// amount of time in seconds from the beginning of a match // 600 sec = 10 minues!!! PhaseDuration_MidGame = 750.0 ;// amount of time in seconds from end of Rush Phase ChanceForUnitsToUpgrade = 95% UpgradeSciencePriorityNormalLow = 800.0 UpgradeSciencePriorityNormalHigh = 1000.0 UpgradeSciencePriorityImportantLow = 950.0 UpgradeSciencePriorityImportantHigh = 1250.0 UnitUpgradePriorityLow = 900.0 UnitUpgradePriorityHigh = 1200.0 ;// ;// 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 = 3 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 //was 1 2 1 1 SecondsTillTargetsCanExpire = 15.0 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 ElvenWallHub TemplateName = ElvenCastleWallHub End ;// ;// HEROES ;// HeroBuildOrder = ElvenGaladriel_RingHero RohanFrodo_SEE RohanSam_SEE RohanMerry RohanPippin ElvenArwen ElvenHaldir ElvenGlorfindel ElvenElrond Galadriel_SEE ElvenLegolas ElvenThranduil ElvenCeleborn GondorGwaihirHero;ElvenFortressEagle, RohanTreeBerd and RohanGenericEnt removed OffensiveBuildings = ElvenBattleTower ;// ;// ARMY ;// ArmyMemberDefinition RohanHobbitFriendsHorde_Member Unit = RohanHobbitFriendsHordeInn //RohanHobbitFriendsHorde;early infantry PercentageOfArmyPhase1 = 5.0 PercentageOfArmyPhase2 = 5.0 PercentageOfArmyPhase3 = 2.5 End ArmyMemberDefinition DwarvenZerkerHordeInn_Member Unit = DwarvenZerkerHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition ElvenLorienWarriorHorde_Member Unit = ElvenLorienWarriorHorde;basic infantry PercentageOfArmyPhase1 = 35.0 PercentageOfArmyPhase2 = 20.0 PercentageOfArmyPhase3 = 0.0 End ArmyMemberDefinition ElvenMithlondSentryHorde_Member Unit = ElvenMithlondSentryHorde;pikeman PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 15.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition ElvenRivendellLancerHorde_Member Unit = ElvenRivendellLancerHorde;cavalry PercentageOfArmyPhase1 = 15.0 PercentageOfArmyPhase2 = 15.0 PercentageOfArmyPhase3 = 15.0 End ArmyMemberDefinition DunedainRangerHordeInn_Member Unit = DunedainRangerHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition ElvenLorienArcherHorde_Member Unit = ElvenLorienArcherHorde;archer PercentageOfArmyPhase1 = 40.0 PercentageOfArmyPhase2 = 20.0 PercentageOfArmyPhase3 = 20.0 End ArmyMemberDefinition ElvenMirkwoodArcherHorde_Member Unit = ElvenMirkwoodArcherHorde;elite archer PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 15.0 End ArmyMemberDefinition ElvenGuardHorde_Member //Added for SEE! Unit = ElvenGuardHorde;elite unit PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 12.5 End ArmyMemberDefinition NoldorWarriorHorde_Member //Added for SEE! Unit = NoldorWarriorHorde;elite unit PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 5.0 End ArmyMemberDefinition ElvenTreeBeardHERO_Member Unit = RohanTreeBerd;siege weapon PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 2.0 End ArmyMemberDefinition ElvenEnt_Member Unit = RohanGenericEnt;siege weapon PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 13.0 End ArmyMemberDefinition ElvenBattleShip_Member Unit = ElvenBattleShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition ElvenFireShip_Member Unit = ElvenFireShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition ElvenShoreBombardShip_Member Unit = ElvenShoreBombardShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition ElvenTransportShip_Member Unit = ElvenTransportShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 0.0 End ArmyMemberDefinition GondorGwaihir_Summoned_Member Unit = GondorGwaihir_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ; ArmyMemberDefinition RohanEntFir_Summoned_Member ; Unit = RohanEntFir_Summoned ; PercentageOfArmyPhase1 = 1.0 ; PercentageOfArmyPhase2 = 1.0 ; PercentageOfArmyPhase3 = 1.0 ; End ; ArmyMemberDefinition RohanEntBirch_Summoned_Member ; Unit = RohanEntBirch_Summoned ; PercentageOfArmyPhase1 = 1.0 ; PercentageOfArmyPhase2 = 1.0 ; PercentageOfArmyPhase3 = 1.0 ; End ; ArmyMemberDefinition RohanEntOak_Summoned_Member ; Unit = RohanEntOak_Summoned ; PercentageOfArmyPhase1 = 1.0 ; PercentageOfArmyPhase2 = 1.0 ; PercentageOfArmyPhase3 = 1.0 ; End ; ArmyMemberDefinition RohanEntAsh_Summoned_Member ; Unit = RohanEntAsh_Summoned ; PercentageOfArmyPhase1 = 1.0 ; PercentageOfArmyPhase2 = 1.0 ; PercentageOfArmyPhase3 = 1.0 ; End ArmyMemberDefinition RohanHobbitFriendsHorde_Summoned_Member Unit = RohanHobbitFriendsHorde_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End End ArmyDefinition MordorArmy Side = Mordor ;// ;// PRODUCTION AI PARAMETERS ;// MustUseCommandPointPercentage_Phase1 = 40%;// The AI UnitBuilder tries to keep the army at at least this size MustUseCommandPointPercentage_Phase2 = 50%;70% MustUseCommandPointPercentage_Phase3 = 75%;100% StructureRebuildPriorityModifier = 120%;100% DefaultUnitPriority = 75.0f;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 = 30.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number> LowUnitPriorityModifier_MidGame = 40.0 ;// then add the result to the current unit priority in the build queue LowUnitPriorityModifier_EndGame = 30.0 ;// (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 = 20.0f; PercentToSave_Rush = 0.25% PercentToSave_MidGame = 0.5% PercentToSave_EndGame = 0.25% PhaseDuration_Rush = 300.0;450.0;// amount of time in seconds from the beginning of a match // 600 sec = 10 minues!!! PhaseDuration_MidGame = 900.0;// amount of time in seconds from end of Rush Phase ChanceForUnitsToUpgrade = 95% UpgradeSciencePriorityNormalLow = 800.0 UpgradeSciencePriorityNormalHigh = 1000.0 UpgradeSciencePriorityImportantLow = 950.0 UpgradeSciencePriorityImportantHigh = 1250.0 UnitUpgradePriorityLow = 900.0 UnitUpgradePriorityHigh = 1200.0 ;// ;// 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 = 3 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 //was 1 2 1 1 SecondsTillTargetsCanExpire = 15.0 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 = MordorExpansion_SEE;MordorSlaughterHouse End AIWallNodeAssignment MordorWallHub TemplateName = MordorCastleWallHub End ;// ;// HEROES ;// HeroBuildOrder = MordorSauron_RingHero MordorMouthOfSauron MordorGothmogNew EvilMenBlackRider1_SEE EvilMenBlackRider2_SEE EvilMenBlackRider3_SEE MordorShagrat EvilMenBlackRider4_SEE EvilMenBlackRider5_SEE EvilMenBlackRider6_SEE MordorWitchKingOnFellBeast EvilMenBlackRider7_SEE EvilMenBlackRider8_SEE; MordorFellBeast EvilMenBlackRiderMounted EvilMenBlackRider OffensiveBuildings = MordorBattleTower ;Nazgul1 ;Nazgul2 ;Nazgul3 ;// ;// ARMY ;// ArmyMemberDefinition WildMarauderHordeInn_Member Unit = WildMarauderHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition MordorPikemanHorde_Member Unit = MordorPikemanHorde;anti cavalry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 2.5 End ArmyMemberDefinition MordorEasterlingHorde_Member Unit = MordorEasterlingHorde;elite pikeman PercentageOfArmyPhase1 = 33.0 PercentageOfArmyPhase2 = 15.0 PercentageOfArmyPhase3 = 8.0 End ArmyMemberDefinition MordorArcherHorde_Member Unit = MordorArcherHorde;archers PercentageOfArmyPhase1 = 33.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 6.0 End ArmyMemberDefinition MorannonArcherHorde_Member Unit = MorannonArcherHorde; good archers PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 6.0 End ArmyMemberDefinition MordorHaradrimArcherHorde_Member Unit = MordorHaradrimArcherHorde;elite archer PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 5.0 PercentageOfArmyPhase3 = 6.0 End ArmyMemberDefinition IsengardWildmanHordeInn_Member Unit = IsengardWildmanHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition IsengardUrukRaiderInn_Member Unit = UrukRaiderHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition MordorFighterHorde_Member Unit = MordorFighterHorde;basic infantry PercentageOfArmyPhase1 = 30.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 7.5 End ArmyMemberDefinition MorgulFighterHorde_Member Unit = MorgulFighterHorde;medium infantry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 20.0 PercentageOfArmyPhase3 = 5.0 End ArmyMemberDefinition MorannonFighterHorde_Member Unit = MorannonFighterHorde;medium infantry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 5.0 End ArmyMemberDefinition MordorBlackUrukHorde_Member Unit = MordorBlackUrukHorde;elite infantry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 4.0 End ArmyMemberDefinition MordorCaptainJacksonHERO_Member Unit = CorsairCaptainJackson PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 2.0 End ArmyMemberDefinition MordorCorsairsOfUmbarHorde_Member Unit = MordorCorsairsOfUmbarHorde;support infantry PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 12.5 PercentageOfArmyPhase3 = 8.0 End ArmyMemberDefinition MordorMountainTroll_Member Unit = MordorMountainTroll;basic cavalry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 5.0 End ArmyMemberDefinition MordorAttackTroll_Member Unit = MordorAttackTroll;basic cavalry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition MordorDrummerTroll_Member Unit = MordorDrummerTroll;basic cavalry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition MordorMumakil_Member Unit = MordorMumakil;elite cavalry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 5.0 End ArmyMemberDefinition MordorSiegeTower_Member Unit = MordorSiegeTower;siege PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 0.0 End ArmyMemberDefinition MordorBatteringRam_Member Unit = MordorBatteringRam;siege PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 10.0 PercentageOfArmyPhase3 = 2.0 End ArmyMemberDefinition MordorCatapult_Member Unit = MordorCatapult;seige weapon PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 10.0 End ArmyMemberDefinition MordorGrond_Member //Added for SEE Unit = MordorGrond;seige weapon PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 0.5 End ArmyMemberDefinition EvilMenCorsairShip_Member Unit = EvilMenCorsairShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 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 = 1.0 End ArmyMemberDefinition EvilShoreBombardShip_Member Unit = EvilShoreBombardShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition EyeOfSauron_Member Unit = EyeOfSauron PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End End ArmyDefinition IsengardArmy Side = Isengard ;// ;// PRODUCTION AI PARAMETERS ;// MustUseCommandPointPercentage_Phase1 = 30%;// The AI UnitBuilder tries to keep the army at at least this size MustUseCommandPointPercentage_Phase2 = 40% MustUseCommandPointPercentage_Phase3 = 60% StructureRebuildPriorityModifier = 120%;100% DefaultUnitPriority = 75.0f;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 = 30.0 ;// When we are low on units we multiply percentCommandPtsUsed/100 * <this number> LowUnitPriorityModifier_MidGame = 40.0 ;// then add the result to the current unit priority in the build queue LowUnitPriorityModifier_EndGame = 30.0 ;// (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 = 20.0f; PercentToSave_Rush = 0.25% PercentToSave_MidGame = 0.5% PercentToSave_EndGame = 0.25% PhaseDuration_Rush = 300.0;// amount of time in seconds from the beginning of a match // 600 sec = 10 minues!!! PhaseDuration_MidGame = 750.0;// amount of time in seconds from end of Rush Phase ChanceForUnitsToUpgrade = 95% UpgradeSciencePriorityNormalLow = 800.0 UpgradeSciencePriorityNormalHigh = 1000.0 UpgradeSciencePriorityImportantLow = 950.0 UpgradeSciencePriorityImportantHigh = 1250.0 UnitUpgradePriorityLow = 900.0 UnitUpgradePriorityHigh = 1200.0 ;// ;// 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 = 3 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 //was 1 2 1 1 SecondsTillTargetsCanExpire = 15.0 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 = IsengardExpansion_SEE;IsengardFurnace End AIWallNodeAssignment IsengardWallHub TemplateName = IsengardCastleWallHub End ;// ;// HEROES ;// HeroBuildOrder = MordorSauron_RingHero IsengardSharku IsengardLurtz IsengardUgluk IsengardSaruman IsengardWormTongue IsengardFellBeast OffensiveBuildings = IsengardBattleTower ;// ;// ARMY ;// ArmyMemberDefinition MorgulOrcFighterHordeInn_Member Unit = MorgulFighterHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition MordorCorsairsOfUmbarHordeInn_Member Unit = MordorCorsairsOfUmbarHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition IsengardWildmanHorde_Member Unit = IsengardWildmanHorde;support infantry PercentageOfArmyPhase1 = 15.0 PercentageOfArmyPhase2 = 5.0 PercentageOfArmyPhase3 = 7.5 End ArmyMemberDefinition IsengardRaiderHorde_Member Unit = UrukRaiderHorde;light infantry PercentageOfArmyPhase1 = 45.0 PercentageOfArmyPhase2 = 8.0 PercentageOfArmyPhase3 = 2.0 End ArmyMemberDefinition IsengardWargRiderHorde_Member Unit = IsengardWargRiderHorde;cavalry PercentageOfArmyPhase1 = 20.0 PercentageOfArmyPhase2 = 20.0 PercentageOfArmyPhase3 = 20.0 End ArmyMemberDefinition IsengardFighterHorde_Member Unit = IsengardFighterHorde;basic infantry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 15.0 PercentageOfArmyPhase3 = 15.0 End ArmyMemberDefinition WildMarauderHordeInn_Member Unit = WildMarauderHordeInn_SEE PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition IsengardPikemanHorde_Member Unit = IsengardPikemanHorde;pikeman PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 20.0 PercentageOfArmyPhase3 = 15.0 End ArmyMemberDefinition IsengardEliteHorde_Member Unit = IsengardUrukScoutHorde;elite infantry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 5.0 End ArmyMemberDefinition IsengardBerserker_Member Unit = IsengardBeserker;elite infantry PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 5.0;4.0 End ArmyMemberDefinition IsengardExplosiveMine_Member Unit = IsengardExplosiveMine;seige weapon PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 0.0;1.0 End ArmyMemberDefinition IsengardUrukCrossbowHorde_Member Unit = IsengardUrukCrossbowHorde;archer PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 30.0 PercentageOfArmyPhase3 = 25.0 End ArmyMemberDefinition IsengardSiegeLadder_Member Unit = IsengardSiegeLadder;siege PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 0.0 End ArmyMemberDefinition IsengardBatteringRam_Member Unit = IsengardBatteringRam;siege PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 2.0 PercentageOfArmyPhase3 = 2.5 End ArmyMemberDefinition IsengardBallista_Member Unit = IsengardBallista;seige weapon PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 7.5 End ; ArmyMemberDefinition MordorWorker_Member ; Unit = MordorWorker ; PercentageOfArmyPhase1 = 0.0 ; PercentageOfArmyPhase2 = 0.1 ; PercentageOfArmyPhase3 = 0.1 ; End ArmyMemberDefinition EvilMenCorsairShip_Member Unit = EvilMenCorsairShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 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 = 1.0 End ArmyMemberDefinition EvilShoreBombardShip_Member Unit = EvilShoreBombardShip PercentageOfArmyPhase1 = 0.0 PercentageOfArmyPhase2 = 0.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition Crebain_Member Unit = Crebain PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End ArmyMemberDefinition IsengardWildmanHorde_Summoned_Member Unit = IsengardWildmanHorde_Summoned PercentageOfArmyPhase1 = 1.0 PercentageOfArmyPhase2 = 1.0 PercentageOfArmyPhase3 = 1.0 End End
I say again: I just change some numbers of the point I posted above
(unedited it works fine)
and thank you again for jour efforts in trying to help me ...
Edited by Lauri, 25 October 2008 - 07:04 PM.
#17
Posted 25 October 2008 - 11:10 PM
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#18
Posted 29 October 2008 - 02:48 PM
It's a bug of FinalBig. When you edit that ini with FinalBig the AI won't work anymore.
I don't know why it doesn't work but I was offered a way how to avoid this problem.
So you can open your big with FinalBig ( FinalBig add Directory /your SEE directory)
choose the skirmishaidata.ini
and now press "Strg/Ctrl" + "e" ( sorry that's german, I hope it works in english too,
I dont know the english one ^^ )
now you open the ini with the windows editior I think
after editing just save and extract the big again with FinalBig
I tried, I works
Edited by Colonel of War, 01 November 2008 - 07:02 PM.
- OperationRenegade likes this
#19
Posted 29 October 2008 - 03:05 PM
"Strg" + "e"
=
"Ctrl" + "e"
That explains why i didnt get this problem, i work on all inis for my mod in a folder and when i test i add it all to a BIG file
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