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#1 Colonel of War

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Posted 23 October 2008 - 05:23 PM

Hi @ all you guys out there! :)
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 :thumbsupsmiley:
Is it' possible to be caused by the SEE mod, i'm just modding in it

I hope you can help me
If you discover any misspellings, you are allowed to keep them!

#2 Ridder Geel

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Posted 23 October 2008 - 05:42 PM

Uh did you delete the 'base' definitions at the top of the ini?
Did you change the sides by accident?
Ridder Geel

#3 Colonel of War

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Posted 23 October 2008 - 07:37 PM

No I really did not touch anything other than the numbers of the things I posted above. :thumbsupsmiley:
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#4 Lurtzy

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Posted 23 October 2008 - 07:51 PM

Did they make heros?

Trying to hold on...


#5 Ridder Geel

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Posted 23 October 2008 - 08:24 PM

@Lurtz101 :thumbsupsmiley:

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?
Ridder Geel

#6 Colonel of War

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Posted 23 October 2008 - 10:32 PM

I think the map don't care, I tried a lot but it's always the same. :ohmy:
But thank you guys very much for trying to help me :rolleyes:
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#7 Lurtzy

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Posted 23 October 2008 - 10:48 PM

I see RG, I see................Well this used to happen to me when I would edit SkrimishAI. What I used to do is delete it, and remake it and it would work. (sounds very strange I know)

Trying to hold on...


#8 Colonel of War

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Posted 24 October 2008 - 09:44 AM

yeah I often deleted it and retake the copy of it I had made before. I have to do when I wanna play skirmish with a working AI. :ohmy:
But the point is that I would like to edit the skirmishaidata.ini . ( like you did ) :sad2: 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? :rolleyes:
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#9 Ridder Geel

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Posted 24 October 2008 - 03:12 PM

Do you edit the 'original' big files or do you use the mod command?
Ridder Geel

#10 Colonel of War

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Posted 24 October 2008 - 05:10 PM

I just take finalbig , add directory of SEE/data/ini then I take the default/skirmishaidata.ini
Not the big of the original EA SuM2 :rolleyes:

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 ???
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#11 Ridder Geel

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Posted 24 October 2008 - 06:03 PM

Nah Mod command is with shortcuts and stuff :ohmy:
Anyways, what does the file look like in the BIG? :rolleyes: (the 'directory')
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#12 Colonel of War

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Posted 24 October 2008 - 07:18 PM

My shortcut: "C:\Games\Battle for Middleearth II\lotrbfme2.exe" -mod "C:\SEE"

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 :rolleyes:
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#13 Ridder Geel

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Posted 24 October 2008 - 09:35 PM

u did put the skirmishaidata.ini in the correct place right? (data\ini\default\)
If yes then im kind of confused as to why it doesnt work...
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#14 Colonel of War

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Posted 25 October 2008 - 09:50 AM

yeah it's all correct, I do not change its place, just edit it ... :p
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#15 Ridder Geel

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Posted 25 October 2008 - 10:04 AM

post the entire ini :p (only other option i can think of atm)
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#16 Colonel of War

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Posted 25 October 2008 - 06:41 PM

Here that's the normal skirmishaidata.ini:

;////////////////////////////////////////////////////////////////////////////////////////////////////////
;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) :rolleyes:

and thank you again for jour efforts in trying to help me ... ;)


Edited by Lauri, 25 October 2008 - 07:04 PM.

If you discover any misspellings, you are allowed to keep them!

#17 {IRS}Athos

{IRS}Athos

    Non Sequitur

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Posted 25 October 2008 - 11:10 PM

That's... intimidating...
BulletsfromaGunbanner_zps974f3ea8.png

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 Colonel of War

Colonel of War
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Posted 29 October 2008 - 02:48 PM

OK @ all who have the same problem with the skirmishaidata.ini . A nice professionel in a german subforum (SuM-Fanpage) know it already :p :

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. :p

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 :p

Edited by Colonel of War, 01 November 2008 - 07:02 PM.

If you discover any misspellings, you are allowed to keep them!

#19 Ridder Geel

Ridder Geel

    Master Yelloh

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  • Division:BFME
  • Job:T3A Staff

Posted 29 October 2008 - 03:05 PM

Ok for all who read his post:
"Strg" + "e"
=
"Ctrl" + "e" :p

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 :p
Ridder Geel




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