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dominion
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1998-04-02
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482 lines
; Scenario Description Language
MISSION_BUILDINFO = "Kelly Hoerner", "v.FINAL", "03.30.98"
MISSION_CINEMATS = "H3mix.smk", "nothing", "nothing"
MISSION_BRIEF_WAV = "nothing"
MISSION_BRIEF = 18 ; text lines
Demo-5 Objectives
- One of our top Commanders and his aides
were captured behind Enemy lines. You
must defeat the nearby Enemy forces and
rescue them before they are harmed.
#
- The Enemy is expecting a rescue attempt and
as a result have heavy recon patrols scanning
the area. Take your team and quickly build
your basic structures and erect energy walls
to keep the Enemy recon vehicles out. Locate
and expand to additional matter wells, then take
the fight to the Enemy.
#
- When you locate our Commander and his aides,
move them to the Teleport pad and warp them to
safety. Remember, you are responsible for their
lives. Do not let anything happen to them.
GAME_INIT =
LOAD_MAP = "Demo-5.wxp"
SET_NEXT_SCENARIO = "Human6.sdc"
SET_MAX_PLAYERS = 2 ; (max players)
SET_COMPUTER_PLAYER = PLAYER_1, POSTURE_PASSIVE ; (computer playerId)
; Player 0 settings
SET_PLAYER_RACE = PLAYER_0, HUMAN ; (playerId, raceId)
SET_PLAYER_COLOR = PLAYER_0, 0 ; (playerId, colorIdx)
SET_TECH_LEVEL = PLAYER_0, 15 ; (playerId, tech level)
SET_MEN_MATERIAL = PLAYER_0, SET, 375, 12000, 350, 11000, 300, 10000 ; (playerId, setting (SET, ADD, or RESET), men, mat)
; Player 1 settings
SET_PLAYER_RACE = PLAYER_1, HUMAN ; (playerId, raceId)
SET_PLAYER_COLOR = PLAYER_1, 0 ; (playerId, colorIdx)
SET_TECH_LEVEL = PLAYER_1, 15 ; (playerId, tech level)
SET_MEN_MATERIAL = PLAYER_1, SET, 20, 1500, 20, 2500, 20, 4000 ; (playerId, setting (SET, ADD, or RESET), men, mat)
; ***Terrain analysis results***
;AOA: dir, y-intercept, intersects?, startFree?, endFree?, <list of sectors>
AOA = 0, 0, 1, 1, 1, 0, 1, 2, 3, 4, 5, 6, 7, 8
AOA = 0, 3, 1, 1, 1, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62
AOA = 0, 7, 0, 1, 1, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127
AOA = 1, -8, 1, 1, 1, 25, 42, 59, 76
AOA = 1, 3, 1, 0, 1, 48, 65, 82, 99, 116
AOA = 2, 2, 1, 0, 1, 2, 18, 34, 50, 66, 82, 98, 114
AOA = 3, 3, 1, 0, 0, 3, 18, 33, 48
AOA = 3, 11, 1, 1, 0, 11, 26, 41, 56
AOA = 3, 5, 1, 1, 0, 20, 35, 50, 65
;Key Terrain: sectorID, type, rating
KEY_TERRAIN = 2, 0, 100
KEY_TERRAIN = 59, 0, 100
KEY_TERRAIN = 56, 0, 100
KEY_TERRAIN = 82, 0, 100
KEY_TERRAIN = 48, 0, 100
KEY_TERRAIN = 50, 0, 100
KEY_TERRAIN = 123, 1, 50
KEY_TERRAIN = 1, 2, 28
KEY_TERRAIN = 8, 2, 83
KEY_TERRAIN = 68, 2, 18
KEY_TERRAIN = 110, 2, 56
KEY_TERRAIN = 35, 2, 56
AI_INIT
; ***ENERGY WELLS***
ADD_ENERGYWELL = 64, -800, 90000, 90000, 1
ADD_ENERGYWELL = 1856, -736, 90000, 90000, 1
ADD_ENERGYWELL = -1696, 688, 40000, 40000, 1
ADD_ENERGYWELL = -1856, -896, 30000, 30000, 1
ADD_ENERGYWELL = 448, 384, 30000, 30000, 1000
; ***STRUCTURE UNITS***
; Player 0, Base 1 (default)
ADD_UNIT = 0, 100, 1, 20, 0, OBJECTIVE_PAD, -1888, 624, NORMAL, DIFFICULTY_EASY
; Player 1, Base 1 (default)
ADD_UNIT = 1, 68, 1, 0, 0, 0, 1920, -672, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 128, 1, 0, 0, 0, 1472, -480, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 128, 1, 0, 0, 0, -320, -608, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 116, 1, 0, 0, 0, -416, -752, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 132, 1, 0, 0, 0, 1376, -944, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 68, 1, 0, 0, 0, 1632, -848, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 124, 1, 0, 0, 0, 256, -928, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 128, 1, 0, 0, 0, -448, -512, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 68, 1, 0, 0, 0, 992, -560, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 68, 1, 0, 0, 0, -928, -240, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 132, 1, 0, 0, 0, -800, -336, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 64, 1, 0, 0, 0, 1536, -608, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 68, 1, 0, 0, 0, 1280, -928, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 64, 1, 0, 0, 0, 1312, -720, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 64, 1, 0, 0, 0, 1088, -608, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 64, 1, 0, 0, 0, 1312, -496, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 64, 1, 0, 0, 0, -224, -48, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 64, 1, 0, 0, 0, -448, -160, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 132, 1, 0, 0, 0, 1536, -544, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 68, 1, 0, 0, 0, -64, -672, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 132, 1, 0, 0, 0, 1024, -640, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 68, 1, 0, 0, 0, 1344, -416, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 128, 1, 0, 0, 0, 1664, -672, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 124, 1, 0, 0, 0, 1472, -768, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 132, 1, 0, 0, 0, 512, -928, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 68, 1, 0, 0, 0, -704, -864, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 128, 1, 0, 0, 0, 1696, -560, ADVANCED, DIFFICULTY_HARD
ADD_UNIT = 1, 68, 1, 0, 0, 0, -992, -304, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 128, 1, 0, 0, 0, -704, -384, ADVANCED, DIFFICULTY_HARD
ADD_UNIT = 1, 132, 1, 0, 0, 0, -288, -272, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 132, 1, 0, 0, 0, -576, -800, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 128, 1, 0, 0, 0, 1600, -928, ADVANCED, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 72, 1, 0, 0, 0, -1056, -240, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 80, 1, 15, 0, 0, -192, -928, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 120, 1, 0, 0, 0, -608, -464, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 84, 1, 0, 0, 0, 1760, -912, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 92, 1, 0, 0, 0, 1856, -736, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 92, 1, 0, 0, 0, 64, -800, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 124, 1, 0, 0, 0, -608, -720, ADVANCED, DIFFICULTY_EASY
ADD_UNIT = 1, 72, 1, 0, 0, 0, -448, -928, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 68, 1, 0, 0, 0, 1280, -768, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 72, 1, 0, 0, 0, 416, -944, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 128, 1, 0, 0, 0, 1920, -896, ADVANCED, DIFFICULTY_MEDIUM
; ***MOVING UNITS***
; Player 0, Group 1 (default)
ADD_UNIT = 0, 16, 2, 0, 0, 0, -1216, 704, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 0, 0, 0, 0, 0, -1184, 656, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 0, 0, 0, 0, 0, -1088, 800, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 0, 0, 3, ACT_PASSIVE, 0, 1248, -624, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 4, 1, 0, 0, 0, -1152, 832, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 0, 2, 3, ACT_PASSIVE, 0, 1376, -624, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 12, 5, 3, ACT_PASSIVE, 0, 1312, -592, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 0, 7, 3, ACT_PASSIVE, 0, 1344, -608, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 4, 2, 0, 0, 0, -1152, 768, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 60, 7, 0, 0, 0, -1120, 720, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 0, 3, 3, ACT_PASSIVE, 0, 1280, -640, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 0, 0, 0, 0, 0, -1280, 768, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 12, 0, 0, 0, 0, -1216, 800, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 0, 6, 3, ACT_PASSIVE, 0, 1248, -592, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 4, 6, 0, 0, 0, -1280, 832, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 0, 8, 1, 0, 0, 0, -1248, 752, NORMAL, DIFFICULTY_EASY
; Player 1, Group 2
DEFGROUP = PLAYER_1
ADD_UNIT = 1, 40, 1, 0, 0, 0, 480, 208, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 4, 0, 0, 0, 0, -384, 640, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 0, 3, 0, 0, 0, -448, 640, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 4, 0, 0, 0, 0, -576, -544, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 40, 3, 0, 0, 0, -160, -208, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 4, 3, 0, 0, 0, -736, -16, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 4, 3, 0, 0, 0, -736, -48, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 40, 3, 0, 0, 0, -192, -288, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 4, 3, 0, 0, 0, -672, -16, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 4, 3, 0, 0, 0, -672, -48, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 44, 2, 0, 0, 0, 544, -528, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 24, 4, 0, 0, 0, 160, -208, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 1, 0, 0, 0, -384, 448, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 8, 0, 0, 0, 0, 1568, 80, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 4, 2, 0, 0, 0, -384, 608, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 4, 5, 0, 0, 0, -416, 624, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 40, 1, 0, 0, 0, 448, 256, NORMAL, DIFFICULTY_HARD
ADD_UNIT = 1, 4, 6, 0, 0, 0, 1600, 544, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 0, 6, 0, 0, 0, 1632, 496, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 6, 0, 0, 0, 1696, 496, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 0, 0, 0, 0, -544, -592, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 3, 0, 0, 0, -608, -624, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 7, 0, 0, 0, -608, -592, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 1, 0, 0, 0, -1536, -832, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 1, 0, 0, 0, -1600, -832, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 1, 0, 0, 0, -1600, -864, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 4, 0, 0, 0, -384, 416, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 1, 0, 0, 0, -352, 464, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 6, 0, 0, 0, -320, 416, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 0, 1, 0, 0, 0, -416, 656, NORMAL, DIFFICULTY_EASY
ADD_UNIT = 1, 44, 2, 0, 0, 0, 608, -464, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 4, 6, 0, 0, 0, 1664, 544, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 4, 6, 0, 0, 0, 1728, 544, NORMAL, DIFFICULTY_MEDIUM
ADD_UNIT = 1, 8, 0, 0, 0, 0, 1536, 32, NORMAL, DIFFICULTY_EASY
DEFGROUP_END
DEFRULESET = 0
ENERGYWALL_LINK = 1312, -496, 1088, -608
ENERGYWALL_LINK = 1088, -608, 1312, -720
ENERGYWALL_LINK = 1312, -720, 1536, -608
ENERGYWALL_LINK = 1536, -608, 1312, -496
ENERGYWALL_LINK = -448, -160, -224, -48
;set default objective for telepads
SET_DEFAULT_OBJ = 100, 20, 22
SET_OBJECTIVE = 0,100,-1888,624,20,22
SET_OBJECTIVE = 0,0,1248,-624,3,22
SET_OBJECTIVE = 0,0,1280,-640,3,22
SET_OBJECTIVE = 0,0,1248,-592,3,22
SET_OBJECTIVE = 0,0,1376,-624,3,22
SET_OBJECTIVE = 0,0,1344,-608,3,22
SET_OBJECTIVE = 0,12,1312,-592,3,22
; define computer AI functionality
DEFRULE = PLAYER_1
DEFSLOT = FACT_FOG_PERCENTAGE_IS,PLAYER_1,GE,25
DEFSLOT = ACTN_RECON,1,25
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_FOG_PERCENTAGE_IS,PLAYER_1,LT,25
DEFSLOT = FACT_PLAYERS_THREAT_COUNT_IS,PLAYER_1,EQ,0
DEFSLOT = ACTN_RECON,2,1
DEFRULE_END
;Phase 2 - Buildup/Resource Collection
;To happen when Player_0 is not yet found, and when Player_0s visible
;attack forces are weak in value. Modification for Darken: also to
;happen when Player_0s forces are overwhelmingly large/expensive.
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,26
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_BAV,LT,3
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_BAV
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,26
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_TCV,LT,3
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_TCV
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,26
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_TAV,LT,3
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_TAV
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,26
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_PHV,LT,4
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_PHV
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,26
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_COMMANDER,LT,1
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_COMMANDER
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,26
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_HEAVY_INFANTRY,LT,4
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_HEAVY_INFANTRY
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LT,26
DEFSLOT = FACT_RESERVES_UNIT_TYPE_COUNT_IS,UNIT_LIGHT_INFANTRY,LT,4
DEFSLOT = ACTN_BUILD_UNIT_TYPE,UNIT_LIGHT_INFANTRY
DEFRULE_END
;Phase 3 - Defense
;Two defense modes: when AI has money, and when AI is out of money
;When AI is out of money, will sell of unnecessary structs.
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = ACTN_ELIMINATE_BASE_ATTACK,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_0,GE,6500
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_1,LE,3000
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_1,GE,1500
DEFSLOT = FACT_PLAYERS_MATERIAL_IS,PLAYER_1,LT,500
DEFSLOT = ACTN_SELL_STRUCTURES,ALL_BASES,MOD_ALL_BUT_CORE_STRUCTURES
DEFSLOT = ACTN_RUSH,STRUCT_MAIN_PLANT
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_0,GT,6500
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_1,LT,1500
DEFSLOT = FACT_PLAYERS_MATERIAL_IS,PLAYER_1,LT,500
DEFSLOT = ACTN_SELL_STRUCTURES,1,MOD_ALL_BUT_CORE_STRUCTURES
DEFSLOT = ACTN_ELIMINATE_BASE_ATTACK,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,EQ,0
DEFSLOT = FACT_PLAYERS_STRUCTURE_COUNT_IS,PLAYER_1,LE,3
DEFSLOT = ACTN_SET_BASE_REPAIR_STATE,1,MOD_REPAIR_OFF
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LE,4
DEFSLOT = FACT_PLAYERS_MEN_IS,PLAYER_1,EQ,0
DEFSLOT = ACTN_SET_BASE_REPAIR_STATE,1,MOD_REPAIR_OFF
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,LE,4
DEFSLOT = FACT_PLAYERS_MATERIAL_IS,PLAYER_1,LT,100
DEFSLOT = ACTN_SET_BASE_REPAIR_STATE,1,MOD_REPAIR_OFF
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_BASE_ATTACKED,1
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_1,LE,4
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_1,STRUCT_MAIN_PLANT,EQ,0
DEFSLOT = ACTN_SELL_STRUCTURES,1,MOD_ALL_STRUCTURES
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_PLAYERS_STRUCTURE_COUNT_IS,PLAYER_1,EQ,0
DEFSLOT = ACTN_RUSH,STRUCT_COLONY
DEFSLOT = ACTN_RUSH,STRUCT_REFINERY
DEFRULE_END
;Phase 4 - Attack
;AI will attack when Player_1 has reached a reasonable(BALANCE) value of
;mobile units, or if the AI can see the player's Refinery. Both
;of these cases will set-off harassment forces.
;The other two cases exist with larger forces and bases on the part
;of Player_1, in which progressively greater teams will be sent.
;Finally, if the AI has a large amount of resources, it will send out
;a maximal amount of forces.
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,21
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_MESON_TOWER,GT,1
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_MESON_TOWER,LE,3
DEFSLOT = ACTN_ELIMINATE_THREAT,STRUCT_MESON_TOWER
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,21
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_ROCKET_TOWER,GT,1
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_ROCKET_TOWER,LE,3
DEFSLOT = ACTN_ELIMINATE_THREAT,STRUCT_ROCKET_TOWER
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,21
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_CANNON_TOWER,GT,1
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_CANNON_TOWER,LE,4
DEFSLOT = ACTN_ELIMINATE_THREAT,STRUCT_CANNON_TOWER
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,21
DEFSLOT = FACT_PLAYERS_UNIT_TYPE_COUNT_IS,PLAYER_0,STRUCT_REFINERY,GE,1
DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,21
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_0,GT,600
DEFSLOT = ACTN_ELIMINATE_THREAT,UNIT_LIGHT_INFANTRY
DEFSLOT = ACTN_ELIMINATE_THREAT,UNIT_HEAVY_INFANTRY
DEFSLOT = ACTN_ELIMINATE_THREAT,UNIT_PHV
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_GAME_DIFFICULTY_IS,GE,DIFFICULTY_MEDIUM
DEFSLOT = FACT_RESERVES_UNIT_COUNT_IS,GT,21
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_0,GT,1600
DEFSLOT = ACTN_ELIMINATE_THREAT,UNIT_TAV
DEFSLOT = ACTN_ELIMINATE_THREAT,UNIT_TCV
DEFSLOT = ACTN_ELIMINATE_THREAT,UNIT_BAV
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_WORTH_IS,PLAYER_0,LE,2000
DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_0,EQ,5
DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_0,EQ,9
DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_0,EQ,13
DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
DEFRULE_END
DEFRULE = PLAYER_1
DEFSLOT = FACT_PLAYERS_MOBILE_UNIT_COUNT_IS,PLAYER_0,EQ,16
DEFSLOT = ACTN_ELIMINATE_HIGHEST_THREATS,1
DEFRULE_END
OBJECTIVE = 15, 0
ENABLE_TIMER = 1
TIMER_EVENT=1,700,FALSE,TRUE,FALSE
ADD_UNIT = 1, 80, 1, 0, 0, 0, 672, -752, NORMAL,DIFFICULTY_MEDIUM
; define specific game objectives and actions to take after they're met
OBJECTIVE = 22, 5 ; Recon team rescued
GAME_WON
OBJECTIVE = 20, 0 ; Objective pad destroyed
GAME_LOST
OBJECTIVE = 3, 2 ; Less than 80% of Recon team remain
GAME_LOST
; - end -