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frequency= how often the AI executes
the strategy. The higher, the more often. As yet, I haven't tested
maxima & minima.
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mintech= the lowest tech level at which
the AI will use this strategy.
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maxtech= the highest tech level at which
the AI will use this strategy.
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house= which houses can use the strategy;
options below:
all (all houses)
Atreides (house Atreides)
Harkonnen (house Harkonnen)
Ordos (house Ordos)
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losses= Not sure. At first I thought
it was the percentage of casualties before the startegy is aborted,
but I've just found an entry with losses = 200, so this
my not be correct. Possibly the amount of casualties measured
according to the units "score" characteristic.
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reactive= Flags the strategy as a reaction
to player actions. I don't know too much yet as to exactly how
this works.
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ENDDESCRIPTION Ends
the Description section.
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The TEAM section:
Defines which units are used when executing this
strategy. Note that you can include more than one TEAM section, allowing
you to coordinate different sets of units.
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TEAM defines the team description section.
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name names the team. Used later to assign
actions to teams.
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teamtype which type of units make up
the team (refers to the team types defined in objectsets.txt)
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minunits the minimum number of units
to assemble at the staging point before starting the strategy.
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maxunits the maximum number of units
to assemble at the staging point before starting the strategy.
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ENDTEAM ends the TEAM description section.
(remember that you can go on to define multiple teams with multiple
TEAM sections).
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The TARGET section:
Defines the target of the strategy: (you may be able
to define multiple targets for differnt teams to attack by adding multiple
TARGET sections, but I haven't tested this) There is no TARGET section
for some strategies (mainly defensive ones).
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TARGET defines the TARGET section.
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name a label for the target, for use
in later commands
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targettype which enemy units to target.
Options include:
enemyBase the
enemy base
infantry enemy infantry
threat any units attacking the AI
ImportantBuildings Probably targets construction yard
and refineries specifically. Mainly used for saboteurs, etc.
There are probably more options I haven't found
yet. they generally have pretty descriptive names, so if you come
accross any, experiment.
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ENDTARGET ends the TARGET section. You
can probably have multiple TARGET sections.
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The STAGING section:
Defines the staging point. (you can send units to
a staging point in the SEND section) You can define multiple staging
points.
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STAGING defines the STAGING section.
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name a label for the staging point.
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relative chooses a TARGET to position
the staging point relative to. Can also have the following options:
DefenceCliff (a cliff in a defensive
position)
AttackCliff (A cliff in an offfensive position)
DefenceValley (a valley in a defensive position)
AttackValley (a valley in an offensive position)
enemy (the enemy base / units)
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stagingtype defines relative direction
to the TARGET. options include:
lflank left flank
rflank right flank
front in front of TARGET
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distance the distance from the target
defined in relative. Options are:
near
medium
far
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threat how dangerous a location to pick
for the staging point. Options Include:
lowthreat
highthreat
There are probably more options I haven't found
yet. they generally have pretty descriptive names, so if you come
accross any, experiment.
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ENDSTAGING ends the STAGING section.
(remember that you can go on to define multiple staging points
with multiple STAGING sections).
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The STEP command:
Defines an action command. The ENDSTEP command defines
the end of a STEP. There can be multiple steps, which are carried out
in the sequence in which they appear in the strategy file.
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STEP defines a STEP section
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a STEP can contain SEND, WAIT and GOTO commands.
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ENDSTEP ends a STEP section
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The SEND command:
Moves a TEAM to a TARGET or STAGING point.
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SEND defines a STEP command
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who defines the TEAM to which the SEND
command applies. Can contain a specific team name (defined in
TEAM section), or the property all to apply to all
TEAMs within the strategy.
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destination defines where the team is
sent. Can be a TARGET or a STAGING point. can also contain homebase
(the AI's base).
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route defines the route to be taken;
options include:
quickest the
most direct route
lowthreat the
safest route
highthreat the
most dangerous route
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encounter what to do if the team encounters
enemies en-route:
attack stop
and fight
avoid avoid
the enemy
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Endstate what to do when the team reaches
its DESTINATION:
attack stop
and fight
avoid avoid
the enemy
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ENDSEND ends a SEND command
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The WAIT command:
Creates a delay before proceeding to the next step
of the strategy.
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WAIT defines a WAIT command
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ticks number of ticks to wait.
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ENDWAIT ends a WAIT command
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The GOTO command:
Goes to s specific STEP command, creating a loop.
(useful for patrol loops)
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GOTO defines a GOTO command
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value the STEP number to go to (STEPs
are numbered in the order they appear in the file, starting at
0)
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ENDGOTO ends a GOTO command
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The TEXT command:
Seems to send a text string (this may be purely internal,
or may show up to the player, I haven't experimented yet).
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TEXT defines a TEXT command
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name the textstring to send
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ENDTEXT ends a TEXT command
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ENDSTRATEGY command:
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ENDSTTRATEGY ends the STRATEGY file.
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Check back later, I'll be adding more details as I get to know the
system better. If you find any corrections or omissions in this section,
then please e-mail me