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FactionWarfare.ecf
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FactionWarfare.ecf
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# Documentation
#
# ** SPACE BASE DEFENSE **
# > SBD is global for a faction for an POI in terms of ships use. You cannot set up a specific ship to spawn for a specific POI with SBD
# > Tip: if you want to EXCLUDE a POI from the SBD, use:
# > SpaceDefenseOverrideDefaults: True
# > SpaceDefenseProbability: 1.0
# > SpaceDefensePriceMinMax: [ 30, 60 ]
# > in the playfield yaml! You can also use the same parameter to have a fixed SD probability between 0-1. If not set, the Ai manager will make the decision
# =========================================================================
# **************************************************************************
# **************** ZIRAX BASE ATTACK Survival ***********************
# **************************************************************************
#FactionSettings - Conersion of level number to attack wave price
#Unit - definition of a single unit, that can be then used in scenario. Units are assigned to a unit catgegory, that can contain diferent strengths of the same
# unit type (small minigun drone, medium minigun drne...)
#Scenario - defines a composition of an attack. Can be used automatically by BaseAttack system or manualy in PDA scernario.
{ Element Name: GlobalSettings
EnableSpaceDefenseLog: False
EnableSpaceDefense: True
}
{ Element Name: FactionSettings
Faction: Zirax
ScenarioGroup: Zirax
Lvl1MinPrice:25
Lvl1MaxPrice:40
Lvl5MinPrice:110
Lvl5MaxPrice:130
Lvl10MinPrice:200
Lvl10MaxPrice:232
#SD = SpaceDefense
#if the trigger for defense is triggered, will we have rainforcments?
#probability in 0% - 100% on lvl1 = ProbabilityMin | on lvl10 = ProbabilityMax
SDScenarioGroup: ZiraxSpaceDefense
SDProbabilityMin: 0.20
SDProbabilityMax: 0.80
#strength of the reinforcments, they will come in in 1 to 3 stages (waves)
SDPriceMin: 30 #Price on level 1
SDPriceMax: 300 #Price on level 10
}
{ Element Name: FactionSettings
Faction: Talon
ScenarioGroup: Talon
Lvl1MinPrice:40
Lvl1MaxPrice:50
Lvl10MinPrice:110
Lvl10MaxPrice:140
}
{ Element Name: FactionSettings
Faction: Polaris
ScenarioGroup: Polaris
Lvl1MinPrice:25
Lvl1MaxPrice:40
Lvl5MinPrice:110
Lvl5MaxPrice:130
Lvl10MinPrice:200
Lvl10MaxPrice:232
#SD = SpaceDefense
#if the trigger for defense is triggered, will we have rainforcments?
#probability in 0% - 100% on lvl1 = ProbabilityMin | on lvl10 = ProbabilityMax
SDScenarioGroup: PolarisSpaceDefense
SDProbabilityMin: 0.10
SDProbabilityMax: 0.60
#strength of the reinforcments, they will com in in 1 to 3 stages (waves)
SDPriceMin: 30 #Price on level 1
SDPriceMax: 150 #Price on level 10
}
{ Element Name: FactionSettings
Faction: Alien
ScenarioGroup: Alien
#Planetary base attack is currently only for Talon and Zirax
Lvl1MinPrice:25
Lvl1MaxPrice:40
Lvl5MinPrice:110
Lvl5MaxPrice:130
Lvl10MinPrice:200
Lvl10MaxPrice:232
#SD = SpaceDefense
#if the trigger for defense is triggered, will we have rainforcments?
#probability in 0% - 100% on lvl1 = ProbabilityMin | on lvl10 = ProbabilityMax
SDScenarioGroup: AlienSpaceDefense
SDProbabilityMin: 0.8
SDProbabilityMax: 0.9
#strength of the reinforcments, they will com in in 1 to 3 stages (waves)
SDPriceMin: 73 #Price on level 1
SDPriceMax: 600 #Price on level 10
}
{ Element Name: FactionSettings
Faction: Pirates
ScenarioGroup: Pirates
#Planetary base attack is currently only for Talon and Zirax
Lvl1MinPrice:25
Lvl1MaxPrice:40
Lvl5MinPrice:110
Lvl5MaxPrice:130
Lvl10MinPrice:200
Lvl10MaxPrice:232
#SD = SpaceDefense
#if the trigger for defense is triggered, will we have rainforcments?
#probability in 0% - 100% on lvl1 = ProbabilityMin | on lvl10 = ProbabilityMax
SDScenarioGroup: PiratesSpaceDefense
SDProbabilityMin: 0.6
SDProbabilityMax: 0.9
#strength of the reinforcments, they will com in in 1 to 3 stages (waves)
SDPriceMin: 11 #Price on level 1
SDPriceMax: 150 #Price on level 10
}
{ Element Name: FactionSettings
Faction: Trader
ScenarioGroup: Trader
Lvl1MinPrice:25
Lvl1MaxPrice:40
Lvl5MinPrice:110
Lvl5MaxPrice:130
Lvl10MinPrice:200
Lvl10MaxPrice:232
#SD = SpaceDefense
#if the trigger for defense is triggered, will we have rainforcments?
#probability in 0% - 100% on lvl1 = ProbabilityMin | on lvl10 = ProbabilityMax
SDScenarioGroup: TraderSpaceDefense
SDProbabilityMin: 0.10
SDProbabilityMax: 0.60
#strength of the reinforcments, they will com in in 1 to 3 stages (waves)
SDPriceMin: 30 #Price on level 1
SDPriceMax: 150 #Price on level 10
}
{ Element Name: FactionSettings
Faction: Kriel
ScenarioGroup: Kriel
Lvl1MinPrice:25
Lvl1MaxPrice:40
Lvl5MinPrice:110
Lvl5MaxPrice:130
Lvl10MinPrice:200
Lvl10MaxPrice:232
#SD = SpaceDefense
#if the trigger for defense is triggered, will we have rainforcments?
#probability in 0% - 100% on lvl1 = ProbabilityMin | on lvl10 = ProbabilityMax
SDScenarioGroup: KrielSpaceDefense
SDProbabilityMin: 0.30
SDProbabilityMax: 0.90
#strength of the reinforcments, they will come in in 1 to 3 stages (waves)
SDPriceMin: 30 #Price on level 1
SDPriceMax: 300 #Price on level 10
}
# *****************************************************
# **************** UNITS ***********************
# *****************************************************
#Unit definition
#{ Element Name: Unit
# Faction: Zirax faction of this unit.
# ClassName: DroneBaseAttackRocket class from EClassConfig or ItemConfig
# Category: DroneRocketSurv category name. A category can contain multiple units of different strength. system will choose the best for requested price
# - SmallMinigunDone, MediumMinigunDrone, HeavyMinigunDrone
# CommandPointsLvl1: 8 price of the unit at lvl 1
# CommandPointsPerLevel: 1.53 price per level, final price = CommandPointsLvl1 + level * CommandPointsPerLevel
# { Child InventoryItem1 unit can use inventory, usefull for troop transports or talon shamans
# ClassName: ZiraxMinigunBaseAttack class from EClassConfig or ItemConfig
# CountLvl1: 2 amount of items on level 1
# CountPerLevel: 0.6 amount of units added per parent level
# LevelOnLvl1: 1 level of units on parent level1
# LevelPerParentLevel:0.24 level of units per parent level
# }
#}
/* Heavy Rocket Drone */
{ Element Name: Unit
Faction: Zirax
ClassName: DroneBaseAttackRocket
Category: DroneRocketSurv
CommandPointsLvl1: 8
CommandPointsPerLevel: 1.53
}
{ Element Name: Unit
Faction: Zirax
ClassName: DroneBaseAttackMinigun
Category: DroneMinigunSurv
CommandPointsLvl1: 7
CommandPointsPerLevel: 1.06
}
{ Element Name: Unit
Faction: Zirax
ClassName: DroneBaseAttackHeavyMinigun
Category: DroneHeavyMinigunSurv
CommandPointsLvl1: 7
CommandPointsPerLevel: 2.06
}
{ Element Name: Unit
Faction: Zirax
ClassName: DroneBaseAttackHeavyRocket
Category: DroneHeavyRocketSurv
CommandPointsLvl1: 8
CommandPointsPerLevel: 2.53
}
{ Element Name: Unit
Faction: Zirax
ClassName: DroneBomberAttackBase
Category: DroneBomberSurv
CommandPointsLvl1: 7
CommandPointsPerLevel: 1.06
}
{ Element Name: Unit
Faction: Zirax
ClassName: DroneTroopsTransportBaseAttackSmall
Category: TroopTransportSurvSmall
CommandPointsLvl1: 16
CommandPointsPerLevel: 3.98
{ Child InventoryItem1
ClassName: ZiraxMinigunBaseAttack
CountLvl1: 2
CountPerLevel: 0.6
LevelOnLvl1: 1
LevelPerParentLevel:0.24
}
}
{ Element Name: Unit
Faction: Zirax
ClassName: DroneTroopsTransportBaseAttack
Category: TroopTransportSurv
CommandPointsLvl1: 24
CommandPointsPerLevel: 5.16
{ Child InventoryItem1
ClassName: ZiraxMinigunBaseAttack
CountLvl1: 4
CountPerLevel: 0.21
LevelOnLvl1: 1
LevelPerParentLevel:0.24
}
}
# *****************************************************
# ************** SCENARIOS *********************
# *****************************************************
#Scenarios definition
#Scenario - defines a composition of an attack. Can be used automatically by BaseAttack system or manualy in PDA scernario.
#{ Element Name: Scenario
# Name: Surv1 name of the scenario, used with console command for testing
# ID: 2001 a unique ID of the scenario
# IsInGroups: "Zirax" group that the scenario belongs to, it can be in multiple groups
# this is used to group a set of scenarios together. Then you can ask for the best scenario for
# given price form the group
# MaxPriceMultiplier: 3 maximal price is calculated from the optimal unit count on max level. Ths multiplier allows the system to add
# more units to the group, increasing the real max. price
#
# //the system will calculate a price for each unit at MinLevel for optimal count. Then it will convert the price to % of the wave price.
# // then, when it knows, how many % of the wave should a unit use, it will look at the requested wave price, and calculate, what shouldbe the unit price
# // It will then select a unit from requested category of fitting level to fill in a candicate.
# // The candiate is then added to the attack wave
#
# { Child Unit1 unit definition
# Category: DroneRocketSurv we want a unit from this unit category
# RequestedUnitStrengthMultiplier: 2 we want to use stronger unit - the price request will be bigger, resulting in higher level unit or stronger unit
# OptimalCount: 1 how many units should there be in ideal wave? - this can be different in reality
# }
# { Child Unit2
# Category: DroneMinigunSurv
# OptimalCount: 2
# MaxLevel: 3 we want to limit the maximal level of the unit. For higher price we prefer multiple units over stronger units
# warnign - it can choose bigger unit from the category, we need an option to limit that for low level waves
# }
#}
# Example calculation:
# Unit1 minPrice = lvl1 price * RequestedUnitStrengthMultiplier = 8 * 2 = 16
# Unit1 maxPrice = lvl10 price * RequestedUnitStrengthMultiplier = (8 + 9 * 1.53) * 2 = 21.77 * 2 = 43.54
# Unit2 minPrice = lvl1 price * RequestedUnitStrengthMultiplier = 7 * 1 = 7
# Unit2 maxPrice = lvl3 price * RequestedUnitStrengthMultiplier = 7 * 1 = 7 + 2 * 1.06 = 9.12
# WaveMinPrice = unit1MinPrice * OptimalCount + unit2MinPrice * OptimalCount = 16 + 7 * 2 = 30
# WaveMaxPrice = unit1MaxPrice * OptimalCount + unit2MaxPrice * OptimalCount = 43.54 + 9.12 * 2 = 61.78
#
# now the system continues with the requested price, if you want to spawn a wave worth of 40 points
# - it will calculate the % price of the ideal minimal wave for each unit. Unit1 = 7/30 = 23.3%, unit2 = 16/30 = 53.3%
# - now it will calculate requested unit price for each unit (Unit1 - 23% of 40 points = 9.2, unit2 - 21.32 point
# - now it will select candidates for each unit - it will be probably level2 or level3 unit
# - it will then choose a candidate and add it to the wave. It can be unit1 or unit2 candidate
# - with one candidate selected, it will select new candidates for each unit, considering, how many points it has to use.
# - when all points are used up, the system will return the scenario with a list of units so they can be spawned
# Only TT
{ Element Name: Scenario
Name: Surv0
ID: 2000
IsInGroups: "Zirax" # group name
MaxPriceMultiplier: 2
{ Child Unit1
Category: TroopTransportSurvSmall
OptimalCount: 1
RequestedUnitStrengthMultiplier: 1
MinCount: 1
MaxLevel: 3
}
}
# Only drones - same amount of MD and RD
{ Element Name: Scenario
Name: Surv1
ID: 2001
IsInGroups: "Zirax" # group name
MaxPriceMultiplier: 3
{ Child Unit1
Category: DroneRocketSurv
OptimalCount: 1
MaxLevel: 3
}
{ Child Unit2
Category: DroneMinigunSurv
OptimalCount: 1
MaxLevel: 3
}
}
# Mixed scenario with more MD and few RD (low level)
{ Element Name: Scenario
Name: Surv2
ID: 2002
IsInGroups: "Zirax" # group name
MaxPriceMultiplier: 2
{ Child Unit1
Category: TroopTransportSurvSmall
OptimalCount: 1
MinCount: 1
MaxLevel: 3
}
{ Child Unit2
Category: DroneMinigunSurv
OptimalCount: 3
MinCount: 1
MaxLevel: 3
}
{ Child Unit3
Category: DroneRocketSurv
OptimalCount: 1
MaxLevel: 3
}
}
# Mixed scenario with more MD and few RD (high level)
{ Element Name: Scenario
Name: Surv3
ID: 2003
IsInGroups: "Zirax" # group name
MaxPriceMultiplier: 3
{ Child Unit1
Category: TroopTransportSurvSmall
OptimalCount: 2
MinCount: 1
MaxLevel: 5
}
{ Child Unit2
Category: DroneMinigunSurv
OptimalCount: 3
MinCount: 1
MaxLevel: 5
}
{ Child Unit3
Category: DroneRocketSurv
OptimalCount: 2
MaxLevel: 5
}
}
// **************************************************************************
// **************** Talon BASE ATTACK All types **********************
// **************************************************************************
{ Element Name: Unit
Faction: Talon
ClassName: UnitGroupStrength1
Category: TalonShamanUnit1
CommandPointsLvl1: 20
CommandPointsPerLevel: 10
{ Child InventoryItem1
ClassName: TalonGuardianBaseAttack
UsageType: ShamanGuard
CountLvl1: 2
CountPerLevel: 0.2
LevelOnLvl1: 1
LevelPerParentLevel:0.2
}
{ Child InventoryItem2
ClassName: TalonGuardianShamanBaseAttack
UsageType: Shaman
CountLvl1: 1
CountPerLevel: 0.0
LevelOnLvl1: 1
LevelPerParentLevel:0.2
}
{ Child InventoryItem3
ClassName: TalonSpider01
UsageType: ShamanSpawn
CountLvl1: 3
CountPerLevel: 0.1
LevelOnLvl1: 1
LevelPerParentLevel:0.7
}
{ Child InventoryItem4
ClassName: TalonGuardianBaseAttack
UsageType: BaseGuard
CountLvl1: 1
CountPerLevel: 0.1
LevelOnLvl1: 1
LevelPerParentLevel:0.2
}
}
//Stronger Units
{ Element Name: Unit
Faction: Talon
ClassName: UnitGroupStrength2
Category: TalonShamanUnit2
CommandPointsLvl1: 30
CommandPointsPerLevel: 10
{ Child InventoryItem1
ClassName: TalonGuardianBaseAttack
UsageType: ShamanGuard
CountLvl1: 1
CountPerLevel: 0.2
LevelOnLvl1: 5
LevelPerParentLevel:0.5
}
{ Child InventoryItem2
ClassName: TalonGuardianShamanBaseAttack
UsageType: Shaman
CountLvl1: 2
CountPerLevel: 0.0
LevelOnLvl1: 5
LevelPerParentLevel:0.5
}
{ Child InventoryItem3
ClassName: TalonSpider03
UsageType: ShamanSpawn
CountLvl1: 3
CountPerLevel: 0.1
LevelOnLvl1: 1
LevelPerParentLevel:0.7
}
{ Child InventoryItem4
ClassName: TalonCrawler
UsageType: ShamanSpawn
CountLvl1: 3
CountPerLevel: 0.1
LevelOnLvl1: 1
LevelPerParentLevel:0.7
}
{ Child InventoryItem5
ClassName: TalonGuardianBaseAttack
UsageType: BaseGuard
CountLvl1: 2
CountPerLevel: 0.1
LevelOnLvl1: 1
LevelPerParentLevel:0.2
}
}
{ Element Name: Unit
Faction: Talon
ClassName: UnitGroupStrength3
Category: TalonShamanUnit3
CommandPointsLvl1: 35
CommandPointsPerLevel: 10
{ Child InventoryItem1
ClassName: TalonGuardianBaseAttack
UsageType: ShamanGuard
CountLvl1: 5
CountPerLevel: 0.1
LevelOnLvl1: 20
LevelPerParentLevel:0.0
}
{ Child InventoryItem2
ClassName: TalonGuardianShamanBaseAttack
UsageType: Shaman
CountLvl1: 1
CountPerLevel: 0.0
LevelOnLvl1: 20
LevelPerParentLevel:0.0
}
{ Child InventoryItem3
ClassName: TalonCaveWormGrey
UsageType: ShamanSpawn
CountLvl1: 3
CountPerLevel: 0.05
LevelOnLvl1: 1
LevelPerParentLevel:0.7
}
{ Child InventoryItem4
ClassName: TalonPangolin
UsageType: ShamanSpawn
CountLvl1: 3
CountPerLevel: 0.05
LevelOnLvl1: 1
LevelPerParentLevel:1
}
{ Child InventoryItem5
ClassName: TalonGuardianBaseAttack
UsageType: BaseGuard
CountLvl1: 2
CountPerLevel: 0.1
LevelOnLvl1: 1
LevelPerParentLevel:0.2
}
}
/* Faction independent wave definition*/
{ Element Name: Scenario
Name: Talon1
AttackType: BaseAttack_TalonShamans
IsInGroups: "Talon" # group name
ID: 1000
{ Child Unit1
Category: TalonShamanUnit1
OptimalCount: 1
}
}
{ Element Name: Scenario
Name: Talon2
AttackType: BaseAttack_TalonShamans
IsInGroups: "Talon" # group name
MaxPriceMultiplier: 1.0
ID: 1001
{ Child Unit1
Category: TalonShamanUnit2
OptimalCount: 2
}
}
{ Element Name: Scenario
Name: Talon3
AttackType: BaseAttack_TalonShamans
IsInGroups: "Talon" # group name
MaxPriceMultiplier: 1.0
ID: 1002
{ Child Unit1
Category: TalonShamanUnit3
OptimalCount: 3
}
}
// **************************************************************************
// **************** Zirax BaseAttack Scenario **********************
// **************************************************************************
{ Element Name: Unit
Faction: Zirax
ClassName: DroneBaseAttackRocket
Category: DroneRocket
CommandPointsLvl1: 2
CommandPointsPerLevel: 1
}
{ Element Name: Unit
Faction: Zirax
ClassName: DroneBaseAttackMinigun
Category: DroneMinigun
CommandPointsLvl1: 10
CommandPointsPerLevel: 5
}
{ Element Name: Unit
Faction: Zirax
ClassName: DroneTroopsTransportBaseAttack
Category: TroopTransportSmall
CommandPointsLvl1: 1
CommandPointsPerLevel: 1
{ Child InventoryItem1
ClassName: ZiraxMinigunBaseAttack
CountLvl1: 2
CountPerLevel: 0.2
LevelOnLvl1: 1
LevelPerParentLevel:0.2
}
{ Child InventoryItem2
ClassName: ZiraxShotgunBaseAttack
CountLvl1: 3
CountPerLevel: 0.2
LevelOnLvl1: 1
LevelPerParentLevel:0.2
}
}
{ Element Name: Unit
Faction: Zirax
ClassName: DroneTroopsTransportBaseAttack
Category: TroopTransport
CommandPointsLvl1: 1
CommandPointsPerLevel: 1
{ Child InventoryItem1
ClassName: ZiraxMinigunBaseAttack
CountLvl1: 2
CountPerLevel: 0.2
LevelOnLvl1: 1
LevelPerParentLevel:0.2
}
{ Child InventoryItem2
ClassName: ZiraxShotgunBaseAttack
CountLvl1: 3
CountPerLevel: 0.2
LevelOnLvl1: 1
LevelPerParentLevel:0.2
}
}
{ Element Name: Scenario
Name: Level1 /* Used for debugging and PDA calls: console command: ba w Level1 15 */
ID: 0 /* Used for debugging and PDA calls: console command: ba w 1 15 */
{ Child Unit2
Category: TroopTransport
OptimalCount: 1
}
}
{ Element Name: Scenario
Name: Level2
ID: 1
{ Child Unit1
Category: DroneRocket
OptimalCount: 6
}
{ Child Unit2
Category: DroneMinigun
OptimalCount: 5
}
{ Child Unit3
Category: TroopTransport
OptimalCount: 2
}
}
{ Element Name: Scenario
Name: Level3
ID: 2
{ Child Unit1
Category: DroneRocket
OptimalCount: 8
MinCount: 8
}
{ Child Unit2
Category: DroneMinigun
OptimalCount: 7
MinCount: 7
}
{ Child Unit3
Category: TroopTransport
OptimalCount: 3
MinCount: 3
}
}
{ Element Name: Scenario
Name: TT
ID: 3
MaxPriceMultiplier: 3
{ Child Unit1
Category: TroopTransport
OptimalCount: 1
MinCount: 1
}
}
/* Base attack scenario waves */
{ Element Name: Scenario
/* Used for debugging and PDA calls: console command: ba w Level1 15 */
Name: BALevel0
ID: 500
MaxPriceMultiplier: 2
{ Child Unit1
/* Unit category, the system will choose the right unity for each wave depending on the price */
Category: TroopTransportSmall
OptimalCount: 1
MinCount: 1
}
{ Child Unit2
Category: DroneMinigun
OptimalCount:3
MinCount: 2
}
}
{ Element Name: Scenario
Name: BALevel1
ID: 501
MaxPriceMultiplier: 5
{ Child Unit1
Category: TroopTransportSmall
OptimalCount: 1
MinCount: 1
}
{ Child Unit2
Category: DroneMinigun
OptimalCount:3
MinCount: 2
}
}
{ Element Name: Scenario
Name: BALevel2
ID: 502
MaxPriceMultiplier: 2
{ Child Unit1
Category: TroopTransportSmall
OptimalCount:1
MinCount: 1
}
{ Child Unit2
Category: DroneRocket
OptimalCount:3
MinCount: 2
}
}
{ Element Name: Scenario
Name: BALevel3
ID: 503
{ Child Unit1
Category: TroopTransportSmall
OptimalCount:1
MinCount: 1
}
{ Child Unit2
Category: DroneRocket
OptimalCount:2
MinCount: 1
}
{ Child Unit3
Category: DroneMinigun
OptimalCount:2
MinCount: 1
}
}
{ Element Name: Scenario
Name: BALevel10
MaxPriceMultiplier: 2
ID: 510
{ Child Unit1
Category: TroopTransportSmall
OptimalCount:3
MinCount: 2
}
{ Child Unit2
Category: DroneMinigun
OptimalCount:5
MinCount: 2
}
{ Child Unit3
Category: DroneRocket
OptimalCount:5
MinCount: 2
}
{ Child Unit4
Category: DroneBaseAttackHeavyMinigun
OptimalCount:2
MinCount: 1
}
}
{ Element Name: Scenario
Name: BALevel11
MaxPriceMultiplier: 2
ID: 511
{ Child Unit1
Category: TroopTransportSmall
OptimalCount:3
MinCount: 2
}
{ Child Unit2
Category: DroneMinigun
OptimalCount:5
MinCount: 2
}
{ Child Unit3
Category: DroneRocket
OptimalCount:5
MinCount: 2
}
{ Child Unit4
Category: DroneHeavyRocketSurv
OptimalCount:2
MinCount: 1
}
}
{ Element Name: Scenario
Name: BALevel12
MaxPriceMultiplier: 2
ID: 512
{ Child Unit1
Category: TroopTransportSmall
OptimalCount:3
MinCount: 2
}
{ Child Unit2
Category: DroneMinigun
OptimalCount:5
MinCount: 2
}
{ Child Unit3
Category: DroneRocket
OptimalCount:5
MinCount: 2
}
{ Child Unit4
Category: DroneBaseAttackHeavyMinigun
OptimalCount:2
MinCount: 1
}
{ Child Unit5
Category: DroneHeavyRocketSurv
OptimalCount:2
MinCount: 1
}
}
{ Element Name: Scenario
Name: BALevel13
MaxPriceMultiplier: 2
ID: 513
{ Child Unit1
Category: TroopTransportSmall
OptimalCount:3
MinCount: 2
}
{ Child Unit2
Category: DroneMinigun
OptimalCount:5
MinCount: 2
}
{ Child Unit3
Category: DroneRocket
OptimalCount:5
MinCount: 2
}
{ Child Unit4
Category: DroneBaseAttackHeavyMinigun
OptimalCount:2
MinCount: 1
}
{ Child Unit5
Category: DroneHeavyRocketSurv
OptimalCount:2
MinCount: 1
}
}
{ Element Name: Scenario
Name: BALevel20
ID: 520
{ Child Unit1
Category: DroneMinigun
OptimalCount:2
MinCount: 1
}
{ Child Unit2
Category: DroneRocket
OptimalCount:2
MinCount: 1
}
{ Child Unit3
Category: DroneHeavyRocketSurv
OptimalCount:4
MinCount: 2
}
{ Child Unit4
Category: DroneBaseAttackHeavyMinigun
OptimalCount:4
MinCount: 2
}
{ Child Unit5
Category: DroneBomberSurv
OptimalCount:3
MinCount: 2
}
{ Child Unit6
Category: TroopTransportSmall
OptimalCount:3
MinCount: 2
}
}
{ Element Name: Scenario
Name: BALevel21
ID: 521
{ Child Unit1
Category: DroneMinigun
OptimalCount:2
MinCount: 1
}
{ Child Unit2
Category: DroneRocket
OptimalCount:2
MinCount: 1
}
{ Child Unit3
Category: DroneHeavyRocketSurv
OptimalCount:4
MinCount: 2
}
{ Child Unit4
Category: DroneBaseAttackHeavyMinigun
OptimalCount:4
MinCount: 2
}
{ Child Unit5
Category: DroneBomberSurv
OptimalCount:3
MinCount: 2
}
{ Child Unit6
Category: TroopTransportSmall
OptimalCount:3
MinCount: 2
}
}
{ Element Name: Scenario
Name: BALevel22
ID: 522
{ Child Unit1
Category: DroneMinigun
OptimalCount:2
MinCount: 1
}
{ Child Unit2
Category: DroneRocket
OptimalCount:2
MinCount: 1
}
{ Child Unit3
Category: DroneHeavyRocketSurv
OptimalCount:4
MinCount: 2
}
{ Child Unit4
Category: DroneBaseAttackHeavyMinigun
OptimalCount:4
MinCount: 2
}
{ Child Unit5
Category: DroneBomberSurv
OptimalCount:3
MinCount: 2
}
{ Child Unit6
Category: TroopTransportSmall
OptimalCount:3
MinCount: 2
}
}
{ Element Name: Scenario
Name: BALevel23
ID: 523
{ Child Unit1
Category: DroneMinigun
OptimalCount:2
MinCount: 1
}
{ Child Unit2
Category: DroneRocket