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📄 example mod.cfg

📁 这是整套横扫千军3D版游戏的源码
💻 CFG
字号:

** mod related settings **

SIDES 3			- number of sides, declare this before declaring side_names or start_units!!

START_UNITS ARMCOM CORCOM TLLCOM 	- Starting units and names of the sides, no spaces in names allowed!
SIDE_NAMES Arm Core TheLostLegacy

MAX_UNITS 5000   	- number of maximum units, dont change this

AIR_ONLY_MOD 0		- indicates that this mod is only based on air units (e.g. final frontier); 1 means true, 0 false 

MAX_XROW 8		- max occupied cells in x-direction, after which free space will be inserted

MAX_YROW 8		- ""

X_SPACE 16		- how much free space between blocks of buildings

Y_SPACE 16		- ""

SECTOR_SIZE 100.0	- desired sector size (be careful, delete all map learning/cache files after changing this value)
			  i very much recommend not to change that value at all

MAX_SECTOR_IMPORTANCE 6	- dont set too high, otherwise less imporatnt sectors will never be scouted

MAX_BASE_SIZE 10		- max base size in sectors

MAX_ATTACKS 2		- max. number of different attacks waves at the same time




** unit management related settings **

MAX_GROUP_SIZE 12	- max group size; aai will create additional groups if all groups of a certain type are full

MAX_AIR_GROUP_SIZE 4	- max air group size

MAX_NAVAL_GROUP_SIZE 4	- max size of naval groups (ships)

MAX_SUBMARINE_GROUP_SIZE 4 - max size of naval groups 

MAX_ANTI_AIR_GROUP_SIZE	- max size of anti air groups (ground, hover or sea)

MAX_ARTY_GROUP_SIZE	- max size of mobile artillery groups (not in use yet)

UNIT_SPEED_SUBGROUPS 3	- aai sorts units of the same category (e.g. ground assault units) into different groups 
			  according to their max speed (so that slow and fast units are in different groups to prevent 
			  the slower ones from arriving in combat much later)
			  this indicates how many different groups will be made (dont set this too high)

MIN_EFFICIENCY 0.01	- min. effiency a unit can have against another unit type (do not set to 0)

HIGH_RANGE_UNITS_RATE 5 - determines the ammount of units that will be selected taking weapons range into account (4-> ~ 25%)

FAST_UNITS_RATE 5	- ""		""		""		""		max speed 	""




** please note: the following settings will only come into effect after deleting the mod learning file**

SCOUTS 2 ARMPEEP ARMFLEA 	- forces aai to use this units as scouts

SCOUT_SPEED 95.0		- ground units with higher speed are considered beeing scouts

GROUND_ARTY_RANGE 1000.0	- ground units with higher max weapons range are considered beeing artillery	
				  note that if AIR_ONLY_MOD is true, this value will be taken when detecting 
				  air artillery

SEA_ARTY_RANGE  1300.0		- naval units  ""   ""         ""        ""        ""       ""	""	""

HOVER_ARTY_RANGE  1000.0	- hover unit   ""   ""         ""        ""        ""       ""	""	"" 

STATIONARY_ARTY_RANGE 2000.0 	- buildings    ""   ""         ""        ""        ""       ""	""	""

MIN_ENERGY 18  			- units that produce more energy are considered beeing a power plant

MIN_SUBMARINE_WATERLINE 15 	- minimum water line of a unit to be considered as a submarine (when floater is true)





** builder/factory related settings **

MAX_SCOUTS 4		- max. scouts used at the same time

MAX_BUILDERS 40		- ...

MAX_ASSISTANTS 4	- max number of builders assisting construction of other units/buildings

MIN_ASSISTANCE_BUILDSPEED 20  - minimum workertime/buildpeed of a unit to be taken into account when 
				building further assitant builders

MAX_BUILDERS_PER_TYPE 5 - how many builders of a certain type may be built

MAX_FACTORIES_PER_TYPE 3 - how many factories of a certain type may be built






** airforce related settings **

MIN_AIR_ATTACK_COST 100	- minimum cost of a building to be a possible bombing target (not activated at the moment)

MAX_AIR_TARGETS 20	- max number of stored bombing targets (will be used in the future, bombing bug 
			  still not fixed)

AIRCRAFT_RATE 6		- determines how many air units aai will build (7 means every 7th unit will be an 
			  air unit, set to 1 to disable air units) 

MIN_AIR_SUPPORT_EFFICIENCY 2.5 - minimum efficiency of an enemy unit to call for air support 
				(works only for non air only mods)

AIR_DEFENCE 8		- how often air defence units will be built




** limits for certain building categories **

MAX_DEFENCES 12		- maximum number of defences aai will build in a sector

MIN_SECTOR_THREAT 6	- the higher the value the earlier AAI will stop to build further defences (if it has 
			  not already reached maximum number of defences per sector)

MAX_STAT_ARTY 3 	- maximum number of stationary artillery (like berthas)

MAX_AIR_BASE 1		- maximum number of air repair pads

MIN_FACTORIES_FOR_DEFENCES 1  - AAI will not start to build stationary defences before it has built at 
				least that number of factories

MIN_FACTORIES_FOR_STORAGE 2 	  - same as above for storage buildings

MIN_FACTORIES_FOR_RADAR_JAMMER 1  - ... for radars and jammers





** economy related settings **

MAX_METAL_COST 10000	- max metal cost, units that cost more metal will not be built

METAL_ENERGY_RATIO 25	- internal weight of metal vs energy (higher values will shift aai's focus on energy 
			  production instead of metal)

MIN_METAL_MAKER_ENERGY 100 - minimum energy surplus for ai to enable metal makers

MAX_METAL_MAKERS 20	- maximum number of metal makers, set to 0 if you want to disable usage of metal makers	
	
MAX_STORAGE 6		- maximum number of storage buildings

MAX_MEX_DISTANCE 7	- tells aai how many sectors away from its main base it is allowed to build mexes

MAX_MEX_DEFENCE_DISTANCE 5 - maximum distance to base where aai defends mexes with cheap defence-buildings


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