Player: HackyAI@Cabal: Name: Cabal BuildingCommonNames: ConstructionYard: fact Refinery: proc Power: nuke,nuk2 Barracks: pyle,hand VehiclesFactory: weap,afld Production: pyle,hand,weap,afld,hpad Silo: silo UnitsCommonNames: Mcv: mcv BuildingQueues: Building.Nod, Building.GDI DefenseQueues: Defence.Nod, Defence.GDI UnitQueues: Vehicle.Nod, Vehicle.GDI, Infantry.Nod, Infantry.GDI, Aircraft.Nod, Aircraft.GDI BuildingLimits: proc: 4 pyle: 3 hand: 3 hq: 1 weap: 3 afld: 3 hpad: 0 eye: 1 tmpl: 1 fix: 0 silo: 1 BuildingFractions: proc: 20% nuke: 9% pyle: 5% hand: 5% hq: 4% nuk2: 9% weap: 9% afld: 9% gtwr: 5% gun: 5% atwr: 9% obli: 7% sam: 7% eye: 1% tmpl: 1% silo: 0% fix: 1% hpad: 2% UnitsToBuild: e1: 14% e3: 7% e2: 10% e4: 7% e5: 5% harv: 1% bggy: 5% bike: 40% ltnk: 25% ftnk: 10% arty: 60% stnk: 40% jeep: 5% mtnk: 20% msam: 40% htnk: 50% heli: 5% orca: 5% SquadSize: 15 SupportPowerDecision@Airstrike: OrderName: AirstrikePowerInfoOrder MinimumAttractiveness: 2000 Consideration@1: Against: Enemy Types: Vehicle, Infantry Attractiveness: 1 TargetMetric: Value CheckRadius: 2c0 Consideration@2: Against: Ally Types: Ground, Water Attractiveness: -10 TargetMetric: Value CheckRadius: 2c0 SupportPowerDecision@IonCannonPower: OrderName: IonCannonPowerInfoOrder MinimumAttractiveness: 1000 FineScanRadius: 2 Consideration@1: Against: Enemy Types: Air, Tank, Vehicle, Infantry, Water Attractiveness: 2 TargetMetric: Value CheckRadius: 2c0 Consideration@2: Against: Enemy Types: Structure Attractiveness: 1 TargetMetric: Value CheckRadius: 2c0 Consideration@3: Against: Ally Types: Ground, Water Attractiveness: -10 TargetMetric: Value CheckRadius: 3c0 SupportPowerDecision@NukePower: OrderName: NukePowerInfoOrder MinimumAttractiveness: 3000 Consideration@1: Against: Enemy Types: Structure Attractiveness: 1 TargetMetric: Value CheckRadius: 5c0 Consideration@2: Against: Ally Types: Air, Ground, Water Attractiveness: -10 TargetMetric: Value CheckRadius: 7c0 HackyAI@Watson: Name: Watson BuildingCommonNames: ConstructionYard: fact Refinery: proc Power: nuke,nuk2 Barracks: pyle,hand VehiclesFactory: weap,afld Production: pyle,hand,weap,afld,hpad Silo: silo UnitsCommonNames: Mcv: mcv BuildingQueues: Building.Nod, Building.GDI DefenseQueues: Defence.Nod, Defence.GDI UnitQueues: Vehicle.Nod, Vehicle.GDI, Infantry.Nod, Infantry.GDI, Aircraft.Nod, Aircraft.GDI BuildingLimits: proc: 4 pyle: 3 hand: 3 hq: 1 weap: 3 afld: 3 hpad: 2 eye: 1 tmpl: 1 fix: 0 silo: 1 BuildingFractions: proc: 17% nuke: 1% pyle: 2% hand: 2% hq: 1% nuk2: 18% weap: 5% afld: 5% hpad: 4% gtwr: 5% gun: 5% atwr: 9% obli: 7% eye: 1% tmpl: 1% sam: 7% silo: 0% fix: 1% UnitsToBuild: e1: 30% e2: 30% e3: 30% e4: 30% e5: 30% harv: 1% bggy: 10% ftnk: 10% arty: 40% bike: 10% heli: 10% ltnk: 40% stnk: 40% orca: 10% msam: 50% htnk: 50% jeep: 20% mtnk: 50% SquadSize: 15 SupportPowerDecision@Airstrike: OrderName: AirstrikePowerInfoOrder MinimumAttractiveness: 2000 Consideration@1: Against: Enemy Types: Vehicle, Infantry Attractiveness: 1 TargetMetric: Value CheckRadius: 2c0 Consideration@2: Against: Ally Types: Ground, Water Attractiveness: -10 TargetMetric: Value CheckRadius: 2c0 SupportPowerDecision@IonCannonPower: OrderName: IonCannonPowerInfoOrder MinimumAttractiveness: 1000 FineScanRadius: 2 Consideration@1: Against: Enemy Types: Air, Tank, Vehicle, Infantry, Water Attractiveness: 2 TargetMetric: Value CheckRadius: 2c0 Consideration@2: Against: Enemy Types: Structure Attractiveness: 1 TargetMetric: Value CheckRadius: 2c0 Consideration@3: Against: Ally Types: Ground, Water Attractiveness: -10 TargetMetric: Value CheckRadius: 3c0 SupportPowerDecision@NukePower: OrderName: NukePowerInfoOrder MinimumAttractiveness: 3000 Consideration@1: Against: Enemy Types: Structure Attractiveness: 1 TargetMetric: Value CheckRadius: 5c0 Consideration@2: Against: Ally Types: Air, Ground, Water Attractiveness: -10 TargetMetric: Value CheckRadius: 7c0 HackyAI@HAL9001: Name: HAL 9001 BuildingCommonNames: ConstructionYard: fact Refinery: proc Power: nuke,nuk2 Barracks: pyle,hand VehiclesFactory: weap,afld Production: pyle,hand,weap,afld,hpad Silo: silo UnitsCommonNames: Mcv: mcv BuildingQueues: Building.Nod, Building.GDI DefenseQueues: Defence.Nod, Defence.GDI UnitQueues: Vehicle.Nod, Vehicle.GDI, Infantry.Nod, Infantry.GDI, Aircraft.Nod, Aircraft.GDI BuildingLimits: proc: 4 pyle: 4 hand: 4 hq: 1 weap: 4 afld: 4 hpad: 2 eye: 1 tmpl: 1 fix: 0 silo: 1 BuildingFractions: proc: 17% nuke: 10% pyle: 7% hand: 9% hq: 1% nuk2: 18% weap: 8% afld: 6% hpad: 4% gtwr: 5% gun: 5% atwr: 9% obli: 7% eye: 1% tmpl: 1% sam: 7% silo: 0% fix: 1% UnitsToBuild: e1: 30% e2: 30% e3: 30% e4: 50% e5: 50% harv: 6% bggy: 10% bike: 10% ltnk: 40% arty: 20% ftnk: 5% stnk: 40% mlrs: 5% heli: 10% jeep: 20% apc: 10% mtnk: 50% msam: 50% htnk: 50% orca: 10% SquadSize: 8 SupportPowerDecision@Airstrike: OrderName: AirstrikePowerInfoOrder MinimumAttractiveness: 2000 Consideration@1: Against: Enemy Types: Vehicle, Infantry Attractiveness: 1 TargetMetric: Value CheckRadius: 2c0 Consideration@2: Against: Ally Types: Ground, Water Attractiveness: -10 TargetMetric: Value CheckRadius: 2c0 SupportPowerDecision@IonCannonPower: OrderName: IonCannonPowerInfoOrder MinimumAttractiveness: 1000 FineScanRadius: 2 Consideration@1: Against: Enemy Types: Air, Tank, Vehicle, Infantry, Water Attractiveness: 2 TargetMetric: Value CheckRadius: 2c0 Consideration@2: Against: Enemy Types: Structure Attractiveness: 1 TargetMetric: Value CheckRadius: 2c0 Consideration@3: Against: Ally Types: Ground, Water Attractiveness: -10 TargetMetric: Value CheckRadius: 3c0 SupportPowerDecision@NukePower: OrderName: NukePowerInfoOrder MinimumAttractiveness: 3000 Consideration@1: Against: Enemy Types: Structure Attractiveness: 1 TargetMetric: Value CheckRadius: 5c0 Consideration@2: Against: Ally Types: Air, Ground, Water Attractiveness: -10 TargetMetric: Value CheckRadius: 7c0