Files
OpenRA/mods/ra/rules/system.yaml
James Dunne 80123b6aa4 Many harvester behavior improvements; summary below.
Implemented Harvester territory marking with a simple resource claim system in ResourceClaimLayer trait added to World.
Added customCost for PathSearch to support new Harvester search preferences.
Explicit delivery order forces harvester to always deliver to that refinery.
Explicit harvest order frees harvester from forced delivery refinery and allows for auto-balancing.
Harvesters auto-balance refinery choice such that no more than 3 harvesters are linked to any one refinery at a time.
Harvesters try very hard to not block the refinery dock location.
Harvesters try to avoid enemy territory when searching for resources.
Group-select harvest order intelligently disperses harvesters around the order location.
Fixed PathFinder caching to not be a sliding window. This is a correctness issue. Sliding window causes no-route paths to be cached permanently in tight move loops and doesn't allow eventual progress to be made. This may have negative performance implications.
2012-06-24 20:26:00 -05:00

447 lines
7.4 KiB
YAML

Player:
TechTree:
ClassicProductionQueue@Building:
Type: Building
BuildSpeed: .4
LowPowerSlowdown: 3
QueuedAudio: abldgin1.aud
ReadyAudio: conscmp1.aud
ClassicProductionQueue@Defense:
Type: Defense
BuildSpeed: .4
LowPowerSlowdown: 3
QueuedAudio: abldgin1.aud
ReadyAudio: conscmp1.aud
ClassicProductionQueue@Vehicle:
Type: Vehicle
BuildSpeed: .4
LowPowerSlowdown: 3
ClassicProductionQueue@Infantry:
Type: Infantry
BuildSpeed: .4
LowPowerSlowdown: 3
ClassicProductionQueue@Ship:
Type: Ship
BuildSpeed: .4
LowPowerSlowdown: 3
ClassicProductionQueue@Plane:
Type: Plane
BuildSpeed: .4
LowPowerSlowdown: 3
PlaceBuilding:
SupportPowerManager:
ConquestVictoryConditions:
WinNotification:misnwon1.aud
LoseNotification:misnlst1.aud
PowerManager:
AllyRepair:
PlayerResources:
InitialCash: 5000
ActorGroupProxy:
DeveloperMode:
HackyAI@EasyAI:
Name:Easy AI
BuildingFractions:
proc: 30%
powr: 35%
barr: 1%
tent: 1%
weap: 1%
pbox.e1: 7%
gun: 7%
tsla: 5%
ftur: 10%
agun: 5%
sam: 5%
atek: 1%
stek: 1%
fix: 0.1%
dome: 10%
UnitsToBuild:
e1: 50%
e3: 10%
apc: 30%
jeep: 40%
arty: 15%
v2rl: 40%
ftrk: 50%
1tnk: 70%
2tnk: 25%
3tnk: 50%
SquadSize: 20
HackyAI@HardAI:
Name:Hard AI
BuildingFractions:
proc: 30%
powr: 35%
tent: 1%
barr: 1%
weap: 1%
pbox.e1: 7%
gun: 7%
ftur: 10%
tsla: 5%
fix: 0.1%
dome: 10%
agun: 5%
sam: 1%
atek: 1%
stek: 1%
UnitsToBuild:
e1: 50%
e3: 10%
harv: 10%
apc: 30%
jeep: 40%
ftrk: 50%
1tnk: 70%
2tnk: 25%
3tnk: 50%
SquadSize: 10
HackyAI@OptiAI:
Name:Eisenhower AI
BuildingFractions:
proc: 25.1%
powr: 35%
tent: 0.1%
barr: 0.1%
weap: 0.1%
fix: 0.1%
dome: 0.1%
atek: 0.1%
stek: 0.1%
UnitsToBuild:
e1: 50%
e2: 1%
e3: 10%
medi: 0.01%
e7: 0.01%
apc: 10%
jeep: 10%
ftrk: 25%
1tnk: 25%
2tnk: 50%
3tnk: 75%
4tnk: 100%
arty: 30%
v2rl: 30%
SquadSize: 10
HackyAI@ZhukovAI:
Name:Zhukov AI
BuildingFractions:
proc: 20%
powr: 35%
tent: 1%
barr: 1%
weap: 1%
pbox.e1: 4%
hbox.e1: 3%
gun: 10%
ftur: 10%
tsla: 5%
dome: 10%
fix: 0.1%
agun: 7%
sam: 7%
atek: 1%
stek: 1%
UnitsToBuild:
e1: 4%
e3: 1%
harv: 10%
ftrk: 5%
v2rl: 40%
arty: 40%
1tnk: 15%
2tnk: 15%
3tnk: 15%
SquadSize: 25
HackyAI@RommelAI:
Name:Rommel AI
BuildingFractions:
proc: 30%
powr: 35%
tent: 1%
barr: 1%
weap: 1%
pbox.e1: 7%
gun: 7%
ftur: 10%
tsla: 5%
fix: 0.1%
dome: 10%
agun: 5%
sam: 1%
atek: 1%
stek: 1%
UnitsToBuild:
e1: 5%
e3: 10%
3tnk: 75%
2tnk: 75%
v2rl: 15%
arty: 15%
harv: 10%
SquadSize: 7
PlayerColorPalette:
BasePalette: terrain
RemapIndex: 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95
DebugResourceCash:
DebugResourceOre:
DebugResourceOreCapacity:
GpsWatcher:
BaseAttackNotifier:
World:
OpenWidgetAtGameStart:
Widget: INGAME_ROOT
ObserverWidget: OBSERVER_ROOT
ScreenShaker:
WaterPaletteRotation:
ChronoshiftPaletteEffect:
NukePaletteEffect:
LightPaletteRotator:
BuildingInfluence:
ChooseBuildTabOnSelect:
BridgeLayer:
Bridges: bridge1, bridge2, br1, br2, br3
CrateDrop:
Minimum: 1
Maximum: 3
SpawnInterval: 120
WaterChance: .2
PaletteFromCurrentTileset:
Name: terrain
PaletteFromFile@chrome:
Name: chrome
Filename: temperat.pal
PaletteFromFile@effect:
Name: effect
Filename: temperat.pal
PaletteFromRGBA@shadow:
Name: shadow
R: 0
G: 0
B: 0
A: 140
PaletteFromRGBA@cloak:
Name: cloak
R: 0
G: 0
B: 0
A: 140
PaletteFromRGBA@highlight:
Name: highlight
R: 255
G: 255
B: 255
A: 128
PaletteFromRGBA@invuln:
Name: invuln
R: 128
G: 0
B: 0
A: 128
PaletteFromRGBA@disabled:
Name: disabled
R: 0
G: 0
B: 0
A: 180
ColorPickerPaletteModifier:
ShroudPalette@shroud:
ShroudPalette@fog:
IsFog: yes
Name: fog
Country@0:
Name: Allies
Race: allies
Country@1:
Name: Soviet
Race: soviet
BibLayer:
ResourceLayer:
ResourceClaimLayer:
ResourceType@ore:
ResourceType: 1
Palette: terrain
SpriteNames: gold01,gold02,gold03,gold04
ValuePerUnit: 25
Name: Ore
PipColor: Yellow
AllowedTerrainTypes: Clear,Road
AllowUnderActors: false
ResourceType@gem:
ResourceType: 2
Palette: terrain
SpriteNames: gem01,gem02,gem03,gem04
ValuePerUnit: 50
Name: Gems
PipColor: Red
AllowedTerrainTypes: Clear,Road
AllowUnderActors: false
SmudgeLayer@SCORCH:
Type:Scorch
SmokePercentage:50
Types:sc1,sc2,sc3,sc4,sc5,sc6
Depths:1,1,1,1,1,1
SmudgeLayer@CRATER:
Type:Crater
Types:cr1,cr2,cr3,cr4,cr5,cr6
Depths:5,5,5,5,5,5
SpawnMapActors:
CreateMPPlayers:
MPStartLocations:
SpawnMPUnits:
EvaAlerts:
SpatialBins:
BinSize: 4
Shroud:
PathFinder:
ValidateOrder:
MINP:
Mine:
Weapon: APMine
CrushClasses: apmine,atmine
DetonateClasses: apmine
AvoidFriendly: yes
Health:
HP: 1
RenderSimple:
BelowUnits:
InvisibleToEnemy:
Tooltip:
Name: Anti-Personnel Mine
ProximityCaptor:
Types:Mine
MINV:
Mine:
Weapon: ATMine
CrushClasses: atmine,apmine
DetonateClasses: atmine
AvoidFriendly: yes
Health:
HP: 1
RenderSimple:
BelowUnits:
InvisibleToEnemy:
Tooltip:
Name: Anti-Tank Mine
ProximityCaptor:
Types:Mine
CRATE:
Tooltip:
Name: Crate
Crate:
Lifetime: 120
TerrainTypes: Clear, Rough, Road, Water, Ore, Beach
GiveCashCrateAction:
Amount: 1000
SelectionShares: 50
UseCashTick: yes
LevelUpCrateAction:
SelectionShares: 40
ExplodeCrateAction@fire:
Weapon: CrateNapalm
SelectionShares: 5
ExplodeCrateAction@boom:
Weapon: CrateExplosion
SelectionShares: 5
ExplodeCrateAction@nuke:
Weapon: CrateNuke
SelectionShares: 5
HideMapCrateAction:
SelectionShares: 5
Effect: hide-map
RevealMapCrateAction:
SelectionShares: 1
Effect: reveal-map
SupportPowerCrateAction@parabombs:
SelectionShares: 5
Proxy: powerproxy.parabombs
GiveMcvCrateAction:
SelectionShares: 2
NoBaseSelectionShares: 9001
Unit: mcv
GiveUnitCrateAction@jeep:
SelectionShares: 7
Unit: jeep
GiveUnitCrateAction@arty:
SelectionShares: 6
Unit: arty
GiveUnitCrateAction@v2rl:
SelectionShares: 6
Unit: v2rl
GiveUnitCrateAction@1tnk:
SelectionShares: 5
Unit: 1tnk
GiveUnitCrateAction@2tnk:
SelectionShares: 4
Unit: 2tnk
GiveUnitCrateAction@3tnk:
SelectionShares: 4
Unit: 3tnk
GiveUnitCrateAction@4tnk:
SelectionShares: 3
Unit: 4tnk
RenderSimple:
BelowUnits:
ProximityCaptor:
Types:Crate
Passenger:
CAMERA:
Aircraft:
Health:
HP:1000
RevealsShroud:
Range: 10
ProximityCaptor:
Types:Camera
FLARE:
Aircraft:
Health:
HP:1000
RevealsShroud:
Range: 3
RenderFlare:
Image: smokland
HiddenUnderFog:
Tooltip:
Name: Flare
ProximityCaptor:
Types: Flare
powerproxy.parabombs:
AirstrikePower:
Image: pbmbicon
Description: Parabombs (Single Use)
LongDesc: A Badger drops a load of parachuted\nbombs on your target.
OneShot: yes
AllowMultiple: yes
UnitType: badr.bomber
SelectTargetSound: slcttgt1.aud
FlareType: flare
powerproxy.sonarpulse:
SonarPulsePower:
Image: sonricon
Description: Sonar Pulse (Single Use)
LongDesc: Reveals all submarines on the map for a \nshort time.
AllowMultiple: yes
OneShot: yes
EndChargeSound: pulse1.aud
SelectTargetSound: slcttgt1.aud
mpspawn:
Waypoint:
RenderEditorOnly:
waypoint:
Waypoint:
RenderEditorOnly: