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Resource - AI .vlo script template - part of the ongoing guide by Dancing Moogle




This is the .vlo script. It defines what templates an AI has available to use, as well as a number of other options. I'll make notes throughout the template, each note will be preceeded by the standard // symbol. Unfortunately, because forum software doesn't recognise the TAB key (for tabbing across paragraphs) it will be incredibly difficult to use this script itself (by copy pasting), so you should just use it as a reference and make adjustments to a default copy of the script (which can be found in the AI Editor folder):


script "player0.slo"
run
{
player INT 0 //all the following options can be changed within AI Editor
numScouts INT 2 //number of scouts to send across map to explore
numDefenders INT 3 //number of defenders to have in base
numAttackers INT 50 //if AI has less than this number it will attack an AI, more than this number it will attack human player
numCyborgs INT 50 //max number of Cyborgs to have in attack group
tileExpand INT 7 //amount of time taken to explore entire map in minutes

oilRes FEATURESTAT "OilResource" //These are Vital Structures - do not change them!
resLab STRUCTURESTAT "A0ResearchFacility"
powGen STRUCTURESTAT "A0PowerGenerator"
factory STRUCTURESTAT "A0LightFactory"
derrick STRUCTURESTAT "A0ResourceExtractor"
cybFactory STRUCTURESTAT "A0CyborgFactory"
playerHQ STRUCTURESTAT "A0CommandCentre"
vtolPad STRUCTURESTAT "A0VtolPad"
vtolFactory STRUCTURESTAT "A0VTolFactory1"
repairFacility STRUCTURESTAT "A0RepairCentre3"
sensorTower STRUCTURESTAT "Sys-SensoTower02"
lassat STRUCTURESTAT "A0LasSatCommand"
nexusDefence RESEARCHSTAT "R-Sys-Resistance-Circuits"
numIncendrys INT 8 //how many Indirect Weapon templates in total
incendrys[0] STRUCTURESTAT "Emplacement-MortarPit01" //which templates to use for Indirect Fire Weapons
incendrys[1] STRUCTURESTAT "Emplacement-MortarPit02"
incendrys[2] STRUCTURESTAT "Emplacement-MortarPit-Incenediary"
incendrys[3] STRUCTURESTAT "Emplacement-RotMor"
incendrys[4] STRUCTURESTAT "Emplacement-Howitzer105"
incendrys[5] STRUCTURESTAT "Emplacement-Howitzer150"
incendrys[6] STRUCTURESTAT "Emplacement-RotHow"
incendrys[7] STRUCTURESTAT "Emplacement-RotHow"
vtolDefStruct[0] STRUCTURESTAT "AASite-QuadMg1" //which templates to use for AA weapons
vtolDefStruct[1] STRUCTURESTAT "AASite-QuadBof"
vtolDefStruct[2] STRUCTURESTAT "AASite-QuadRotMg"
vtolDefStruct[3] STRUCTURESTAT "P0-AASite-SAM1"
vtolDefStruct[4] STRUCTURESTAT "P0-AASite-SAM2"
powModule STRUCTURESTAT "A0PowMod1" //upgrades - do not change!
facModule STRUCTURESTAT "A0FacMod1"
resModule STRUCTURESTAT "A0ResearchModule1"
numStructs INT 13 //number of structures
structs[0] STRUCTURESTAT "A0PowerGenerator" //list of available structures to build
structs[1] STRUCTURESTAT "A0LightFactory"
structs[2] STRUCTURESTAT "A0CommandCentre"
structs[3] STRUCTURESTAT "A0ResearchFacility"
structs[4] STRUCTURESTAT "A0CyborgFactory"
structs[5] STRUCTURESTAT "Sys-CB-Tower01"
structs[6] STRUCTURESTAT "Sys-SpyTower"
structs[7] STRUCTURESTAT "A0LasSatCommand"
structs[8] STRUCTURESTAT "A0Sat-linkCentre"
structs[9] STRUCTURESTAT "X-Super-Cannon" //these can be changed if necessary
structs[10] STRUCTURESTAT "X-Super-Cannon"
structs[11] STRUCTURESTAT "X-Super-MassDriver"
structs[12] STRUCTURESTAT "X-Super-MassDriver"
numDefStructs INT 26 //number of defensive structures available
defStructs[0] STRUCTURESTAT "PillBox1" //These can all be changed within the AI Editor
defStructs[1] STRUCTURESTAT "Pillbox-RotMG"
defStructs[2] STRUCTURESTAT "Emplacement-MortarPit01"
defStructs[3] STRUCTURESTAT "PillBox1"
defStructs[4] STRUCTURESTAT "PillBox5"
defStructs[5] STRUCTURESTAT "Sys-SensoTower02"
defStructs[6] STRUCTURESTAT "WallTower03"
defStructs[7] STRUCTURESTAT "WallTower02"
defStructs[8] STRUCTURESTAT "Emplacement-MRL-pit"
defStructs[9] STRUCTURESTAT "Wall-RotMg"
defStructs[10] STRUCTURESTAT "Wall-VulcanCan"
defStructs[11] STRUCTURESTAT "WallTower-HPVcannon"
defStructs[12] STRUCTURESTAT "Emplacement-Howitzer105"
defStructs[13] STRUCTURESTAT "Emplacement-HvyATrocket"
defStructs[14] STRUCTURESTAT "Emplacement-MortarPit02"
defStructs[15] STRUCTURESTAT "WallTower06"
defStructs[16] STRUCTURESTAT "Emplacement-PulseLaser"
defStructs[17] STRUCTURESTAT "Emplacement-Rail2"
defStructs[18] STRUCTURESTAT "Wall-VulcanCan"
defStructs[19] STRUCTURESTAT "Emplacement-RotMor"
defStructs[20] STRUCTURESTAT "WallTower-HvATrocket"
defStructs[21] STRUCTURESTAT "WallTower-Atmiss"
defStructs[22] STRUCTURESTAT "WallTower-PulseLas"
defStructs[23] STRUCTURESTAT "WallTower-Rail2"
defStructs[24] STRUCTURESTAT "WallTower-Rail3"
defStructs[25] STRUCTURESTAT "Pillbox-RotMG"
numWallWeaps INT 11 //number of hardpoint weapon structures
wallStruct STRUCTURESTAT "A0HardcreteMk1Wall" //default wall
wallWeaps[0] STRUCTURESTAT "WallTower02" //again these can be altered within AI Editor
wallWeaps[1] STRUCTURESTAT "WallTower01"
wallWeaps[2] STRUCTURESTAT "WallTower01"
wallWeaps[3] STRUCTURESTAT "WallTower06"
wallWeaps[4] STRUCTURESTAT "WallTower04"
wallWeaps[5] STRUCTURESTAT "WallTower06"
wallWeaps[6] STRUCTURESTAT "WallTower04"
wallWeaps[7] STRUCTURESTAT "WallTower-Atmiss"
wallWeaps[8] STRUCTURESTAT "WallTower-PulseLas"
wallWeaps[9] STRUCTURESTAT "WallTower-Atmiss"
wallWeaps[10] STRUCTURESTAT "WallTower-HPVcannon"
numExtraStructs INT 6 //additional structures - don't need to be changed
extraStructs[0] STRUCTURESTAT "A0LightFactory" //additional structures - don't need to be changed
extraStructs[1] STRUCTURESTAT "A0RepairCentre3"
extraStructs[2] STRUCTURESTAT "PillBox5"
extraStructs[3] STRUCTURESTAT "A0LightFactory"
extraStructs[4] STRUCTURESTAT "A0ResearchFacility"
extraStructs[5] STRUCTURESTAT "A0CyborgFactory"
numTemplates INT 73 //number of skirmish unit templates available - always change this to match the number of templates you're using and notice that the number starts from '0' not '1'
tmpl[0] TEMPLATE "ViperMG01Wheels" //the actual templates - your new ones will go here
tmpl[1] TEMPLATE "ViperMG02Wheels" //place all tech 1 templates in this group
tmpl[2] TEMPLATE "ViperMRLWheels"
tmpl[3] TEMPLATE "ViperMG02Halftrack"
tmpl[4] TEMPLATE "ViperHMGHalftrack"
tmpl[5] TEMPLATE "ViperHMGTracks"
tmpl[6] TEMPLATE "ViperLtA-Twheels"
tmpl[7] TEMPLATE "ViperMedCnTrks"
tmpl[8] TEMPLATE "ViperBBWheels"
tmpl[9] TEMPLATE "ViperPODWheels"
tmpl[10] TEMPLATE "P6-M-QMG1-HT"
tmpl[11] TEMPLATE "CobraMRLHalftrack"
tmpl[12] TEMPLATE "CobraLtA-Thalftrack"
tmpl[13] TEMPLATE "CobraFlameTracks"
tmpl[14] TEMPLATE "CobraHvyMortarHalftrack"
tmpl[15] TEMPLATE "Sk-CobraBBHover"
tmpl[16] TEMPLATE "CobraFlameTracks"
tmpl[17] TEMPLATE "SK-Cobra-Hover-Lancer"
tmpl[18] TEMPLATE "CobraMedCnTrks"
tmpl[19] TEMPLATE "SK-Cobra-Hover-HMG"
tmpl[20] TEMPLATE "CobraHvyCnTrks"
tmpl[21] TEMPLATE "SK-Cobra-Hover-BB"
tmpl[22] TEMPLATE "PythonLtCnTrks"
tmpl[23] TEMPLATE "SK-Python-Hover-Mcannon"
tmpl[24] TEMPLATE "PythonMedCnTrks"
tmpl[25] TEMPLATE "SK-Python-Hover-Hcannon"
tmpl[26] TEMPLATE "SK-Python-Hover-Lancer"
//Campaign 2
tmpl[27] TEMPLATE "SK-Python-Hover-Hcannon" //place all tech 2 templates in this group
tmpl[28] TEMPLATE "SK-Cobra-Track-HVC"
tmpl[29] TEMPLATE "SK-Cobra-Track-TK"
tmpl[30] TEMPLATE "SK-Python-Track-Hcannon"
tmpl[31] TEMPLATE "Sk-PythonHvCanTrack"
tmpl[32] TEMPLATE "SK-Leopard-Track-Lancer"
tmpl[33] TEMPLATE "SK-Leopard-HTrk-ASGun"
tmpl[34] TEMPLATE "SK-Panther-Track-HVC"
tmpl[35] TEMPLATE "SK-Panther-Hover-HVC"
tmpl[36] TEMPLATE "SK-Panther-Track-TK"
tmpl[37] TEMPLATE "SK-Panther-Hover-TK"
tmpl[38] TEMPLATE "SK-Panther-Htrk-ASGun"
tmpl[39] TEMPLATE "SK-Panther-Htrk-BB"
tmpl[40] TEMPLATE "SK-Tiger-Track-Hcannon"
tmpl[41] TEMPLATE "SK-Tiger-Hover-Hcannon"
tmpl[42] TEMPLATE "SK-Tiger-Track-HVC"
tmpl[43] TEMPLATE "SK-Tiger-Hover-HVC"
tmpl[44] TEMPLATE "SK-Tiger-Track-TK"
tmpl[45] TEMPLATE "SK-Tiger-Hover-TK"
tmpl[46] TEMPLATE "SK-Tiger-Track-ASCannon"
tmpl[47] TEMPLATE "SK-Tiger-Hover-ASCannon"
//Campaign 3
tmpl[48] TEMPLATE "SK-Leopard-Htrk-Needle" /place all tech 3 templates in this group
tmpl[49] TEMPLATE "SK-Leopard-Hover-Needle"
tmpl[50] TEMPLATE "SK-Panther-Track-RailGun"
tmpl[51] TEMPLATE "SK-Panther-Track-TK"
tmpl[52] TEMPLATE "SK-Panther-Hover-TK"
tmpl[53] TEMPLATE "SK-Tiger-Track-Scourge"
tmpl[54] TEMPLATE "SK-Tiger-Hover-Scourge"
tmpl[55] TEMPLATE "SK-Tiger-Track-Gauss"
tmpl[56] TEMPLATE "SK-Tiger-Hover-Gauss"
tmpl[57] TEMPLATE "SK-Retal-Track-Needle"
tmpl[58] TEMPLATE "SK-Retre-Track-PulseLsr"
tmpl[59] TEMPLATE "SK-Retre-Track-FlashLight"
tmpl[60] TEMPLATE "SK-Retre-Htrk-Pepper"
tmpl[61] TEMPLATE "SK-Retre-Track-RailGun"
tmpl[62] TEMPLATE "SK-Veng-Track-Scourge"
tmpl[63] TEMPLATE "SK-Retre-Hover-RailGun"
tmpl[64] TEMPLATE "SK-Retre-Track-Scourge"
tmpl[65] TEMPLATE "SK-Retre-Hover-Scourge"
tmpl[66] TEMPLATE "SK-Veng-Track-Gauss"
tmpl[67] TEMPLATE "SK-Veng-Hover-Gauss"
tmpl[68] TEMPLATE "SK-Veng-Track-PulseLsr"
tmpl[69] TEMPLATE "SK-Veng-Hover-PulseLsr"
tmpl[70] TEMPLATE "SK-Veng-Hover-Scourge"
tmpl[71] TEMPLATE "SK-Veng-Track-C6TwinAslt"
tmpl[72] TEMPLATE "SK-Veng-Track-HvyLaser"
constructor TEMPLATE "ConstructorDroid" //the standard truck
repairUnit TEMPLATE "ViperRepairHalftrack" //standard repair unit
numSenseTemplates INT 10 //number of sensor unit templates
//Campaign 1
sense[0] TEMPLATE "ViperRepairWheels" //these sensor templates don't make much difference to the AI so ignore them
sense[1] TEMPLATE "ViperRepairHalftrack"
sense[2] TEMPLATE "CobraSensorHalftrack"
//Campaign 2
sense[3] TEMPLATE "SK-Bug-Hover-Sensor"
sense[4] TEMPLATE "SK-Bug-Hover-Repair"
sense[5] TEMPLATE "SK-Leopard-Hover-Sensor"
sense[6] TEMPLATE "SK-Leopard-Hover-Repair"
sense[7] TEMPLATE "SK-Panther-Track-Repair"
//Campaign 3
sense[8] TEMPLATE "SK-Retal-Hover-Sensor"
sense[9] TEMPLATE "SK-Retal-Hover-Repair"
cybTempl[0] TEMPLATE "Cyb-Atmiss-GROUND" //normal cyborg templates * See note on cyborgs below
cybTempl[1] TEMPLATE "Cyb-Laser1-GROUND"
cybTempl[2] TEMPLATE "Cyb-Atmiss-GROUND"
cybTempl[3] TEMPLATE "Cyb-Rail1-GROUND"
superCyb[0] TEMPLATE "Cyb-Hvy-A-T" //super cyborg templates * See note on Cyborgs below
superCyb[1] TEMPLATE "Cyb-Hvy-RailGunner"
superCyb[2] TEMPLATE "Cyb-Hvy-A-T"
superCyb[3] TEMPLATE "Cyb-Hvy-PulseLsr"
numVtolTemplates INT 17 //number of vtol templates available
//Campaign 1
vtols[0] TEMPLATE "P6-L-LTAT-V" //these can be changed in the AI Editor but you can also specify your own new templates
vtols[1] TEMPLATE "P6-L-LTAT-V"
//Campaign 2
vtols[2] TEMPLATE "SK-Bug-VTOL-BB"
vtols[3] TEMPLATE "SK-Bug-VTOL-BB"
vtols[4] TEMPLATE "SK-Scorpion-VTOL-BB"
vtols[5] TEMPLATE "P6-L-LTAT-V"
vtols[6] TEMPLATE "SK-Mantis-VTOL-BB"
vtols[7] TEMPLATE "SK-Leopard-VTOL-BB"
vtols[8] TEMPLATE "P6-L-LTAT-V"
vtols[9] TEMPLATE "SK-Bug-VTOL-BB"
vtols[10] TEMPLATE "SK-Panther-VTOL-TK"
vtols[11] TEMPLATE "SK-Panther-VTOL-BB"
vtols[12] TEMPLATE "SK-Panther-VTOL-TK"
//Campaign 3
vtols[13] TEMPLATE "SK-Retre-VTOL-Scourge"
vtols[14] TEMPLATE "SK-Retre-VTOL-PulseLsr"
vtols[15] TEMPLATE "SK-Retre-VTOL-Scourge"
vtols[16] TEMPLATE "SK-Retre-VTOL-PulseLsr"
}



Note on Cyborgs
Regardless of tech level, the cyborgs you specify here will be the ones the AI will use, even if you specify only NEXUS weapons like Laser and Rail, the AI will build them right from the beginning of tech 1