1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72
|
// Mono-space font required
{
"economy": {
// Plain list of energy UnitDef and its limit. AI sorts list by efficiency (inverse)
// which is = cost * sizeX * sizeZ / make^2
// With ZK v1.8.5.2:
// energysingu = 15.486420
// energygeo = 65.306122
// energyfusion = 80.000000
// energywind = 874.999939
// energysolar = 1750.000000
// When e-stalling AI will build bottom-most energy that didn't reach its limit.
// On normal AI will select top-most energy that it can build under 40 seconds.
"energy": {
// If land area >= 40% of the map then "land" config used, "water" otherwise
"land": {
// "<energy_def>": [<lower limit>, <upper limit>]
// limit = random(<lower limit>..<upper limit>)
"energysingu": [6],
"energygeo": [0, 2],
"energyfusion": [6, 10],
"energywind": [8, 12],
"energysolar": [40]
},
"water": {
"energysingu": [1],
"energygeo": [0],
"energyfusion": [4],
"energywind": [20],
"energysolar": [8, 12]
},
// income factor for energy, time is in seconds
// [[<start_factor>, <start_time>], [<end_factor>, <end_time>]]
"factor": [[0.15, 1], [7.0, 3600]],
"pylon": ["energypylon", "energysolar", "energywind"]
},
// Scales metal income
// ecoFactor = teamSize*eps_step+(1-eps_step)
"eps_step": 0.2,
// Mobile buildpower to metal income ratio
"buildpower": 1.25,
// Metal excess to income ratio, -1 to disable
"excess": 0.1,
// Mobile constructor to static constructor metal pull ratio
// [[<value>, <start_mex_percent>], [<value>, <end_mex_percent>]]
// "ms_pull": [[0.75, 0.0], [0.45, 0.10], [0.53, 0.25], [0.56, 0.40], [0.63, 0.44],[0.52, 0.48],[0.66, 0.52],[0.50, 0.56],[0.66, 0.60], [0.60, 0.65], [0.7, 0.66], [0.8, 0.66], [0.9, 0.75], [0.99, 0.90]],
"ms_pull": [[2.0, 0.0], [0.45, 0.20], [0.99, 0.90]],
// Max percent of mexes circuit team allowed to take.
// If its <1.0 then expansion obeys ms_pull rule, if >=1.0 then ms_pull doesn't affect expansion (mex, pylon, energy).
"mex_max": 0.25, // 25%
// Construction order delay in seconds, -1 to disable
// [[<start_delay>, <start_time>], [<end_delay>, <end_time>]]
"build_delay": [[10.0, 0], [10.0, 0]],
// New factory switch interval, in seconds (each new factory resets timer, switch event is also based on eco + caretakers)
// switch = random(<min_interval>..<max_interval>)
"switch": [1600, 1800],
"terra": "terraunit",
"airpad": "staticrearm",
// Unknown UnitDef replacer
"default": "turretmissile"
}
}
|