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 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98
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(game-module "obstacle"
)
(unit-type army (image-name "soldiers"))
(unit-type wall (image-name "walltown"))
(unit-type pillbox (image-name "airbase"))
(unit-type town (image-name "town20"))
(terrain-type clear)
(add army acp-per-turn 1)
(table hit-chance (army pillbox 50))
(table damage (army pillbox 1))
(table capture-chance (army town 100))
(set synthesis-methods ())
;;; This motivates the AI to go after the town.
(scorekeeper (do last-side-wins))
(add u* point-value 0)
(add town point-value 1)
(set see-all true)
(area 20 15)
(area (terrain
"20a"
"20a"
"20a"
"20a"
"20a"
"20a"
"20a"
"20a"
"20a"
"20a"
"20a"
"20a"
"20a"
"20a"
"20a"
))
;; Limit to two players only.
(set sides-min 2)
(set sides-max 2)
;; Two sides, no special properties needed (?).
(side 1)
(side 2)
;;; (no player for one side?)
(town 2 7 1)
(army 3 7 1)
;; Two bases, one for each side.
(town 17 7 2)
;; The obstacles.
(wall 11 12 2)
(wall 12 11 2)
(wall 13 10 2)
(wall 14 9 2)
(wall 14 8 2)
(wall 8 7 2)
(wall 14 7 2)
(wall 15 6 2)
(wall 16 5 2)
(wall 16 4 2)
(wall 16 3 2)
(wall 16 2 2)
(pillbox 8 11 2)
(pillbox 9 10 2)
(pillbox 10 9 2)
(pillbox 10 8 2)
(pillbox 11 8 2)
(pillbox 5 7 2)
(pillbox 11 7 2)
(pillbox 11 6 2)
(pillbox 12 6 2)
(pillbox 12 5 2)
(pillbox 12 4 2)
(pillbox 12 3 2)
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