Initial commit
This commit is contained in:
51
DATA/XML/AI/TEMPLATES/AI_TEMPLATES_UNDERWORLD.XML
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51
DATA/XML/AI/TEMPLATES/AI_TEMPLATES_UNDERWORLD.XML
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||||
<?xml version="1.0"?>
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<AITemplates>
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||||
<Underworld_Galactic_Default>
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||||
<Priority>1</Priority>
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||||
<Trigger>One</Trigger>
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||||
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||||
<Budget>
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||||
<Always>Zero</Always>
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||||
<Offensive>Underworld_Offensive_Budget_Allocation</Offensive>
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||||
<Defensive>Zero</Defensive>
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||||
<Infrastructure>Underworld_Infrastructure_Budget_Allocation</Infrastructure>
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||||
<Information>Zero</Information>
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||||
<Hero>Zero</Hero>
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||||
<StoryArc>Zero</StoryArc>
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||||
</Budget>
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||||
|
||||
<Turn_Off>
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||||
<Goals>
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||||
<Goal_Type>Remove_Corruption</Goal_Type>
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||||
</Goals>
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||||
<Plans>
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||||
<Name>EmpireAdvanceTechPlan</Name>
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<Name>PlantSpyPlan</Name>
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||||
<Name>RebelAdvanceTechPlan</Name>
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||||
<Name>HuttsAdvanceTechPlan</Name>
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||||
</Plans>
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||||
</Turn_Off>
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||||
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||||
<Turn_On>
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||||
<Goals>
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||||
<Category>Always</Category>
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<Category>Offensive</Category>
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<Category>Defensive</Category>
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<Category>Information</Category>
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<Category>Infrastructure</Category>
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<Category>Hero</Category>
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<Category>StoryArc</Category>
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</Goals>
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<Plans>
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<Goal_Category>Always</Goal_Category>
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<Goal_Category>Offensive</Goal_Category>
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<Goal_Category>Defensive</Goal_Category>
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<Goal_Category>Infrastructure</Goal_Category>
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<Goal_Category>Information</Goal_Category>
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<Goal_Category>Hero</Goal_Category>
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<Goal_Category>StoryArc</Goal_Category>
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</Plans>
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</Turn_On>
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</Underworld_Galactic_Default>
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</AITemplates>
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94
DATA/XML/AI/TEMPLATES/BASICEMPIRETEMPLATES.XML
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94
DATA/XML/AI/TEMPLATES/BASICEMPIRETEMPLATES.XML
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@@ -0,0 +1,94 @@
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<?xml version="1.0"?>
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<AITemplates>
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||||
<Basic_Empire_Default>
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<Priority>1</Priority>
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<Trigger>One</Trigger>
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||||
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||||
<Budget>
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<Always>Zero</Always>
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<Offensive>BasicEmpireOffensiveBudgetAllocation</Offensive>
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<Defensive>Zero</Defensive>
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||||
<Infrastructure>BasicEmpireInfrastructureBudgetAllocation</Infrastructure>
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||||
<Information>BasicEmpireInformationBudgetAllocation</Information>
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<Hero>Zero</Hero>
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<MajorItem>BasicEmpireMajorItemBudgetAllocation</MajorItem>
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<StoryArc>Zero</StoryArc>
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</Budget>
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||||
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||||
<!--TURNED OFF BECAUSE OF UNEXPECTED BEHAVIOR...USING EXPLICIT SCRIPTED RELEASE FUNDS FOR THE TIME BEING
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<Tactical_Budget_Allowance>
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<Defensive>1.0</Defensive>
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||||
<MajorItem>0.5</MajorItem>
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||||
<Offensive>0.1</Offensive>
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||||
</Tactical_Budget_Allowance>-->
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||||
|
||||
<Turn_Off>
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||||
|
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<Plans>
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||||
<Name>RebelAdvanceTechPlan</Name>
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<Name>HuttsAdvanceTechPlan</Name>
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||||
</Plans>
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||||
</Turn_Off>
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||||
|
||||
<Turn_On>
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||||
<Goals>
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<Category>Always</Category>
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<Category>Offensive</Category>
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||||
<Category>Defensive</Category>
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<Category>Information</Category>
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<Category>Infrastructure</Category>
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||||
<Category>Hero</Category>
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<Category>StoryArc</Category>
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</Goals>
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<Plans>
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<Goal_Category>Always</Goal_Category>
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<Goal_Category>Offensive</Goal_Category>
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||||
<Goal_Category>Defensive</Goal_Category>
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||||
<Goal_Category>Infrastructure</Goal_Category>
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||||
<Goal_Category>Information</Goal_Category>
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||||
<Goal_Category>Hero</Goal_Category>
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||||
<Goal_Category>StoryArc</Goal_Category>
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</Plans>
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</Turn_On>
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</Basic_Empire_Default>
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||||
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<!--MAJOR ITEM PURCHASE TEMPLATES
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||||
Sometimes we want to purchase major items during a fleeting window of opportunity. These purchases
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||||
require a template to ensure spending on occurs as fast as possible (no pause). The template switch alone
|
||||
causes the entire budget to be redistributed, with a heavy emphasis on the expensive item budget category.
|
||||
A perception will determine the fraction of the current gross budget (cash on hand plus income stream) required to
|
||||
build the item without interruption. A desirability equation will decide if the item is wanted and if this fraction
|
||||
is acceptable. The same fraction percaption will be used in determining the expensive item budget and (1 - fraction) *
|
||||
the normal working budget for other categories. This will effectively cut their budget and cancel goals which can't
|
||||
be maintained while we're making the major purchase. If we have sufficient cash or income streams, unrelated goals won't
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||||
be cancelled.-->
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||||
<Tech_Upgrade>
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||||
<Priority>4</Priority>
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<Trigger>Empire_Tech_Trigger</Trigger>
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<Un_Trigger>Empire_Tech_Untrigger</Un_Trigger>
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||||
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<Budget>
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||||
<MajorItem>EmpireTechUpgradeMajorItemAllocation</MajorItem>
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||||
<Offensive>EmpireTechUpgradeOffensiveAllocation</Offensive>
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||||
<Defensive>Zero</Defensive>
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||||
<Infrastructure>EmpireTechUpgradeInfrastructureAllocation</Infrastructure>
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||||
<Information>EmpireTechUpgradeInformationAllocation</Information>
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||||
</Budget>
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||||
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||||
<Turn_Off>
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||||
<Goals>
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||||
<Goal_Type>Flush_MajorItem_Budget</Goal_Type>
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||||
</Goals>
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||||
</Turn_Off>
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||||
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||||
<Turn_On>
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||||
<Goals>
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||||
<Category>MajorItem</Category>
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||||
</Goals>
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||||
<Plans>
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<Goal_Category>MajorItem</Goal_Category>
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||||
</Plans>
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||||
</Turn_On>
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||||
</Tech_Upgrade>
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||||
</AITemplates>
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||||
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186
DATA/XML/AI/TEMPLATES/BASICGENERICTEMPLATES.XML
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186
DATA/XML/AI/TEMPLATES/BASICGENERICTEMPLATES.XML
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<?xml version="1.0"?>
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||||
<AITemplates>
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||||
<None_Template>
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||||
<Priority>1</Priority>
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||||
<Trigger>One</Trigger>
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||||
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||||
<Budget>
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||||
<Offensive>One</Offensive>
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||||
<Defensive>Zero</Defensive>
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||||
</Budget>
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||||
|
||||
<Tactical_Budget_Allowance>
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||||
<Offensive>0.0</Offensive>
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||||
<Defensive>0.0</Defensive>
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||||
</Tactical_Budget_Allowance>
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||||
|
||||
<Turn_Off>
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||||
<Goals>
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||||
<Category>Infrastructure</Category>
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||||
<Category>Defensive</Category>
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||||
<Category>Offensive</Category>
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||||
</Goals>
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||||
</Turn_Off>
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||||
</None_Template>
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||||
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||||
<Test_Space>
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||||
<Priority>1</Priority>
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||||
<Trigger>One</Trigger>
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||||
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||||
<Budget>
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||||
<Hero>ReallyBig</Hero>
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||||
<High_Priority>High</High_Priority>
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||||
<Map_Control>Medium_High</Map_Control>
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||||
<Med_Priority>Medium</Med_Priority>
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||||
<Tactical_Targeted>GenericSpaceTargetedOffensiveBudgetAllocation</Tactical_Targeted>
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||||
<Defensive>GenericSpaceDefensiveBudgetAllocation</Defensive>
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||||
<Tactical_Untargeted>GenericSpaceUntargetedOffensiveBudgetAllocation</Tactical_Untargeted>
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||||
<NoBudget>ReallyBig</NoBudget>
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||||
<StoryArc>ReallyBig</StoryArc>
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||||
</Budget>
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||||
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||||
<Turn_Off>
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||||
<Goals>
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||||
<Category>Macro_Goal</Category>
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||||
</Goals>
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||||
<Plans>
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||||
<Goal_Category>Macro_Goal</Goal_Category>
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||||
</Plans>
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||||
</Turn_Off>
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||||
|
||||
<Turn_On>
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||||
<Goals>
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||||
<Category>Hero</Category>
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||||
<Category>NoBudget</Category>
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||||
<Category>Tactical_Targeted</Category>
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||||
<Category>Defensive</Category>
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||||
<Category>Tactical_Untargeted</Category>
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||||
<Category>StoryArc</Category>
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||||
<Category>High_Priority</Category>
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||||
<Category>Med_Priority</Category>
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||||
<Category>Map_Control</Category>
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||||
</Goals>
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||||
<Plans>
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||||
<Goal_Category>Hero</Goal_Category>
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||||
<Goal_Category>NoBudget</Goal_Category>
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||||
<Goal_Category>Tactical_Targeted</Goal_Category>
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||||
<Goal_Category>Defensive</Goal_Category>
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||||
<Goal_Category>Tactical_Untargeted</Goal_Category>
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||||
<Goal_Category>StoryArc</Goal_Category>
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||||
<Goal_Category>High_Priority</Goal_Category>
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||||
<Goal_Category>Med_Priority</Goal_Category>
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||||
<Goal_Category>Map_Control</Goal_Category>
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||||
</Plans>
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||||
</Turn_On>
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||||
</Test_Space>
|
||||
|
||||
<Test_Land>
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||||
<Priority>1</Priority>
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||||
<Trigger>One</Trigger>
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||||
|
||||
<Budget>
|
||||
<Hero>ReallyBig</Hero>
|
||||
<High_Priority>High</High_Priority>
|
||||
<Map_Control>Medium_High</Map_Control>
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||||
<Med_Priority>Medium</Med_Priority>
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||||
<Tactical_Targeted>GenericSpaceTargetedOffensiveBudgetAllocation</Tactical_Targeted>
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||||
<Defensive>GenericSpaceDefensiveBudgetAllocation</Defensive>
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||||
<Tactical_Untargeted>GenericSpaceUntargetedOffensiveBudgetAllocation</Tactical_Untargeted>
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||||
<StoryArc>ReallyBig</StoryArc>
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||||
</Budget>
|
||||
|
||||
<Turn_On>
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||||
<Goals>
|
||||
<Category>Hero</Category>
|
||||
<Category>Tactical_Targeted</Category>
|
||||
<Category>Defensive</Category>
|
||||
<Category>Tactical_Untargeted</Category>
|
||||
<Category>StoryArc</Category>
|
||||
<Category>High_Priority</Category>
|
||||
<Category>Med_Priority</Category>
|
||||
<Category>Map_Control</Category>
|
||||
</Goals>
|
||||
<Plans>
|
||||
<Goal_Category>Hero</Goal_Category>
|
||||
<Goal_Category>Tactical_Targeted</Goal_Category>
|
||||
<Goal_Category>Defensive</Goal_Category>
|
||||
<Goal_Category>Tactical_Untargeted</Goal_Category>
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||||
<Goal_Category>StoryArc</Goal_Category>
|
||||
<Goal_Category>High_Priority</Goal_Category>
|
||||
<Goal_Category>Med_Priority</Goal_Category>
|
||||
<Goal_Category>Map_Control</Goal_Category>
|
||||
</Plans>
|
||||
</Turn_On>
|
||||
</Test_Land>
|
||||
|
||||
<StoryArcHumanOnly>
|
||||
<Priority>1</Priority>
|
||||
<Trigger>One</Trigger>
|
||||
|
||||
<Budget>
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||||
<StoryArcHuman>ReallyBig</StoryArcHuman>
|
||||
</Budget>
|
||||
|
||||
<Tactical_Budget_Allowance>
|
||||
<StoryArcHuman>1.0</StoryArcHuman>
|
||||
</Tactical_Budget_Allowance>
|
||||
|
||||
<Turn_On>
|
||||
<Goals>
|
||||
<Category>StoryArcHuman</Category>
|
||||
</Goals>
|
||||
<Plans>
|
||||
<Goal_Category>StoryArcHuman</Goal_Category>
|
||||
</Plans>
|
||||
</Turn_On>
|
||||
</StoryArcHumanOnly>
|
||||
|
||||
<Shutdown_Offense>
|
||||
<Priority>3</Priority>
|
||||
<Trigger>Should_Shutdown_Offense_For_Story_Campaign</Trigger>
|
||||
|
||||
<Turn_Off>
|
||||
<Goals>
|
||||
<Goal_Type>Conquer_To_Reconnect</Goal_Type>
|
||||
<Goal_Type>Lift_Blockade</Goal_Type>
|
||||
<Goal_Type>Conquer_Opponent</Goal_Type>
|
||||
<Goal_Type>Raid</Goal_Type>
|
||||
<Goal_Type>Death_Star_Use</Goal_Type>
|
||||
<Goal_Type>Unrestricted_Grab_Space</Goal_Type>
|
||||
<Goal_Type>Unrestricted_Grab_Land</Goal_Type>
|
||||
</Goals>
|
||||
</Turn_Off>
|
||||
</Shutdown_Offense>
|
||||
|
||||
<Remove_Corruption_Only_Template>
|
||||
<Priority>1</Priority>
|
||||
<Trigger>One</Trigger>
|
||||
|
||||
<Budget>
|
||||
<Offensive>One</Offensive>
|
||||
<Defensive>Zero</Defensive>
|
||||
</Budget>
|
||||
|
||||
<Tactical_Budget_Allowance>
|
||||
<Offensive>0.0</Offensive>
|
||||
<Defensive>0.0</Defensive>
|
||||
</Tactical_Budget_Allowance>
|
||||
|
||||
<Turn_Off>
|
||||
<Goals>
|
||||
<Category>Hero</Category>
|
||||
<Category>Infrastructure</Category>
|
||||
<Category>Defensive</Category>
|
||||
<Category>Offensive</Category>
|
||||
</Goals>
|
||||
</Turn_Off>
|
||||
|
||||
<Turn_On>
|
||||
<Goals>
|
||||
<Goal_Type>Remove_Corruption</Goal_Type>
|
||||
</Goals>
|
||||
</Turn_On>
|
||||
</Remove_Corruption_Only_Template>
|
||||
</AITemplates>
|
||||
|
||||
|
||||
94
DATA/XML/AI/TEMPLATES/BASICHUTTSTEMPLATES.XML
Normal file
94
DATA/XML/AI/TEMPLATES/BASICHUTTSTEMPLATES.XML
Normal file
@@ -0,0 +1,94 @@
|
||||
<?xml version="1.0"?>
|
||||
<AITemplates>
|
||||
<Basic_Hutts_Default>
|
||||
<Priority>1</Priority>
|
||||
<Trigger>One</Trigger>
|
||||
|
||||
<Budget>
|
||||
<Always>Zero</Always>
|
||||
<Offensive>BasicHuttsOffensiveBudgetAllocation</Offensive>
|
||||
<Defensive>Zero</Defensive>
|
||||
<Infrastructure>BasicHuttsInfrastructureBudgetAllocation</Infrastructure>
|
||||
<Information>BasicHuttsInformationBudgetAllocation</Information>
|
||||
<Hero>Zero</Hero>
|
||||
<MajorItem>BasicHuttsMajorItemBudgetAllocation</MajorItem>
|
||||
<StoryArc>Zero</StoryArc>
|
||||
</Budget>
|
||||
|
||||
<!--TURNED OFF BECAUSE OF UNEXPECTED BEHAVIOR...USING EXPLICIT SCRIPTED RELEASE FUNDS FOR THE TIME BEING
|
||||
<Tactical_Budget_Allowance>
|
||||
<Defensive>1.0</Defensive>
|
||||
<MajorItem>0.5</MajorItem>
|
||||
<Offensive>0.1</Offensive>
|
||||
</Tactical_Budget_Allowance>-->
|
||||
|
||||
<Turn_Off>
|
||||
<Plans>
|
||||
<Name>RebelAdvanceTechPlan</Name>
|
||||
<Name>EmpireAdvanceTechPlan</Name>
|
||||
<Name>PlantSpyPlan</Name>
|
||||
</Plans>
|
||||
</Turn_Off>
|
||||
|
||||
<Turn_On>
|
||||
<Goals>
|
||||
<Category>Always</Category>
|
||||
<Category>Offensive</Category>
|
||||
<Category>Defensive</Category>
|
||||
<Category>Information</Category>
|
||||
<Category>Infrastructure</Category>
|
||||
<Category>Hero</Category>
|
||||
<Category>StoryArc</Category>
|
||||
</Goals>
|
||||
<Plans>
|
||||
<Goal_Category>Always</Goal_Category>
|
||||
<Goal_Category>Offensive</Goal_Category>
|
||||
<Goal_Category>Defensive</Goal_Category>
|
||||
<Goal_Category>Infrastructure</Goal_Category>
|
||||
<Goal_Category>Information</Goal_Category>
|
||||
<Goal_Category>Hero</Goal_Category>
|
||||
<Goal_Category>StoryArc</Goal_Category>
|
||||
</Plans>
|
||||
</Turn_On>
|
||||
</Basic_Hutts_Default>
|
||||
|
||||
<!--MAJOR ITEM PURCHASE TEMPLATES
|
||||
Sometimes we want to purchase major items during a fleeting window of opportunity. These purchases
|
||||
require a template to ensure spending on occurs as fast as possible (no pause). The template switch alone
|
||||
causes the entire budget to be redistributed, with a heavy emphasis on the expensive item budget category.
|
||||
A perception will determine the fraction of the current gross budget (cash on hand plus income stream) required to
|
||||
build the item without interruption. A desirability equation will decide if the item is wanted and if this fraction
|
||||
is acceptable. The same fraction percaption will be used in determining the expensive item budget and (1 - fraction) *
|
||||
the normal working budget for other categories. This will effectively cut their budget and cancel goals which can't
|
||||
be maintained while we're making the major purchase. If we have sufficient cash or income streams, unrelated goals won't
|
||||
be cancelled.-->
|
||||
<Tech_Upgrade_Hutts>
|
||||
<Priority>4</Priority>
|
||||
<Trigger>Hutts_Tech_Trigger</Trigger>
|
||||
<Un_Trigger>Hutts_Tech_Untrigger</Un_Trigger>
|
||||
|
||||
<Budget>
|
||||
<MajorItem>HuttsTechUpgradeMajorItemAllocation</MajorItem>
|
||||
<Offensive>HuttsTechUpgradeOffensiveAllocation</Offensive>
|
||||
<Defensive>Zero</Defensive>
|
||||
<Infrastructure>HuttsTechUpgradeInfrastructureAllocation</Infrastructure>
|
||||
<Information>Zero</Information>
|
||||
</Budget>
|
||||
|
||||
<Turn_Off>
|
||||
<Goals>
|
||||
<Goal_Type>Flush_MajorItem_Budget</Goal_Type>
|
||||
</Goals>
|
||||
</Turn_Off>
|
||||
|
||||
<Turn_On>
|
||||
<Goals>
|
||||
<Category>MajorItem</Category>
|
||||
</Goals>
|
||||
<Plans>
|
||||
<Goal_Category>MajorItem</Goal_Category>
|
||||
</Plans>
|
||||
</Turn_On>
|
||||
</Tech_Upgrade_Hutts>
|
||||
</AITemplates>
|
||||
|
||||
53
DATA/XML/AI/TEMPLATES/BASICREBELTEMPLATES.XML
Normal file
53
DATA/XML/AI/TEMPLATES/BASICREBELTEMPLATES.XML
Normal file
@@ -0,0 +1,53 @@
|
||||
<?xml version="1.0"?>
|
||||
<AITemplates>
|
||||
<Basic_Rebel_Default>
|
||||
<Priority>1</Priority>
|
||||
<Trigger>One</Trigger>
|
||||
|
||||
<Budget>
|
||||
<Always>Zero</Always>
|
||||
<Offensive>BasicRebelOffensiveBudgetAllocation</Offensive>
|
||||
<Defensive>Zero</Defensive>
|
||||
<Infrastructure>BasicRebelInfrastructureBudgetAllocation</Infrastructure>
|
||||
<Information>BasicRebelInformationBudgetAllocation</Information>
|
||||
<Hero>Zero</Hero>
|
||||
<StoryArc>Zero</StoryArc>
|
||||
</Budget>
|
||||
|
||||
<!--TURNED OFF BECAUSE OF UNEXPECTED BEHAVIOR...USING EXPLICIT SCRIPTED RELEASE FUNDS FOR THE TIME BEING
|
||||
<Tactical_Budget_Allowance>
|
||||
<Defensive>1.0</Defensive>
|
||||
<Offensive>0.1</Offensive>
|
||||
</Tactical_Budget_Allowance>-->
|
||||
|
||||
<Turn_Off>
|
||||
<Plans>
|
||||
<Name>EmpireAdvanceTechPlan</Name>
|
||||
<Name>PlantSpyPlan</Name>
|
||||
<Name>HuttsAdvanceTechPlan</Name>
|
||||
</Plans>
|
||||
</Turn_Off>
|
||||
|
||||
<Turn_On>
|
||||
<Goals>
|
||||
<Category>Always</Category>
|
||||
<Category>Offensive</Category>
|
||||
<Category>Defensive</Category>
|
||||
<Category>Information</Category>
|
||||
<Category>Infrastructure</Category>
|
||||
<Category>Hero</Category>
|
||||
<Category>StoryArc</Category>
|
||||
</Goals>
|
||||
<Plans>
|
||||
<Goal_Category>Always</Goal_Category>
|
||||
<Goal_Category>Offensive</Goal_Category>
|
||||
<Goal_Category>Defensive</Goal_Category>
|
||||
<Goal_Category>Infrastructure</Goal_Category>
|
||||
<Goal_Category>Information</Goal_Category>
|
||||
<Goal_Category>Hero</Goal_Category>
|
||||
<Goal_Category>StoryArc</Goal_Category>
|
||||
</Plans>
|
||||
</Turn_On>
|
||||
</Basic_Rebel_Default>
|
||||
</AITemplates>
|
||||
|
||||
30
DATA/XML/AI/TEMPLATES/NATIVELIFETEMPLATES.XML
Normal file
30
DATA/XML/AI/TEMPLATES/NATIVELIFETEMPLATES.XML
Normal file
@@ -0,0 +1,30 @@
|
||||
<?xml version="1.0"?>
|
||||
<AITemplates>
|
||||
<Ewok_Land>
|
||||
<Priority>1</Priority>
|
||||
<Trigger>One</Trigger>
|
||||
|
||||
<Budget>
|
||||
<Tactical_Targeted>GenericSpaceTargetedOffensiveBudgetAllocation</Tactical_Targeted>
|
||||
<Defensive>GenericSpaceDefensiveBudgetAllocation</Defensive>
|
||||
<Tactical_Untargeted>GenericSpaceUntargetedOffensiveBudgetAllocation</Tactical_Untargeted>
|
||||
<StoryArc>ReallyBig</StoryArc>
|
||||
</Budget>
|
||||
|
||||
<Turn_On>
|
||||
<Goals>
|
||||
<Category>Tactical_Targeted</Category>
|
||||
<Category>Defensive</Category>
|
||||
<Category>Tactical_Untargeted</Category>
|
||||
<Category>StoryArc</Category>
|
||||
</Goals>
|
||||
|
||||
<Plans>
|
||||
<Goal_Category>Tactical_Targeted</Goal_Category>
|
||||
<Goal_Category>Defensive</Goal_Category>
|
||||
<Goal_Category>Tactical_Untargeted</Goal_Category>
|
||||
<Goal_Category>StoryArc</Goal_Category>
|
||||
</Plans>
|
||||
</Turn_On>
|
||||
</Ewok_Land>
|
||||
</AITemplates>
|
||||
Reference in New Issue
Block a user