--///////////////////////////////////////////////////////////////////////////////////////////////// -- (c) Galyana's Ultimate Empire at War Modifications -- -- ****** *** *** ************ *** *** -- * * * * * * * * -- * * * * * * * -- * * * * * * * -- * * * * * **** * * * -- * * * ****** * * * * -- * **** * * * * * * * *** * -- * * * * * * * * * * -- * * * * * * * * * * -- * * * * * * * ** * * * -- ****** ****** ************ **** ** ******* --///////////////////////////////////////////////////////////////////////////////////////////////// -- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E --///////////////////////////////////////////////////////////////////////////////////////////////// -- -- File: GUEaW/Data/Scripts/AI/BuildSpaceForcesPlan.lua -- -- Original Editor: Giovanni Galyana -- -- Final Edit By: Giovanni Galyana -- -- Date: 10 January, 2019 -- -- Revisions: 1 -- --///////////////////////////////////////////////////////////////////////////////////////////////// require("pgevents") -- Tell the script pooling system to pre-cache this number of scripts. ScriptPoolCount = 6 function Definitions() Category = "Build_Space_Forces" IgnoreTarget = true --Fighters are omitted deliberately. Since they're cheap, build fast and are quickly killed it's typically better --to build them as we need them to attack. For defensive purposes we'll rely on space station garrisons for our fighter --needs TaskForce = { { "ReserveForce" ,"DenyHeroAttach" ,"Corvette = 0,5" --SoaFE: was 0,4 ,"Frigate = 0,6" --SoaFE: was 0,4 ,"Capital = 0,4" } } RequiredCategories = { "Corvette | Frigate | Capital" } AllowFreeStoreUnits = false end function ReserveForce_Thread() ReserveForce.Set_As_Goal_System_Removable(false) BlockOnCommand(ReserveForce.Produce_Force()) ReserveForce.Set_Plan_Result(true) end