--///////////////////////////////////////////////////////////////////////////////////////////////// -- (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/LandMode/TechUpgradeEmergency.LUA -- -- Original Editor: Giovanni Galyana -- -- Final Edit By: Giovanni Galyana -- -- Date: 2 October, 2022 -- -- Revisions: 3 -- --///////////////////////////////////////////////////////////////////////////////////////////////// -- This should go off whenever we hit the unit cap and have units in reserve -- Note that the generic unit building will also do tech upgrades if affordable require("pgevents") function Definitions() Category = "Tech_Upgrade_Emergency" IgnoreTarget = true TaskForce = { { "ReserveForce" ,"RC_Level_Two_Tech_Upgrade | RC_Level_Three_Tech_Upgrade | RC_Level_Four_Tech_Upgrade = 0,1" ,"EC_Level_Two_Tech_Upgrade | EC_Level_Three_Tech_Upgrade | EC_Level_Four_Tech_Upgrade = 0,1" ,"UC_Level_Two_Tech_Upgrade | UC_Level_Three_Tech_Upgrade | UC_Level_Four_Tech_Upgrade = 0,1" ,"HC_Level_Two_Tech_Upgrade | HC_Level_Three_Tech_Upgrade | HC_Level_Four_Tech_Upgrade = 0,1" ,"PC_Level_Two_Tech_Upgrade | PC_Level_Three_Tech_Upgrade | PC_Level_Four_Tech_Upgrade = 0,1" } } RequiredCategories = {"Upgrade"} AllowFreeStoreUnits = false end function ReserveForce_Thread() BlockOnCommand(ReserveForce.Produce_Force()) ReserveForce.Set_Plan_Result(true) ScriptExit() end