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- army xmls comments, files: 2 of 3
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@587 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -1,3 +1,19 @@
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<!--
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This file defines garrisons in game.
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Fields index:
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Sector - it is where garrison will be sitting. Provide valid sector name.
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Composition - it is composition index of garrison. Composition define quantity
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and quality of enemy forces. Look into ArmyCompositions.xml for
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more information.
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NOTE: Maximum 100 garrisons can be used in game.
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Changes require starting of a new game.
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-->
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<GARRISON_INFO>
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<GARRISON>
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<Sector>P3</Sector>
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@@ -1,3 +1,35 @@
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<!--
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This file defines patrols in game.
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Fields index:
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Size - base number of soldiers in patrol. Actual number of soldiers is
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calculated as base number plus/minus 1 and then max/min limits
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are applied. Max limit is MAX_STRATEGIC_TEAM_SIZE in INI, and
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min limit is *_MIN_ENEMY_GROUP_SIZE. Provide integer number.
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Priority - Hmmm... Priority is priority. It defines importance of patrol
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group to Queen. More important - more chances to get reinforcements,
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more chances to upgrade admins to regular troops. Provide
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value from interval [0..100].
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Waypoints - this categiory define route of patrolling group. You are given
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up to 4 (2 is a minimum) sector check-points. At a check-point
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patrol can change direction of movement. Only horizontal and
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vertical movement is allowed, diagonal is restricted. In case
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short routes (e.g. 2 or 3 points) fill unused sectors with 0.
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And also you cannot use sector A1 in routes. Patrol moves through
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route like a ball in ping-pong, e.g. ...-1-2-3-4-3-2-1-2-3...
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Starting point is random.
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Sector1..4 - it is where patrol will be coursing. Provide valid sector name
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or 0, if this field is unused.
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NOTE: Maximum 50 patrols can be used in game.
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Changes require starting of a new game.
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-->
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<PATROL_INFO>
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<PATROL>
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<Size>8</Size>
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