- 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
This commit is contained in:
Lesh
2006-11-16 17:06:47 +00:00
parent 4e9ae8f27f
commit 75d4a7af50
2 changed files with 48 additions and 0 deletions
@@ -1,3 +1,19 @@
<!--
This file defines garrisons in game.
Fields index:
Sector - it is where garrison will be sitting. Provide valid sector name.
Composition - it is composition index of garrison. Composition define quantity
and quality of enemy forces. Look into ArmyCompositions.xml for
more information.
NOTE: Maximum 100 garrisons can be used in game.
Changes require starting of a new game.
-->
<GARRISON_INFO>
<GARRISON>
<Sector>P3</Sector>
+32
View File
@@ -1,3 +1,35 @@
<!--
This file defines patrols in game.
Fields index:
Size - base number of soldiers in patrol. Actual number of soldiers is
calculated as base number plus/minus 1 and then max/min limits
are applied. Max limit is MAX_STRATEGIC_TEAM_SIZE in INI, and
min limit is *_MIN_ENEMY_GROUP_SIZE. Provide integer number.
Priority - Hmmm... Priority is priority. It defines importance of patrol
group to Queen. More important - more chances to get reinforcements,
more chances to upgrade admins to regular troops. Provide
value from interval [0..100].
Waypoints - this categiory define route of patrolling group. You are given
up to 4 (2 is a minimum) sector check-points. At a check-point
patrol can change direction of movement. Only horizontal and
vertical movement is allowed, diagonal is restricted. In case
short routes (e.g. 2 or 3 points) fill unused sectors with 0.
And also you cannot use sector A1 in routes. Patrol moves through
route like a ball in ping-pong, e.g. ...-1-2-3-4-3-2-1-2-3...
Starting point is random.
Sector1..4 - it is where patrol will be coursing. Provide valid sector name
or 0, if this field is unused.
NOTE: Maximum 50 patrols can be used in game.
Changes require starting of a new game.
-->
<PATROL_INFO>
<PATROL>
<Size>8</Size>