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* prepare gamedir for running the game * Stop telling installers to overwrite the vanilla game The release no longer contains anything that lands on a vanilla file: its base data lives in Base, so unpacking it over the game directory and copying the game's Data into the release now amount to the same installation. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * Give the mod's base data its own VFS profile Its files ship in Base now, so that a vanilla Data directory can be copied in whole without a single collision. Mount Base right above the vanilla dirs in every profile stack — the slot where the installer's overwrites used to end up. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * Mount Base in the language overlays' VFS configs too Assembling a release copies a <Language>_Version directory over gamedir, its own copies of the configs included, so without the same Base profile every non-English release would mount nothing from Base. Their libraries move along with the rest of the base data: each language slf, and the Russian data.slf that shadows the vanilla Data.slf by name. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * Ignore a vanilla Data directory dropped into gamedir Running the game here needs one copied in, and it is an untouched copy of somebody's retail install — nothing this repository should track. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * Ignore only the player profile directory, not every Profiles The unanchored pattern also swallowed Base/TableData/Profiles, the mod's soldier profile XMLs, which are tracked and belong in a release. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * move gamedir/Data to gamedir/Base * move gamedir-languages' Data to Base --------- Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
49 lines
1.2 KiB
INI
49 lines
1.2 KiB
INI
[Modularized Tactical AI]
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; DO NOT, repeat NOT add 'comments', spaces, or other stuff after the factory
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; names. The ini reader doesn't separate it from the data string.
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; Factory_n is used for any npc with bAIIndex set to n. Currently, the index is
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; copied from bTeam; I hope that somebody can integrate it into the map editor
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; soon. Then you can add any number of indices (up to 65535, that is), but they
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; must be consecutive.
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; Currently implemented factories:
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; NullPlanFactory - makes an NPC do absolutely nothing
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; LegacyAIPlanFactory - makes an NPC behave "as before"
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; Increase NumFactories accordingly
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NumFactories = 11
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; not used
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Factory_0 = NullPlanFactory
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; 'OUR_TEAM', so not really used either (?)
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Factory_1 = LegacyAIPlanFactory
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; 'ENEMY_TEAM'
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Factory_2 = LegacyAIPlanFactory
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; CREATURE_TEAM
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Factory_3 = LegacyAIPlanFactory
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; MILITIA_TEAM
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Factory_4 = LegacyAIPlanFactory
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; CIV_TEAM
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Factory_5 = LegacyAIPlanFactory
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; PLAYER_PLAN (?)
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Factory_6 = LegacyAIPlanFactory
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; LAN_TEAM_ONE
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Factory_7 = LegacyAIPlanFactory
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; LAN_TEAM_TWO
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Factory_8 = LegacyAIPlanFactory
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; LAN_TEAM_THREE
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Factory_9 = LegacyAIPlanFactory
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; LAN_TEAM_FOUR
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Factory_10 = LegacyAIPlanFactory
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