Start Intro/End Music [Sound Action] initially_active deactivates_on_trigger 2.00, 2.00 { Sound Tag 01 (Villager) The town is under } ==================================== ----Armies of Light and Dark---- Light Forces { Link Light 0 Light 1 Light 2 Light 3 Light 4 Light 5 Light 6 } Light 0 Vets { Link 0 Heros 0 Veterans 0 Hardened 0 Specialists } 0 Heros { (subj, monster_identifier) } 0 Veterans { (subj, monster_identifier) } 0 Hardened { (subj, monster_identifier) } 0 Specialists { (subj, monster_identifier) Light 1 { Link 1 Officers 1 Infantry 1 Infantry medium 1 Infantry Heavy 1 Artillery 1 Support } 1 Officers { (subj, monster_identifier) } 1 Infantry { (subj, monster_identifier) } 1 Infantry medium { (subj, monster_identifier) } 1 Infantry Heavy { (subj, monster_identifier) } 1 Artillery { (subj, monster_identifier) } 1 Support { (subj, monster_identifier) } Light 2 { Link 2 Officers 2 Infantry 2 Infantry medium 2 Infantry Heavy 2 Artillery 2 Support } 2 Officers { (subj, monster_identifier) } 2 Infantry { (subj, monster_identifier) } 2 Infantry medium { (subj, monster_identifier) } 2 Infantry Heavy { (subj, monster_identifier) } 2 Artillery { (subj, monster_identifier) } 2 Support { (subj, monster_identifier) } Light 3 { Link 3 Officers 3 Infantry 3 Infantry medium 3 Infantry Heavy 3 Artillery 3 Support 3 Scouts } 3 Officers { (subj, monster_identifier) } 3 Infantry { (subj, monster_identifier) } 3 Infantry medium { (subj, monster_identifier) } 3 Infantry Heavy { (subj, monster_identifier) } 3 Artillery { (subj, monster_identifier) } 3 Support { (subj, monster_identifier) } 3 Scouts { (subj, monster_identifier) } Light 4 { Link 4 Officers 4 Infantry 4 Infantry medium 4 Infantry Heavy 4 Artillery 4 Support } 4 Officers { (subj, monster_identifier) } 4 Infantry { (subj, monster_identifier) } 4 Infantry medium { (subj, monster_identifier) } 4 Infantry Heavy { (subj, monster_identifier) } 4 Artillery { (subj, monster_identifier) } 4 Support { (subj, monster_identifier) } Light 5 { Link 5 Officers 5 Infantry 5 Infantry medium 5 Infantry Heavy 5 Artillery 5 Support } 5 Officers { (subj, monster_identifier) } 5 Infantry { (subj, monster_identifier) } 5 Infantry medium { (subj, monster_identifier) } 5 Infantry Heavy { (subj, monster_identifier) } 5 Artillery { (subj, monster_identifier) } 5 Support { (subj, monster_identifier) } 6 Light Reinforcements { Link 6 Officers 6 Infantry 6 Infantry medium 6 Infantry Heavy 6 Artillery 6 Support } 6 Officers { (subj, monster_identifier) } 6 Infantry { (subj, monster_identifier) } 6 Infantry medium { (subj, monster_identifier) } 6 Infantry Heavy { (subj, monster_identifier) } 6 Artillery { (subj, monster_identifier) } 6 Support { (subj, monster_identifier) } ---------------------------------------------------------------------------- Dark Forces { Link Dark 1 Dark 2 Dark 3 Dark 4 Dark 5 Dark Random Dark Nasty } ------------------------------------------------------------------- Dark 1 { Link Wave 1 A Wave 1 B Wave 1 C } ------------------------------------------------------------------- Wave 1 A { Link A Officers A Infantry A Infantry medium A Infantry Heavy A Artillery A Support } A Officers { (subj, monster_identifier) } A Infantry { (subj, monster_identifier) } A Infantry medium { (subj, monster_identifier) } A Infantry Heavy { (subj, monster_identifier) } A Artillery { (subj, monster_identifier) } A Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 1 B { Link B Officers B Infantry B Infantry medium B Infantry Heavy B Artillery B Support } B Officers { (subj, monster_identifier) } B Infantry Light { (subj, monster_identifier) } B Infantry medium { (subj, monster_identifier) } B Infantry Heavy { (subj, monster_identifier) } B Artillery { (subj, monster_identifier) } B Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 1 C { Link C Officers C Infantry C Infantry medium C Infantry Heavy C Artillery C Support } C Officers { (subj, monster_identifier) } C Infantry Light { (subj, monster_identifier) } C Infantry medium { (subj, monster_identifier) } C Infantry Heavy { (subj, monster_identifier) } C Artillery { (subj, monster_identifier) } C Support { (subj, monster_identifier) } ------------------------------------------------------------------- Dark 2 { Link Wave 2 D Wave 2 E Wave 2 F Wave 2 G Wave 2 H Wave 2 I Wave 2 J Wave 2 K Wave 2 L } ------------------------------------------------------------------- Wave 2 D { Link D Officers D Infantry D Infantry medium D Infantry Heavy D Artillery D Support } D Officers { (subj, monster_identifier) } D Infantry Light { (subj, monster_identifier) } D Infantry medium { (subj, monster_identifier) } D Infantry Heavy { (subj, monster_identifier) } D Artillery { (subj, monster_identifier) } D Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 2 E { Link E Officers E Infantry E Infantry medium E Infantry Heavy E Artillery E Support } E Officers { (subj, monster_identifier) } E Infantry Light { (subj, monster_identifier) } E Infantry medium { (subj, monster_identifier) } E Infantry Heavy { (subj, monster_identifier) } E Artillery { (subj, monster_identifier) } E Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 2 F { Link F Officers F Infantry F Infantry medium F Infantry Heavy F Artillery F Support } F Officers { (subj, monster_identifier) } F Infantry Light { (subj, monster_identifier) } F Infantry medium { (subj, monster_identifier) } F Infantry Heavy { (subj, monster_identifier) } F Artillery { (subj, monster_identifier) } F Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 2 G { Link G Officers G Infantry G Infantry medium G Infantry Heavy G Artillery G Support } G Officers { (subj, monster_identifier) } G Infantry Light { (subj, monster_identifier) } G Infantry medium { (subj, monster_identifier) } G Infantry Heavy { (subj, monster_identifier) } G Artillery { (subj, monster_identifier) } G Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 2 H { Link H Officers H Infantry H Infantry medium H Infantry Heavy H Artillery H Support } H Officers { (subj, monster_identifier) } H Infantry Light { (subj, monster_identifier) } H Infantry medium { (subj, monster_identifier) } H Infantry Heavy { (subj, monster_identifier) } H Artillery { (subj, monster_identifier) } H Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 2 I { Link I Officers I Infantry I Infantry medium I Infantry Heavy I Artillery I Support } I Officers { (subj, monster_identifier) } I Infantry Light { (subj, monster_identifier) } I Infantry medium { (subj, monster_identifier) } I Infantry Heavy { (subj, monster_identifier) } I Artillery { (subj, monster_identifier) } I Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 2 J { Link J Officers J Infantry J Infantry medium J Infantry Heavy J Artillery J Support } J Officers { (subj, monster_identifier) } J Infantry Light { (subj, monster_identifier) } J Infantry medium { (subj, monster_identifier) } J Infantry Heavy { (subj, monster_identifier) } J Artillery { (subj, monster_identifier) } J Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 2 K { Link K Officers K Infantry K Infantry medium K Infantry Heavy K Artillery K Support } K Officers { (subj, monster_identifier) } K Infantry Light { (subj, monster_identifier) } K Infantry medium { (subj, monster_identifier) } K Infantry Heavy { (subj, monster_identifier) } K Artillery { (subj, monster_identifier) } K Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 2 L { Link L Officers L Infantry L Infantry medium L Infantry Heavy L Artillery L Support } L Officers { (subj, monster_identifier) } L Infantry Light { (subj, monster_identifier) } L Infantry medium { (subj, monster_identifier) } L Infantry Heavy { (subj, monster_identifier) } L Artillery { (subj, monster_identifier) } L Support { (subj, monster_identifier) } ------------------------------------------------------------------- Dark 3 { Link Wave 3 M Wave 3 N Wave 3 O Wave 3 P } ------------------------------------------------------------------- Wave 3 M { Link M Officers M Infantry M Infantry medium M Infantry Heavy M Artillery M Support } M Officers { (subj, monster_identifier) } M Infantry Light { (subj, monster_identifier) } M Infantry medium { (subj, monster_identifier) } M Infantry Heavy { (subj, monster_identifier) } M Artillery { (subj, monster_identifier) } M Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 3 N { Link N Officers N Infantry N Infantry medium N Infantry Heavy N Artillery N Support } M Officers { (subj, monster_identifier) } M Infantry Light { (subj, monster_identifier) } M Infantry medium { (subj, monster_identifier) } M Infantry Heavy { (subj, monster_identifier) } M Artillery { (subj, monster_identifier) } M Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 3 O { Link O Officers O Infantry O Infantry medium O Infantry Heavy O Artillery O Support } O Officers { (subj, monster_identifier) } O Infantry Light { (subj, monster_identifier) } O Infantry medium { (subj, monster_identifier) } O Infantry Heavy { (subj, monster_identifier) } O Artillery { (subj, monster_identifier) } O Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 3 P { Link P Officers P Infantry P Infantry medium P Infantry Heavy P Artillery P Support } P Officers { (subj, monster_identifier) } P Infantry Light { (subj, monster_identifier) } P Infantry medium { (subj, monster_identifier) } P Infantry Heavy { (subj, monster_identifier) } P Artillery { (subj, monster_identifier) } P Support { (subj, monster_identifier) } ------------------------------------------------------------------- Dark 4 { Link Wave 4 Q Wave 4 R Wave 4 S Wave 4 T } ------------------------------------------------------------------- Wave 4 Q { Link Q Officers Q Infantry Q Infantry medium Q Infantry Heavy Q Artillery Q Support } Q Officers { (subj, monster_identifier) } Q Infantry Light { (subj, monster_identifier) } Q Infantry medium { (subj, monster_identifier) } Q Infantry Heavy { (subj, monster_identifier) } Q Artillery { (subj, monster_identifier) } Q Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 4 R { Link R Officers R Infantry R Infantry medium R Infantry Heavy R Artillery R Support } R Officers { (subj, monster_identifier) } R Infantry Light { (subj, monster_identifier) } R Infantry medium { (subj, monster_identifier) } R Infantry Heavy { (subj, monster_identifier) } R Artillery { (subj, monster_identifier) } R Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 4 S { Link S Officers S Infantry S Infantry medium S Infantry Heavy S Artillery S Support } S Officers { (subj, monster_identifier) } S Infantry Light { (subj, monster_identifier) } S Infantry medium { (subj, monster_identifier) } S Infantry Heavy { (subj, monster_identifier) } S Artillery { (subj, monster_identifier) } S Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 4 T { Link T Officers T Infantry T Infantry medium T Infantry Heavy T Artillery T Support } T Officers { (subj, monster_identifier) } T Infantry Light { (subj, monster_identifier) } T Infantry medium { (subj, monster_identifier) } T Infantry Heavy { (subj, monster_identifier) } T Artillery { (subj, monster_identifier) } T Support { (subj, monster_identifier) } ------------------------------------------------------------------- Dark 5 { Link Wave 5 U Wave 5 V Wave 5 W Wave 5 X Wave 5 Y Wave 5 Z } ------------------------------------------------------------------- Wave 5 U { Link U Officers U Infantry U Infantry medium U Infantry Heavy U Artillery U Support } U Officers { (subj, monster_identifier) } U Infantry Light { (subj, monster_identifier) } U Infantry medium { (subj, monster_identifier) } U Infantry Heavy { (subj, monster_identifier) } U Artillery { (subj, monster_identifier) } U Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 5 V { Link V Officers V Infantry V Infantry medium V Infantry Heavy V Artillery V Support } V Officers { (subj, monster_identifier) } V Infantry Light { (subj, monster_identifier) } V Infantry medium { (subj, monster_identifier) } V Infantry Heavy { (subj, monster_identifier) } V Artillery { (subj, monster_identifier) } V Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 5 W { Link W Officers W Infantry W Infantry medium W Infantry Heavy W Artillery W Support } W Officers { (subj, monster_identifier) } W Infantry Light { (subj, monster_identifier) } W Infantry medium { (subj, monster_identifier) } W Infantry Heavy { (subj, monster_identifier) } W Artillery { (subj, monster_identifier) } W Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 5 X { Link X Officers X Infantry X Infantry medium X Infantry Heavy X Artillery X Support } X Officers { (subj, monster_identifier) } X Infantry Light { (subj, monster_identifier) } X Infantry medium { (subj, monster_identifier) } X Infantry Heavy { (subj, monster_identifier) } X Artillery { (subj, monster_identifier) } X Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 5 Y { Link Y Officers Y Infantry Y Infantry medium Y Infantry Heavy Y Artillery Y Support } Y Officers { (subj, monster_identifier) } Y Infantry Light { (subj, monster_identifier) } Y Infantry medium { (subj, monster_identifier) } Y Infantry Heavy { (subj, monster_identifier) } Y Artillery { (subj, monster_identifier) } Y Support { (subj, monster_identifier) } ------------------------------------------------------------------- Wave 5 Z { Link Z Officers Z Infantry Z Infantry medium Z Infantry Heavy Z Artillery Z Support } Z Officers { (subj, monster_identifier) } Z Infantry Light { (subj, monster_identifier) } Z Infantry medium { (subj, monster_identifier) } Z Infantry Heavy { (subj, monster_identifier) } Z Artillery { (subj, monster_identifier) } Z Support { (subj, monster_identifier) } ------------------------------------------------------------------- Dark Random { Link Wave R BB Wave R FF Wave R KK Wave R PP } ------------------------------------------------------------------- Wave R BB { Link BB Scouts BB Harassers BB Flankers BB Teasers BB Rushers } BB Scouts { (subj, monster_identifier) } BB Harassers { (subj, monster_identifier) } BB Flankers { (subj, monster_identifier) } BB Teasers { (subj, monster_identifier) } ------------------------------------------------------------------- Wave R FF { Link FF Scouts FF Harassers FF Flankers FF Teasers } FF Scouts { (subj, monster_identifier) } FF Harassers { (subj, monster_identifier) } FF Flankers { (subj, monster_identifier) } FF Teasers { (subj, monster_identifier) } ------------------------------------------------------------------- Wave R KK { Link KK Scouts KK Harassers KK Flankers KK Teasers } KK Scouts { (subj, monster_identifier) } KK Harassers { (subj, monster_identifier) } KK Flankers { (subj, monster_identifier) } KK Teasers { (subj, monster_identifier) } ------------------------------------------------------------------- Wave R PP { Link PP Scouts PP Harassers PP Flankers PP Teasers } PP Scouts { (subj, monster_identifier) } PP Harassers { (subj, monster_identifier) } PP Flankers { (subj, monster_identifier) } PP Teasers { (subj, monster_identifier) } ------------------------------------------------------------------- Dark Nasty { Link Wave N SS Wave N JJ Wave N AA } ------------------------------------------------------------------- Wave N SS { Link SS Rushers SS Punishers SS Suiciders } SS Rushers { (subj, monster_identifier) } SS Punishers { (subj, monster_identifier) } SS Suiciders { (subj, monster_identifier) } ------------------------------------------------------------------- Wave N JJ { Link JJ Rushers JJ Punishers JJ Suiciders } JJ Rushers { (subj, monster_identifier) } JJ Punishers { (subj, monster_identifier) } JJ Suiciders { (subj, monster_identifier) } ------------------------------------------------------------------- Wave N AA { Link AA Rushers AA Punishers AA Suiciders } AA Rushers { (subj, monster_identifier) } AA Punishers { (subj, monster_identifier) } AA Suiciders { (subj, monster_identifier) } ------------------------------------------------------------------- -------Victory Tests------- ------------------------------------------------------------------- Flag 1 (c2 on map) Flag 2 (c3 on map) Flag 3 (c4 on map) Flag 4 (c5 on map) Flag 5 (d3 on map) -------End Game Flags Captured { } 3 flags captured? [Netgame Type] initially_active deactivates_never 5.00, 5.00 { Winning Team Index 1 Winning Team Minimum Score 3 Activates on Success dark victory } dark victory [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Dark Victory Flag } ------------------------------------------------------------------- -------Territory Raise and Lower Flags Light near Dark Flag [Test Unit] initially_active deactivates_on_successful_execution 2.00, 4.00 { Link Polygon 122.122, 99.127 121.569, 87.047 106.231, 86.520 107.129, 98.313 Unit Count Greater Than 0 Closed Polygon Flag Activates on Success Dark not near Dark flag? Monsters Dark not near Dark flag? [Test Unit] deactivates_on_execution 0.00, 0.00 { Polygon 124.016, 101.493 122.143, 77.143 98.413, 78.735 99.901, 105.190 Closed Polygon Flag Activates on Failure Dark Flag Down Light Flag Up Link Unit Count Greater Than 0 Activates on Success Light near Dark Flag } Dark Flag Down [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10750 (union flag (solo)) Light Flag Up [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10751 (Rebel flag (solo)) Visible Flag Cannot Be Autotargeted Flag true Activates on Success Light not near Light Flag? snare drum } Light not near Light Flag? [Test Unit] deactivates_on_successful_execution 2.00, 2.00 { Link Player Dead? Polygon 124.639, 101.704 123.315, 77.497 96.831, 79.655 98.864, 105.024 Unit Count Less Than 1 Closed Polygon Flag Activates on Success Find Dark near Light Flag? } Find Dark near Light Flag? [Test Unit] deactivates_on_execution 0.00, 0.00 { Polygon 122.374, 99.004 121.467, 86.293 106.598, 86.323 106.540, 98.180 Closed Polygon Flag Activates on Success Dark Flag Up Light Flag Down Link Unit Count Greater Than 0 Activates on Failure Light not near Light Flag? } Dark Flag Up [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10750 (union flag (solo)) Visible Flag } Union Flag Down [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10751 (rebel flag (solo)) Invisible Flag Activates on Success Light near Dark Flag Dark Flag Still Up? snare drum } Dark Flag Still Up? [Test Unit] only_initial_delay deactivates_on_successful_execution 15.00, 15.00 { Monsters 10750 (union flag (solo)) Unit Count Greater Than 0 Activates on Success Player Loses Prerequisites Sound 07 } snare drum [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag zsnaredrum } Invisible Flag Deactivates On Activation Dark Flag Still Up? } ------------------------------------------------------------------- -------Intro------- Intro Observers { (subj, monster_identifier) } Camera Movement 1 [Observer Movement] initially_active deactivates_on_trigger 2.00, 2.00 { Camera Mode 1 Destination 106.944, 121.682 Final Facing 39.74 Linear Interpolant Separation 0.344 Angular Interpolant Separation 5 Activates On Execution Camera Movement 2 Don't Return User Control Flag } Camera Movement 2 [Observer Movement] deactivates_on_trigger 6.00, 6.00 { Camera Mode 1 Destination 108.788, 36.151 Final Facing 39.02 Activates On Execution Camera Movement 2.5 Angular Interpolant Separation 180 Linear Interpolant Separation 65.001 Don't Return User Control Flag } Camera Movement 3 [Observer Movement] deactivates_on_trigger 8.00, 8.00 { Camera Mode 1 Destination 62.116, 53.309 Final Facing 181.33 Linear Interpolant Separation 5.000 Angular Interpolant Separation 5 Activates On Execution Delete Intro Observers } ------------------------------------------------------------------- -------Order of Battle------- ------------------------------------------------------------------- -------Light Forces------- -------L Battle 1 ------------------------------------------------------------------- _______START------- Veterans Present test if so then ai controls Light 1 to start Light 0 -------Arrival------- Light 0 Light 1 move forward -------Position------- Light 0 Light 1 move into formation -------Defend------- Light 0 Light 1 defend position -------Attack------- if enemy is hurt Wave 1 A Light 1 attack -------rout------- if enemy count is low Dark 1 Light 1 Charge -------FallBack------- if Light 0 Light 1 hurt fall back -------Reposition------- Light 0 Light 1 move to flag 2 -------Retreat------- if all light 0 heros dead Light 1 officers dead then retreat -------Reinforce------- Light 2 appears on timer random range -------March------- Light 2 -------Position------- Light 2 move into formation -------Attack------- Light 2 attack -------rout------- if enemy count is low Dark 1 Light 2 Charge -------FallBack------- if Light 2 hurt fall back -------Reposition------- Light 2 move to flag 2 ------------------------------------------------------------------- -------L Battle 2 ------------------------------------------------------------------- if light holds at least 4 flags then battle 2 if not trigger Dark nasty attack -------Reinforce 3------- Light 3 appears on timer -------March------- Light 3 -------Position------- Light 3 to flag 2 3 scouts to flag 3 move into formation -------Defend to the last------- Light 3 Defend Flag 2 3 scouts defend Flag 3 -------rout------- if enemy count is low Dark 2 Light 3 Charge -------FallBack------- if 3 scouts hurt fall back to flag 2 -------Reinforce 4------- Light 4 appears on trigger Light Forces count low then Reinforce 4 -------March------- Light 4 -------Position------- Light 4 to flag 2 4 scouts to flag 5 move into formation -------Defend to the last------- Light 2 Defend Flag 2 3 scouts defend Flag 5 ------------------------------------------------------------------- -------L Battle 3 ------------------------------------------------------------------- if light holds at least 3 flags then battle 3 if not trigger Dark nasty attack -------Reinforce 5------- Light 5 appears on trigger Light Forces count low then Reinforce 5 -------March------- Light 5 -------Position------- Light 5 to flag 2 move into formation -------Defend to the last------- Light 2 Defend Flag 2 (c3) ------------------------------------------------------------------- -------L Battle Reinforcements ------------------------------------------------------------------- -------Reinforce xxx------- Light 6 appears on trigger Light Forces count low then allow Reinforce 6 Light 6 appears if light unit taunts at camp (e5) -------March------- Light 4 -------Position------- Light 4 to flag 2 4 scouts to flag 5 move into formation -------Defend to the last------- Light 2 Defend Flag 2 3 scouts defend Flag 5 ------------------------------------------------------------------- -------Dark Forces------- ------------------------------------------------------------------- D Battle 1 ------------------------------------------------------------------- ------------------------------------------------------------------- -------Move into position------- Wave 1 A [Movement] deactivates_on_trigger Waypoints Formation Index Final Facing Wave 1 B Wave 1 C -------Attack------- Wave 1 A Group Proximity Test [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Enemy Closer Than Radius 18.000 Activates on Success Begin Attacks } Begin Attacks [Action List] deactivates_on_trigger 2.00, 2.00 { Actions to Activate } rebeldiv1 Atta [Attack] no_initial_delay deactivates_never 2.00, 2.00 { Link Attack All Enemies Flag Wave 1 B Wave 1 C -------Defend------- Wave 1 A Wave 1 B Wave 1 C defend (b1) defend (b2) -------Overrun------- light forces count low charge -------Retreat------- dark forces hurt retreat to (b1) Retreat? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Less Than 23 Link Activates on Success STOP RETREAT Any Survivors? Initiate Wave #2 Deactivates On Success } STOP [General Action] deactivates_on_trigger 0.00, 0.00 { Command Type 5 Link All Officers } RETREAT [Rout] -------Counter Attack------- light forces hurt then remaining forces attack -------Appear------- Wave 2 D Wave 2 E Wave 2 F Wave 2 G -------Move into position------- Wave 2 D Wave 2 E Wave 2 F Wave 2 G -------Attack------- Wave 2 D Wave 2 E Wave 2 F Wave 2 G -------Defend------- Wave 2 F remaining forces defend (c2) -------Appear------- Wave 2 H Wave 2 I Wave 2 J Wave 2 K Wave 2 L -------Move into position------- Wave 2 H Wave 2 I Wave 2 J Wave 2 K Wave 2 L -------Attack------- Wave 2 H Wave 2 I Wave 2 J Wave 2 G -------Defend------- Wave 2 L defend (b3) Wave 2 K defend (e2) Wave 2 F defend (c2) -------Overrun------- light forces count low charge -------Retreat------- dark forces hurt retreat to (b1) -------Counter Attack------- light forces hurt then remaining forces attack ------------------------------------------------------------------- -------D Battle 2------- ------------------------------------------------------------------- -------Appear------- Wave 3 M Wave 3 N Wave 3 O Wave 3 P -------Move into position------- Wave 3 M Wave 3 N Wave 3 O Wave 3 P -------Attack------- Wave 3 M Wave 3 N Wave 3 O Wave 3 P -------Defend------- Wave 3 O defend (c2) flag 1 -------Overrun------- light forces count low charge -------Retreat------- dark forces hurt retreat to (b1) -------Counter Attack------- light forces hurt then remaining forces attack -------Appear------- Wave 4 Q Wave 4 R Wave 4 S Wave 4 T -------Move into position------- Wave 4 Q Wave 4 R Wave 4 S Wave 4 T -------Attack------- Wave 4 Q Wave 4 R Wave 4 S Wave 4 T -------Defend------- Wave 4 F remaining forces defend (c5) flag 4 -------Overrun------- light forces count low charge -------Retreat------- dark forces hurt retreat to (b4) -------Counter Attack------- light forces hurt then remaining forces attack ------------------------------------------------------------------- -------D Battle 3------- ------------------------------------------------------------------- -------Appear------- Wave 5 U Wave 5 V Wave 5 W Wave 5 X Wave 5 Y Wave 5 Z -------Move into position------- Wave 5 U Wave 5 V Wave 5 W Wave 5 X Wave 5 Y Wave 5 Z -------Attack------- Wave 5 U Wave 5 V Wave 5 W Wave 5 X Wave 5 Y Wave 5 Z -------Overrun------- light forces count low charge -------Retreat------- dark forces hurt retreat to (b1) -------Counter Attack------- remaining forces attack -------Counter Attack------- light forces hurt then remaining forces attack -------Routed------- dark forces count less than retreat ------------------------------------------------------------------- -------D Battle Random------- -------Appear------- Wave R BB Wave R FF Wave R KK Wave R PP -------Move into position------- Wave R BB Wave R FF Wave R KK Wave R PP -------Attack------- Wave R BB Wave R FF Wave R KK Wave R PP -------Counter Attack------- Wave R BB Wave R FF Wave R KK Wave R PP ------------------------------------------------------------------- Dispatcher [Action List] deactivates_on_trigger 2.00, 4.00 { Actions to Activate Wave 2 Start Wave 3 Start Wave 1 Start Wave 4 Start Wave 5 Start Random Selection Flag Activates on Failure Light in Position? Activates on Success Light Forces Chide? } ------------------------------------------------------------------- -------Battle Nasty------- ------------------------------------------------------------------- -------Appear------- Wave N SS if flags 3 and 4 no light pressent Wave N JJ if flag 5 open no light present Wave N AA if no light units in (c3) -------Attack------- Wave N SS Wave N JJ Wave N AA ------------------------------------------------------------------- Full Force Here? [Test Unit] deactivates_on_successful_execution 30.00, 30.00 { Unit Count Greater Than 50 Link !!!Wave 2!!! Polygon 34.881, 67.180 34.354, 95.758 121.235, 95.610 121.364, 65.944 Closed Polygon Flag Activates on Success Wave 2 grp#6 Pos. Distance To Union Proximity } Station Deployment Lines 1 [Movement] deactivates_on_trigger 1.00, 1.00 { Any Survivors? [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Polygon Points 34.372, 68.104 34.510, 136.458 119.815, 136.083 119.872, 68.219 Polygon Closed Flag Link Tested items Inside Field Name subj Results Action Identifier Activates on Success March Em Fwd. Deactivates On Success RETREAT Player Dead? [Test Unit] initially_active deactivates_on_successful_execution 5.00, 5.00 { Unit Count Less Than 1 Link Activates on Success Confederates March Through Gather Rebels Gather Rebels [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Entire Map Link Tested items Inside Field Name subj Results Action Identifier Activates on Success Use Evil Rout Action Here } { } Use Evil Rout Action Here [Rout] deactivates_never 0.00, 0.00 { Destinations 115.407, 194.202 91.993, 194.667 71.239, 194.149 43.874, 194.395 Link can i use mungers ? to replace ATTA Monsters A Attack Attackers: (monsters A go here) Link: Light Forces as Targets MUNG Change Attackers to Monsters B (Name) Replace Parameters: Monsters A Attack subj mons_identifier: (monsters B go here)