0ad/binaries/data/mods/public/simulation/ai/aegis
2014-02-01 18:34:24 +00:00
..
_init.js Rename common-api-v3 to common-api. 2014-01-10 17:46:48 +00:00
_Read Me.txt Somewhat experimental rewrite and simplification of the worker's logic to choose dropsites. Might behave unexpectedly now and then. 2014-02-01 00:44:12 +00:00
aegis.js Fix some errors reported by Gildas, Lion_Kanzen and Gameboy. Prepare for formation fighting in the attack plans by having a more generic "army" component. 2014-01-21 20:24:51 +00:00
army--.js Style improvements (thanks Leper). 2014-01-22 17:54:20 +00:00
army-defense.js Fix some errors reported by Gildas, Lion_Kanzen and Gameboy. Prepare for formation fighting in the attack plans by having a more generic "army" component. 2014-01-21 20:24:51 +00:00
attack_plan.js Fix a "big typo" in the attack plans, thanks mimo. 2014-02-01 18:34:24 +00:00
base-manager.js Somewhat experimental rewrite and simplification of the worker's logic to choose dropsites. Might behave unexpectedly now and then. 2014-02-01 00:44:12 +00:00
config.js Improve some building placement. May improve dropsite usage slightly. 2014-01-22 20:26:45 +00:00
data.json Moves AI players to one global using the module pattern. 2013-12-30 10:04:59 +00:00
defence.js prevent AI to try to attack its allies, fix #2393 2014-02-01 17:59:29 +00:00
entity-extend.js Moves AI players to one global using the module pattern. 2013-12-30 10:04:59 +00:00
entitycollection-extend.js Moves AI players to one global using the module pattern. 2013-12-30 10:04:59 +00:00
gamestate-extend.js Somewhat experimental rewrite and simplification of the worker's logic to choose dropsites. Might behave unexpectedly now and then. 2014-02-01 00:44:12 +00:00
headquarters.js Somewhat experimental rewrite and simplification of the worker's logic to choose dropsites. Might behave unexpectedly now and then. 2014-02-01 00:44:12 +00:00
license_gpl-2.0.txt Fix Aegis to work properly for A14, also rename the folder from "qbot-wc" to "aegis" (thus apparent huge number of changes). Adds a "sandbox" difficulty setting that will never attack, collect resources 50% slower, and is pop-capped at 70 for beginners. 2013-08-17 13:59:53 +00:00
map-module.js Fix various bugs. Try to make the AI build its buildings closer together (WIP, and it's brute-force). 2014-01-22 03:11:19 +00:00
naval-manager.js Various improvements to AI's early game. Simplify some code and improve on other. Add a few different strategies (Rush/normal/boom, quite basic for now, refs #2344). 2014-01-14 19:54:31 +00:00
plan-transport.js Tactical varfare. 2014-01-06 20:55:22 +00:00
queue-manager.js Somewhat experimental rewrite and simplification of the worker's logic to choose dropsites. Might behave unexpectedly now and then. 2014-02-01 00:44:12 +00:00
queue.js Various improvements to AI's early game. Simplify some code and improve on other. Add a few different strategies (Rush/normal/boom, quite basic for now, refs #2344). 2014-01-14 19:54:31 +00:00
queueplan--.js Somewhat experimental rewrite and simplification of the worker's logic to choose dropsites. Might behave unexpectedly now and then. 2014-02-01 00:44:12 +00:00
queueplan-building.js Improve some building placement. May improve dropsite usage slightly. 2014-01-22 20:26:45 +00:00
queueplan-research.js Various improvements to AI's early game. Simplify some code and improve on other. Add a few different strategies (Rush/normal/boom, quite basic for now, refs #2344). 2014-01-14 19:54:31 +00:00
queueplan-training.js Various improvements to AI's early game. Simplify some code and improve on other. Add a few different strategies (Rush/normal/boom, quite basic for now, refs #2344). 2014-01-14 19:54:31 +00:00
template-manager.js Moves AI players to one global using the module pattern. 2013-12-30 10:04:59 +00:00
timer.js Moves AI players to one global using the module pattern. 2013-12-30 10:04:59 +00:00
utils-extend.js Moves AI players to one global using the module pattern. 2013-12-30 10:04:59 +00:00
worker.js Fix some more debug in the AI. 2014-02-01 18:05:39 +00:00