;-- NOTE: make sure all smarts here inhirit one of the base sections, they should have all properties [default] base = 0 territory = 0 resource = 0 surge = 0 lair = 0 actor = 0 squad = 0 bandit = 0 dolg = 0 ecolog = 0 freedom = 0 killer = 0 army = 0 monolith = 0 stalker = 0 csky = 0 zombied = 0 greh = 0 isg = 0 renegade = 0 greh_npc = 0 army_npc = 0 zoo_monster = 0 monster = 0 monster_predatory_day = 0 monster_predatory_night = 0 monster_vegetarian = 0 monster_zombied_day = 0 monster_zombied_night = 0 monster_special = 0 army_heli = 0 monolith_heli = 0 killer_heli = 0 stalker_heli = 0 bandit_heli = 0 csky_heli = 0 freedom_heli = 0 dolg_heli = 0 ecolog_heli = 0 renegade_heli = 0 greh_heli = 0 isg_heli = 0 all = 0 all_stalker = 0 all_monster = 0 [default_resource]:default resource = 1 territory = 1 ecolog = 1 stalker = 1 csky = 1 [default_base]:default base = 1 [default_lair]:default lair = 1 territory = 1 zoo_monster = 1 monster = 1 monster_predatory_day = 1 monster_predatory_night = 1 monster_vegetarian = 1 monster_zombied_day = 1 monster_zombied_night = 1 monster_special = 1 [weak_lair]:default lair = 1 territory = 1 zoo_monster = 1 monster = 1 monster_predatory_day = 1 monster_predatory_night = 0 monster_vegetarian = 1 monster_zombied_day = 0 monster_zombied_night = 0 monster_special = 0 [default_territory]:default territory = 1 all = 1 [default_squad]:default sim_avail = false squad = 1 all = 1 [actor]:default sim_avail = true actor = 1 all = 1 ;----------- << MARSH >> ------------ ;unique starting base [mar_smart_terrain_base]:default_base sim_avail = true ecolog = 1 stalker = 1 surge = 1 csky = 2 [mar_smart_terrain_doc]:default_base sim_avail = false [mar_smart_terrain_doc_2]:default_base sim_avail = false ;--------- SIMULATION -------- ;NW fishing village, bandits [mar_smart_terrain_3_3]:default_base sim_avail = true surge = 1 bandit = 1 renegade = 1 [mar_smart_terrain_3_7]:weak_lair sim_avail = true stalker = 1 csky = 1 ecolog = 1 [mar_smart_terrain_3_10]:weak_lair sim_avail = true ;NW village, military [mar_smart_terrain_4_5]:weak_lair sim_avail = true surge = 1 bandit = 1 lair = 1 stalker = 1 renegade = 1 [mar_smart_terrain_4_7]:weak_lair sim_avail = true bandit = 1 stalker = 1 renegade = 1 ;Center, pumping station [mar_smart_terrain_5_8]:default_base sim_avail = {+pump_station_defense_task_smart_reserved} false, true ecolog = 1 stalker = 1 bandit = 1 csky = 1 killer = 1 surge = 1 renegade = 1 ;South, fishing village [mar_smart_terrain_5_12]:default_base sim_avail = {+faction_base_defense_active} false, true stalker = 1 bandit = 1 renegade = 1 csky = 1 surge = 1 lair = 1 [mar_smart_terrain_6_4]:weak_lair sim_avail = true [mar_smart_terrain_6_7]:weak_lair sim_avail = true [mar_smart_terrain_6_8]:weak_lair sim_avail = true [mar_smart_terrain_6_10]:weak_lair sim_avail = true ;South watchtower [mar_smart_terrain_6_11]:default_base sim_avail = true lair = 1 csky = 1 bandit = 1 renegade = 1 monster = 1 monster_predatory_day = 1 monster_predatory_night = 1 monster_vegetarian = 1 [mar_smart_terrain_7_3]:weak_lair sim_avail = true bandit = 1 renegade = 1 stalker = 1 [mar_smart_terrain_7_7]:weak_lair sim_avail = true [mar_smart_terrain_8_4]:weak_lair sim_avail = true [mar_smart_terrain_8_8]:default_resource sim_avail = true lair = 1 bandit = 1 renegade = 1 ecolog = 1 stalker = 1 csky = 1 freedom = 1 [mar_smart_terrain_8_9]:weak_lair sim_avail = true stalker = 1 csky = 1 bandit = 1 renegade = 1 ;East temple [mar_smart_terrain_8_11]:default_base sim_avail = true surge = 1 bandit = 1 renegade = 1 stalker = 1 csky = 1 ;NE car repair, military [mar_smart_terrain_10_5]:default_base sim_avail = true surge = 1 army = 1 army_heli = 1 [mar_smart_terrain_10_7]:weak_lair sim_avail = true [mar_smart_terrain_10_10]:default_resource sim_avail = true lair = 1 ecolog = 1 stalker = 1 csky = 1 [mar_smart_terrain_11_3]:default_resource sim_avail = true lair = 1 ;NE village, exit1 to Escape [mar_smart_terrain_11_11]:default_base sim_avail = true surge = 1 stalker = 1 bandit = 1 renegade = 1 csky = 1 ecolog = 1 killer = 1 freedom = 1 dolg = 1 ;NE village, exit2 to Escape [mar_smart_terrain_12_2]:default_resource sim_avail = true lair = 1 base = 1 surge = 1 stalker = 1 bandit = 1 renegade = 1 csky = 1 ecolog = 1 ;--------- << ESCAPE >> ---------------- ;--------- SIMULATION -------- ;sim smarties ;novice camp [esc_smart_terrain_2_12]:default_base sim_avail = true surge = 1 stalker = 1 csky = 1 ecolog = 1 monolith = 0 army = 0 killer = 0 lair = 1 ;military base [esc_smart_terrain_3_16]:default_base sim_avail = true surge = 1 army_heli = 1 army = 1 ;car repair [esc_smart_terrain_7_11]:default_base sim_avail = true surge = 1 bandit = 1 stalker = 1 ;туннель [esc_smart_terrain_4_9]:default_lair sim_avail = true surge = 1 bandit = 1 stalker = 1 ;cordon-garbage building [esc_smart_terrain_5_2]:default_base sim_avail = true surge = 1 army_heli = 1 army = 1 stalker = 1 bandit = 1 ;farmhouse [esc_smart_terrain_5_7]:default_base sim_avail = true surge = 1 stalker = 1 csky = 1 bandit = 1 ;mill [esc_smart_terrain_5_9]:weak_lair sim_avail = true surge = 1 bandit = 1 freedom = 1 killer = 1 ;fox house [esc_smart_terrain_6_6]:default_lair sim_avail = true surge = 1 bandit = 1 stalker = 1 [esc_smart_terrain_1_11]:default_resource sim_avail = true stalker = 1 csky = 1 ecolog = 1 [esc_smart_terrain_2_14]:weak_lair sim_avail = true [esc_smart_terrain_3_7]:weak_lair sim_avail = true csky = 1 stalker = 1 [esc_smart_terrain_4_11]:weak_lair sim_avail = true stalker = 1 monster = 1 monster_vegetarian = 1 [esc_smart_terrain_4_13]:weak_lair sim_avail = true [esc_smart_terrain_5_12]:weak_lair sim_avail = true stalker = 1 [esc_smart_terrain_5_4]:weak_lair sim_avail = true [esc_smart_terrain_5_6]:weak_lair sim_avail = true ;ruined rail bridge [esc_smart_terrain_6_8]:default_base sim_avail = true surge = 1 all = 0 army = 1 bandit = 1 [esc_smart_terrain_8_10]:default_lair sim_avail = true [esc_smart_terrain_8_9]:weak_lair sim_avail = true stalker = 1 [esc_smart_terrain_9_7]:default_lair sim_avail = true [esc_smart_terrain_9_10]:weak_lair sim_avail = true ;----------- << GARBAGE >> ------------ ;--------- SIMULATION -------- ;sim smarties ;exit to Agroprom1 [gar_smart_terrain_1_5]:weak_lair sim_avail = true surge = 1 bandit = 1 ;exit to Agroprom2 [gar_smart_terrain_1_7]:weak_lair sim_avail = true bandit = 1 dolg = 1 stalker = 1 ;camp near tunnel [gar_smart_terrain_2_4]:weak_lair sim_avail = true surge = 1 bandit = 1 ;hangar [gar_smart_terrain_3_5]:default_base sim_avail = true surge = 1 stalker = 1 dolg = 1 csky = 1 [gar_smart_terrain_3_7]:default_resource sim_avail = true stalker = 1 ecolog = 1 [gar_smart_terrain_4_2]:default_lair sim_avail = true stalker = 1 [gar_smart_terrain_4_5]:weak_lair sim_avail = true bandit = 1 ;outpost to Bar [gar_smart_terrain_5_2]:default_base sim_avail = true surge = 2 stalker = 1 dolg = 2 freedom = 1 csky = 1 killer = 2 bandit = 2 ;monolith = 1 [gar_smart_terrain_5_4]:weak_lair sim_avail = true [gar_smart_terrain_5_5]:weak_lair sim_avail = true stalker = 1 [gar_smart_terrain_5_6]:default_lair sim_avail = true resource = 1 stalker = 1 bandit = 1 ecolog = 1 [gar_smart_terrain_5_8]:weak_lair ;created by tronex, test sim_avail = true stalker = 1 bandit = 1 [gar_smart_terrain_6_1]:weak_lair sim_avail = true ;ruined building [gar_smart_terrain_6_3]:default_base sim_avail = true surge = 1 stalker = 1 csky = 1 [gar_smart_terrain_6_6]:default_lair sim_avail = true [gar_smart_terrain_6_7]:default_lair sim_avail = true stalker = 1 resource = 1 [gar_smart_terrain_7_4]:default_lair sim_avail = true ;stalker = 1 [gar_smart_terrain_8_3]:weak_lair ;created by tronex, test sim_avail = true bandit = 1 dolg = 1 [gar_smart_terrain_8_5]:default_lair sim_avail = true ;----------- << DARKSCAPE >> ------------ ;--------- SIMULATION -------- ;sim smarties ;farmhouse [ds2_domik_st]:default_base sim_avail = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_isg_leader_squad} false, true surge = 1 stalker = 1 csky = 1 bandit = 1 renegade = 1 dolg = 1 killer = 1 ;camp under rocks [ds2_lager_st]:default_base sim_avail = true surge = 1 bandit = 1 renegade = 1 freedom = 1 stalker = 1 killer = 1 dolg = 1 [ds2_st_dogs]:default_lair sim_avail = true [ds2_st_hoofs]:weak_lair sim_avail = true [ds_boars_nest]:weak_lair sim_avail = true [ds_deb1]:weak_lair sim_avail = true surge = 1 [ds_grverfer2]:weak_lair sim_avail = true surge = 1 stalker = 1 [ds_kem1]:weak_lair sim_avail = true surge = 1 ;fuel station [ds_kem2]:default_base sim_avail = true surge = 1 ;;army = 1 army_heli = 1 [ds_kem3]:default_lair sim_avail = true surge = 1 killer = 1 bandit = 1 renegade = 1 stalker = 1 [ds_ptr]:weak_lair sim_avail = true surge = 1 bandit = 1 renegade = 1 killer = 2 stalker = 1 [ds_ptr2]:weak_lair sim_avail = true surge = 1 [ds_ptr3]:weak_lair sim_avail = true surge = 1 [ds_ptr4]:weak_lair sim_avail = true surge = 1 ;--------- SIMULATION -------- ;sim smarties ;exit to Yantar [agr_smart_terrain_1_2]:default_lair sim_avail = true ecolog = 1 stalker = 1 csky = 1 [agr_smart_terrain_1_3]:default_lair sim_avail = true resource = 1 ecolog = 1 stalker = 1 csky = 1 freedom = 1 ;bigger base, courtyard [agr_smart_terrain_1_6]:default_base sim_avail = true surge = 1 army = 1 lair = 1 ;bigger base, gate [agr_smart_terrain_1_6_near_1]:default_base sim_avail = true surge = 1 army = 1 ;bigger base, inside building [agr_smart_terrain_1_6_near_2]:default_base sim_avail = true surge = 1 army = 1 army_heli = 1 [agr_smart_terrain_2_2]:default_lair sim_avail = true dolg = 1 stalker = 1 csky = 1 killer = 1 ;smaller base, inside building [agr_smart_terrain_4_4]:default_base sim_avail = true surge = 1 stalker = 2 csky = 1 ecolog = 1 ;smaller base, courtyard [agr_smart_terrain_4_4_near_1]:default_base sim_avail = true surge = 1 stalker = 1 csky = 1 ecolog = 1 bandit = 1 freedom = 1 ;smaller base, hole in the fence [agr_smart_terrain_4_4_near_2]:default_base sim_avail = true surge = 1 stalker = 1 csky = 1 ecolog = 1 ;smaller base, gate [agr_smart_terrain_4_4_near_3]:default_base sim_avail = true surge = 1 stalker = 1 csky = 1 ecolog = 1 bandit = 1 freedom = 1 [agr_smart_terrain_4_6]:default_lair sim_avail = true army = 1 [agr_smart_terrain_5_2]:default_lair sim_avail = true dolg = 1 stalker = 1 ;camp near tunnel [agr_smart_terrain_5_3]:default_lair sim_avail = true [agr_smart_terrain_5_4]:default_lair ;Created by Tronex, test sim_avail = true [agr_smart_terrain_5_7]:default_lair sim_avail = true csky = 1 dolg = 1 stalker = 1 ;tunnel [agr_smart_terrain_6_4]:default_base sim_avail = true surge = 1 stalker = 1 ecolog = 1 csky = 1 zombied = 1 [agr_smart_terrain_6_6]:weak_lair ;Created by Tronex, test sim_avail = true ; camp at level changer to garbage ; TODO disable/replace bugged jobs [agr_smart_terrain_7_4]:default_lair sim_avail = false stalker = 1 army = 1 bandit = 1 [agr_smart_terrain_7_5]:default_lair sim_avail = true army = 1 dolg = 1 stalker = 1 csky = 1 bandit = 1 ;--------- AGROPROM UNDERGROUND SMART TERRAINS -------- [agr_u_bandits]:default_territory sim_avail = {+agr_u_bandits_dead} true, false lair = 1 stalker = 1 ;army = 1 bandit = 1 [agr_u_bloodsucker]:default_lair sim_avail = {+agru_add_reward} true, false [agr_u_bloodsucker_2]:default_lair sim_avail = {+agru_add_reward_1} true, false territory = 1 stalker = 1 ;army = 1 [agr_u_monsters]:default_lair sim_avail = {+agru_controller_death} true, false [agr_u_soldiers]:default_territory sim_avail = {+agr_u_soldiers_dead +agru_end_poltergeist_squad_dead} true, false ;----------- << DARK VALLEY >> ------------ ;--------- SIMULATION -------- ;sim smarties ;smaller base, x18 entrance building [val_smart_terrain_1_2]:default_base sim_avail = true surge = 1 army = 1 army_heli = 1 ; camp on hills between farm and central lake [val_smart_terrain_3_0]:default_lair sim_avail = true bandit = 1 ;south pig farm [val_smart_terrain_4_0]:default_base sim_avail = true surge = 1 stalker = 1 ecolog = 1 csky = 1 dolg = 1 killer = 1 freedom = 1 bandit = 1 renegade = 1 ;camp at northern level changer to to garbage [val_smart_terrain_5_7]:default_lair sim_avail = true bandit = 1 ;camp at southern level changer to to garbage [val_smart_terrain_5_8]:default_lair sim_avail = true bandit = 1 ;lair near level changer to meadow [val_smart_terrain_5_10]:weak_lair sim_avail = true ;camp in front of west exit of bandit base [val_smart_terrain_6_4]:weak_lair sim_avail = {+faction_base_defense_active} false, true bandit = 1 ; cliff south of andit base [val_smart_terrain_6_5]:default_lair sim_avail = true ;bigger base, SOC bandits, CS freedom, inside outer building [val_smart_terrain_7_3]:default_base sim_avail = true surge = 1 bandit = 2 ;bigger base, SOC bandits, CS freedom, inside central building [val_smart_terrain_7_4]:default_base sim_avail = true surge = 1 bandit = 1 lair = 1 ;bigger base, SOC bandits, CS freedom, courtyard [val_smart_terrain_7_5]:default_base sim_avail = true surge = 1 bandit = 1 ;north island in lake [val_smart_terrain_7_8]:default_territory sim_avail = true ;camp near level changer to darkscape [val_smart_terrain_7_11]:weak_lair sim_avail = true bandit = 1 [val_smart_terrain_8_6]:default_territory sim_avail = true bandit = 1 stalker = 1 killer = 1 dolg = 1 freedom = 1 zoo_monster = 0 monster = 0 monster_predatory_day = 0 monster_predatory_night = 0 monster_vegetarian = 0 monster_zombied_day = 0 monster_zombied_night = 0 monster_special = 0 [val_smart_terrain_8_7]:weak_lair sim_avail = true ;south island in lake [val_smart_terrain_8_9]:default_lair sim_avail = true [val_smart_terrain_9_10]:default_lair sim_avail = true resource = 1 stalker = 1 csky = 1 [val_smart_terrain_9_2]:default_lair sim_avail = {+faction_base_defense_active} false, true [val_smart_terrain_9_4]:default_territory sim_avail = true surge = 1 bandit = 1 stalker = 1 killer = 1 dolg = 1 freedom = 1 zoo_monster = 0 monster = 0 monster_predatory_day = 0 monster_predatory_night = 0 monster_vegetarian = 0 monster_zombied_day = 0 monster_zombied_night = 0 monster_special = 0 ;camp near x-18 building [val_smart_terrain_9_6]:default_territory sim_avail = true surge = 1 bandit = 1 stalker = 1 killer = 1 dolg = 1 freedom = 1 ;--------- LAB X-18 SMART TERRAINS -------- [dar_angar]:default_lair sim_avail = {+dar_military_scout_squad_killed} true, false army = 1 ecolog = 1 stalker = 1 territory = 1 [dar_control_poltergeist]:default_lair sim_avail = {+dar_military_scout_squad_killed} true, false [dar_military_scout]:default_territory sim_avail = false [dar_poltergeist_ring]:default_lair sim_avail = false [dar_poltergeist_tele]:default_lair sim_avail = false [dar_poltergeist_tele_round]:default_lair sim_avail = false [dar_smart_snork]:default_lair sim_avail = {+dar_military_scout_squad_killed} true, false ;army = 1 ecolog = 1 stalker = 1 territory = 1 ;----------- << BAR >> ------------ ;--------- SIMULATION -------- ;sim smarties [bar_zastava_dogs_lair]:default_lair sim_avail = {+faction_base_defense_active} false, true territory = 0 dolg = 1 stalker = 1 [bar_zastava_dogs_lair_2]:default_lair sim_avail = {+faction_base_defense_active} false, true territory = 0 dolg = 1 stalker = 1 [bar_dolg_bunker]:default_base sim_avail = true surge = 1 dolg = 1 [bar_dolg_general]:default_base sim_avail = true surge = 1 dolg = 1 [bar_visitors]:default_base sim_avail = true surge = 1 stalker = 1 csky = 1 ecolog = 1 dolg = 1 ;unique smarties, sim after guards die [bar_zastava]:default_base sim_avail = {!squad_exist(bar_duty_security_squad_leader_squad)} true, false surge = 1 dolg = 1 lair = 1 [bar_zastava_2]:default_base sim_avail = {!squad_exist(bar_zastava_2_commander_squad)} true, false surge = 1 dolg = 1 lair = 1 ;----------- << ROSTOK (WILD TERRITORY) >> ------------ ;--------- SIMULATION -------- ;sim smarties [ros_smart_killers1]:default_base sim_avail = true surge = 1 killer = 2 stalker = 1 bandit = 1 dolg = 2 [ros_smart_monster4]:default_lair sim_avail = true territory = 0 resource = 1 ecolog = 1 stalker = 1 [ros_smart_monster5]:default_lair sim_avail = true territory = 0 stalker = 1 dolg = 1 resource = 1 ecolog = 1 [ros_smart_monster7]:weak_lair ;edited so rare monsters don't come here sim_avail = true territory = 1 resource = 1 ecolog = 1 stalker = 1 [ros_smart_poltergeist2]:default_lair sim_avail = true territory = 0 [ros_smart_snork1]:default_lair sim_avail = true territory = 0 dolg = 1 stalker = 1 [ros_smart_stalker_killers1]:default_base sim_avail = true surge = 1 killer = 1 [ros_smart_stalker1]:default_base sim_avail = true stalker = 1 ecolog = 1 csky = 1 dolg = 1 ;----------- << YANTAR >> ------------ ;--------- SIMULATION -------- ;sim smarties [yan_smart_terrain_1_6]:default_lair sim_avail = true resource = 1 ecolog = 1 stalker = 1 freedom = 1 zombied = 1 ;x-16 entrance yard, building [yan_smart_terrain_2_4]:default_lair sim_avail = true territory = 1 surge = 1 ;x-16 entrance yard, gate [yan_smart_terrain_2_5]:default_lair sim_avail = true territory = 1 surge = 1 resource = 1 ecolog = 1 stalker = 1 freedom = 1 ;x-16 entrance yard [yan_smart_terrain_3_4]:default_lair sim_avail = true territory = 1 surge = 1 ;camp 2 near small tunnel [yan_smart_terrain_3_6]:default_base sim_avail = true surge = 1 stalker = 1 ecolog = 1 csky = 1 [yan_smart_terrain_4_2]:default_lair sim_avail = true ecolog = 1 stalker = 1 csky = 1 freedom = 1 resource = 1 [yan_smart_terrain_4_4]:default_lair sim_avail = {+faction_base_defense_active} false, true territory = 0 zombied = 1 [yan_smart_terrain_4_5]:default_lair sim_avail = true [yan_smart_terrain_5_3]:default_lair sim_avail = true territory = 1 resource = 1 ecolog = 1 stalker = 1 csky = 1 ;camp near small tunnel [yan_smart_terrain_5_5]:default_base sim_avail = {+faction_base_defense_active} false, true surge = 1 stalker = 1 ecolog = 1 csky = 1 zombied = 1 [yan_smart_terrain_6_2]:default_lair sim_avail = {+faction_base_defense_active} false, true territory = 0 zombied = 1 csky = 1 ;scientist base [yan_smart_terrain_6_4]:default_base sim_avail = true surge = 1 stalker = 1 ecolog = 1 csky = 1 zombied = 1 [yan_smart_terrain_zombi_spawn]:default_lair sim_avail = true territory = 1 zombied = 1 [yan_smart_terrain_snork_u]:default_lair sim_avail = {+yantar_tunnel_finish} true, false ;----------- << LAB X-16 SMARTIES >> ------------ [x162_st_burer]:default_lair sim_avail = {+yan_kill_brain_done} true, false monolith = 1 ecolog = 1 stalker = 1 army = 1 territory = 1 [x162_st_gigant]:default_lair sim_avail = {+yan_kill_brain_done} true, false monolith = 1 ecolog = 1 stalker = 1 army = 1 territory = 1 [x162_st_snork]:default_lair sim_avail = {+yan_kill_brain_done} true, false [x162_st_poltergeist]:default_lair sim_avail = {+yan_kill_brain_done} true, false ;----------- << ARMY WAREHOUSES >> ------------ ;--------- SIMULATION -------- [mil_smart_terrain_2_1]:default_lair sim_avail = true ;SOC bloodsuckers village, Freedom camp [mil_smart_terrain_2_10]:default_base sim_avail = true surge = 1 freedom = 5 dolg = 5 monolith = 1 bandit = 1 ;SOC merc outpost to Dead City [mil_smart_terrain_2_2]:default_base sim_avail = true killer = 5 stalker = 1 bandit = 1 csky = 1 freedom = 1 dolg = 1 monolith = 0 ;SOC empty farmhouse north [mil_smart_terrain_2_4]:default_base sim_avail = true surge = 1 stalker = 1 ecolog = 1 csky = 1 freedom = 1 dolg = 2 killer = 2 bandit = 1 renegade = 1 [mil_smart_terrain_2_6]:default_lair sim_avail = true monolith = 1 ;SOC Freedom outpost to Radar, barrier [mil_smart_terrain_3_8]:default_base sim_avail = true freedom = 5 dolg = 1 monolith = 2 ;SOC bloodsuckers village [mil_smart_terrain_4_2]:default_lair sim_avail = true surge = 1 ;SOC bloodsuckers village, water tower [mil_smart_terrain_4_3]:default_lair sim_avail = true surge = 1 freedom = 2 stalker = 1 resource = 1 [mil_smart_terrain_4_5]:default_base sim_avail = true surge = 1 stalker = 1 freedom = 5 dolg = 2 bandit = 1 monolith = 1 [mil_smart_terrain_4_7]:default_lair sim_avail = {+faction_base_defense_active} false, true territory = 1 ;SOC Freedom outpost to Radar, wagon [mil_smart_terrain_4_8]:default_base sim_avail = true surge = 1 stalker = 1 freedom = 5 dolg = 2 bandit = 1 monolith = 1 ;SOC Freedom base, near kitchen [mil_smart_terrain_7_10]:default_base sim_avail = true surge = 1 ;stalker = 1 freedom = 5 dolg = 0 ;bandit = 1 monolith = 0 ;SOC Freedom base, near sleep barracks [mil_smart_terrain_7_12]:default_base sim_avail = true surge = 1 ;stalker = 1 freedom = 5 dolg = 0 ;bandit = 1 monolith = 0 ;SOC Duty farm [mil_smart_terrain_7_4]:default_base sim_avail = true surge = 1 stalker = 1 freedom = 1 dolg = 5 bandit = 1 monolith = 0 ;SOC Freedom base, main [mil_smart_terrain_7_7]:default_base sim_avail = true surge = 1 ;stalker = 1 ;csky = 1 freedom = 5 dolg = 0 ;bandit = 1 monolith = 0 ;lair = 1 ;SOC Freedom base, entrance [mil_smart_terrain_7_8]:default_base sim_avail = true surge = 1 ;stalker = 1 ;ecolog = 1 ;csky = 1 freedom = 5 dolg = 0 ;bandit = 1 monolith = 0 [mil_smart_terrain_8_3]:weak_lair sim_avail = true freedom = 1 monolith = 0 ;----------- << RED FOREST >> ------------ ;--------- SIMULATION -------- ;Limansk enterance [red_bridge_bandit_smart_skirmish]:default_base ;mlr sim_avail = true ;all = 1 ;Stancia1 exit camp [red_smart_terrain_3_1]:default_base sim_avail = true ;underground mine шахта [red_smart_terrain_3_2]:default_resource sim_avail = true ;lair = 1 surge = 1 greh = 1 [red_smart_terrain_3_3]:default_lair sim_avail = true ;Camp near Forester's house - at red forest gate [red_smart_terrain_4_2]:default_base sim_avail = true surge = 1 all = 1 army_heli = 1 [red_smart_terrain_4_3]:default_lair sim_avail = true [red_smart_terrain_4_5]:default_lair sim_avail = true resource = 2 [red_smart_terrain_5_5]:default_lair sim_avail = true [red_smart_terrain_5_6]:default_lair sim_avail = true ;deeper forest - anomaly field with weird rocks [red_smart_terrain_6_3]:default_lair sim_avail = true resource = 2 stalker = 1 ecolog = 2 [red_smart_terrain_6_6]:default_lair sim_avail = true ;bridge - forest side [red_smart_terrain_bridge]:default_base sim_avail = true surge = 1 all = 1 ;deeper forest - near T72 tank [red_smart_terrain_monsters]:default_lair sim_avail = true resource = 2 ;tunnel to deeper forest - little mine [red_smart_terrain_monsters_2]:default_lair sim_avail = true [red_smart_terrain_monsters_3]:default_lair sim_avail = true ;----------- << LIMANSK >> ------------ ;--------- SIMULATION -------- ;tunnel near Limansk-Red Forest lc [lim_smart_terrain_1]:weak_lair ;trx edited sim_avail = true surge = 1 stalker = 1 csky = 1 killer = 1 bandit = 1 [lim_smart_terrain_10]:default_base sim_avail = true surge = 1 stalker = 1 csky = 1 ecolog = 1 monolith = 1 killer = 1 monolith_heli = 1 [lim_smart_terrain_3]:default_base sim_avail = true surge = 1 stalker = 1 csky = 1 ecolog = 1 killer = 1 [lim_smart_terrain_4]:default_base sim_avail = true resource = 1 surge = 1 stalker = 1 csky = 1 ecolog = 1 monolith = 1 killer = 1 bandit = 1 [lim_smart_terrain_5]:default_base sim_avail = true surge = 1 stalker = 1 csky = 1 ecolog = 1 monolith = 1 killer = 1 [lim_smart_terrain_6]:default_base sim_avail = true surge = 1 stalker = 1 csky = 1 monolith = 1 monolith_heli = 1 [lim_smart_terrain_7]:default_lair sim_avail = true [lim_smart_terrain_8]:default_lair sim_avail = true ;construction site [lim_smart_terrain_9]:default_base sim_avail = true surge = 1 stalker = 1 csky = 1 monolith = 1 killer = 0 monolith_heli = 1 ;----------- << HOSPITAL >> ------------ ;--------- SIMULATION -------- [katacomb_smart_terrain]:default_base sim_avail = true surge = 1 monolith = 1 monolith_heli = 1 ;----------- << DEAD CITY >> ------------ ;--------- SIMULATION -------- [cit_bandits]:default_lair sim_avail = true surge = 1 ;bandit = 1 ;army = 1 ;killer = 1 ;monolith = 1 [cit_bandits_2]:default_lair sim_avail = true [cit_kanaliz1]:default_lair sim_avail = true [cit_kanaliz2]:default_lair sim_avail = true [cit_killers]:default_base sim_avail = true surge = 1 killer = 5 [cit_killers_2]:default_lair sim_avail = true killer = 1 [cit_killers_vs_bandits]:default_base sim_avail = true lair = 1 surge = 1 bandit = 1 army = 1 killer = 2 ;monolith = 1 zombied = 1 ; bugged npc jobs/nothing in here, use only for mutants [zombie_smart_ds_mlr_1]:default_lair sim_avail = true ; bugged npc jobs, use only for mutants [zombie_smart_ds_mlr_2]:default_lair sim_avail = true ;----------- << RADAR >> ------------ ;--------- SIMULATION -------- [rad2_loner_0000]:default_base sim_avail = true monolith = 1 [rad2_loner_0001]:default_base sim_avail = true surge = 1 monolith = 1 [rad2_loner_0002]:default_base sim_avail = true monolith = 1 [rad2_prip_teleport]:default_base sim_avail = true surge = 1 stalker = 1 csky = 0 ecolog = 0 monolith = 1 killer = 0 ;bugged jobs, do not use [rad2_rad_prip_road]:default sim_avail = false [rad_after_valley]:default_lair sim_avail = true territory = 1 zombied = 1 [rad_antenna_camper]:default_base sim_avail = true surge = 1 [rad_antenna_monolith]:default_base sim_avail = true surge = 1 monolith = 1 monolith_heli = 1 [rad_antenna_patrol]:default_base sim_avail = true surge = 1 monolith = 1 [rad_bloodsucker]:default_lair sim_avail = true monolith = 0 zombied = 1 [rad_entrance]:weak_lair ;trx edited sim_avail = true surge = 1 zombied = 1 [rad_pseudodogs]:default_lair sim_avail = true lair = 1 zoo_monster = 1 monster = 1 monster_predatory_day = 1 monster_predatory_night = 1 monster_vegetarian = 1 monster_zombied_day = 1 monster_zombied_night = 1 monster_special = 1 [rad_snork1]:default_lair sim_avail = true monolith = 0 zombied = 1 [rad_snork2]:default_lair sim_avail = true monolith = 0 zombied = 1 [rad_valley]:default_lair sim_avail = true surge = 1 monolith = 0 zombied = 1 [rad_valley_dogs]:default_base sim_avail = true zombied = 1 monolith = 1 [rad_zombied1]:default_lair sim_avail = true monolith = 0 zombied = 1 [rad_zombied2]:default_lair sim_avail = true surge = 1 monolith = 0 zombied = 1 ; too close to level changer [rad_freedom_vs_duty]:default sim_avail = false ;bugged jobs, do not use [rad_rusty_forest_center]:default sim_avail = false ;----------- << BUNKER-LAB X-19 SMARTIES >> ------------ [bun_krovosos_nest]:default_lair sim_avail = true territory = 1 [bun2_st_bloodsucker]:default_lair sim_avail = {+bar_deactivate_radar_done} true, false monolith = 1 ecolog = 1 stalker = 1 ;army = 1 territory = 1 [bun2_tushkano_lair]:default_lair sim_avail = {+bar_deactivate_radar_done} true, false monolith = 1 ecolog = 1 stalker = 1 ;army = 1 territory = 1 ;----------- << PRIPYAT >> ------------ ;--------- SIMULATION -------- [pri_depot]:default_base sim_avail = true surge = 1 monolith = 1 monolith_heli = 1 ;palace of culture, near pri_monolith, unsure if used of unported mlr stuff ;there's a special job for a special npc but dunno if it's ever used ; just in case, do not use until tested properly [mlr_terrain]:default sim_avail = false [pri_monolith]:default_base sim_avail = true surge = 1 [pri_smart_bloodsucker_lair1]:default_lair sim_avail = true territory = 1 surge = 1 [pri_smart_controler_lair1]:default_lair sim_avail = true surge = 1 [pri_smart_controler_lair2]:default_lair sim_avail = true territory = 0 [pri_smart_giant_lair1]:default_lair sim_avail = true surge = 1 [pri_smart_monolith_stalker2]:default_lair sim_avail = true [pri_smart_monolith_stalker3]:default_lair sim_avail = true [pri_smart_monolith_stalker4]:default_lair sim_avail = true [pri_smart_monolith_stalker6]:default_base sim_avail = true monolith = 1 monolith_heli = 1 [pri_smart_monster_lair1]:default_lair sim_avail = true territory = 0 [pri_smart_neutral_stalker1]:default_base sim_avail = true stalker = 1 dolg = 1 freedom = 1 ecolog = 1 csky = 1 [pri_smart_pseudodog_lair1]:default_lair sim_avail = true territory = 0 [pri_smart_snork_lair1]:default_lair sim_avail = true surge = 1 [pri_smart_snork_lair2]:default_lair sim_avail = true territory = 0 [pri_smart_tushkano_lair1]:default_lair sim_avail = true surge = 1 ; do not use, TODO some jobs to fix [hotel_poless_smart_alife]:default_lair sim_avail = false ; do not use, snipers in inacessible buldings/roofs ; maybe useful for tasks or static squad but not for general use ; TODO also a couple of jobs to disable just in case (sitting on ground) [monolith_snipers_smart_1_mlr]:default_lair sim_avail = false ;----------- << STANCIA_1 >> ------------ ;--------- SIMULATION -------- [aes_smart_terrain_monolit_blockpost]:default_base sim_avail = true monolith = 1 monolith_heli = 1 [aes_smart_terrain_monolit_blockpost2]:default_lair sim_avail = true [aes_smart_terrain_monolit_blockpost4]:default_base sim_avail = true surge = 1 monolith = 1 monolith_heli = 1 [aes_smart_terrain_monsters1]:default_lair sim_avail = true territory = 0 [aes_smart_terrain_monsters2]:default_lair sim_avail = true territory = 0 [aes_smart_terrain_monsters3]:default_lair sim_avail = true [aes_smart_terrain_monsters4]:default_lair sim_avail = true [aes_smart_terran_soldier]:default_base sim_avail = true army = 1 army_heli = 1 [aes_smart_terran_soldier2]:default_lair sim_avail = true all = 0 army = 1 ;----------- << SARCOFAG >> ------------ [sar_monolith_general]:default_territory sim_avail = {+sar_secret_door_find} true, false monolith = 1 stalker = 1 ;army = 1 ecolog = 1 lair = 1 [sar_monolith_sklad]:default_territory sim_avail = {+sar_secret_door_find} true, false lair = 1 [sar_monolith_poltergeists]:default_lair sim_avail = {+sar_secret_door_find} true, false [sar_monolith_bloodsuckers]:default_lair sim_avail = {+sar_secret_door_find} true, false monolith = 1 stalker = 1 ;army = 1 ecolog = 1 territory = 1 ;----------- << MONOLITH CONTROL >> ------------ [sar_monolith_guard]:default_territory sim_avail = {+sar_monolith_generator_find} true, false monolith = 1 stalker = 1 ;army = 1 ecolog = 1 lair = 1 [sar_monolith_zombies]:default_lair sim_avail = {+sar_monolith_generator_find} true, false monolith = 1 stalker = 1 ;army = 1 ecolog = 1 territory = 1 ;----------- << STANCIA_2 >> ------------ ;--------- SIMULATION -------- [aes2_monolith_camp1]:default_base sim_avail = true monolith = 1 monolith_heli = 1 [aes2_monolith_camp2]:default_base sim_avail = true monolith = 1 monolith_heli = 1 [aes2_monolith_camp3]:default_base sim_avail = true monolith = 1 monolith_heli = 1 [aes2_monolith_camp4]:default_base sim_avail = true monolith = 1 monolith_heli = 1 [aes2_monolith_snipers_1]:default_lair sim_avail = true [aes2_monolith_snipers_2]:default_lair sim_avail = true [aes2_monolith_snipers_3]:default_lair sim_avail = true [aes2_monsters1]:default_lair sim_avail = true [aes2_monsters2]:default_lair sim_avail = true ;----------- << GENERATORS >> ------------ ;--------- SIMULATION -------- [gen_smart_terrain_lab_entrance]:default_base sim_avail = true surge = 1 monolith = 1 monolith_heli = 1 [gen_smart_terrain_cemetery]:default_lair sim_avail = true [gen_smart_terrain_forest]:default_lair sim_avail = true [gen_smart_terrain_junk]:default_lair sim_avail = true [gen_smart_terrain_lab_entrance_2]:default_lair sim_avail = true [gen_smart_terrain_military]:default_lair sim_avail = true [gen_smart_terrain_urod]:default_lair sim_avail = true ;----------- << WARLAB >> ------------ [warlab_common_consciousness_smart_terrain]:default_base sim_avail = false ;-------------------------------------------------------------------------------- ;----------- << Zaton >> ------------ ;base [zat_stalker_base_smart]:default_base sim_avail = true surge = 1 stalker = 1 csky = 1 dolg = 1 monolith = 0 bandit = 0 renegade = 0 ;no sim [zat_medic_home_smart]:default_territory sim_avail = false [zat_b7_stalker_raider]:default_territory sim_avail = false ;technical, but with sim available, surge too [zat_b33]:default_lair sim_avail = false [zat_a23_smart_terrain]:default_territory sim_avail = false ;surge [zat_b7]:default_territory sim_avail = true surge = 1 [zat_b40_smart_terrain]:default_base sim_avail = true surge = 1 killer = 1 [zat_b28]:default_lair sim_avail = false surge = 1 ;!!! [zat_b42_smart_terrain]:default_territory sim_avail = true surge = 1 territory = 1 [zat_b18]:default sim_avail = false surge = 1 [zat_b101]:default_resource sim_avail = true surge = 1 territory = 1 [zat_b38u]:default_territory sim_avail = false [zat_b38]:default_territory sim_avail = true surge = 1 ;regular smarts [zat_b5_smart_terrain]:default_territory sim_avail = true surge = 1 [zat_b106_smart_terrain]:default_lair sim_avail = true [zat_b52]:default_territory sim_avail = true territory = 1 [zat_b103_merc_smart]:default_territory sim_avail = true surge = 1 [zat_b104_zombied]:default_lair sim_avail = true [zat_b14_smart_terrain]:default_resource sim_avail = true [zat_b20_smart_terrain]:default_resource sim_avail = true territory = 1 [zat_b53]:default_resource sim_avail = true territory = 1 [zat_b12]:default_lair sim_avail = true [zat_b54]:default_resource sim_avail = true territory = 1 [zat_b55]:default_resource sim_avail = true territory = 1 [zat_b100]:default_resource sim_avail = true surge = 1 [zat_b39]:default_resource sim_avail = true territory = 1 lair = 1 [zat_b56]:default_resource sim_avail = true [zat_a1]:default_territory sim_avail = true territory = 1 ;--------- SIMULATION -------- [zat_sim_1]:default_lair sim_avail = true territory = 1 [zat_sim_2]:default_territory sim_avail = true territory = 1 [zat_sim_3]:default_lair sim_avail = true territory = 1 [zat_sim_4]:default_lair sim_avail = true territory = 1 [zat_sim_5]:default_lair sim_avail = true territory = 1 [zat_sim_6]:default_territory sim_avail = true territory = 1 [zat_sim_7]:default_lair sim_avail = true territory = 1 [zat_sim_8]:default_lair sim_avail = true territory = 1 [zat_sim_9]:default_lair sim_avail = true territory = 1 [zat_sim_10]:default_lair sim_avail = true territory = 1 [zat_sim_11]:default_territory sim_avail = true territory = 1 [zat_sim_12]:default_territory sim_avail = true territory = 1 [zat_sim_13]:default_territory sim_avail = true territory = 1 [zat_sim_14]:default_lair sim_avail = true territory = 1 [zat_sim_15]:default_lair sim_avail = true territory = 1 [zat_sim_16]:default_lair sim_avail = true territory = 1 [zat_sim_17]:default_lair sim_avail = true territory = 1 [zat_sim_18]:default_lair sim_avail = true territory = 1 [zat_sim_19]:default_territory sim_avail = true territory = 1 [zat_sim_20]:default_lair sim_avail = true territory = 1 [zat_sim_21]:default_lair sim_avail = true territory = 1 [zat_sim_22]:default_lair sim_avail = true territory = 1 [zat_sim_23]:default_lair sim_avail = true territory = 1 [zat_sim_24]:default_lair sim_avail = true territory = 1 [zat_sim_25]:default_lair sim_avail = true territory = 1 [zat_sim_26]:default_lair sim_avail = true territory = 1 [zat_sim_27]:default_territory sim_avail = true territory = 1 [zat_sim_28]:default_territory sim_avail = true [zat_sim_29]:default_territory sim_avail = true [zat_sim_30]:default_territory sim_avail = true ;-------------------------------------------------------------------------------- ;----------- << Jupiter >> ------------ [jup_a10_smart_terrain]:default_base sim_avail = true surge = 1 stalker = 1 bandit = 1 csky = 1 dolg = 1 freedom = 1 renegade = 1 [jup_a12]:default_territory sim_avail = true surge = 1 bandit = 2 renegade = 1 [jup_a6]:default_base sim_avail = true surge = 1 stalker = 1 csky = 0 ecolog = 1 freedom = 1 monolith = 0 bandit = 0 dolg = 0 [jup_b1]:default_territory sim_avail = true surge = 1 [jup_b19]:default_base sim_avail = true zombied = 1 [jup_b200]:default_base sim_avail = true surge = 1 territory = 1 stalker = 1 bandit = 1 csky = 1 dolg = 1 freedom = 1 [jup_b202]:default_territory sim_avail = true [jup_b203]:default_territory sim_avail = {+jup_b16_oasis_artifact_spawn} true, false surge = 1 [jup_b204]:default_territory sim_avail = true [jup_b205_smart_terrain]:default_lair sim_avail = true surge = 1 [jup_b206]:default_resource sim_avail = true [jup_b207]:default_territory sim_avail = true ; pretty much overlaps jup_b208, do not use [depo_terrain]:default sim_avail = false [jup_b208]:default_territory sim_avail = {+lttz_hb_isg_leader_in_jup -lttz_hb_leaving_jup_done} false, true surge = 1 [jup_b209]:default_resource sim_avail = true [jup_b211]:default_resource sim_avail = true [jup_b212]:default_territory sim_avail = true [jup_b25]:default_resource sim_avail = true [jup_b32]:default_resource sim_avail = true [jup_b4]:default_territory sim_avail = true [jup_b41]:default_base sim_avail = true surge = 1 stalker = 1 bandit = 0 csky = 1 dolg = 0 freedom = 0 killer = 1 ecolog = 1 monolith = 0 [jup_b46]:default_territory sim_avail = true [jup_b47]:default_territory sim_avail = true [jup_b6_anom_2]:default_resource sim_avail = true ;technical [jup_b200_tushkan_smart_terrain]:default_lair sim_avail = true [jup_b207_depot_attack]:default_territory sim_avail = false [jup_b219]:default_territory sim_avail = false [jup_b8_smart_terrain]:default_territory sim_avail = false [jup_b205_smart_terrain_tushkano]:default_territory sim_avail = true [jup_a12_merc]:default_territory sim_avail = false [jup_a9]:default_lair sim_avail = false ;--------- SIMULATION -------- [jup_sim_1]:weak_lair sim_avail = true [jup_sim_2]:default_lair ;edited sim_avail = true [jup_sim_3]:default_lair sim_avail = true [jup_sim_4]:weak_lair sim_avail = true [jup_sim_5]:weak_lair sim_avail = true [jup_sim_6]:default_territory sim_avail = true [jup_sim_7]:weak_lair sim_avail = true [jup_sim_8]:weak_lair sim_avail = true [jup_sim_9]:default_lair sim_avail = true [jup_sim_10]:weak_lair sim_avail = true [jup_sim_11]:weak_lair sim_avail = true [jup_sim_12]:default_lair sim_avail = true [jup_sim_13]:weak_lair sim_avail = true [jup_sim_14]:weak_lair sim_avail = true [jup_sim_15]:default_lair sim_avail = true [jup_sim_16]:weak_lair sim_avail = true [jup_sim_17]:weak_lair sim_avail = true resource = 2 [jup_sim_18]:default_lair sim_avail = true [jup_sim_19]:weak_lair sim_avail = true [jup_sim_20]:weak_lair sim_avail = true [jup_sim_21]:default_lair sim_avail = true ; --------------------------- Pripyat ------------------------------------ ; -------------------------------------------------------------------------- [pri_a15]:default_territory sim_avail = true [pri_a16]:default_base sim_avail = true stalker = 1 bandit = 1 csky = 1 dolg = 1 freedom = 1 [pri_a17]:default_territory sim_avail = true [pri_a18_smart_terrain]:default_base sim_avail = true surge = 1 monolith = 0 [pri_a21_smart_terrain]:default_territory sim_avail = true surge = 1 [pri_a22_smart_terrain]:default_territory sim_avail = true [pri_a25_smart_terrain]:default_territory sim_avail = true [pri_b301]:default_resource sim_avail = true surge = 1 [pri_b302]:default_resource sim_avail = true [pri_b303]:default_resource sim_avail = true surge = 1 [pri_b304]:default_territory sim_avail = true surge = 1 [pri_b306]:default_resource sim_avail = true surge = 1 [pri_b307]:default_resource sim_avail = true [pri_b35_mercs]:default_territory sim_avail = true surge = 1 [pri_b36_smart_terrain]:default_territory sim_avail = true surge = 1 zombied = 1 monolith = 1 [pri_sim_1]:default_lair sim_avail = true surge = 1 [pri_sim_2]:default_lair sim_avail = true [pri_sim_3]:default_lair sim_avail = true [pri_sim_4]:default_lair sim_avail = true [pri_sim_5]:default_lair sim_avail = true [pri_sim_6]:default_lair sim_avail = true [pri_sim_7]:default_lair sim_avail = true [pri_sim_8]:default_lair sim_avail = true [pri_sim_9]:default_lair sim_avail = true [pri_sim_10]:default_lair sim_avail = true [pri_sim_11]:default_lair sim_avail = true [pri_sim_12]:default_lair sim_avail = true [pri_b35_military]:default_territory sim_avail = true surge = 1 [pri_b305_dogs]:default_territory sim_avail = false [pri_b304_monsters_smart_terrain]:default_territory sim_avail = true [pri_a20]:default_territory sim_avail = true [pri_a28_heli]:default_territory sim_avail = true [pri_a28_base]:default_territory sim_avail = true [pri_a28_shop]:default_territory sim_avail = true [pri_a28_arch]:default_territory sim_avail = true [pri_a28_school]:default_territory sim_avail = true [pri_a28_evac]:default_territory sim_avail = true ;lab x8 building, bugged and overlapping jobs, do not use [kbo_terrain]:default_territory sim_avail = false ;lab X-8 [lx8_smart_terrain]:default_territory sim_avail = {+lx8_actor_in_lab +actor_left_labx8} true, false all = 1 lair = 1 ;underpass [pas_b400_elevator]:default_lair sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false [pas_b400_track]:default_lair sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false all = 1 territory = 1 [pas_b400_downstairs]:default_lair sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false [pas_b400_tunnel]:default_lair sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false [pas_b400_hall]:default_lair sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false all = 1 [pas_b400_way]:default_lair sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false [pas_b400_canalisation]:default_lair sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false [pas_b400_fake]:default_lair sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false ;--<< TRUCKS CEMETERY >>-- [trc_sim_1]:default_base sim_avail = true lair = 1 stalker = 1 bandit = 1 dolg = 1 freedom = 1 army = 1 [trc_sim_2]:default_base sim_avail = true surge = 1 stalker = 1 bandit = 1 dolg = 1 freedom = 1 army = 1 [trc_sim_3]:default_lair sim_avail = true dolg = 2 zombied = 1 [trc_sim_4]:default_lair sim_avail = true ecolog = 1 stalker = 1 resource = 2 csky = 1 zombied = 1 [trc_sim_5]:default_lair sim_avail = true zombied = 1 [trc_sim_6]:default_lair sim_avail = true surge = 1 [trc_sim_7]:default_lair sim_avail = true [trc_sim_8]:default_lair sim_avail = true resource = 2 stalker = 1 dolg = 1 freedom = 1 ecolog = 1 csky = 1 zombied = 1 [trc_sim_9]:default_lair sim_avail = true [trc_sim_10]:default_lair sim_avail = true ecolog = 1 stalker = 1 resource = 1 csky = 1 [trc_sim_11]:default_lair sim_avail = true zombied = 1 [trc_sim_12]:default_lair sim_avail = true [trc_sim_13]:default_lair sim_avail = true resource = 1 dolg = 1 stalker = 1 zombied = 1 [trc_sim_14]:default_lair sim_avail = true zombied = 1 [trc_sim_15]:default_lair sim_avail = true [trc_sim_16]:default_lair sim_avail = true [trc_sim_17]:default_lair sim_avail = true zombied = 1 [trc_sim_18]:default_base sim_avail = true stalker = 1 zombied = 1 [trc_sim_19]:default_lair sim_avail = true zombied = 1 [trc_sim_20]:default_base sim_avail = true surge = 1 bandit = 1 renegade = 1 [trc_sim_21]:default_lair sim_avail = true ;-- for MLR 6.2 [pol_sim_1]:default sim_avail = false [pol_smart_terrain_1_1]:default sim_avail = false [pol_smart_terrain_1_2]:default sim_avail = false [pol_smart_terrain_1_3]:default sim_avail = false resource = 1 [pol_smart_terrain_2_1]:default sim_avail = false zoo_monster = 1 monster = 1 monster_predatory_day = 1 monster_predatory_night = 1 monster_vegetarian = 1 monster_zombied_day = 1 monster_zombied_night = 1 monster_special = 1 [pol_smart_terrain_2_2]:default sim_avail = false zoo_monster = 1 monster = 1 monster_predatory_day = 1 monster_predatory_night = 1 monster_vegetarian = 1 monster_zombied_day = 1 monster_zombied_night = 1 monster_special = 1 ;-- for MLR 6.2 (disabled) TODO: fix squads can't build path to Meadow ;[pol_sim_1]:default_base ;sim_avail = true ;territory = 1 ; ;[pol_smart_terrain_1_1]:default_base ;sim_avail = true ;territory = 1 ;surge = 1 ;stalker = 1 ;bandit = 1 ;dolg = 1 ;freedom = 1 ;army = 1 ; ;[pol_smart_terrain_1_2]:default_base ;sim_avail = true ;territory = 1 ;surge = 1 ;stalker = 1 ;bandit = 1 ;dolg = 1 ;freedom = 1 ;army = 1 ; ;[pol_smart_terrain_1_3]:default_resource ;sim_avail = true ;territory = 1 ;surge = 1 ;stalker = 1 ;bandit = 1 ;dolg = 1 ;freedom = 1 ;army = 1 ; ;[pol_smart_terrain_2_1]:default_lair ;sim_avail = true ;territory = 1 ;surge = 1 ;stalker = 1 ;bandit = 1 ;dolg = 1 ;freedom = 1 ;army = 1 ; ;[pol_smart_terrain_2_2]:default_lair ;sim_avail = true ;territory = 1 ;surge = 1 ;stalker = 1 ;bandit = 1 ;dolg = 1 ;freedom = 1 ;army = 1