Team Types
A group of units. Team types are used to instruct the AI what to attack with, what the player receives as reinforcements, etc. The AI creates empty teams then constructs and recruits units to fill them. A team has a list of missions which it carries out in order before disbanding. There is a max limit of 60 teams in the game at once, and a limit of 60 team types. Each team type may have up to 5 different types of unit and up to 20 missions in their mission list.
Team Settings
Auto-Create
AI will not consider creating teams marked auto-create until the "Auto-create teams" action is triggered (see "Action Types"). Note that the AI will always choose from the other team types assigned to its House. Note also, though, that the AI will not actually produce any units towards those teams until the "Production" trigger action is activated.
Fear
Unused. Is never applied to infantry in team - they always begin at full bravery. See "Fear" for the explanation of the infantry attribute in general.
House
Which side, GDI/Nod/etc. See Houses. The AI will only consider creating teams for its own house.
Init Num
Initial quantity of teams of this type at the start of the scenario.
Learning
Unused. Does nothing
Max Allowed
If a computer-controlled house already owns this many, or more, teams of this team type, it will not consider creating any more of them. This max is ignored when a team is created by other means such as by the "Create Team" or "Reinforce" trigger actions. Thus setting this max to zero will prevent the AI from creating this team type while still allowing it to be used for reinforcements etc. Note though that the AI will still construct units to contribute to such a team (with a certain level of redundancy), once created. Note also that there is a hard limit of 60 on the total number of teams across all houses.
Mercenary
Unused. Does nothing
Missions
Argument
Value to accompany the mission - its meaning depends on the mission type.
Mission
Type of behaviour or "mission" for the team as a whole to execute. See "Team Mission Types". Each team type may have a maximum of 20 missions in their mission list.
Name
The name by which to identify this team type. No more than 8 characters.
Prebuilt
The AI will try to build the units required to make one instance of this team type even if no such team is active.
Priority
Recruitment priority. The AI favours building team types with a higher priority value. If the AI does not own any of the unit types required for a team type, it only considers the type to be half of its actual priority value. Higher-priority teams may poach units from lower-priority teams when recruiting. Teams with a priority below 20 will be emptied and suspended for 2 minutes if the AI's base or harvesters are attacked, so that these units can be temporarily recruited for a rescue mission.
Reinforcable
If this team drops below 1/3 of its desired number of units, the AI will recruit new members to replace the old ones. Note that this property does not affect the AI's ability to recruit the team's initial members.
Roundabout
The team will prefer low-risk regions when pathfinding. A region's risk is based on the risk values of the units inside it.
Suicide
The team won't be distracted from moving to its target by incoming fire
Teams
Count
Desired quantity of this unit type
Type
Type of unit in team. See "Unit Types". Each team type may have a maximum of 5 different unit types.
Team Mission Types
Missions given to a whole team of units, coordinating their behaviour. When a team reaches the end of its mission list, it is disbanded. However the "Loop" mission type can be used to create a looped mission list. Each team type may have a maximum of 20 missions in their list.Index | Name | Args | Description |
---|---|---|---|
-1 | (none) | no mission | |
0 | Attack Base | arg: timeout | Despite the name, this does the same thing as "Attack Units" and instructs the team to attack the most threatening unit OR structure. See "Attack Units" |
1 | Attack Units | arg: timeout | Despite the name, attacks the unit OR structure the team considers to be most threatening to it (See "Threat"). Argument is how much time to allow before abandoning this mission, in 1/10ths of a minute (e.g. 15 would be 1m 30s). |
2 | Attack Civil | arg: timeout | Similar to "Attack Units", but only civilian units and structures are considered. See "Attack Units". |
3 | Rampage | arg: timeout | Does the same thing as "Attack Units". See "Attack Units". |
4 | Defend Base | Does nothing. | |
5 | Move | arg: waypoint | Move to a specified waypoint. Argument is the waypoint index (see "Waypoints"). The mission is complete once all the team members are within 2 cells of the waypoint. Note that, similarly to how player-controlled units behave, AI units will pathfind as close to the destination as they can get, but cannot cross cells that are impassable to them nor leave the bounds of the map. |
6 | Move to Cell | arg: cell | Does nothing, due to a bug. But "Move" serves the same purpose. |
7 | Retreat | Does nothing. | |
8 | Guard | arg: timeout | Instructs the team to regroup and sets their individual behaviours to "Guard" (See "Unit Mission Types"). Argument is how much time to allow before abandoning this mission, in 1/10ths of a minute (e.g. 15 would be 1m 30s). |
9 | Loop | arg: mission index | Jumps back to a previous mission in the team's mission list. Argument is the index in the mission list to jump to e.g. 0 to go back to the start. |
10 | Attack Tarcom | arg: target ptr | Attack the specified tarcom. The argument identifies the type and raw memory address of the target object, most likely making this mission type infeasible for selection in the map editor. |
11 | Unload | arg: waypoint | Move to the specified waypoint and unload at it. Argument is the waypoint index. See "Waypoints" |