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Merge branch 'master' into acs-autoresolve
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Scoppio authored Dec 4, 2024
2 parents e61f7dc + 3d3fc7c commit 432e4cc
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Showing 39 changed files with 1,895 additions and 674 deletions.
2 changes: 1 addition & 1 deletion MekHQ/data/forcegenerator/2823.xml
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</model>
</chassis>
<chassis name='J. Edgar Light Hover Tank' unitType='Tank'>
<availability>CC:4IS:5,Periphery.Deep:5,FS:4,Periphery:5,TC:7,CS:4-,FWL:4,NIOPS:4-,DC:7</availability>
<availability>CC:4,IS:5,Periphery.Deep:5,FS:4,Periphery:5,TC:7,CS:4-,FWL:4,NIOPS:4-,DC:7</availability>
<model name=''>
<availability>General:8,Periphery.Deep:8,Periphery:8</availability>
</model>
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4 changes: 2 additions & 2 deletions MekHQ/data/forcegenerator/3075.xml
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</model>
</chassis>
<chassis name='Leopard' unitType='Dropship'>
<availability>MOC:8CC:7,HL:7,FRR:7,IS:8,Periphery.Deep:7,WOB:4,FS:7,BAN:2,Periphery:8,CS:4,LA:7,FWL:7,NIOPS:4,DC:7</availability>
<availability>MOC:8,CC:7,HL:7,FRR:7,IS:8,Periphery.Deep:7,WOB:4,FS:7,BAN:2,Periphery:8,CS:4,LA:7,FWL:7,NIOPS:4,DC:7</availability>
<model name='&apos;Pocket Warship&apos;'>
<availability>FWL:3,WOB:6</availability>
</model>
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</model>
</chassis>
<chassis name='Maxim Heavy Hover Transport' unitType='Tank'>
<availability>CC:2FRR:4,CLAN:2,IS:2,Periphery.Deep:5,WOB:2-,MERC:2,FS:1,CIR:3,Periphery:2,CS:2-,LA:4,NIOPS:2-</availability>
<availability>CC:2,FRR:4,CLAN:2,IS:2,Periphery.Deep:5,WOB:2-,MERC:2,FS:1,CIR:3,Periphery:2,CS:2-,LA:4,NIOPS:2-</availability>
<model name=''>
<roles>apc</roles>
<availability>HL:2-,IS:4-,Periphery.Deep:8,Periphery:4-</availability>
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4 changes: 2 additions & 2 deletions MekHQ/data/forcegenerator/3085.xml
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</model>
</chassis>
<chassis name='Cyrano Gunship' unitType='VTOL'>
<availability>CC:3,MOC:3,CHH:2-,HL:3,CEI:2,FR:2,MERC:4,CDP:4,RA:2Periphery:4,ROS:6,NIOPS:6,CJF:2-</availability>
<availability>CC:3,MOC:3,CHH:2-,HL:3,CEI:2,FR:2,MERC:4,CDP:4,RA:2,Periphery:4,ROS:6,NIOPS:6,CJF:2-</availability>
<model name=''>
<roles>recon,escort</roles>
<availability>CC:4,CEI:4,ROS:5</availability>
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</model>
</chassis>
<chassis name='Myrmidon Medium Tank' unitType='Tank'>
<availability>MOC:2CC:5,RA.OA:2,LA:5,ROS:5,FS:5,MERC:5,Periphery:2,DC:4</availability>
<availability>MOC:2,CC:5,RA.OA:2,LA:5,ROS:5,FS:5,MERC:5,Periphery:2,DC:4</availability>
<model name=''>
<availability>General:8</availability>
</model>
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<ScenarioTemplate>
<name>Low-Atmosphere Reinforcements Intercepted</name>
<shortBriefing>Destroy hostile air forces.</shortBriefing>
<detailedBriefing>Hostile air units have intercepted your reinforcements. Destroy at least 50% of the enemy force while preserving 50% of your own units.</detailedBriefing>
<mapParameters>
<allowedTerrainTypes />
<allowRotation>false</allowRotation>
<baseHeight>50</baseHeight>
<baseWidth>50</baseWidth>
<heightScalingIncrement>5</heightScalingIncrement>
<mapLocation>LowAtmosphere</mapLocation>
<useStandardAtBSizing>true</useStandardAtBSizing>
<widthScalingIncrement>5</widthScalingIncrement>
</mapParameters>
<scenarioForces>
<entry>
<key>Player</key>
<value>
<actualDeploymentZone>-1</actualDeploymentZone>
<allowAeroBombs>false</allowAeroBombs>
<allowedUnitType>-3</allowedUnitType>
<arrivalTurn>0</arrivalTurn>
<canReinforceLinked>true</canReinforceLinked>
<contributesToBV>true</contributesToBV>
<contributesToMapSize>true</contributesToMapSize>
<contributesToUnitCount>true</contributesToUnitCount>
<deployOffboard>false</deployOffboard>
<deploymentZones>
<deploymentZone>0</deploymentZone>
<deploymentZone>1</deploymentZone>
<deploymentZone>2</deploymentZone>
<deploymentZone>3</deploymentZone>
<deploymentZone>4</deploymentZone>
<deploymentZone>5</deploymentZone>
<deploymentZone>6</deploymentZone>
<deploymentZone>7</deploymentZone>
<deploymentZone>8</deploymentZone>
<deploymentZone>9</deploymentZone>
<deploymentZone>10</deploymentZone>
</deploymentZones>
<destinationZone>5</destinationZone>
<fixedUnitCount>0</fixedUnitCount>
<forceAlignment>0</forceAlignment>
<forceMultiplier>1.0</forceMultiplier>
<forceName>Player</forceName>
<generationMethod>0</generationMethod>
<generationOrder>1</generationOrder>
<maxWeightClass>4</maxWeightClass>
<minWeightClass>0</minWeightClass>
<retreatThreshold>50</retreatThreshold>
<startingAltitude>0</startingAltitude>
<syncDeploymentType>None</syncDeploymentType>
<useArtillery>false</useArtillery>
</value>
</entry>
<entry>
<key>OpFor</key>
<value>
<actualDeploymentZone>-1</actualDeploymentZone>
<allowAeroBombs>false</allowAeroBombs>
<allowedUnitType>-3</allowedUnitType>
<arrivalTurn>0</arrivalTurn>
<canReinforceLinked>true</canReinforceLinked>
<contributesToBV>false</contributesToBV>
<contributesToMapSize>true</contributesToMapSize>
<contributesToUnitCount>false</contributesToUnitCount>
<deployOffboard>false</deployOffboard>
<deploymentZones />
<destinationZone>5</destinationZone>
<fixedUnitCount>0</fixedUnitCount>
<forceAlignment>2</forceAlignment>
<forceMultiplier>1.0</forceMultiplier>
<forceName>OpFor</forceName>
<generationMethod>1</generationMethod>
<generationOrder>5</generationOrder>
<maxWeightClass>4</maxWeightClass>
<minWeightClass>0</minWeightClass>
<retreatThreshold>50</retreatThreshold>
<startingAltitude>5</startingAltitude>
<syncDeploymentType>OppositeEdge</syncDeploymentType>
<syncedForceName>Player</syncedForceName>
<useArtillery>false</useArtillery>
</value>
</entry>
</scenarioForces>
<scenarioObjectives>
<scenarioObjective>
<associatedForceNames>
<associatedForceName>OpFor</associatedForceName>
</associatedForceNames>
<associatedUnitIDs />
<successEffects>
<successEffect>
<effectType>ScenarioVictory</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</successEffect>
</successEffects>
<failureEffects>
<failureEffect>
<effectType>ScenarioDefeat</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</failureEffect>
</failureEffects>
<additionalDetails />
<description>Destroy or rout 50% of the following force(s) and unit(s):</description>
<destinationEdge>NONE</destinationEdge>
<objectiveCriterion>ForceWithdraw</objectiveCriterion>
<percentage>50</percentage>
<timeLimitAtMost>true</timeLimitAtMost>
<timeLimitType>None</timeLimitType>
</scenarioObjective>
<scenarioObjective>
<associatedForceNames>
<associatedForceName>Player</associatedForceName>
</associatedForceNames>
<associatedUnitIDs />
<successEffects>
<successEffect>
<effectType>ScenarioVictory</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</successEffect>
</successEffects>
<failureEffects>
<failureEffect>
<effectType>ScenarioDefeat</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</failureEffect>
</failureEffects>
<additionalDetails />
<description>Preserve 50% of the following force(s) and unit(s):</description>
<destinationEdge>NONE</destinationEdge>
<objectiveCriterion>Preserve</objectiveCriterion>
<percentage>50</percentage>
<timeLimitAtMost>true</timeLimitAtMost>
<timeLimitType>None</timeLimitType>
</scenarioObjective>
</scenarioObjectives>
</ScenarioTemplate>
143 changes: 143 additions & 0 deletions MekHQ/data/scenariotemplates/Reinforcements Intercepted.xml
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<ScenarioTemplate>
<name>Reinforcements Intercepted</name>
<shortBriefing>Destroy hostile forces.</shortBriefing>
<detailedBriefing>Hostile units have intercepted your reinforcements. Destroy at least 50% of the enemy force while preserving 50% of your own units.</detailedBriefing>
<mapParameters>
<allowedTerrainTypes />
<allowRotation>false</allowRotation>
<baseHeight>0</baseHeight>
<baseWidth>0</baseWidth>
<heightScalingIncrement>5</heightScalingIncrement>
<mapLocation>AllGroundTerrain</mapLocation>
<useStandardAtBSizing>true</useStandardAtBSizing>
<widthScalingIncrement>5</widthScalingIncrement>
</mapParameters>
<scenarioForces>
<entry>
<key>Player</key>
<value>
<actualDeploymentZone>-1</actualDeploymentZone>
<allowAeroBombs>false</allowAeroBombs>
<allowedUnitType>-2</allowedUnitType>
<arrivalTurn>0</arrivalTurn>
<canReinforceLinked>true</canReinforceLinked>
<contributesToBV>true</contributesToBV>
<contributesToMapSize>true</contributesToMapSize>
<contributesToUnitCount>true</contributesToUnitCount>
<deployOffboard>false</deployOffboard>
<deploymentZones>
<deploymentZone>0</deploymentZone>
<deploymentZone>1</deploymentZone>
<deploymentZone>2</deploymentZone>
<deploymentZone>3</deploymentZone>
<deploymentZone>4</deploymentZone>
<deploymentZone>5</deploymentZone>
<deploymentZone>6</deploymentZone>
<deploymentZone>7</deploymentZone>
<deploymentZone>8</deploymentZone>
<deploymentZone>9</deploymentZone>
<deploymentZone>10</deploymentZone>
</deploymentZones>
<destinationZone>5</destinationZone>
<fixedUnitCount>0</fixedUnitCount>
<forceAlignment>0</forceAlignment>
<forceMultiplier>1.0</forceMultiplier>
<forceName>Player</forceName>
<generationMethod>0</generationMethod>
<generationOrder>1</generationOrder>
<maxWeightClass>4</maxWeightClass>
<minWeightClass>0</minWeightClass>
<retreatThreshold>50</retreatThreshold>
<startingAltitude>0</startingAltitude>
<syncDeploymentType>None</syncDeploymentType>
<useArtillery>false</useArtillery>
</value>
</entry>
<entry>
<key>OpFor</key>
<value>
<actualDeploymentZone>-1</actualDeploymentZone>
<allowAeroBombs>false</allowAeroBombs>
<allowedUnitType>-2</allowedUnitType>
<arrivalTurn>0</arrivalTurn>
<canReinforceLinked>true</canReinforceLinked>
<contributesToBV>false</contributesToBV>
<contributesToMapSize>true</contributesToMapSize>
<contributesToUnitCount>false</contributesToUnitCount>
<deployOffboard>false</deployOffboard>
<deploymentZones />
<destinationZone>5</destinationZone>
<fixedUnitCount>0</fixedUnitCount>
<forceAlignment>2</forceAlignment>
<forceMultiplier>1.0</forceMultiplier>
<forceName>OpFor</forceName>
<generationMethod>1</generationMethod>
<generationOrder>5</generationOrder>
<maxWeightClass>4</maxWeightClass>
<minWeightClass>0</minWeightClass>
<retreatThreshold>50</retreatThreshold>
<startingAltitude>0</startingAltitude>
<syncDeploymentType>OppositeEdge</syncDeploymentType>
<syncedForceName>Player</syncedForceName>
<useArtillery>false</useArtillery>
</value>
</entry>
</scenarioForces>
<scenarioObjectives>
<scenarioObjective>
<associatedForceNames>
<associatedForceName>OpFor</associatedForceName>
</associatedForceNames>
<associatedUnitIDs />
<successEffects>
<successEffect>
<effectType>ScenarioVictory</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</successEffect>
</successEffects>
<failureEffects>
<failureEffect>
<effectType>ScenarioDefeat</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</failureEffect>
</failureEffects>
<additionalDetails />
<description>Destroy or rout 50% of the following force(s) and unit(s):</description>
<destinationEdge>NONE</destinationEdge>
<objectiveCriterion>ForceWithdraw</objectiveCriterion>
<percentage>50</percentage>
<timeLimitAtMost>true</timeLimitAtMost>
<timeLimitType>None</timeLimitType>
</scenarioObjective>
<scenarioObjective>
<associatedForceNames>
<associatedForceName>Player</associatedForceName>
</associatedForceNames>
<associatedUnitIDs />
<successEffects>
<successEffect>
<effectType>ScenarioVictory</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</successEffect>
</successEffects>
<failureEffects>
<failureEffect>
<effectType>ScenarioDefeat</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</failureEffect>
</failureEffects>
<additionalDetails />
<description>Preserve 50% of the following force(s) and unit(s):</description>
<destinationEdge>NONE</destinationEdge>
<objectiveCriterion>Preserve</objectiveCriterion>
<percentage>50</percentage>
<timeLimitAtMost>true</timeLimitAtMost>
<timeLimitType>None</timeLimitType>
</scenarioObjective>
</scenarioObjectives>
</ScenarioTemplate>
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