"Route 66" Custom MPI Configuration


Overview
--------

    GAIPS66 "Route 66" MPI map conversion is relatively simple and quickly done
    for existing maps.  Little or no terrain modification is necessary, unless
    steep slopes need to be smoothed or new passages cut to allow computer team
    vehicles to run along attack paths more smoothly.

    The conversion process primarily requires the placement of a single player
    spawn point and the placement of several path points, which will be used to
    place buildings and units and direct the computer team's movements.  Some of
    the path points are required for the proper function of the AIP and DLL.
    Others are optional and may be placed at the descretion of the map maker to
    suit the needs of the mission.

    Since the structure of the AIP files is more closely tied to the performance
    of the DLL than was true for the stock DLL, extreme caution should be taken,
    if modifications to the AIP are attempted.  A single mistake in an AIP file
    could seriously compromise the performance of the DLL.


Required Files and Folders
--------------------------

  - \missions\mpinstant66.dll
  - \addon\Lizard Vehicles
  - \addon\Rocket Tower
  - \addon\Maya Texture
  - \addon\xvsat
  - \addon\GAIPS66 Configuration
  - \data\missions\Multiplayer\GAIPS66 AIP
  - \data\missions\Multiplayer\GAIPS66Pack
  - \data\missions\Multiplayer\Dragon Mod


Required Map Objects
--------------------

  - pswpn_1
    The only required map object for GAIPS66 is the player spawn point.  
    This object should be set for team 0 and placed in the human team 
    base building area near the Recycler path point.


Required Path Points
--------------------

    All path point names are case-sensitive.  They must be spelled exactly
    as shown here; otherwise, the game may crash or certain objects will 
    not be built as expected.

  - Recycler
    The Recycler path point determines the area where the human team 
    recycler will be located.  This should be placed in or near the 
    intended human team base building area.

  - RecyclerEnemy
    The RecyclerEnemy path point determines where the computer team
    recycler will be located.  The recycler will be deployed very near 
    this point, so the path point should be located with care.

  - holdserv
    The holdserv path point is meant for the location of service units 
    intended for computer team maintenance.  This path point should be 
    located near the RecyclerEnemy path point.

  - cbun1, gtow1, gtow1b
    The cbun1, gtow1 and gtow1b path points must be placed near each other 
    and aligned with the map grid.  Failure to place these points properly 
    may prevent the computer team constructor building the corresponding 
    command bunker and gun towers.  This could result in "AI Freeze".  If 
    the computer team is Scion, only the gtow1 path point will be used.  
    These path points should be placed in or near the computer team base area.

  - cbun2, gtow2, gtow2b
    The cbun2, gtow2 and gtow2b path points must be placed near each other 
    and aligned with the map grid.  Failure to place these points properly 
    may prevent the computer team constructor building the corresponding 
    command bunker and gun towers.  This could result in "AI Freeze".  If 
    the computer team is Scion, only the gtow2 path point will be used.  
    These path points should be placed in or near the computer team base area.

  - cbun3, gtow3
    The cbun3 and gtow3 path points must be placed near each other 
    and aligned with the map grid.  Failure to place these points properly 
    may prevent the computer team constructor building the corresponding 
    command bunker and gun towers.  This could result in "AI Freeze".  If 
    the computer team is Scion, only the gtow3 path point will be used.  

  - gtow4, gtow5, gtow6
    The remaining three gun tower patch points are used only when the 
    computer team is Scion and may be placed anywhere a gun spire can be 
    built.

  - hold1 - 4
    These are the standard hold points referenced by AIP file Hold plans.
    The hold path points may be placed anywhere; locations near critical 
    scrap pools or choke points are good places for hold points.  

  - stage1 - 3
    These are the standard stage points used by AIP Attacker plans to stage
    attacking vehicles on their way to human team targets.  The stage path 
    points are best located near enough to the human team base to avoid 
    allowing the vehicles of an attack group getting separated between the
    stage point and the target.  Care should be taken to position the stage
    path points so the attacking vehicles have an unobstructed path to their
    targets.

  - holdTRT1 - 3
    The holdTRT path points should be placed within the computer team base
    area in the line that would be followed by the human team ISDF bomber.  
    If the computer team is ISDF, TRT's will be positioned at these path points 
    to defend against aircraft attacks, the bomber in particular.

  - artlef1 - 3
    The artlef path points should be placed on an elevated area near the 
    computer team base in the line that would be followed by the human team
    ISDF bomber.  If the computer team is ISDF, specially modified Archers
    will be placed at these path points to defend against aircraft attacks,
    the bomber in particular.

  - artlgas1 - 2
    The artlgas path points should be placed on an elevated area near the 
    human team base within mortar range.  During the latter stages of a game
    session, if the computer team is Scion, Archers will be positioned at these
    path points to provide opportunity attacks against human team units.

  - attack1 - 3
    The attack paths are three sets of connected path points that provide a 
    running path for attacking squads dispatched by the G66 DLL.  These paths
    may be run along virtually any course; however, care should be taken to avoid 
    steep slopes, deep water and other obstructions.  It is best to place the
    starting path point near or within the computer team base and place the 
    ending path point within the human team base.

  - mbtattack
    The mbtattack path is a set of connected path points that provide a running
    path for attacking hovercraft dispatched by the G66 DLL.  Since only hovercraft
    will be dispatched on this path, it may run over terrain that might not be 
    accessible to non-hovercraft vehicles.  Water for example is not an obstacle.
    It is best to place the starting path point near or within the computer team
    base and place the ending path point within the human team base.

  - patrol1 - 3
    The patrol paths are sets of connected path points whose starting and ending
    points are near to one another to form a closed loop.  Units dispatched by the 
    G66 DLL onto these paths will patrol continuously from beginning to end over 
    and over.

  - build1 - 2
    Extra units built by the G66 DLL are inserted into the map at the build path
    points.  Assault group leaders are created at build1 and support units are
    created at build2.  These path points should be placed within or behind the
    computer team base area.

  - asmbl1
    Newly created assault group leaders, whether built by the G66 DLL or the AIP
    files, are dispatched to the assembly path point.  There they will wait until 
    support units are built for them.  When the complete assault group is ready, the
    G66 DLL will dispatch them to an attack path.  The assembly point is best placed
    within or behind the computer team base area.

  - furyspwn
    If the human team builds an ISDF Bomber Bay, one or more Furies will be created
    by the G66 DLL at the fury spawn path point and dispatched to attack the human
    team base or to defend the computer team base.  The fury spawn path point should
    be placed in an elevated or otherwise relatively inaccessable area.

Optional Path Points
--------------------

    All path point names are case-sensitive.  They must be spelled exactly
    as shown here; otherwise, these objects will not be built as expected.

  - turretEnemy1 - 6
    A single computer team turret will be placed at each of these path points.
    These can be placed anywhere on the map, though the computer team base
    area, scrap pools and choke points are among the best places to put them.
    Some of these turrets will be repositioned to hold points at startup.
    At the computer team reinforcement interval, new turrets will be placed
    at these points, if the previously placed turret has been destroyed.

  - SentryEnemy1 - 3
    A single computer team Sentry or Missile Scout will be placed at each of
    these path points.  These can be placed anywhere on the map.  At startup,
    these vehicles will be dispatched to patrol paths.  At the computer team
    reinforcement interval, new vehicles will be placed at these points, if
    the previously placed vehicle has been destroyed.

  - RcktTwr1 - 6
    A single Rocket Tower or Rocket Pod will be placed at each of these path
    points for the computer team.  These can be placed on any flat surface on 
    the map.  These units will not be replaced when destroyed.

  - PwrGen1 - 2
    A Power Generator is required for every three Rocket Towers.  Failure to 
    provide the proper number of Power Generators to accomodate the Rocket
    Towers will prevent the computer team building its base.  If you place 
    three or fewer Rocket Tower path points, place at least one Power Generator
    path point as well.  For more than three Rocket Tower path points, place
    both Power Generator path points.  These path points may be placed on any 
    flat surface on the map.  Destroyed Power Generators will be replaced, 
    though they will not likely appear at the original points since their
    construction will be directed by the AIP files.

  - Turret1 - 3
    A single Human team turret will be placed at each of these path points at
    startup and placed under the commander's control.  At the human team 
    reinforcement interval, another turret will appear at each of these points.

  - Scout1 - 3
    A single Human team scout will be placed at each of these path points at
    startup and placed under the commander's control.  At the human team 
    reinforcement interval, another scout will appear at each of these points.

  - Tank1 - 3
    A single Human team tank will be placed at each of these path points at
    startup and placed under the commander's control.  At the human team 
    reinforcement interval, another tank will appear at each of these points.

  - ammo1 - 3
    A single ammo kit will be placed at each of these path points.  Another
    such kit will appear at the human team reinforcement interval.

  - repair1 - 3
    A single repair kit will be placed at each of these path points.  Another
    such kit will appear at the human team reinforcement interval.

  - Fury1 - 6
    A single computer team Fury will be placed at each of these path points 
    at startup.  Fury1 through Fury3 will be flying vehicles; Fury4 through 
    Fury6 will be ground vehicles.  At the computer team reinforcement 
    interval, the type of Fury placed at each of these points will be 
    reversed.

  - Interceptor1 - 3
    A single computer team Interceptor will be placed at each of these path
    points.  Another will be placed at each point at the computer team
    reinforcement interval.
    

AIP Files
---------

    Modifying the AIP files is not recommended.  The G66 DLL depends upon
    certain plan types and strategies to function properly.  Altering the
    contents of the AIP files can lead to unpredictable results.

  - gaips66xx0 Startup
  - gaips66xx1 Early Game 1 - Assault Tanks / Maulers
  - gaips66xx2 Early Game 2 - Artillery
  - gaips66xx3 Early Game 3 - Walkers / Titans
  - gaips66xxa Anti-Assault (invoked when human assault vehicles built)
  - gaips66xxb Blitz (invoked when computer heavy assault vehicles built)
  - gaips66xxe End-game (computer team factory only)
  - gaips66xxl Late-game (follows siege or human bomber construction)
  - gaips66xxs Siege  (invoked if human unit near computer recycler)


INF File
--------

    Most of these INF file variables are overridden by the G66 Options
    configuration panels.  The earthquake switch, ivar28, must be set to
    1 to enable earthquakes.  

  - ivar21 Enemy Reinforcement Interval
  - ivar22 Friend Reinforcement Interval
  - ivar23 Scion Reinforcement Adjustment
  - ivar24 Weapon Upgrade Modulus
  - ivar25 Computer Team Scrap Boost
  - ivar26 Auxilliary Service Count
  - ivar27 Auxilliary Support Count
  - ivar28 Earthquake Switch
  - svar1  computer team name
  - svar2  human team name
  - svar3  must be set to "gaips66"

