// Arm Ai Guide

// Guide to sensible limits on units in an ai profile:
// The NUMBERS used here are not actual limits to be used in the game,
// but rather a guide of how 'useful' a unit is to the ai.
// 0 = hurts the ai!
// 1-4 = below average, either don't use or use very few
// 5 = average
// 6-9 = above average, favor this unit over others in the same class.
// 10 = the ai REALLY needs this!

// Arm's LEVEL 1 Aircraft

Limit ARMATLAS 0	// The ai CANNOT use Atlases to pick up units!
Limit ARMFIG 4	// The ai can use Freedom Fighters, but they are very weak.
Limit ARMPEEP 0	// The ai already gets basically perm LOS, so it doesn't need Peepers.
Limit ARMTHUND 2	// The ai can barely use Thunders, as they typically have to overfly their target before bombing it.

// Arm's LEVEL 2 Aircraft

Limit ARMAWAC 0	// The ai already gets basically perm LOS, so it doesn't need Eagles.
Limit ARMBRAWL 6	// Brawlers are ok when the ai uses them, but need to be in a large group to be effective.
Limit ARMHAWK 6	// Hawks are ok when the ai uses them, but need to be in a large group to be effective.
Limit ARMLANCE 1	// Lancets are barely useful on water maps. It has even worse targetting problems than bombers.
Limit ARMPNIX 3	// The ai can barely use Pheonixes, as they typically have to overfly their target before bombing it.

// Arm's LEVEL 2-3 Seaplanes

Limit ARMSEAP 7	// Albatrosses are deadly torpedo planes, but fragile.
Limit ARMSEHAK 0	// The ai already gets basically perm LOS, so it doesn't need the Seahawk's airborne sonar.
Limit ARMSFIG 5	// Tornados are like Hawks, but are very fragile.

// Arm's Hovers
// Hovers are really only useful on maps with water or acid which prevent other ground troops from attacking.

Limit ARMAH 5	// Anti-air hovers - pretty cheap but have poor armor.
Limit ARMANAC 5	// Tank hover - Tough for a hover, but somewhat expensive.
Limit ARMMH 7	// Merl hover - pretty good, but expensive.
Limit ARMSH 0	// Scout hover - have almost no armor and crap weapon...
Limit ARMTHOVR 0	// The ai CANNOT use hover transports to pick up units!

// Arm's LEVEL 1 Kbots

Limit ARMFLEA 0	// Fleas are useless for the ai -- has very little armor and totally crap weapon...
Limit ARMHAM 7	// Hammers are Ok anti-DT units for the ai, but slow and almost unable to fire while moving.
Limit ARMJETH 4	// Jethros are AA kbots, but have to open launcher. Poor armor, weak weapon...
Limit ARMPW 2	// Peewees have crap armor and can't get into close-ranged combat to use their EMG weapon.
Limit ARMROCK 10	// Rockos are one of the best units the ai can have.
Limit ARMWAR 3	// Warriors - Expensive, slow building, but good weapons and ok armor.

// Arm's LEVEL 2 Kbots

Limit ARMAMPH 8	// Pelicans are decent for their cost -- even on all-land maps.
Limit ARMASER 1	// Erasers are immobile once leaving the factory so only radar-jam part of the ai's base.
Limit ARMCOM 0	// Normally, extra Commanders are unbuildable; but if they aren't the ai can't afford them!
Limit ARMDECOM 2	// Decoy Commanders are expensive but ok for reclaiming and repairing, but not much else.
Limit ARMFARK 7	// FARKs are good but only a couple are needed as they won't guard factories or build on their own.
Limit ARMFAST 2	// Zippers are quick, but have crap armor and stick with the attack force so they're not good for the ai.
Limit ARMFIDO 6	// Fidos have good range but only ok armor and weapon damage/sec. Ok for the ai.
Limit ARMMARK 0	// The ai already gets basically perm LOS, so it doesn't really need Markys.
Limit ARMMAV 7	// Mavericks are deadly but have weak armor and are always opening/closing their weapon.
Limit ARMSNIPE 3	// Shooters have a horrible rate-of-fire and are expensive and very fragile.
Limit ARMSPY 0	// The ai already gets basically perm LOS, so it doesn't need SPYs.
Limit ARMVADER 0	// Invaders are immobile once leaving the factory and will no doubt explode there!
Limit ARMZEUS 3	// Zeuses are cheaper than some units, but is slow, has low armor, and a short-ranged weapon.

// Arm's Level 1 Vehicles (Tanks)

Limit ARMFAV 1	// Jeffys have crap armor and can't get into close-ranged combat to use their weak laser...
Limit ARMFLASH 8	// Flashes are tough for their cost and have a good short-ranged EMG weapon.
Limit ARMMLV 0	// Minelayers hurt the ai's base with its landmines. Plus, landmines cost energy to keep cloaked.
Limit ARMSAM 10	// Samsons are tough for their cost and have a good dual-purpose (AA/AG) missile. The ai needs lots.
Limit ARMSTUMP 4	// Stumpys are tough but have a weak cannon. The ai doesn't need very many - if any.

// Arm's Level 2 Vehicles (Tanks)

Limit ARMBULL 6	// Bulldogs are tough but have trouble hitting small, fast units. Still a good unit for the ai.
Limit ARMCROC 4	// Tritons are amphibious but are only so-so in a land battle.
Limit ARMJAM 1	// Jammer are immobile once leaving the factory so only radar-jam part of the ai's base.
Limit ARMLATNK 7	// Panthers have ok weapons and ok armor, plus AA ability. Decent under the ai's control.
Limit ARMMANNI 2	// Penetrators are costly, slow, fragile, and slow to aim and fire. They're of limited value to the ai.
Limit ARMMART 4	// Lugers are long ranged, but slow-firing, inaccurate, and fragile. Of limited value to the ai.
Limit ARMMERL 8	// Merls are long ranged but slow-firing and fragile. They hit hard though, so they're good for the ai.
Limit ARMSCAB 0	// Scarabs are mobile antinukes. The ai cannot build antinuke missiles for it, so it's useless!
Limit ARMSCORP 8	// Scorpions are normally only found in missions. They're deadlier than Mavericks and tougher!
Limit ARMSEER 0	// The ai already gets basically perm LOS, so it doesn't need SEERs.
Limit ARMSPID 2	// Spiders are fragile and only paralyze. The ai negates paralysis on its units with each new attack order.
Limit ARMYORK 1	// Phalanxes are AA-only, very expensive, and sometimes don't even fire. Hardly worth it to the ai.

// Arm's Level 1 Ships
// Naturally, ships are only worthwhile if the map has enough water for them to get around.

Limit ARMPT 7	// Skeeters are decent for their cost, but don't do too well versis Pelicans or fixed defenses.
Limit ARMROY 8	// Destroyers are multi-purpose, although expensive. Good units in medium numbers for the ai.
Limit ARMSS 3	// Sea Serpents are normally only found in missions. They're fragile and only have a short-ranged weapon.
Limit ARMSUB 6	// Lurker subs are deadly but fragile and slow. They are limited to attacking units in the water.
Limit ARMTSHIP 0	// The ai CANNOT use transport ships to pick up units!

// Arm's Level 2 Ships

Limit ARMAAS 6	// Archers are AA flak ships -- they're slow building but have decent armor and weapons.
Limit ARMBATS 3	// Millenniums are powerful, but slow and very expensive.
Limit ARMCARRY 9	// Colossus are like mini-fusions to the ai. Almost a must-have on water maps.
Limit ARMCRUS 8	// Conquerors are powerful and a lot cheaper than Millenniums.
Limit ARMMSHIP 2	// Rangers are slow, have low damage/sec weapons, and are expensive. Only thing good is their rocket range.
Limit ARMSCRAM 5	// Fibbers don't affect the ai but hurt the player's ability to target the ai's subs.
Limit ARMSJAM 5	// Escorts don't affect the ai but hurt the player's ability to radar-target the ai's naval fleet.
Limit ARMSUBK 3	// Piranhas are expensive, fragile, and have a weaker torpedo than basic subs.

// Arm's Level 1+2 Buildings

Limit ARMDRAG 0	// The ai CANNOT use dragon's teeth to protect its base!
Limit ARMESTOR 6	// Energy Storage helps the ai avoid 0-energy by storing up some excess. The ai only needs a couple.
Limit ARMGEO 8	// Geothermal Powerplants make a lot of energy for their cost, but the ai will seldom build them.
Limit ARMGUARD 6	// Guardians are decent-ranged guns but semi-expensive and won't last in close combat.
Limit ARMHLT 7	// Sentinels do excellent damage, but are generally under fire while shooting.
Limit ARMLLT 1	// Light Laser Towers do decent damage, but are too short-ranged and fragile to be worthwhile to the ai.
Limit ARMMAKR 2	// Metal Makers are too energy-intensive for the ai to use many.
Limit ARMMEX 10	// Metal Extractors are a must-have to the ai -- and in high numbers!
Limit ARMMSTOR 3	// Metal Storages are of limited value to the ai, as it seldom has excess metal.
Limit ARMRAD 0	// The ai already gets basically perm LOS, so it doesn't need Radars.
Limit ARMRL 10	// Defender Missile Towers are a must-have to the ai -- and in high numbers!
Limit ARMSOLAR 8	// Solars are the primary energy source for most ais and are needed in high numbers unless wind is high.
Limit ARMWIN 5	// Wind Generators make energy, but they are only good on windy maps.

// Arm's Level 3 Buildings

Limit ARMAMB 3	// Ambushers are like Guardians, except more expensive, shorter ranged, and fragile when open.
Limit ARMAMD 0	// Anti Missile Defense Systems are useless as the ai cannot build antinuke missiles for it!
Limit ARMANNI 2	// Annihilators are costly, fragile long-ranged lasers. They take a while opening and closing too.
Limit ARMARAD 0	// The ai already gets basically perm LOS, so it doesn't need Advanced Radars.
Limit ARMASP 6	// Air Service Pads repair aircraft. This is pretty handy for the ai to have if it has aircraft.
Limit ARMBEAC 0	// Useless scenery building found in TA:CC missions.
Limit ARMBRTHA 10	// Berthas are deadly long-ranged cannons even under the ai's control.
Limit ARMCKFUS 4	// Cloaking Fusions don't cloak for the ai and aren't as tough as regular fusions.
Limit ARMDEV1 0	// Useless scenery building found in TA:CC missions.
Limit ARMEMP 0	// Stunner silos are useless as the ai cannot build EMP paralysis missiles for it.
Limit ARMFLAK 5	// Flakkers are expensive AA-only cannons that shred slower aircraft. Lots of MTs instead is better.
Limit ARMFORT 0	// The ai CANNOT use fort walls to protect its base!
Limit ARMFUS 7	// Fusions make a lot of energy even for their high cost. Neccessary if MMM's are allowed.
Limit ARMGATE 0	// Galactic Gates are useless scenery buildings found in missions.
Limit ARMMMKR 5	// Moho Metal Makers make +16m/sec for -800e/sec. They need a fusion each to power! 
Limit ARMMOHO 3	// Moho Mines are only useful on metal maps, otherwise the ai tries to build them inside enemy bases! 
Limit ARMSILO 0	// Retaliator silos are useless as the ai cannot build nuke missiles for it.
Limit ARMTARG 0	// The ai already gets basically perm LOS, so it doesn't need a Targeting Facility.
Limit ARMVULC 1	// Vulcans are like fast-firing, but 3/4 range Berthas. They're NOT worth their cost!

// Arm's Landmines (all level 2)
// Landmines are worse than worthless to the ai, as it usually builds them right next to other buildings.
// Landmines are also bad for the ai as it normally cannot afford the energy costs to keep them cloaked.
// In short, the ai should NOT build minelayers and landmines!

Limit ARMMINE1 0	// Tiny
Limit ARMMINE2 0	// Area Mine
Limit ARMMINE3 0	// Focused Mine
Limit ARMMINE4 0	// HE Area Mine
Limit ARMMINE5 0	// Precision Mine
Limit ARMMINE6 0	// Nuclear Mine

// Arm's Level 1+2 Water-based Buildings
// Naturally, unless the map's an island or all-water map, these buildings are worthless.

Limit ARMFDRAG 0	// The ai CANNOT use naval dragon's teeth to protect its base!
Limit ARMFHLT 5	// Stingrays are naval lasers. They're ok for the ai to have, but massed naval MTs is better.
Limit ARMFMKR 3	// Floating Metal Makers are too energy-intensive for the ai to use many.
Limit ARMFRT 9	// Floating Missile Towers are a must-have for naval ais -- and in high numbers!
Limit ARMSONAR 0	// The ai already gets basically perm LOS, so it doesn't need Sonars.
Limit ARMTIDE 6	// Tidal Generators are only good on maps where they make at least +10e/sec.
Limit ARMTL 1	// Torpedo Launchers are too short-ranged and weak against anything but subs.
Limit ARMUWES 7	// Underwater Energy Storages store 4k energy. The ai only needs 1 or 2.
Limit ARMUWMEX 5	// Underwater Metal Extractors are ONLY useful on water maps with underwater metal spots.
Limit ARMUWMS 3	// Metal Storages are of limited value to the ai, as it seldom has excess metal.

// Arm's Level 3 Water-based Buildings

Limit ARMASON 0	// The ai already gets basically perm LOS, so it doesn't need Advanced Sonars.
Limit ARMATL 4	// Advanced Torpedo Launchers are expensive and fragile, but can sink ships quickly from a decent range.
Limit ARMUWFUS 3	// Underwater Fusions are far more costly and fragile than land Fusions, but make slightly more energy.

// Arm's Level 1 Factories
// Vehicle Plants and Kbot Labs should generally be the ai's dominate factory types on land maps.
// Aircraft Plants are only worthwhile on air or island maps.
// Shipyards are only useful on island or all-water maps. "Bathtub navies" don't do much for the ai...

Limit ARMAP 3	// The ai needs only a couple basic Aircraft Plants at most, unless it's an air map.
Limit ARMLAB 5	// Kbot Labs are best for restrictive, small, or huge land maps -- but neccessary on almost all maps.
Limit ARMSY 7	// Shipyards are only neccesary on water maps, but there they are the main (or only!) ai factory.
Limit ARMVP 6	// Vehicle Plants have the fastest-building c-units and decent mobile units, but worthless on island maps.

// Arm's Level 2 Factories

Limit ARMAAP 5	// Advanced Aircraft Plants make decent aircraft but depend heavily on the map for their max limits.
Limit ARMALAB 7	// Advanced Kbot Labs can make Pelicans on island maps, so probably should be used instead of hover plants.
Limit ARMASY 8	// Advanced Shipyards are only neccesary on water maps, but there they make ships that dominate the map.
Limit ARMAVP 4	// Advanced Vehicle Plants are basically worthless on island maps, but ok to good on land maps.
Limit ARMHP 3	// Hover Plants are of limited value since Hovercraft are generally expensive and fragile.
