local Basic = require "melee.terran.basic" ---@type AIPersonality return { name = "Armor: 2Fulc Vulture", unit_composition = { -- signature unit [UnitId.TerranVulture] = 3, -- filler units [UnitId.TerranMaverick] = 1, [UnitId.TerranCyclops] = 1, [UnitId.TerranRamesses] = 1, [UnitId.TerranCuirassTankMode] = 1, }, main_build_order = function(melee_ai, town) melee_ai:build_main(town) -- opener melee_ai:dynamic_wait(secs(30)) town:build(1, UnitId.TerranFulcrum, 110) melee_ai:dynamic_wait(secs(15)) town:build(2, UnitId.TerranFulcrum, 90) melee_ai:dynamic_wait(mins(1) + secs(15)) melee_ai:start_attacking() melee_ai:dynamic_wait(secs(50)) melee_ai:start_expanding() -- tier1 town:build(3, UnitId.TerranFulcrum, 90) melee_ai:dynamic_wait(secs(5)) town:build(1, UnitId.TerranStockade, 90) -- tier2/tier3 town:build(1, UnitId.TerranAtlas, 70, true) town:multirun(function(town) town:wait_build(1, UnitId.TerranAtlas) town:build(1, UnitId.TerranDaedala, 65, true) end) town:wait_build(1, UnitId.TerranDaedala) end, expansion_build_order = function(melee_ai, town) melee_ai:build_expansion(town, true) -- production for the Vulture-heavy mech (+ Maverick / Cyclops / Ramesses / Cuirass) town:build(1, UnitId.TerranFulcrum, 70, true) town:build(1, UnitId.TerranStockade, 70, true) melee_ai:dynamic_wait(secs(25)) town:build(1, UnitId.TerranAtlas, 70, true) melee_ai:dynamic_wait(secs(30)) town:build(1, UnitId.TerranMantle, 65, true) town:multirun(function(town) town:wait_build(1, UnitId.TerranAtlas) town:build(1, UnitId.TerranDaedala, 65, true) end) town:wait_build(1, UnitId.TerranDaedala) town:build(1, UnitId.TerranIronFoundry, 65, true) end, build_anti_ground_defenses = Basic.build_anti_ground, build_anti_air_defenses = Basic.build_anti_air, attack_wave_cost_bias = 0.6, }