			Start Intro/End Music [Sound Action]
				initially_active
				deactivates_on_trigger
				2.00, 2.00
			{
				Sound Tag
					01 (Villager) The town is under
			}

<Fields of Battle PoinT & your name here>

====================================

----Armies of Light and Dark----

Light Forces
{
	Link
		Light 0
		Light 1
		Light 2
		Light 3 
		Light 4
                Light 5
                Light 6
}



Light 0 Vets
{
	Link
		0 Heros
		0 Veterans
		0 Hardened
		0 Specialists
}

	0 Heros
	{
		(subj, monster_identifier)
	}
	0 Veterans
	{
		(subj, monster_identifier)
	}
	0 Hardened
	{
		(subj, monster_identifier)
	}
	0 Specialists
	{
		(subj, monster_identifier)


Light 1
{
	Link
		1 Officers
		1 Infantry
		1 Infantry medium
		1 Infantry Heavy
		1 Artillery
		1 Support
}

	1 Officers
	{
		(subj, monster_identifier)
	}
	1 Infantry
	{
		(subj, monster_identifier)
	}
	1 Infantry medium
	{
		(subj, monster_identifier)
	}
	1 Infantry Heavy
	{
		(subj, monster_identifier)
	}
	1 Artillery
	{
		(subj, monster_identifier)
	}
	1 Support
	{
		(subj, monster_identifier)
	}

Light 2
{
	Link
		2 Officers
		2 Infantry
		2 Infantry medium
		2 Infantry Heavy
		2 Artillery
		2 Support
}

	2 Officers
	{
		(subj, monster_identifier)
	}
	2 Infantry
	{
		(subj, monster_identifier)
	}
	2 Infantry medium
	{
		(subj, monster_identifier)
	}
	2 Infantry Heavy
	{
		(subj, monster_identifier)
	}
	2 Artillery
	{
		(subj, monster_identifier)
	}
	2 Support
	{
		(subj, monster_identifier)
	}

Light 3
{
	Link
		3 Officers
		3 Infantry
		3 Infantry medium
		3 Infantry Heavy
		3 Artillery
		3 Support
                3 Scouts
}

	3 Officers
	{
		(subj, monster_identifier)
	}
	3 Infantry
	{
		(subj, monster_identifier)
	}
	3 Infantry medium
	{
		(subj, monster_identifier)
	}
	3 Infantry Heavy
	{
		(subj, monster_identifier)
	}
	3 Artillery
	{
		(subj, monster_identifier)
	}
	3 Support
	{
		(subj, monster_identifier)
	}
        3 Scouts
	{
		(subj, monster_identifier)
	}

Light 4
{
	Link
		4 Officers
		4 Infantry
		4 Infantry medium
		4 Infantry Heavy
		4 Artillery
		4 Support
}

	4 Officers
	{
		(subj, monster_identifier)
	}
	4 Infantry
	{
		(subj, monster_identifier)
	}
	4 Infantry medium
	{
		(subj, monster_identifier)
	}
	4 Infantry Heavy
	{
		(subj, monster_identifier)
	}
	4 Artillery
	{
		(subj, monster_identifier)
	}
	4 Support
	{
		(subj, monster_identifier)
	}

Light 5
{
	Link
		5 Officers
		5 Infantry
		5 Infantry medium
		5 Infantry Heavy
		5 Artillery
		5 Support
}

	5 Officers
	{
		(subj, monster_identifier)
	}
	5 Infantry
	{
		(subj, monster_identifier)
	}
	5 Infantry medium
	{
		(subj, monster_identifier)
	}
	5 Infantry Heavy
	{
		(subj, monster_identifier)
	}
	5 Artillery
	{
		(subj, monster_identifier)
	}
	5 Support
	{
		(subj, monster_identifier)
	}

 6 Light Reinforcements
{
	Link
		6 Officers
		6 Infantry
		6 Infantry medium
		6 Infantry Heavy
		6 Artillery
		6 Support
}

	6 Officers
	{
		(subj, monster_identifier)
	}
	6 Infantry
	{
		(subj, monster_identifier)
	}
	6 Infantry medium
	{
		(subj, monster_identifier)
	}
	6 Infantry Heavy
	{
		(subj, monster_identifier)
	}
	6 Artillery
	{
		(subj, monster_identifier)
	}
	6 Support
	{
		(subj, monster_identifier)
	}


----------------------------------------------------------------------------

Dark Forces
{
	Link
		Dark 1
		Dark 2
		Dark 3 
		Dark 4
		Dark 5
		Dark Random
		Dark Nasty
                
}

-------------------------------------------------------------------

Dark 1
{
	Link
		Wave 1 A
		Wave 1 B
		Wave 1 C

}

-------------------------------------------------------------------

	Wave 1 A
{
	Link
		A Officers
		A Infantry
		A Infantry medium
		A Infantry Heavy
		A Artillery
		A Support

}

	A Officers
	{
		(subj, monster_identifier)
	}
	A Infantry
	{
		(subj, monster_identifier)
	}
	A Infantry medium
	{
		(subj, monster_identifier)
	}
	A Infantry Heavy
	{
		(subj, monster_identifier)
	}
	A Artillery
	{
		(subj, monster_identifier)
	}
	A Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 1 B
{
	Link
		B Officers
		B Infantry
		B Infantry medium
		B Infantry Heavy
		B Artillery
		B Support

}

	B Officers
	{
		(subj, monster_identifier)
	}
	B Infantry Light
	{
		(subj, monster_identifier)
	}
	B Infantry medium
	{
		(subj, monster_identifier)
	}
	B Infantry Heavy
	{
		(subj, monster_identifier)
	}
	B Artillery
	{
		(subj, monster_identifier)
	}
	B Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 1 C
{
	Link
		C Officers
		C Infantry
		C Infantry medium
		C Infantry Heavy
		C Artillery
		C Support

}

	C Officers
	{
		(subj, monster_identifier)
	}
	C Infantry Light
	{
		(subj, monster_identifier)
	}
	C Infantry medium
	{
		(subj, monster_identifier)
	}
	C Infantry Heavy
	{
		(subj, monster_identifier)
	}
	C Artillery
	{
		(subj, monster_identifier)
	}
	C Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

Dark 2
{
	Link
		Wave 2 D
		Wave 2 E
		Wave 2 F
		Wave 2 G
		Wave 2 H
		Wave 2 I
		Wave 2 J
                Wave 2 K
		Wave 2 L
}

-------------------------------------------------------------------

	Wave 2 D
{
	Link
		D Officers
		D Infantry
		D Infantry medium
		D Infantry Heavy
		D Artillery
		D Support

}


	D Officers
	{
		(subj, monster_identifier)
	}
	D Infantry Light
	{
		(subj, monster_identifier)
	}
	D Infantry medium
	{
		(subj, monster_identifier)
	}
	D Infantry Heavy
	{
		(subj, monster_identifier)
	}
	D Artillery
	{
		(subj, monster_identifier)
	}
	D Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 2 E
{
	Link
		E Officers
		E Infantry
		E Infantry medium
		E Infantry Heavy
		E Artillery
		E Support

}


	E Officers
	{
		(subj, monster_identifier)
	}
	E Infantry Light
	{
		(subj, monster_identifier)
	}
	E Infantry medium
	{
		(subj, monster_identifier)
	}
	E Infantry Heavy
	{
		(subj, monster_identifier)
	}
	E Artillery
	{
		(subj, monster_identifier)
	}
	E Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 2 F
{
	Link
		F Officers
		F Infantry
		F Infantry medium
		F Infantry Heavy
		F Artillery
		F Support

}


	F Officers
	{
		(subj, monster_identifier)
	}
	F Infantry Light
	{
		(subj, monster_identifier)
	}
	F Infantry medium
	{
		(subj, monster_identifier)
	}
	F Infantry Heavy
	{
		(subj, monster_identifier)
	}
	F Artillery
	{
		(subj, monster_identifier)
	}
	F Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 2 G
{
	Link
		G Officers
		G Infantry
		G Infantry medium
		G Infantry Heavy
		G Artillery
		G Support

}


	G Officers
	{
		(subj, monster_identifier)
	}
	G Infantry Light
	{
		(subj, monster_identifier)
	}
	G Infantry medium
	{
		(subj, monster_identifier)
	}
	G Infantry Heavy
	{
		(subj, monster_identifier)
	}
	G Artillery
	{
		(subj, monster_identifier)
	}
	G Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 2 H
{
	Link
		H Officers
		H Infantry
		H Infantry medium
		H Infantry Heavy
		H Artillery
		H Support

}


	H Officers
	{
		(subj, monster_identifier)
	}
	H Infantry Light
	{
		(subj, monster_identifier)
	}
	H Infantry medium
	{
		(subj, monster_identifier)
	}
	H Infantry Heavy
	{
		(subj, monster_identifier)
	}
	H Artillery
	{
		(subj, monster_identifier)
	}
	H Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 2 I
{
	Link
		I Officers
		I Infantry
		I Infantry medium
		I Infantry Heavy
		I Artillery
		I Support

}


	I Officers
	{
		(subj, monster_identifier)
	}
	I Infantry Light
	{
		(subj, monster_identifier)
	}
	I Infantry medium
	{
		(subj, monster_identifier)
	}
	I Infantry Heavy
	{
		(subj, monster_identifier)
	}
	I Artillery
	{
		(subj, monster_identifier)
	}
	I Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 2 J
{
	Link
		J Officers
		J Infantry
		J Infantry medium
		J Infantry Heavy
		J Artillery
		J Support

}


	J Officers
	{
		(subj, monster_identifier)
	}
	J Infantry Light
	{
		(subj, monster_identifier)
	}
	J Infantry medium
	{
		(subj, monster_identifier)
	}
	J Infantry Heavy
	{
		(subj, monster_identifier)
	}
	J Artillery
	{
		(subj, monster_identifier)
	}
	J Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 2 K
{
	Link
		K Officers
		K Infantry
		K Infantry medium
		K Infantry Heavy
		K Artillery
		K Support

}


	K Officers
	{
		(subj, monster_identifier)
	}
	K Infantry Light
	{
		(subj, monster_identifier)
	}
	K Infantry medium
	{
		(subj, monster_identifier)
	}
	K Infantry Heavy
	{
		(subj, monster_identifier)
	}
	K Artillery
	{
		(subj, monster_identifier)
	}
	K Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 2 L
{
	Link
		L Officers
		L Infantry
		L Infantry medium
		L Infantry Heavy
		L Artillery
		L Support

}


	L Officers
	{
		(subj, monster_identifier)
	}
	L Infantry Light
	{
		(subj, monster_identifier)
	}
	L Infantry medium
	{
		(subj, monster_identifier)
	}
	L Infantry Heavy
	{
		(subj, monster_identifier)
	}
	L Artillery
	{
		(subj, monster_identifier)
	}
	L Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

Dark 3
{
	Link
		Wave 3 M
		Wave 3 N
		Wave 3 O
		Wave 3 P
}

-------------------------------------------------------------------

		Wave 3 M
{
	Link
		M Officers
		M Infantry
		M Infantry medium
		M Infantry Heavy
		M Artillery
		M Support

}


	M Officers
	{
		(subj, monster_identifier)
	}
	M Infantry Light
	{
		(subj, monster_identifier)
	}
	M Infantry medium
	{
		(subj, monster_identifier)
	}
	M Infantry Heavy
	{
		(subj, monster_identifier)
	}
	M Artillery
	{
		(subj, monster_identifier)
	}
	M Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

		Wave 3 N
{
	Link
		N Officers
		N Infantry
		N Infantry medium
		N Infantry Heavy
		N Artillery
		N Support

}


	M Officers
	{
		(subj, monster_identifier)
	}
	M Infantry Light
	{
		(subj, monster_identifier)
	}
	M Infantry medium
	{
		(subj, monster_identifier)
	}
	M Infantry Heavy
	{
		(subj, monster_identifier)
	}
	M Artillery
	{
		(subj, monster_identifier)
	}
	M Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 3 O
{
	Link
		O Officers
		O Infantry
		O Infantry medium
		O Infantry Heavy
		O Artillery
		O Support

}


	O Officers
	{
		(subj, monster_identifier)
	}
	O Infantry Light
	{
		(subj, monster_identifier)
	}
	O Infantry medium
	{
		(subj, monster_identifier)
	}
	O Infantry Heavy
	{
		(subj, monster_identifier)
	}
	O Artillery
	{
		(subj, monster_identifier)
	}
	O Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 3 P
{
	Link
		P Officers
		P Infantry
		P Infantry medium
		P Infantry Heavy
		P Artillery
		P Support

}


	P Officers
	{
		(subj, monster_identifier)
	}
	P Infantry Light
	{
		(subj, monster_identifier)
	}
	P Infantry medium
	{
		(subj, monster_identifier)
	}
	P Infantry Heavy
	{
		(subj, monster_identifier)
	}
	P Artillery
	{
		(subj, monster_identifier)
	}
	P Support
	{
		(subj, monster_identifier)
	}


-------------------------------------------------------------------

Dark 4
{
	Link
		Wave 4 Q
		Wave 4 R
		Wave 4 S
		Wave 4 T
}

-------------------------------------------------------------------

	Wave 4 Q
{
	Link
		Q Officers
		Q Infantry
		Q Infantry medium
		Q Infantry Heavy
		Q Artillery
		Q Support

}


	Q Officers
	{
		(subj, monster_identifier)
	}
	Q Infantry Light
	{
		(subj, monster_identifier)
	}
	Q Infantry medium
	{
		(subj, monster_identifier)
	}
	Q Infantry Heavy
	{
		(subj, monster_identifier)
	}
	Q Artillery
	{
		(subj, monster_identifier)
	}
	Q Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 4 R
{
	Link
		R Officers
		R Infantry
		R Infantry medium
		R Infantry Heavy
		R Artillery
		R Support

}


	R Officers
	{
		(subj, monster_identifier)
	}
	R Infantry Light
	{
		(subj, monster_identifier)
	}
	R Infantry medium
	{
		(subj, monster_identifier)
	}
	R Infantry Heavy
	{
		(subj, monster_identifier)
	}
	R Artillery
	{
		(subj, monster_identifier)
	}
	R Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 4 S
{
	Link
		S Officers
		S Infantry
		S Infantry medium
		S Infantry Heavy
		S Artillery
		S Support

}


	S Officers
	{
		(subj, monster_identifier)
	}
	S Infantry Light
	{
		(subj, monster_identifier)
	}
	S Infantry medium
	{
		(subj, monster_identifier)
	}
	S Infantry Heavy
	{
		(subj, monster_identifier)
	}
	S Artillery
	{
		(subj, monster_identifier)
	}
	S Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 4 T
{
	Link
		T Officers
		T Infantry
		T Infantry medium
		T Infantry Heavy
		T Artillery
		T Support

}


	T Officers
	{
		(subj, monster_identifier)
	}
	T Infantry Light
	{
		(subj, monster_identifier)
	}
	T Infantry medium
	{
		(subj, monster_identifier)
	}
	T Infantry Heavy
	{
		(subj, monster_identifier)
	}
	T Artillery
	{
		(subj, monster_identifier)
	}
	T Support
	{
		(subj, monster_identifier)
	}


-------------------------------------------------------------------

Dark 5
{
	Link
		Wave 5 U
		Wave 5 V
		Wave 5 W
		Wave 5 X
		Wave 5 Y
		Wave 5 Z
}

-------------------------------------------------------------------

	Wave 5 U
{
	Link
		U Officers
		U Infantry
		U Infantry medium
		U Infantry Heavy
		U Artillery
		U Support

}


	U Officers
	{
		(subj, monster_identifier)
	}
	U Infantry Light
	{
		(subj, monster_identifier)
	}
	U Infantry medium
	{
		(subj, monster_identifier)
	}
	U Infantry Heavy
	{
		(subj, monster_identifier)
	}
	U Artillery
	{
		(subj, monster_identifier)
	}
	U Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 5 V
{
	Link
		V Officers
		V Infantry
		V Infantry medium
		V Infantry Heavy
		V Artillery
		V Support

}


	V Officers
	{
		(subj, monster_identifier)
	}
	V Infantry Light
	{
		(subj, monster_identifier)
	}
	V Infantry medium
	{
		(subj, monster_identifier)
	}
	V Infantry Heavy
	{
		(subj, monster_identifier)
	}
	V Artillery
	{
		(subj, monster_identifier)
	}
	V Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 5 W
{
	Link
		W Officers
		W Infantry
		W Infantry medium
		W Infantry Heavy
		W Artillery
		W Support

}


	W Officers
	{
		(subj, monster_identifier)
	}
	W Infantry Light
	{
		(subj, monster_identifier)
	}
	W Infantry medium
	{
		(subj, monster_identifier)
	}
	W Infantry Heavy
	{
		(subj, monster_identifier)
	}
	W Artillery
	{
		(subj, monster_identifier)
	}
	W Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 5 X
{
	Link
		X Officers
		X Infantry
		X Infantry medium
		X Infantry Heavy
		X Artillery
		X Support

}


	X Officers
	{
		(subj, monster_identifier)
	}
	X Infantry Light
	{
		(subj, monster_identifier)
	}
	X Infantry medium
	{
		(subj, monster_identifier)
	}
	X Infantry Heavy
	{
		(subj, monster_identifier)
	}
	X Artillery
	{
		(subj, monster_identifier)
	}
	X Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 5 Y
{
	Link
		Y Officers
		Y Infantry
		Y Infantry medium
		Y Infantry Heavy
		Y Artillery
		Y Support

}


	Y Officers
	{
		(subj, monster_identifier)
	}
	Y Infantry Light
	{
		(subj, monster_identifier)
	}
	Y Infantry medium
	{
		(subj, monster_identifier)
	}
	Y Infantry Heavy
	{
		(subj, monster_identifier)
	}
	Y Artillery
	{
		(subj, monster_identifier)
	}
	Y Support
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave 5 Z
{
	Link
		Z Officers
		Z Infantry
		Z Infantry medium
		Z Infantry Heavy
		Z Artillery
		Z Support

}


	Z Officers
	{
		(subj, monster_identifier)
	}
	Z Infantry Light
	{
		(subj, monster_identifier)
	}
	Z Infantry medium
	{
		(subj, monster_identifier)
	}
	Z Infantry Heavy
	{
		(subj, monster_identifier)
	}
	Z Artillery
	{
		(subj, monster_identifier)
	}
	Z Support
	{
		(subj, monster_identifier)
	}



-------------------------------------------------------------------

Dark Random
{
	Link
		Wave R BB
		Wave R FF
		Wave R KK
		Wave R PP

}

-------------------------------------------------------------------

	Wave R BB
{
	Link
		BB Scouts
		BB Harassers 
		BB Flankers
		BB Teasers
		BB Rushers

}


	BB Scouts
	{
		(subj, monster_identifier)
	}
	BB Harassers
	{
		(subj, monster_identifier)
	}
	BB Flankers
	{
		(subj, monster_identifier)
	}
	BB Teasers
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave R FF
{
	Link
		FF Scouts
		FF Harassers 
		FF Flankers
		FF Teasers

}


	FF Scouts
	{
		(subj, monster_identifier)
	}
	FF Harassers
	{
		(subj, monster_identifier)
	}
	FF Flankers
	{
		(subj, monster_identifier)
	}
	FF Teasers
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave R KK
{
	Link
		KK Scouts
		KK Harassers 
		KK Flankers
		KK Teasers

}


	KK Scouts
	{
		(subj, monster_identifier)
	}
	KK Harassers
	{
		(subj, monster_identifier)
	}
	KK Flankers
	{
		(subj, monster_identifier)
	}
	KK Teasers
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave R PP
{
	Link
		PP Scouts
		PP Harassers 
		PP Flankers
		PP Teasers

}


	PP Scouts
	{
		(subj, monster_identifier)
	}
	PP Harassers
	{
		(subj, monster_identifier)
	}
	PP Flankers
	{
		(subj, monster_identifier)
	}
	PP Teasers
	{
		(subj, monster_identifier)
	}


-------------------------------------------------------------------

Dark Nasty
{
	Link
		Wave N SS
		Wave N JJ
		Wave N AA

}

-------------------------------------------------------------------

	Wave N SS
{
	Link
		SS Rushers
		SS Punishers 
		SS Suiciders 

}


	SS Rushers
	{
		(subj, monster_identifier)
	}
	SS Punishers
	{
		(subj, monster_identifier)
	}
	SS Suiciders
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave N JJ
{
	Link
		JJ Rushers
		JJ Punishers 
		JJ Suiciders 

}


	JJ Rushers
	{
		(subj, monster_identifier)
	}
	JJ Punishers
	{
		(subj, monster_identifier)
	}
	JJ Suiciders
	{
		(subj, monster_identifier)
	}

-------------------------------------------------------------------

	Wave N AA
{
	Link
		AA Rushers
		AA Punishers 
		AA Suiciders 

}


	AA Rushers
	{
		(subj, monster_identifier)
	}
	AA Punishers
	{
		(subj, monster_identifier)
	}
	AA Suiciders
	{
		(subj, monster_identifier)
	}


-------------------------------------------------------------------

-------Victory Tests-------

-------------------------------------------------------------------

Flag 1 (c2 on map)
Flag 2 (c3 on map)
Flag 3 (c4 on map)
Flag 4 (c5 on map)
Flag 5 (d3 on map)


-------End Game Flags Captured
{
}

3 flags captured? [Netgame Type]
	initially_active
	deactivates_never
	5.00, 5.00
{
	Winning Team Index
		1
	Winning Team Minimum Score
		3
	Activates on Success
		dark victory
}

dark victory [Endgame Condition]
	deactivates_on_trigger
	0.00, 0.00
{
	Dark Victory Flag
}

-------------------------------------------------------------------

-------Territory Raise and Lower Flags

Light near Dark Flag [Test Unit]
	initially_active
	deactivates_on_successful_execution
	2.00, 4.00
{
	Link
		<cavalry>
		<final chargers>
		<final chargers 2>
	Polygon
		122.122, 99.127
		121.569, 87.047
		106.231, 86.520
		107.129, 98.313
	Unit Count Greater Than
		0
	Closed Polygon Flag
	Activates on Success
		Dark not near Dark flag?
	Monsters



	Dark not near Dark flag? [Test Unit]
		deactivates_on_execution
		0.00, 0.00
	{
		Polygon
			124.016, 101.493
			122.143, 77.143
			98.413, 78.735
			99.901, 105.190
		Closed Polygon Flag
		Activates on Failure
			Dark Flag Down
			Light Flag Up
		Link
			<skirmishers 1
			<Dark defence>
		Unit Count Greater Than
			0
		Activates on Success
			Light near Dark Flag
	}

		Dark Flag Down [Unit Control]
			deactivates_on_trigger
			0.00, 0.00
		{
			Monsters
				10750 (union flag (solo))
		Light Flag Up [Unit Control]
			deactivates_on_trigger
			0.00, 0.00
		{
			Monsters
				10751 (Rebel flag (solo))
			Visible Flag
			Cannot Be Autotargeted Flag
				true
			Activates on Success
				Light not near Light Flag?
				snare drum
		}

Light not near Light Flag? [Test Unit]
	deactivates_on_successful_execution
	2.00, 2.00
{
	Link
		<final chargers>
		<final chargers 2>
		<cavalry>
		Player Dead?
	Polygon
		124.639, 101.704
		123.315, 77.497
		96.831, 79.655
		98.864, 105.024
	Unit Count Less Than
		1
	Closed Polygon Flag
	Activates on Success
		Find Dark near Light Flag?
}

	Find Dark near Light Flag? [Test Unit]
		deactivates_on_execution
		0.00, 0.00
	{
		Polygon
			122.374, 99.004
			121.467, 86.293
			106.598, 86.323
			106.540, 98.180
		Closed Polygon Flag
		Activates on Success
			Dark Flag Up
			Light Flag Down
		Link
			<skirmishers 1>

			<road cav 2>
		Unit Count Greater Than
			0
		Activates on Failure
			Light not near Light Flag?
	}

		Dark Flag Up [Unit Control]
			deactivates_on_trigger
			0.00, 0.00
		{
			Monsters
				10750 (union flag (solo))
			Visible Flag
		}

		Union Flag Down [Unit Control]
			deactivates_on_trigger
			0.00, 0.00
		{
			Monsters
				10751 (rebel flag (solo))
			Invisible Flag
			Activates on Success
				Light near Dark Flag
				Dark Flag Still Up?
				snare drum
		}

		Dark Flag Still Up? [Test Unit]
			only_initial_delay
			deactivates_on_successful_execution
			15.00, 15.00
		{
			Monsters
				10750 (union flag (solo))
			Unit Count Greater Than
				0
			Activates on Success
				Player Loses
			Prerequisites
				Sound 07
		}

		snare drum [Sound Action]
			deactivates_on_trigger
			0.00, 0.00
		{
			Sound Tag
				zsnaredrum
		}			Invisible Flag
			Deactivates On Activation
				Dark Flag Still Up?
		}

-------------------------------------------------------------------

-------Intro-------

Intro Observers
{
	(subj, monster_identifier)
}

Camera Movement 1 [Observer Movement]
	initially_active
	deactivates_on_trigger
	2.00, 2.00
{
	Camera Mode
		1
	Destination
		106.944, 121.682
	Final Facing
		39.74
	Linear Interpolant Separation
		0.344
	Angular Interpolant Separation
		5
	Activates On Execution
		Camera Movement 2
	Don't Return User Control Flag
}

Camera Movement 2 [Observer Movement]
	deactivates_on_trigger
	6.00, 6.00
{
	Camera Mode
		1
	Destination
		108.788, 36.151
	Final Facing
		39.02
	Activates On Execution
		Camera Movement 2.5
	Angular Interpolant Separation
		180
	Linear Interpolant Separation
		65.001
	Don't Return User Control Flag
}


Camera Movement 3 [Observer Movement]
	deactivates_on_trigger
	8.00, 8.00
{
	Camera Mode
		1
	Destination
		62.116, 53.309
	Final Facing
		181.33
	Linear Interpolant Separation
		5.000
	Angular Interpolant Separation
		5
	Activates On Execution
		Delete Intro Observers
}

-------------------------------------------------------------------

-------Order of Battle-------

-------------------------------------------------------------------

-------Light Forces-------

-------L Battle 1
-------------------------------------------------------------------
_______START-------  Veterans Present test
if so then ai controls Light 1 to start
Light 0

-------Arrival-------
Light 0
Light 1 
move forward



-------Position-------
Light 0
Light 1 
move into formation

-------Defend-------
Light 0
Light 1 
defend position

-------Attack-------
if enemy is hurt
Wave 1 A
Light 1 attack


-------rout-------
if enemy count is low 
Dark 1
Light 1 Charge

-------FallBack-------
if 
Light 0
Light 1 
hurt fall back


-------Reposition-------
Light 0
Light 1 
move to flag 2

-------Retreat-------
if all 
light 0 heros dead 
Light 1 officers dead
then retreat



-------Reinforce-------

Light 2 appears on timer random range

-------March-------
Light 2 


-------Position-------
Light 2 
move into formation

-------Attack-------
Light 2 attack


-------rout-------
if enemy count is low 
Dark 1
Light 2 Charge

-------FallBack-------
if 
Light 2 
hurt fall back


-------Reposition-------
Light 2
move to flag 2








-------------------------------------------------------------------

-------L Battle 2

-------------------------------------------------------------------

if light holds at least 4 flags then battle 2 if not trigger Dark nasty attack


-------Reinforce 3-------

Light 3 appears on timer

-------March-------
Light 3 


-------Position-------
Light 3 to flag 2
3 scouts to flag 3
move into formation

-------Defend to the last-------
Light 3 Defend Flag 2
3 scouts defend Flag 3


-------rout-------
if enemy count is low 
Dark 2
Light 3 Charge

-------FallBack-------
if 
3 scouts 
hurt fall back to flag 2

-------Reinforce 4-------

Light 4 appears on trigger
Light Forces count low then Reinforce 4

-------March-------
Light 4 


-------Position-------
Light 4 to flag 2
4 scouts to flag 5
move into formation

-------Defend to the last-------
Light 2 Defend Flag 2
3 scouts defend Flag 5




-------------------------------------------------------------------

-------L Battle 3

-------------------------------------------------------------------

if light holds at least 3 flags then battle 3 if not trigger Dark nasty attack

-------Reinforce 5-------

Light 5 appears on trigger
Light Forces count low then Reinforce 5

-------March-------
Light 5 


-------Position-------
Light 5 to flag 2
move into formation

-------Defend to the last-------
Light 2 Defend Flag 2 (c3)


-------------------------------------------------------------------

-------L Battle Reinforcements

-------------------------------------------------------------------

-------Reinforce xxx-------

Light 6 appears on trigger
Light Forces count low then allow Reinforce 6
Light 6 appears if light unit taunts at camp (e5)

-------March-------
Light 4 


-------Position-------
Light 4 to flag 2
4 scouts to flag 5
move into formation

-------Defend to the last-------
Light 2 Defend Flag 2
3 scouts defend Flag 5





-------------------------------------------------------------------

-------Dark Forces-------

-------------------------------------------------------------------
D Battle 1
-------------------------------------------------------------------
-------------------------------------------------------------------

-------Move into position-------
Wave 1 A

[Movement]
deactivates_on_trigger
Waypoints
Formation Index
Final Facing

Wave 1 B
Wave 1 C

-------Attack-------
Wave 1 A

Group Proximity Test [Test Unit]
			deactivates_on_successful_execution
			0.00, 0.00
		{
			Link
				<GRUUPD REBELDIVS>
			Enemy Closer Than Radius
				18.000
			Activates on Success
				Begin Attacks
		}

			Begin Attacks [Action List]
				deactivates_on_trigger
				2.00, 2.00
			{
				Actions to Activate

}

				rebeldiv1 Atta [Attack]
					no_initial_delay
					deactivates_never
					2.00, 2.00
				{
					Link
						<rebeldiv6>
					Attack All Enemies Flag
Wave 1 B
Wave 1 C

-------Defend-------
Wave 1 A
Wave 1 B
Wave 1 C
defend (b1)
defend (b2)

-------Overrun-------
light forces count low charge

-------Retreat-------
dark forces hurt retreat to (b1)

Retreat? [Test Unit]
					deactivates_on_successful_execution
					0.00, 0.00
				{
					Unit Count Less Than
						23
					Link
						<GRUUPD DARK>
					Activates on Success
						STOP
						RETREAT
						Any Survivors?
						Initiate Wave #2
Deactivates On Success

	}

					STOP [General Action]
						deactivates_on_trigger
						0.00, 0.00
					{
						Command Type
							5
						Link
							All Officers
							<GRUUPD DARK>
					}

					RETREAT [Rout]


-------Counter Attack-------
light forces hurt 
then remaining forces attack

-------Appear-------
		Wave 2 D
		Wave 2 E
		Wave 2 F
		Wave 2 G



-------Move into position-------
		Wave 2 D
		Wave 2 E
		Wave 2 F
		Wave 2 G

-------Attack-------
		Wave 2 D
		Wave 2 E
		Wave 2 F
		Wave 2 G

-------Defend-------
Wave 2 F remaining forces defend (c2)

-------Appear-------
		Wave 2 H
		Wave 2 I
		Wave 2 J
                Wave 2 K
		Wave 2 L

-------Move into position-------
		Wave 2 H
		Wave 2 I
		Wave 2 J
                Wave 2 K
		Wave 2 L
-------Attack-------
		Wave 2 H
		Wave 2 I
		Wave 2 J
		Wave 2 G


-------Defend-------
Wave 2 L defend (b3)
Wave 2 K defend (e2)
Wave 2 F defend (c2)



-------Overrun-------
light forces count low charge

-------Retreat-------
dark forces hurt retreat to (b1)

-------Counter Attack-------
light forces hurt 
then remaining forces attack


-------------------------------------------------------------------

-------D Battle 2-------

-------------------------------------------------------------------


-------Appear-------
		Wave 3 M
		Wave 3 N
		Wave 3 O
		Wave 3 P

-------Move into position-------
		Wave 3 M
		Wave 3 N
		Wave 3 O
		Wave 3 P

-------Attack-------
		Wave 3 M
		Wave 3 N
		Wave 3 O
		Wave 3 P

-------Defend-------
Wave 3 O  defend (c2) flag 1

-------Overrun-------
light forces count low charge

-------Retreat-------
dark forces hurt retreat to (b1)

-------Counter Attack-------
light forces hurt 
then remaining forces attack

-------Appear-------
		Wave 4 Q
		Wave 4 R
		Wave 4 S
		Wave 4 T



-------Move into position-------
		Wave 4 Q
		Wave 4 R
		Wave 4 S
		Wave 4 T

-------Attack-------
		Wave 4 Q
		Wave 4 R
		Wave 4 S
		Wave 4 T

-------Defend-------
Wave 4 F remaining forces defend (c5) flag 4





-------Overrun-------
light forces count low charge

-------Retreat-------
dark forces hurt retreat to (b4)

-------Counter Attack-------
light forces hurt 
then remaining forces attack


-------------------------------------------------------------------

-------D Battle 3-------

-------------------------------------------------------------------

-------Appear-------
		Wave 5 U
		Wave 5 V
		Wave 5 W
		Wave 5 X
		Wave 5 Y
		Wave 5 Z

-------Move into position-------
		Wave 5 U
		Wave 5 V
		Wave 5 W
		Wave 5 X
		Wave 5 Y
		Wave 5 Z
-------Attack-------
		Wave 5 U
		Wave 5 V
		Wave 5 W
		Wave 5 X
		Wave 5 Y
		Wave 5 Z

-------Overrun-------
light forces count low charge

-------Retreat-------
dark forces hurt retreat to (b1)

-------Counter Attack-------
remaining forces attack

-------Counter Attack-------
light forces hurt 
then remaining forces attack

-------Routed-------
dark forces count less than retreat

-------------------------------------------------------------------

-------D Battle Random-------

-------Appear-------

		Wave R BB
		Wave R FF
		Wave R KK
		Wave R PP

-------Move into position-------

		Wave R BB
		Wave R FF
		Wave R KK
		Wave R PP

-------Attack-------

		Wave R BB
		Wave R FF
		Wave R KK
		Wave R PP

-------Counter Attack-------

		Wave R BB
		Wave R FF
		Wave R KK
		Wave R PP
-------------------------------------------------------------------


Dispatcher [Action List]
	deactivates_on_trigger
	2.00, 4.00
{
	Actions to Activate
		Wave 2 Start
		Wave 3 Start
		Wave 1 Start
		Wave 4 Start
		Wave 5 Start
	Random Selection Flag
	Activates on Failure
		Light in Position?
	Activates on Success
		Light Forces Chide?
}

-------------------------------------------------------------------

-------Battle Nasty-------

-------------------------------------------------------------------
-------Appear-------
		Wave N SS if flags 3 and 4 no light pressent
		Wave N JJ if flag 5 open no light present
		Wave N AA if no light units in (c3) 

-------Attack-------
		Wave N SS
		Wave N JJ
		Wave N AA


-------------------------------------------------------------------



Full Force Here? [Test Unit]
			deactivates_on_successful_execution
			30.00, 30.00
		{
			Unit Count Greater Than
				50
			Link
				!!!Wave 2!!!
			Polygon
				34.881, 67.180
				34.354, 95.758
				121.235, 95.610
				121.364, 65.944
			Closed Polygon Flag
			Activates on Success

			Wave 2 grp#6 Pos.
				Distance To Union Proximity
		}

				Station Deployment Lines 1 [Movement]
					deactivates_on_trigger
					1.00, 1.00
				{




			Any Survivors? [Geometry Filter]
				deactivates_on_successful_execution
				0.00, 0.00
			{
				Polygon Points
					34.372, 68.104
					34.510, 136.458
					119.815, 136.083
					119.872, 68.219
				Polygon Closed Flag
				Link
					<GRUUPD REBELDIVS>
				Tested items Inside Field Name
					subj
				Results Action Identifier
					<wave1survs>
				Activates on Success
					March Em Fwd.
				Deactivates On Success
					RETREAT




Player Dead? [Test Unit]
	initially_active
	deactivates_on_successful_execution
	5.00, 5.00
{
	Unit Count Less Than
		1
	Link
		<union heroes>
		<Other Unions 1>
		<Other Unions 2>
	Activates on Success
		Confederates March Through
		Gather Rebels


	Gather Rebels [Geometry Filter]
		deactivates_on_successful_execution
		0.00, 0.00
	{
		Entire Map
		Link
			<filthy rebels>
		Tested items Inside Field Name
			subj
		Results Action Identifier
			<all rebs>
		Activates on Success
			Use Evil Rout Action Here
	}

		<all rebs>
		{
		}

		Use Evil Rout Action Here [Rout]
			deactivates_never
			0.00, 0.00
		{
			Destinations
				115.407, 194.202
				91.993, 194.667
				71.239, 194.149
				43.874, 194.395
			Link
				<all rebs>


can i use mungers ? to replace 
ATTA Monsters A Attack
	Attackers: (monsters A go here)
	Link: Light Forces as Targets

MUNG Change Attackers to Monsters B
	(Name)
	Replace Parameters: Monsters A Attack
	subj mons_identifier: (monsters B go here)

