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Documentation
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--- Single-Player:**No** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** -- **AI Balancing will replace in multi player missions
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--- **AI** -- **AI Balancing will replace in multi player missions
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-- non-occupied human slots with AI groups, in order to provide an engaging simulation environment,
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-- even when there are hardly any players in the mission.**
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--
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--
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-- ### [AI_BALANCER YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7)
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--
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-- ===
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--
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-- # **API CHANGE HISTORY**
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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--
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-- * **Added** parts are expressed in bold type face.
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-- * _Removed_ parts are expressed in italic type face.
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--
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-- Hereby the change log:
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--
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-- 2017-01-17: There is still a problem with AI being destroyed, but not respawned. Need to check further upon that.
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--
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-- 2017-01-08: AI_BALANCER:**InitSpawnInterval( Earliest, Latest )** added.
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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-- ====
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--
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-- ### Author: **Sven Van de Velde (FlightControl)**
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-- ### Contributions:
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--
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-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
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-- * **SNAFU**: Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE. None of the script code has been used however within the new AI_BALANCER moose class.
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--
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-- ### Authors:
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--
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-- * FlightControl: Framework Design & Programming and Documentation.
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-- ====
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--
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-- @module AI_Balancer
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