FILENAME: 
             Fritz_byzantine_Rel0.98.pk3 //your pk3 filename in the fritzbot directory
REVISION:    
             0.98 //Release port of byzantine-final
RELEASE DATE: 
             August 15, 2007
AUTHOR:      
             TomTom
DESCRIPTION: 
             For FritzBot Mod (0.7) Play in RTCW Enemy Territory 2.60.  
             Bot AI and navs for the map byzantine.  

             This is the ongoing wip for the byzantine project. It will be ported to byzantine version later (either by renaming the component files or by creating a variant strategy). 

MAP SITES: 
		http://ftp.games.skynet.be/pub/wolfenstein/maps/etmain/byzantine.pk3
		http://ftp.games.skynet.be/pub/wolfenstein/maps/shrubet/byzantine.pk3
		http://www.seashadow.it/listing/etmain/byzantine.pk3
		http://returntocastlewolfenstein.filefront.com/file/;20458
		
USAGE:       
             Find the map on the web and place the mapfile byzantine.pk3 into 
             the directory \etmain.  Place this file Fritz_byzantine_Rel0.98.pk3 into the 
             directory created by FrizBot (\FritzBot) overwriting any older versions.

             Select from the Start menu the map byzantine [or the campaign byzantine_3...]
                  -- OR --
             Open the console (`) and type  
                  \map byzantine
                  -- OR --
             Create a short cut like (adjust path as required)
                 "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 2 +map byzantine 
                  -- OR --
                "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 4 +campaign byzantine_3

             
CONTENTS:                         
 Length      Date     Time    Name
 ------      ----     ----    ----
   5491   14-08-2007  16:55   BOTS/SCRIPTS/byzantine.aiscript
  30841   14-08-2007  16:55   BOTS/MAPS/byzantine.nav

    666   14-08-2007  17:10   CONFIGS/byzantine.bots
    116   13-08-2007  09:29   CONFIGS/byzantine.cfg

          14-08-2007          README-_byzantine_rev0.99.txt

  20904   13-08-2007  09:39   maps/byzantine.script



CHANGES:
	 0.99  TomTom byzantine released to the bindlestiff August 15, 2007 
	      - ported from byzantine-final, with a couple more fieldops in the bots file and a higher priority for
	        capturing the flag.  Result is more fight in the center but an acceptable shift favoring allies in 
	        the balance. (the 2 versions of the maps are all but identical, byzantine being the latest(newer) one)
	 0.98 TomTom byzantine_final released to the bindlestiff August 15, 2007
		(0.98 because just too many routes to do 100% tests, and I never got user feedback)
	      - Similar to trapped engrs, trapped cvops may be able to satchel their way out of the safe/warehouse now.
		Limitations are that if they have picked up the tapes/parts when the door is built then it is too late
		and they will zombie because they have chosen an objective (deliver) that they can not navigate to.
		For those cases they either have to be rescued by a engr/cvop on the outside (so each bot team should
		have more than one each) or get killed by an enemy bot (medic/fieldop) that checks in on the roam
		action inside.
	      - Huge cleanup of many very small things (radii, new connections, collector nodes, route pathactions, 
		new secondary routes JIC crapshoot is right about Bots fighting more within the route system than outside
		it (can't say I saw anything to back it up), constructs and dynos are set to goal 999 because Crapshoot
		said that is needed to prevent unreliable answers to if_action_true etc in the aiscript.
	      - Work to test and improve allies use of well rope (pretty good but be on the lookout of bots standing on
	        top of the fakebrush not moving sideways to 1 of 2 nodes).
	      - Balance has remained acceptable throughout
	 0.95 Beta TomTom August 9 2007
	      - Fixed typos on mineplants (active was 5, group was 1)
	      - (bug 3 fix) provided 7s delay so engr can finish dismantling radios when safe/warehouse doors 
		are rebuilt at same time trapping them
	      - (bug 3 fix) provided means for trapped engrs to blow safe/warehouse doors from inside
	      - fakebrushed well rope so bots won't twist around or approach from wrong angle.  
	      - Changed path so bots go over the well cross bar top
	      - minor tweaks, some new camps and regroups, new path around warehouse
	      - S.O. Balance test show it favors allies 15 - 10
	 0.04 playable WIP TomTom may 1, 2007
	      - further fix of axis deliver
	      - some more actions eg. altroams
	      - more axis routes
	      - bots file now symmetrical
	      - campaign balance test 3 to 1 in favor of allies
	 0.03 playable WIP TomTom April 29, 2007
	      - OOPs fixed the missing connection to the closenode of axis's deliver
	      - added a few actions and radii tweaks, new strategy is to keep the cvops in the enemys area.
	      - fixed the campaigns to not use this map as first in a campaign (sse bugs)
	 0.02 Playable WIP TomTom April 29, 2007
	      - defensive actions added
	      - Allied routes added (original spawn master routes and secondary routes)
	      - axis steal route added
         0.01 Initial WIP snapshot - by TomTom April 26, 2007   
         

KNOWN BUGS:
         (Tested on FritzBot rev. 0.70b Final beta)
         (1) map has a couple of graphics errors (2 store front are detached from market wall, mosque spawn lack a solid brush near the ceiling)
	 (2) This map can't be the first map in a campaign
         (3)  Due to nature of engineer bots focus on constructing rather than fighting the enemy bots who need more time to dissassemble the radio can get trapped inside the warehouse/safehouse.  This is a result of a problem I keep coming up against in fritzbot.  Specifically bots getting split up, separated by a constructable barrier. The actions on one side need to be de-activated so that bots do not zombie on the other side (i.e. the one with the spawn).  In this case the engrs can get trapped until either they suicide or a cvop frees them. (FIXED mostly see 0.95, 0.98 notes)

TO DO:  optionally
        (4) Optionally Add more offensive camps, roams to recover the stolen goods (maybe involve fieldops).  
	    Consider disabling groups when items stolen rather than lost(delivered)
        (6) Balance testing with larger teams(currently allies have advantage with open area to defend)
	(7) aiscript tweaks (more disables on items delivered)
	(8) port to byzantine with some change to modify play (more bots, flag as a priority?)



Copyrights:
NOTE THIS WAYPOINTING IS IN PART DEPENDANT UPON THE WORK OF THE ORIGINAL
MAPPER Ifurita.
Accordingly this work and any work derived from these files must include and 
respect the original copyright(s). (where applicable)

All copyrights and trademarks are the respective property of their owners.
Original Map and script file by Ifurita
