[(bool )] kbAddAttackRouteIgnoreID( int ignoreAreaID ): ignore this area when finding the route. [(bool )] kbAddAttackRouteIgnoreType( int ignoreAreaTypeID ): ignore this areatype when finding the route. [(bool )] kbAddAttackRouteSector( int sector ): add a new sector to path to. [(void )] kbAreaCalculate(): Creates areas and area groups. DO THIS BEFORE ANYTHING ELSE IN YOUR SCRIPT. [(int )] kbAreaFindBestGatherAreaID( int unitTypeID ): Returns the Area ID of the best area to gather the given unit type. [(int )] kbAreaGetBorderAreaID( int areaID, long index ): Returns the Area ID of the index-th border area in the given area. [(vector)] kbAreaGetCenter( int areaID ): Returns the center of the given area. [(int )] kbAreaGetClosetArea( vector position, int areaType, int areaType1, float minDistance ): Returns the Area ID of the closest area, of the given types, to given postion. [(int )] kbAreaGetIDByPosition( vector position ): Returns the ID of the given area. [(int )] kbAreaGetNumber( void ): Returns the number of areas. [(int )] kbAreaGetNumberBlackTiles( int areaID ): Returns the number of black tiles in the given area. [(int )] kbAreaGetNumberBorderAreas( int areaID ): Returns the number of border areas for the given area. [(int )] kbAreaGetNumberFogTiles( int areaID ): Returns the number of fog tiles in the given area. [(int )] kbAreaGetNumberTiles( int areaID ): Returns the number of tiles in the given area. [(int )] kbAreaGetNumberUnits( int areaID ): Returns the number of units in the given area. [(int )] kbAreaGetNumberVisibleTiles( int areaID ): Returns the number of visible tiles in the given area. [(int )] kbAreaGetType( int areaID ): Returns the Type of area. [(int )] kbAreaGetUnitID( int areaID, long index ): Returns the Unit ID of the index-th unit in the given area. [(int )] kbAreaGetVisibilityChangeTime( int areaID ): Returns the gametime of the last visibility change for the given area. [(int )] kbAreaGetVPSiteID(int areaID): returns an area's VP site ID (-1 if an area doesn't have a VP site). [(vector)] kbAreaGroupGetCenter( int groupID ): Returns the center of the given areaGroup. [(int )] kbAreaGroupGetIDByPosition( vector position ): Returns the ID of the given area group. [(bool )] kbAttackRouteAddPath( int attackRouteID, int pathID): Rreturns true if path was added to attack route. [(bool )] kbBaseAddUnit( int playerID, int baseID, int unitID ): Adds the given unit to the base. [(int )] kbBaseCreate( int playerID, string name, vector position, float distance ): Creates a base. [(bool )] kbBaseDestroy( int playerID, int baseID ): Destroys the given base. [(void )] kbBaseDestroyAll( int playerID ): Destroys all of the bases for the given player. [(int )] kbBaseFindCreateResourceBase( int resourceType, int resourceSubType, int parentBaseID ): Finds/Creates a resource base. [(int )] kbBaseFindForwardMilitaryBase( int enemyPlayerID, int enemyBaseID ): Finds/Creates a 'forward' military base against the given enemy base. [(bool )] kbBaseGetActive( int playerID, int baseID ): Gets the active flag of the base. [(vector)] kbBaseGetBackVector( int playerID, int baseID ): Gets the back vector of the base. [(bool )] kbBaseGetEconomy( int playerID, int baseID ): Gets the economy flag of the base. [(bool )] kbBaseGetForward( int playerID, int baseID ): Gets the forward flag of the base. [(vector)] kbBaseGetFrontVector( int playerID, int baseID ): Gets the front vector of the base. [(int )] kbBaseGetIDByIndex( int playerID, int index ): Returns the BaseID for the given base. [(vector)] kbBaseGetLastKnownDamageLocation( int playerID, int baseID ): Gets the last known damage location of the base. [(vector)] kbBaseGetLocation( int playerID, int baseID ): Gets the location of the base. [(bool )] kbBaseGetMain( int playerID, int baseID ): Gets the main flag of the base. [(int )] kbBaseGetMainID( int playerID ): Gets the main base ID for the player. [(float )] kbBaseGetMaximumResourceDistance( int playerID, int baseID ): Gets the maximum resource distance of the base. [(bool )] kbBaseGetMilitary( int playerID, int baseID ): Gets the military flag of the base. [(vector)] kbBaseGetMilitaryGatherPoint( int playerID, int baseID ): Gets the military gather point of the base. [(int )] kbBaseGetNextID( void ): Returns the ID of the next base that will be created. [(int )] kbBaseGetNumber( int playerID ): Returns the number of bases for the given player. [(int )] kbBaseGetNumberUnits( int playerID, int baseID, int relation, int unitTypeID ): Returns the number of units that match the criteria. [(int )] kbBaseGetOwner( int baseID ): Returns the player ID of the specified base's owner. [(bool )] kbBaseGetSettlement( int playerID, int baseID ): Gets the settlement flag of the base. [(int )] kbBaseGetTimeUnderAttack( int playerID, int baseID ): Returns the number of continuous seconds the base has been under attack. [(bool )] kbBaseGetUnderAttack( int playerID, int baseID ): Gets the under attack flag of the base. [(bool )] kbBaseRemoveUnit( int playerID, int baseID, int unitID ): Removes the given unit to the base. [(bool )] kbBaseSetActive( int playerID, int baseID, bool active ): Sets the active flag of the base. [(bool )] kbBaseSetEconomy( int playerID, int baseID, bool Economy ): Sets the economy flag of the base. [(bool )] kbBaseSetForward( int playerID, int baseID, bool forward ): Sets the forward flag of the base. [(bool )] kbBaseSetFrontVector( int playerID, int baseID, vector frontVector ): Sets the front (and back) of the base. [(bool )] kbBaseSetMain( int playerID, int baseID, bool main ): Sets the main flag of the base. [(void )] kbBaseSetMaximumResourceDistance( int playerID, int baseID, float distance ): Sets the maximum resource distance of the base. [(bool )] kbBaseSetMilitary( int playerID, int baseID, bool military ): Sets the military flag of the base. [(bool )] kbBaseSetMilitaryGatherPoint( int playerID, int baseID, vector gatherPoint ): Sets the military gather point of the base. [(bool )] kbBaseSetSettlement( int playerID, int baseID, bool settlement ): Sets the settlement flag of the base. [(bool )] kbBuildingPlacementAddAreaGroupID( int areaGroupID ): Adds the AreaGroup ID to the current BP. [(bool )] kbBuildingPlacementAddAreaID( int areaID, int numberBorderAreaLayers, bool addCenterInfluence ): Adds the Area ID to the current BP (with the given number of border area layers), addCenterInfluence - adds a positional influence from the area center. [(bool )] kbBuildingPlacementAddPositionInfluence( vector position, float value, float distance ): Adds the position influence for the current building placement. [(bool )] kbBuildingPlacementAddUnitInfluence( int typeID, float value, float distance, long kbResourceID ): Adds the unit influence for the current building placement. [(int )] kbBuildingPlacementCreate( string name ): Creates a building placement; returns the ID. [(bool )] kbBuildingPlacementDestroy( int id ): Destroys the given building placement. [(vector)] kbBuildingPlacementGetResultPosition( int bpID ): Returns the vector result position for given BP ID. [(float )] kbBuildingPlacementGetResultValue( int bpID ): Returns the result value for given BP ID. [(bool )] kbBuildingPlacementResetResults( void ): Resets the current building placement. [(bool )] kbBuildingPlacementSelect( int id ): Selects the given building placement. [(bool )] kbBuildingPlacementSetBaseID( int baseID, int locationPref ): Sets the base ID and location preference for the current building placement. [(bool )] kbBuildingPlacementSetBuildingType( int buildingTypeID ): Sets the building type for the current building placement. [(bool )] kbBuildingPlacementSetCenterPosition( vector position, float distance, float obstructionRadius ): Sets up center position-based BP. [(bool )] kbBuildingPlacementSetEventHandler( int eventType, string handlerName ): Sets event handler function for the current BP and event. [(bool )] kbBuildingPlacementSetMinimumValue( float minimumValue ): Sets the minimum acceptable value for evaluated spots in the BP. [(bool )] kbBuildingPlacementStart( void ): Starts the placement of current building. [(bool )] kbCanAffordTech( int techID, int escrowID ): Returns true if the player can afford the tech. [(bool )] kbCanAffordUnit( int protoUnitTypeID, int escrowID ): Returns true if the player can afford the proto unit. [(bool )] kbCanPath2( vector pointA, vector pointB, long protoUnitTypeID, float range ): Returns true if the given unit type can path from pointA to pointB. [(bool )] kbCanSimPath( vector pointA, vector pointB, long protoUnitTypeID, float range ): Returns true if the given unit type can path from pointA to pointB. [(int )] kbCreateAttackRoute( string name, int startAreaID, int goalAreaID, int numInitialRoutes): Returns the Route ID if successful. [(int )] kbCreateAttackRouteWithPath( string name, vector startPt, vector endPt): Returns the Route ID if successful. [(int )] kbCreateTechProgression( string techName, string name ): Creates a tech progression of the given name. [(int )] kbCreateUnitProgression( string unitName, string name ): Creates a unit progression of the given name. [(bool )] kbDestroyAttackRoute( int routeID ): Returns true if the route was deleted. [(void )] kbDump( int player1, int player2 ): KB dump for player2's units from player1's perspective. [(void )] kbDumpType( int player1, int player2, string typeName ): KB dump for player2's units of the given type from player1's perspective. [(void )] kbDumpVPSiteInfo(): blogs out info about all VP sites. [(bool )] kbEscrowAllocateCurrentResources( void ): Reallocates the current resource stockpile into the escrows. [(int )] kbEscrowCreate( string name, int resourceID, float percentage, int parentID ): Creates an escrow. [(bool )] kbEscrowDestroy( int escrowID, bool promoteChildren ): Destroys an escrow. [(bool )] kbEscrowFlush( int escrowID, int resourceID, bool flushChildren ): Removes all credits (and puts them into the root escrow) of the given resource type from the given escrow. [(float )] kbEscrowGetAmount( int escrowID, int resourceID ): Returns the amount of credits in the given escrow for the given resource. [(int )] kbEscrowGetID( string name ): Returns the ID of the named escrow. [(float )] kbEscrowGetPercentage( int escrowID, int resourceID ): Returns the percentage of the escrow. [(bool )] kbEscrowSetCap( int escrowID, int resourceID, float cap ): Sets the cap of the escrow. [(bool )] kbEscrowSetPercentage( int escrowID, int resourceID, float percentage ): Sets the percentage of the escrow. [(int )] kbFindAreaGroup( int groupType, float surfaceAreaRatio, int compareAreaID) : returns the visible area group that matches the given criteria. [(int )] kbFindAreaGroupByLocation( int groupType, float relativeX, float relativeZ ) : returns the visible area group that matches the given criteria. [(int )] kbFindBestBuildingToRepair(vector position, float distance, float healthRatio, int repairUnderAttackUnitTypeID) : returns the id of the best building to repair. [(long )] kbFindClosestBase( long playerRelation, vector location ): gets the nearest base of player relation from the location. [(int )] kbGetAge( void ): Returns the current age for the current player. [(int )] kbGetAgeForPlayer( int id ): Returns the current age for the player specified. [(float )] kbGetAICostWeight( int resourceID ): Returns the AI cost weight for the given resource. [(float )] kbGetAmountValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance ): Returns the resource amount of valid KB resources for the resource types. [(int )] kbGetAttackRouteID( long startAreaID, long goalAreaID): Returns the id of the routes from area1 to area2. [(bool )] kbGetAutoBaseCreate( void ): Returns the auto base creation value. [(float )] kbGetAutoBaseCreateDistance( void ): Returns the auto base creation distance. [(bool )] kbGetAutoBaseDetect( void ): Returns the auto base detection value. [(float )] kbGetAutoBaseDetectDistance( void ): Returns the auto base creation distance. [(int )] kbGetBlockID( string blockName ): Returns the UnitID of the cinematic block. [(vector)] kbGetBlockPosition( string blockName ): Returns the position of the cinematic block. [(int )] kbGetBuildLimit(int player, int unitTypeID ): Returns the number of the unit type you are allowed to have (ONLY WORKS ON BASE UNIT TYPES); returns -1 if there is no limit. [(int )] kbGetCiv( void ): Returns the civilization for the player. [(int )] kbGetCivForPlayer( int playerID ): Returns the civ for the given player. [(string)] kbGetCivName( int civID ): Returns the civ name for the given civ. [(float )] kbGetCombatEfficiency( int playerID1, int unitTypeID1, int playerID2, int unitTypeID2 ): Returns the combat efficiency of the comparison (in terms of playerID1's units). [(int )] kbGetCulture( void ): Returns the culture for the player. [(int )] kbGetCultureForPlayer( int playerID ): Returns the culture for the given player. [(string)] kbGetCultureName( int cultureID ): Returns the culture name for the given culture. [(long )] kbGetHCLevel( int playerID ): Returns the current HomeCity Level of the given player. [(vector)] kbGetMapCenter( void ): Returns the center vector of the map. [(float )] kbGetMapXSize( void ): Returns the X size of the map. [(float )] kbGetMapZSize( void ): Returns the Z size of the map. [(int )] kbGetNumAttackRoutes( long startAreaID, long goalAreaID): Returns num paths from start to goal area. [(int )] kbGetNumberMutualAllies( void ): Returns the number of mutual allies. [(int )] kbGetNumberValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance ): Returns the number of valid KB resources for the resource types. [(int )] kbGetNumberValidResourcesByPlan( int planID, int baseID ): Returns the number of valid KB resources for the given plan/base. [(float )] kbGetPlayerHandicap( int playerID ): Returns the player's handicap multiplier (ie., 1.0 = no handicap). [(string)] kbGetPlayerName( <playerID> ): Returns the player's name. [(int )] kbGetPlayerTeam( <playerID> ): Returns the player's team number. [(int )] kbGetPop( void ): Returns the current population for the player. [(int )] kbGetPopCap( void ): Returns the current population cap for the player. [(int )] kbGetPopCapAddition(int player, int unitTypeID ): Returns amount of pop cap addition provided by the given unit type (ONLY WORKS ON BASE UNIT TYPES). [(int )] kbGetPopSlots(int player, int unitTypeID ): Returns the number of pop slots this unit takes (ONLY WORKS ON BASE UNIT TYPES). [(int )] kbGetPopulationSlotsByQueryID( int queryID ): Returns the number of pop slots currently occupied by the results in the given query. [(int )] kbGetPopulationSlotsByUnitTypeID( int playerID, int unitTypeID ): Returns the number of pop slots currently occupied by this unit type. [(float )] kbGetProtoUnitAICost( int protoUnitTypeID ): Returns the AI cost for the given protoUnit type ID. [(int )] kbGetProtoUnitID( string name ): Returns the ID of the protounit. [(string)] kbGetProtoUnitName( int protoUnitTypeID ): Returns the name of the protounit ID. [(int )] kbGetRandomEnabledPUID( int unitTypeID, int escrowID ): Returns a random, valid PUID that's of the given type. [(float )] kbGetResourceIncome( int resourceID, float seconds, bool relative ): Returns the resource income over the last X seconds. [(float )] kbGetTargetSelectorFactor(int type) : gets the TargetSelector Factor value. [(float )] kbGetTechAICost( int techID ): Returns the AI cost for the given tech ID. [(string)] kbGetTechName( int techID ): Returns the name of the tech ID. [(float )] kbGetTechPercentComplete( int techID ): Returns the percent complete for the the requested tech of the current player. [(int )] kbGetTownAreaID( void ): Returns the area ID of the main town. [(vector)] kbGetTownLocation( void ): Returns the location of the main town. [(int )] kbGetUnitBaseTypeID( int unitID ): Returns the base type ID of the unit. [(string)] kbGetUnitTypeName( int unitTypeID ): Returns the name of the unit type. [(int )] kbGetVPGeneratorByScoreType(int siteType): returns the protounit ID for the VP generator that corresponds to this type of VP site. [(bool )] kbHasPlayerLost( <playerID> ): Returns the player's lost status. [(bool )] kbIsGameOver(): Returns whether the game is over or not. [(bool )] kbIsPlayerAlly( int playerID ): Returns true if the given player is an ally. [(bool )] kbIsPlayerEnemy( int playerID ): Returns true if the given player is an enemy. [(bool )] kbIsPlayerHuman( int playerID ): Returns true if the given player is a a human player. [(bool )] kbIsPlayerMutualAlly( int playerID ): Returns true if the given player is a mutual ally. [(bool )] kbIsPlayerNeutral( int playerID ): Returns true if the given player is a neutral player. [(bool )] kbIsPlayerResigned( <playerID> ): Returns the player's resigned status. [(bool )] kbIsPlayerValid( int playerID ): Returns true if the given player is a valid player (i.e. it exists in the game). [(bool )] kbLocationVisible( vector location ): Returns true if the location is currently visible to the player. [(void )] kbLookAtAllUnitsOnMap( void ): Cheats and looks at all of the units on the map. This will format your harddrive if you're not authorized to use it. [(bool )] kbMakeAttackRoutes(): find all the paths to the sector specified. [(float )] kbMaximumResourceGet( int resourceID ): Returns the maximum amount of the given resource you can have. [(bool )] kbPathAddWaypoint( int pathID, vector waypoint ): Adds the waypoint to the given path. [(int )] kbPathCreate( string name ): Creates a path with the given name. [(bool )] kbPathDestroy( int pathID ): Destroys the given path. [(int )] kbPathGetIDByIndex( long index ): Returns the index-th path ID. [(float )] kbPathGetLength( int pathID ): Returns the length of the given path. [(string)] kbPathGetName( int pathID ): Returns the name of the given path. [(int )] kbPathGetNumber( void ): Returns the number of paths. [(int )] kbPathGetNumberWaypoints( int pathID ): Returns the number of waypoints in the given path. [(vector)] kbPathGetWaypoint( int pathID, long waypointNumber ): Returns the appropriate waypoint from the given path. [(float )] kbProgessionGetTotalResourceCost( int progressionID, int resourceID ): Returns the total cost of the given resource for this progressionID. A resourceID of -1 will return the total Cost. [(int )] kbProgressionGetNodeData( int progressionID, int nodeIndex ): Returns the data at nodeIndex, either UnitID or TechID, depending on the type. [(int )] kbProgressionGetNodeType( int progressionID, int nodeIndex ): Returns the type of node at the given index, either Unit type or Tech type. [(int )] kbProgressionGetTotalNodes( int progressionID ): Returns the total number of steps to complete the progression. [(bool )] kbProtoUnitAvailable( int protoUnitID ): Returns true if the protoUnit is currently available. [(bool )] kbProtoUnitIsType( int playerID, int protoUnitID, int unitTypeID ): Returns true if the protounit is of the unitTypeID. [(float )] kbResourceGet( int resourceID ): Returns the current amount of the given resource. [(long )] kbResourceGetXP( int playerID ): Returns the current amount XP the given player has. [(bool )] kbSetAICostWeight( int resourceID, float weight ): Sets the weight this resource type is given during AI cost calculuations. [(void )] kbSetAutoBaseCreate( bool v ): Sets the auto base creation value. [(void )] kbSetAutoBaseCreateDistance( float v ): Sets the auto base creation distance. [(void )] kbSetAutoBaseDetect( bool v ): Sets the auto base detection value. [(void )] kbSetAutoBaseDetectDistance( float v ): Sets the auto base creation distance. [(void )] kbSetForwardBasePosition(vector position) set the explicit position that every forward base will use. [(void )] kbSetPlayerHandicap( int playerID, float handicap ): Sets the indicated player's handicap multiplier (ie., 1.0 = no handicap). [(int )] kbSetTargetSelectorFactor(int type, float val) : sets the TargetSelector Factor value. [(bool )] kbSetTownLocation( vector location ): Sets the location of the main town. [(bool )] kbSetupForResource( int baseID, int resourceID, float distance, float amount ): Returns true if amount of resource is within distance of a dropsite. [(bool )] kbTargetSelectorAddQueryResults( int queryID ): Sets the list of potential targets to the results in the given query. [(bool )] kbTargetSelectorAddUnitType( int protoUnitTypeID ): Add the UAIT for the given BASE unit type as a filter. [(int )] kbTargetSelectorCreate( string name ): Creates a target selector; returns the ID. [(bool )] kbTargetSelectorDestroy( int id ): Destroys the given target selector. [(int )] kbTargetSelectorGetNumberResults( void ): Returns the number of results in the given target selector. [(int )] kbTargetSelectorGetResultValue( int index ): Returns the result value for given index of the current target selector. [(bool )] kbTargetSelectorResetResults( void ): Resets the current target selector. [(bool )] kbTargetSelectorSelect( int id ): Selects the given target selector. [(bool )] kbTargetSelectorStart( void ): Starts the current target selector. [(float )] kbTechCostPerResource( int techID, int resourceID): returns the cost of the tech for the given resource. [(int )] kbTechGetStatus( int techID ): Returns the current tech status for the current player of the requested tech. [(void )] kbTechTreeDump( void ): Dumps the current state of the KBTT. [(int )] kbTechTreeGetCheapestEconUpgrade( int resourceUnitTypeID ): gets cheapest researchable econ upgrade, optionally for specified resource unit type. [(int )] kbTechTreeGetCheapestUnitUpgrade( int unitTypeID ): gets cheapest researchable unit upgrade, optionally for specified unit/unit line. [(float )] kbTotalResourceGet( int resourceID ): Returns the total amount of the given resource gathered to this point in the game. [(float )] kbUnitCostPerResource( int protoUnitID, int resourceID): returns the cost of the protounit for the given resource. [(int )] kbUnitCount(int player, int unitTypeID, int stateID ): Returns a quick unit count of units for a player. [(void )] kbUnitCountConsole(int playerID1, int playerID2, string unitType, string state(s) ): Returns a quick unit count of player2's units from player1's perspective. [(int )] kbUnitGetActionType( int unitID ): Returns the actionTypeID of the unit. [(int )] kbUnitGetAreaID( int unitID ): Returns the area ID for this unit ID. [(int )] kbUnitGetArmyID( int unitID ): Returns the army ID for this unit ID. [(int )] kbUnitGetBaseID( int unitID ): Returns the base ID for this unit ID. [(float )] kbUnitGetCurrentAICost( int unitID ): Returns the current AI cost (worth) for this unit ID. [(float )] kbUnitGetCurrentHitpoints( int unitID ): Returns the current hitpoints for this unit ID. [(float )] kbUnitGetHealth( int unitID ): Returns the health for this unit ID. [(float )] kbUnitGetMaximumAICost( int unitID ): Returns the maximum AI cost (worth) for this unit ID. [(float )] kbUnitGetMaximumHitpoints( int unitID ): Returns the maximum hitpoints for this unit ID. [(int )] kbUnitGetMovementType( int unitTypeID ): Returns the movementType for this unitTypeID. [(int )] kbUnitGetNumberWorkers( int unitID ): Returns the number of units currently working on the given unit. [(int )] kbUnitGetPlanID( int unitID ): Returns the plan ID for this unit ID. [(int )] kbUnitGetPlayerID(int unitID ): Returns the player ID for this unit ID. [(vector)] kbUnitGetPosition( int unitID ): Returns the position for this unit ID. [(int )] kbUnitGetProtoUnitID( int unitID ): Returns the unit's protounit ID. [(int )] kbUnitGetTargetUnitID( int unitID ): Returns the target unit ID of the given unit. [(int )] kbUnitGetWorkerID( int unitID, int index ): Returns the index-th worker unit ID. [(bool )] kbUnitIsType( int unitID, long unitTypeID ): Returns true if the unit is of the unitTypeID. [(bool )] kbUnitPickAddCombatEfficiencyType( int upID, int typeID, float weight ) : Adds an enemy unit typeID to the unit pick combat efficiency calculation. [(bool )] kbUnitPickAdjustPreferenceFactor( int upID, int unitTypeID, float baseFactorAdjustment ) : Adjusts the preferenceFactor for that unit type (uses 50.0 as the base if the UP doesn't exist yet). [(int )] kbUnitPickCreate( string name ): Creates a unit pick. [(bool )] kbUnitPickDestroy( int upID ): Destroys the given unit pick. [(int )] kbUnitPickGetAttackUnitType( int upID ) : Gets the unit pick attack unit type. [(int )] kbUnitPickGetDesiredNumberBuildings( int upID, int index ) : gets the unit pick desired number buildings for the index-th unit type. [(int )] kbUnitPickGetDesiredNumberUnitTypes( int upID ) : Gets the unit pick desired number unit types. [(int )] kbUnitPickGetGoalCombatEfficiencyType( int upID ) : Gets the unit pick attack unit type. [(int )] kbUnitPickGetMaximumNumberUnits( int upID ) : Gets the unit pick maximum number units. [(int )] kbUnitPickGetMaximumPop( int upID ) : Gets the unit pick maximum pop. [(int )] kbUnitPickGetMinimumNumberUnits( int upID ) : Gets the unit pick minimum number units. [(int )] kbUnitPickGetMinimumPop( int upID ) : Gets the unit pick minimum pop. [(int )] kbUnitPickGetNumberResults( int upID ) : Returns the number of unit pick results. [(float )] kbUnitPickGetPreferenceWeight( int upID ) : Gets the unit pick preference weight. [(int )] kbUnitPickGetResult( int upID, int index ) : Returns the index-th ProtoUnitID. [(bool )] kbUnitPickResetAll( int upID ) : Resets all of the unit pick data. [(bool )] kbUnitPickResetCombatEfficiencyTypes( int upID ) : Resets the enemy unit typeIDs for the unit pick combat efficiency calculation. [(bool )] kbUnitPickResetResults( int upID ) : Resets the unit pick results. [(int )] kbUnitPickRun( int upID ) : Runs the unit pick. [(bool )] kbUnitPickSetAttackUnitType( int upID, int type ) : Sets the unit pick attack unit type. [(bool )] kbUnitPickSetCombatEfficiencyWeight( int upID ) : Sets the unit pick combat efficiency weight. [(bool )] kbUnitPickSetCostWeight( int upID ) : Sets the unit pick cost weight. [(bool )] kbUnitPickSetDesiredNumberBuildings( int upID, int index, int numberBuildings ) : Sets the unit pick desired number buildings for the index-th unit type. [(bool )] kbUnitPickSetDesiredNumberUnitTypes( int upID, int number, int numberBuildings, bool degradeNumberBuildings ) : Sets the unit pick desired number unit types. [(bool )] kbUnitPickSetEnemyPlayerID( int upID, int playerID ) : Sets the unit pick enemy player ID. [(bool )] kbUnitPickSetGoalCombatEfficiencyType( int upID, int type ) : Sets the unit pick attack unit type. [(bool )] kbUnitPickSetMaximumNumberUnits( int upID, int number ) : Sets the unit pick desired number unit types. [(bool )] kbUnitPickSetMaximumPop( int upID, int number ) : Sets the unit pick desired max pop. [(bool )] kbUnitPickSetMinimumNumberUnits( int upID, int number ) : Sets the unit pick desired number unit types. [(bool )] kbUnitPickSetMinimumPop( int upID, int number ) : Sets the unit pick desired min pop. [(bool )] kbUnitPickSetMovementType( int upID, int movementType ) : Sets the unit pick movement type. [(bool )] kbUnitPickSetPreferenceFactor( int upID, int unitTypeID, float preferenceFactor ) : Sets the preferenceFactor for that unit type. [(bool )] kbUnitPickSetPreferenceWeight( int upID, float v ) : Sets the unit pick preference weight. [(int )] kbUnitQueryCreate( string name ): Creates a unit query, returns the query ID. [(bool )] kbUnitQueryDestroy( long queryID ): Destroys the given unit query. [(int )] kbUnitQueryExecute( long queryID ): Executes the current query; returns number of results. [(int )] kbUnitQueryExecuteOnQuery( long currentQueryID, int previousQueryID ): Executes the current query on the previous query's results; returns the new number of results. [(int )] kbUnitQueryExecuteOnQueryByName( long currentQueryID, string previousQueryName ): Executes the current query on the previous query's results; returns the new number of results. [(int )] kbUnitQueryGetResult( long queryID, int index ): Returns the UnitID of the index-th result in the current query. [(float )] kbUnitQueryGetUnitCost(int queryID, bool considerHealth): gets total aiCost of query's units, weighted for HP if requested. [(float )] kbUnitQueryGetUnitHitpoints(int queryID, bool considerHealth): gets HP of query's units, using current HP if requested. [(int )] kbUnitQueryNumberResults( long queryID ): Returns the number of results in the current query. [(bool )] kbUnitQueryResetData( long queryID ): Resets the given unit query data AND results. [(bool )] kbUnitQueryResetResults( long queryID ): Resets the given unit query results. [(bool )] kbUnitQuerySetActionType( long queryID, int actionTypeID ): Sets query data. [(bool )] kbUnitQuerySetAreaGroupID( long queryID, int areaGroupID ): Sets query data. [(bool )] kbUnitQuerySetAreaID( long queryID, int areaID ): Sets query data. [(bool )] kbUnitQuerySetArmyID( long queryID, int armyID ): Sets query data. [(bool )] kbUnitQuerySetAscendingSort( long queryID, bool v ): If parm is true, results are sorted in ascending distance order from the query position. [(bool )] kbUnitQuerySetBaseID( long queryID, int baseID ): Sets query data. [(bool )] kbUnitQuerySetIgnoreKnockedOutUnits( long queryID, bool v ): Sets query data. [(bool )] kbUnitQuerySetMaximumDistance( long queryID, float distance ): Sets query data. [(bool )] kbUnitQuerySetPlayerID( long queryID, int playerID, bool resetQueryData ): Sets query data. [(bool )] kbUnitQuerySetPlayerRelation( long queryID, int playerRelation ): Sets query data. [(bool )] kbUnitQuerySetPosition( long queryID, vector v ): Sets query data. [(bool )] kbUnitQuerySetSeeableOnly( long queryID, bool seeableOnly ): Sets query data. [(bool )] kbUnitQuerySetState( long queryID, int state ): Sets query data. [(bool )] kbUnitQuerySetUnitType( long queryID, int unitTypeID ): Sets query data. [(bool )] kbUnitVisible( int unitID ): Returns true if the unit is currently visible to the player. [(int )] kbVPSiteGetLocation(int siteID): returns the specified VP site's world location. [(int )] kbVPSiteGetOwnerPlayerID(int siteID): returns the specified VP site's owning player. [(int )] kbVPSiteGetState(int siteID): returns the specified VP site's state. [(int )] kbVPSiteGetType(int siteID): returns the specified VP site's type (e.g., native, trade, etc). [(int )] kbVPSiteQuery(int scoreType, int playerRelationOrID, int siteState): returns ID for an array containing VP site IDs that match the specified parameters.