stripped dumb stuff from rules.ini

This commit is contained in:
Chris Forbes
2009-12-22 16:28:59 +13:00
parent 0c79363dcc
commit 286f6658b2

438
rules.ini
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@@ -19,6 +19,8 @@ SilverCrate=HealBase ; solo play silver crate bonus
WaterCrate=Money ; solo play water crate bonus
WoodCrate=Money ; solo play wood crate bonus
; This section probably dies --chrisf
; special weapons
ChronoDuration=3 ; time that a unit will remain chronoshifted before returning to start location
ChronoKillCargo=yes ; Should cargo be destroyed when object is chronoshifted?
@@ -124,50 +126,11 @@ FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings
MCVUndeploy=yes ; Allow construction yard to undeploy back into MCV?
; ******* Theme Controls *******
; Controls when each theme becomes available in solo play. Each
; theme identifier is given a scenario and owner. The theme will
; become available at that scenario or later and for the specified
; owner only. If no owner is specified, it is presumed to be available
; for all sides.
[ThemeControl]
BIGF226M=1,Soviet
CRUS226M=1,Allies
FAC1226M=1,Soviet
HELL226M=1
FAC2226M=2,Soviet
RUN1226M=2,Soviet
TREN226M=3,Soviet
WORK226M=3,Allies
AWAIT=4
DENSE_R=5,Soviet
FOGGER1A=5,Allies
MUD1A=6
RADIO2=7,Soviet
ROLLOUT=7,Allies
SNAKE=8
TERMINAT=9,Soviet
TWIN=9,Allies
VECTOR1A=10
SMSH226M=11
; ******* Multiplayer Settings *******
; These are the multiplayer dialog default settings. Does not apply to
; Westwood chat, only to the in-game dialogs.
[MultiplayerDefaults]
Money=10000
MaxMoney=10000
ShadowGrow=no
Bases=yes
OreGrows=yes
Crates=yes
AIPlayers=no
CaptureTheFlag=no
; ******* Special weapon charge times *******
; The time (minutes) for recharge of these special weapons.
; This will get replaced by proper sections for each support power. -- chrisf
[Recharge]
Chrono=7 ; chronosphere
GPS=8 ; satellite radar
@@ -180,253 +143,6 @@ Sonar=10 ; sonar pulse
SpyPlane=3 ; recon mission
; ******* Object Heap Maximums *******
; These are the absolute maximum number of these object types
; allowed in the game (at any one time).
[Maximums]
Players=8 ; ipx layer limits this to 8 maximum
Aircraft=100
Anim=100
Building=500
Bullet=50
Factory=32 ; 32 is minimum for 8 player game
Infantry=500
Overlay=1 ; special case -- only needs one
Projectile=20 ; projectile types, not actual projectiles
Smudge=1 ; special case -- only needs one
Team=60
TeamType=60
Template=1 ; special case -- only needs one
Terrain=500 ; trees and rocks
TrigType=80 ; trigger types
Trigger=200 ; triggers themselves
Unit=500
Vessel=100
Warhead=10 ; warhead types, not actual warheads
Weapon=55 ; weapon types, not actual weapons
; ******* AI Controls *******
; Computer Skirmish-Mode behavior controls. The ratio values are based on the
; number of buildings in the computer base that should be of the type specified.
; The ratio total should exceed 100% so that the base will always try to grow as
; it vainly attempts to achieve the specified percentage composition.
; Take note: The computer AI in Red Alert is merely a warmed over version
; of the AI experiment I wrote during the unallocated time in the month
; following C&C's release. It was more than adequate at that time (even
; difficult to beat), but since Red Alert is a very different game, the skirmish
; mode AI is somewhat under-effective. In order to improve the AI
; over this initial experiment, the following controls are provided. It might
; be possible to manipulate these values to achieve a greater challenge when
; playing the computer opponent.
[AI]
AttackInterval=3 ; average delay between computer attacks
AttackDelay=5 ; average delay time before computer begins first attack
PatrolScan=.016 ; minute interval between scanning for enemys while patrolling.
CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount.
PathDelay=.01 ; Delay (minutes) between retrying when path is blocked.
OreNearScan=6 ; cell radius to scan when harvesting a single patch of ore
OreFarScan=48 ; cells radius to scan when looking for a new ore patch to harvest
AutocreateTime=5 ; average minutes between creating an 'autocreate' team
InfantryReserve=3000 ; always build infantry if cash reserve is greater than this
InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity
PowerSurplus=50 ; build power plants until power surplus is at least this amount
BaseSizeAdd=3 ; computer base size can be no larger than the largest human opponent, plus this quantity
RefineryRatio=.16 ; ratio of base that should be composed of refineries
RefineryLimit=4 ; never build more than this many refineries
BarracksRatio=.16 ; ratio of base that should be composed of barracks
BarracksLimit=2 ; never build more than this many barracks
WarRatio=.1 ; ratio of base that should be composed of war factories
WarLimit=2 ; never build more than this many war factories
DefenseRatio=.4 ; ratio of base that should be defensive structures
DefenseLimit=40 ; maximum number of defensive buildings to build
AARatio=.14 ; ratio of base that should be anti-aircraft defense
AALimit=10 ; maximum number of anti-aircraft buildings to build
TeslaRatio=.16 ; ratio of base that should be telsa coils
TeslaLimit=10 ; maximum number of tesla coils to build
HelipadRatio=.12 ; ratio of base that should be composed of helipads
HelipadLimit=5 ; maximum number of helipads to build
AirstripRatio=.12 ; ratio of base that should be composed of airstrips
AirstripLimit=5 ; maximum number of airstrips to build
CompEasyBonus=yes ; When more than one human in game, computer player goes to "easy" mode?
Paranoid=yes ; Will computer players ally with each other if the situation looks bleak?
PowerEmergency=75% ; sell buildings to raise power level if it falls below this percentage
; ******* IQ setting for computer activity *******
; Each player (computer controlled or otherwise) is given an IQ rating that is used
; to control what the computer is allowed to automatically control. This is
; distinct from the difficulty setting. The higher the IQ setting, the more autonomous
; and intelligent the side will behave. Each ability is given a rating that
; indicates the IQ level (or above) that the ability will be granted. Because such
; abilities are automatically performed by the computer, giving a human controlled
; country a high IQ is not recommended. Otherwise the player's units will start to
; automatically "do their own thing"! A human controlled country is presumed to have
; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to
; the maximum.
[IQ]
MaxIQLevels=5 ; the maximum number of discrete IQ levels
SuperWeapons=4 ; super weapons are automatically fired by computer
Production=5 ; building/unit production is automatically controlled by computer
GuardArea=4 ; newly produced units start in guard area mode
RepairSell=1 ; allowed to choose repair or sell of damaged buildings
AutoCrush=2 ; automatically try to crush antogonists if possible
Scatter=3 ; will scatter from incoming threats [grenades and such]
ContentScan=4 ; will consider contents of transport when picking good target
Aircraft=4 ; automatically replace aircraft or helicopters
Harvester=2 ; automatically replace lost harvesters
SellBack=2 ; allowed to sell buildings
; ******* Country Statistics *******
; Certain countries have special adjustments to their unit and building
; values. These are global values that affect ALL units and buildings owned
; by that country. This applies only to multiplayer games and skirmish mode. In
; normal game play, all values are "1.0".
; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0)
; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0)
; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0)
; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0)
; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0)
[England]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.1
ROF=1.0
Cost=1.0
BuildTime=1.0
[Germany]
Firepower=1.1
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0
[France]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.1
Cost=1.0
BuildTime=1.0
[Ukraine]
Firepower=1.0
Groundspeed=1.1
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0
[USSR]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=0.9
BuildTime=1.0
[Greece]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0
[Turkey]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0
[Spain]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0
; ******* Difficulty Settings *******
; Game difficulty is controlled by these factors. Some of these factors will
; only affect a computer player. The computer and the player are handicapped by
; individual settings. Thus the computer may be playing at 'difficult' level while the
; player may be playing at 'easy' level.
; Airspeed = multiplier to speed for all air units (def=1.0)
; Armor = multiplier to armor strength for all units and buildings (def=1.0)
; Cost = multiplier to cost for all units and buildings (def=1.0)
; Firepower = multiplier to firepower for all weapons (def=1.0)
; Groundspeed = multiplier to speed for all ground units (def=1.0)
; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
; BuildSlowdown = Should the computer build slower than the player (def=no)?
; <<< affects the computer player, not the human player >>>
; ContentScan = Should the contents of a transport be considered when picking best target (def=no)?
; RepairDelay = average delay (minutes) between initiating building repair
; BuildDelay = average delay (minutes) between initiating construction
; DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)?
[Easy]
Firepower=1.2
Groundspeed=1.2
Airspeed=1.2
BuildTime=.8
Armor=1.2
ROF=.8
Cost=.8
RepairDelay=.001
BuildDelay=.001
DestroyWalls=yes
ContentScan=yes
[Normal]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
BuildTime=1
Armor=1.0
ROF=1.0
Cost=1.0
RepairDelay=.02
BuildDelay=.03
BuildSlowdown=yes
DestroyWalls=yes
ContentScan=yes
[Difficult]
Firepower=.8
Groundspeed=.8
Airspeed=.8
BuildTime=1.0
Armor=.8
ROF=1.2
Cost=1.0
RepairDelay=.05
BuildDelay=.1
BuildSlowdown=yes
DestroyWalls=no
; ******* Unit Statistics *******
; Specifies the characteristics of the various game objects.
@@ -2818,6 +2534,9 @@ Buildable=no
; to use when this crate is picked up. The third parameter, if present, specifies
; the data value needed for that crate powerup. They mean different things
; for the different powerups.
; Will likely be replaced with a section per crate. -- chrisf
[Powerups]
Armor=10,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)
Cloak=0,STEALTH2 ; enable cloaking on nearby objects
@@ -2837,144 +2556,3 @@ Unit=20,NONE ; vehicle
Invulnerability=3,INVULBOX,1.0 ; invulnerability (duration in minutes)
TimeQuake=3,TQUAKE ; time quake
; ******* Mission Control *******
; This specifies the various general behavior characteristics of
; the missions that objects can be assigned. Each of the game objects must
; be in a mission. The mission behavior is generally hard coded into
; the program, but there are some behavior characteristics that can
; be overridden. Don't modify these.
; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)?
; Zombie = Is forced to sit there like a zombie and never recovers (def=no)?
; Recruitable = Can it be recruited into a team or base defense (def=yes)?
; Paralyzed = Is the object frozen in place but can still fire and function (def=no)?
; Retaliate = Is allowed to retaliate while on this mission (def=yes)?
; Scatter = Is allowed to scatter from threats (def=yes)?
; Rate = delay between normal processing (larger = faster game, less responsiveness)
; AARate = anti-aircraft delay rate (if not specifed it uses regular rate).
; Unit sits still and plays dead.
[Sleep]
Recruitable=no
Zombie=yes
Retaliate=no
Scatter=no
Rate=1
; Unit doesn't fire and is not considered a threat.
[Harmless]
Recruitable=no
NoThreat=yes
Retaliate=no
Rate=.5
; Just like guard mode, but cannot move.
[Sticky]
Recruitable=no
Paralyzed=yes
Scatter=no
Rate=.016
; Special attack mission used by team logic.
[Attack]
Rate=.016
AARate=.016
; Move to destination.
[Move]
Rate=.016
; Special move to destination after all other queued moves occur.
[QMove]
Rate=.016
; Run away (possibly leave the map).
[Retreat]
Recruitable=no
Retaliate=no
Rate=.1
; Sit around and engage any enemy that wanders within weapon range.
[Guard]
Rate=.050
AARate=.016
; Enter building or transport for loading purposes.
[Enter]
Retaliate=no
Recruitable=no
Rate=.016
; Engineer entry logic.
[Capture]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016
; Handle harvest ore - dump at refinery loop.
[Harvest]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016
; Guard the general area where the unit starts at.
[Area Guard]
Recruitable=no
Rate=.080
AARate=.032
; <unused>
[Return]
; Stop moving and firing at the first available opportunity.
[Stop]
; <unused>
[Ambush]
; Scan for and attack any enemies whereever they may be.
[Hunt]
Recruitable=no
Retaliate=no
Rate=.016
; While dropping off cargo (e.g., APC unloading passengers).
[Unload]
Recruitable=no
Retaliate=no
Scatter=no
Rate=.016
; Tanya running to place bomb in building.
[Sabotage]
Recruitable=no
Rate=.016
; Buildings use this when building up after initial placement.
[Construction]
Recruitable=no
Retaliate=no
Scatter=no
; Buildings use this when deconstruction after being sold.
[Selling]
Recruitable=no
NoThreat=yes
Retaliate=no
Scatter=no
; Service depot uses this mission to repair attached object.
[Repair]
Rate=.08
; Special team override mission.
[Rescue]
Rate=.016
; Missile silo special launch missile mission.
[Missile]
Rate=.1