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