diff --git a/rules.ini b/rules.ini index 217658ca75..5a3a64af2d 100644 --- a/rules.ini +++ b/rules.ini @@ -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 - -; -[Return] - -; Stop moving and firing at the first available opportunity. -[Stop] - -; -[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 -