; RULES.INI ; If placed in game directory, it will override built in values. Values to be used as multipliers ; or percentages can be specified as either a simple floating point number (embed ".") or as a ; conventional percentage number (append "%"). Values used as cell distances or time delays ; are specified as simple floating point number. Distance values are expressed in cells. Time ; values are expressed in minutes. [General] ; special weapons GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval BadgerBombCount=1 ; number of badgers used to drop parabombs ; Chrono side effects QuakeChance=20% ; percentage chance time quake will occur with each chronoshift use QuakeDamage=33% ; percentage damage to inflict when time quake occurs VortexChance=20% ; percent chance that chronal vortex occurs with each chronoshift use VortexDamage=200 ; damage inflicted by vortex discharge VortexRange=10 ; scan for victims up to this distance away [in cells] VortexSpeed=10 ; speed of vortex movement ; repair and refit RefundPercent=50% ; percent of original cost to refund when building/unit is sold ReloadRate=.04 ; minutes to reload each ammo point for aircraft or helicopters RepairPercent=20% ; percent cost to fully repair as ratio of full cost RepairRate=.016 ; minutes between applying repair step RepairStep=7 ; hit points to heal per repair 'tick' for buildings URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units ; combat and damage TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles C4Delay=.03 ; minutes to delay after placing C4 before building will explode ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes] FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles MaxDamage=1000 ; maximum damage (after adjustments) per shot MinDamage=1 ; minimum damage (after adjustments) per shot OreExplosive=no ; Does the harvester explode big time when destroyed? PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry? PlayerReturnFire=no ; More aggressive return fire from player controlled objects? PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage? TreeTargeting=no ; Automatically show target cursor when over trees? Incoming=10 ; If an incoming projectile is as slow or slower than this, then ; object in the target location will try to run away. Grenades and ; parachute bombs have this characteristic. ; income and production BuildSpeed=.4 ; general build speed [time (in minutes) to produce a 1000 credit cost item] BuildupTime=.06 ; average minutes that building build-up animation runs OreTruckRate=1 ; speed that harvester truck manages ore [larger means slower] SeparateAircraft=no ; Is first helicopter to be purchased separately from helipad? SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold ; audio/visual map controls AllyReveal=yes ; Allies automatically reveal radar maps to each other? ConditionRed=25% ; when damaged to this percentage, health bar turns red ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow DropZoneRadius=4 ; distance around drop zone flair that map reveals itself EnemyHealth=yes ; Show enemy health bar graph when selected? Gravity=3 ; gravity constant for ballistic projectiles IdleActionFrequency=.1 ; average minutes between infantry performing idle actions MessageDelay=.6 ; time duration of multiplayer messages displayed over map MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only) NamedCivilians=no ; Show true names over civilians and civilian buildings? SavourDelay=.03 ; delay between scenario end and ending movie [keep the delay short] ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep] SpeakDelay=2 ; minutes between EVA repeating advice to the player TimerWarning=2 ; if mission timer is less than this many minutes, then display in red FlashLowPower=yes ; Flash the power bar when power is low? ; computer and movement controls CurleyShuffle=no ; Should helicopter shuffle position between shots (as in C&C)? BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat CloseEnough=2.75 ; If distance to destination less than this, then abort movement if otherwise blocked. DamageDelay=1 ; minutes between applying trivial structure damage when low on power GameSpeeBias=1 ; multiplier to overall game object movement speed LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied MineAware=yes ; Are friendly units smart enough to avoid friendly mines? Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge SuspendDelay=2 ; minutes that suspended teams will remain suspended SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops TeamDelay=.6 ; interval between checking for and creating teams ; misc FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings? LowPowerSlowdown=3