Infantry stealth detection: Increase sight range of stealth detection to 2 from 1. MLRS: Reduce price to 1000 from 1200 Repair pad: Power remains at 30. Repair speed increased. (Interval 15 from 0) Blue Tiberium: Reduce the value income to 75-90% from 110% (60 from 75) Infantry evade chance: 75 from 67 Samsites: cost reduced to 700 from 750. Reduced build time (2000 from 2160) Airstrikes: Increase cool down timer to 3:30 from 3:00.
156 lines
3.8 KiB
YAML
156 lines
3.8 KiB
YAML
^BaseWorld:
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AlwaysVisible:
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Inherits: ^Palettes
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ScreenMap:
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ActorMap:
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MusicPlaylist:
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VictoryMusic: win1
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DefeatMusic: nod_map1
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TerrainGeometryOverlay:
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ShroudRenderer:
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ShroudVariants: typea, typeb, typec, typed
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FogVariants: typea, typeb, typec, typed
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OverrideFullShroud: full
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OverrideFullFog: full
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Faction@Random:
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Name: Any
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InternalName: Random
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RandomFactionMembers: gdi, nod
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Description: Select a random faction.
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Faction@gdi:
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Name: GDI
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InternalName: gdi
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Description: Global Defense Initiative\nThe GDI is an international military branch of the United Nations tasked\nwith keeping world peace. Commanding the combined forces of the world's\nmost powerful nations, they possess an unmatched arsenal of high-tech weaponry.
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Faction@nod:
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Name: Nod
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InternalName: nod
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Description: Brotherhood of Nod\nThe Brotherhood is a religious cult centered around their leader Kane\nand the alien substance Tiberium. They utilize stealth technology\nand guerilla tactics to defeat those who oppose them.
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ResourceType@green-tib:
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ResourceType: 1
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Palette: staticterrain
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TerrainType: Tiberium
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Variants: ti1,ti2,ti3,ti4,ti5,ti6,ti7,ti8,ti9,ti10,ti11,ti12
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MaxDensity: 12
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ValuePerUnit: 35
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Name: Tiberium
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PipColor: Green
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AllowedTerrainTypes: Clear,Road
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AllowUnderActors: true
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ResourceType@blue-tib:
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ResourceType: 2
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Palette: bluetiberium
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TerrainType: BlueTiberium
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Variants: bti1,bti2,bti3,bti4,bti5,bti6,bti7,bti8,bti9,bti10,bti11,bti12
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MaxDensity: 12
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ValuePerUnit: 60
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Name: BlueTiberium
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PipColor: Blue
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AllowedTerrainTypes: Clear,Road
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AllowUnderActors: true
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LoadWidgetAtGameStart:
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ShellmapRoot: MENU_BACKGROUND
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World:
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Inherits: ^BaseWorld
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ChatCommands:
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DevCommands:
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PlayerCommands:
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HelpCommand:
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ScreenShaker:
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BuildingInfluence:
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BridgeLayer:
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Bridges: bridge1, bridge2, bridge3, bridge4
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ProductionQueueFromSelection:
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ProductionTabsWidget: PRODUCTION_TABS
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DomainIndex:
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SmudgeLayer@SCORCH:
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Type: Scorch
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Sequence: scorches
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SmokePercentage: 50
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SmudgeLayer@CRATER:
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Type: Crater
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Sequence: craters
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ResourceLayer:
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ResourceClaimLayer:
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PathfinderDebugOverlay:
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WarheadDebugOverlay:
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SpawnMapActors:
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MPStartLocations:
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CreateMPPlayers:
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MPStartUnits@mcvonly:
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Class: none
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ClassName: MCV Only
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Factions: gdi, nod
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BaseActor: mcv
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MPStartUnits@defaultgdia:
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Class: light
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ClassName: Light Support
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e3,e3,jeep
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MPStartUnits@defaultgdib:
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Class: light
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ClassName: Light Support
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e1,e3,apc
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MPStartUnits@defaultnoda:
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Class: light
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ClassName: Light Support
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e3,bggy,bike
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MPStartUnits@defaultnodb:
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Class: light
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ClassName: Light Support
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e3,e3,e3,bggy
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MPStartUnits@defaultnodc:
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Class: light
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ClassName: Light Support
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e1,e1,e3,bike
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MPStartUnits@heavynoda:
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Class: heavy
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ClassName: Heavy Support
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e3,e3,ltnk,ltnk,ftnk
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MPStartUnits@heavynodb:
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Class: heavy
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ClassName: Heavy Support
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e3,e3,e3,ftnk,ftnk
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MPStartUnits@heavygdia:
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Class: heavy
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ClassName: Heavy Support
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e3,e3,jeep,mtnk,mtnk
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MPStartUnits@heavygdib:
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Class: heavy
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ClassName: Heavy Support
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e2,e2,e2,e3,e3,apc,mtnk
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SpawnMPUnits:
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CrateSpawner:
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Minimum: 1
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Maximum: 6
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SpawnInterval: 3000
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WaterChance: 0
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PathFinder:
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ValidateOrder:
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DebugPauseState:
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ObjectivesPanel:
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PanelName: SKIRMISH_STATS
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RadarPings:
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EditorWorld:
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Inherits: ^BaseWorld
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EditorActorLayer:
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EditorResourceLayer:
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