computer and movement controlsCurleyShuffle=yes ; Should helicopter shuffle position between shots [as in C&C]?BaseBias=2 ; multiplier to threat target value when enemy is close to friendly baseBaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threatCloseEnough=2.25 ; If distance to destination less than this, then abort movement if otherwise blocked.DamageDelay=1 ; minutes between applying trivial structure damage when low on powerGameSpeedBias=1.6 ; multiplier to overall game object movement speed;was 1.2Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup actionRelaxedStray=3.0 ;gs Gather commands will use this number instead, allowing for bigger teams in AITCloakDelay=.02 ; forced delay that subs will remain on surface before allowing to submergeSuspendDelay=2 ; minutes that suspended teams will remain suspendedSuspendPriority=1 ; teams with less than this priority will suspend during base defense opsFlightLevel=1500 ;gs from 600 ; typical flight level for aircraft [above ground level]ParachuteMaxFallRate=-3NoParachuteMaxFallRate=-100GuardModeStray=2.0 ; BGC - how many cells away a unit can get from the unit it is guarding before it's told to move.MissileSpeedVar=.25 ; speed flucuation percentage that guided missiles haveMissileROTVar=.25 ; rate of turn fluctuation percentage that guided missiles haveMissileSafetyAltitude=750 ;gs this is the altitude a missile fired at an air target that dies will fly to before detonating.;DB look here! -RTOTeamDelays=2000,2500,3500 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard);TeamDelays=1200,1350,1600AIHateDelays=30,50,70 ; delay in frames before the computer chooses an enemy, by difficulty levelAIAlternateProductionCreditCutoff=1000 ; When to start whimping out on spending moneyNodAIBuildsWalls=noAIBuildsWalls=no; -RTO*MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200AIVirtualPurifiers=4,2,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2)HealScanRadius=10 ; how far should medic-type units scan for targets? Used to override the range ; of these units, because they need to have very short rangesFillEarliestTeamProbability=100,100,100 ; (by difficulty level, from hardest to easiest);DB changed below -RTOMinimumAIDefensiveTeams=1,1,1 ; (by difficulty level, from hardest to easiest)MaximumAIDefensiveTeams=2,2,2 ; " "TotalAITeamCap=30,30,30 ; (by difficulty level, from hardest to easiest)UseMinDefenseRule=yesDissolveUnfilledTeamDelay=5000 ; how long to wait before dissolving an ai trigger team that has no members (multiplay only)LargeVisceroid=VISC_LRG ; when two small visceroids combine they turn into thisSmallVisceroid=VISC_SML ; when infantry transmorgifies into a visceroid; controls how the computer AI scores potential ion cannon targets; the first value is for hard computer opponents, next for normal, and finally for easy; right now, normal and hard are the same, because on hard, the computer will actually wait for; production on an object to finish if that object is the best target; in this way all three; difficulty levels are different.;Also, note that these are not a weighted distribution. They are absolute ordering;of targets. --gsAIIonCannonConYardValue=10,10,10AIIonCannonWarFactoryValue=100,100,100AIIonCannonPowerValue=60,60,60AIIonCannonEngineerValue=1,1,1AIIonCannonThiefValue=1,1,1AIIonCannonHarvesterValue=1,1,1AIIonCannonMCVValue=1,1,1AIIonCannonAPCValue=1,1,1AIIonCannonBaseDefenseValue=35,35,35AIIonCannonPlugValue=40,40,40AIIonCannonHelipadValue=20,20,20AIIonCannonTempleValue=40,40,40; Ion storm control ;gs Now, Weather Control, err... ControlLightningDeferment=250 ; PCG; Number of frames between announcement of strike and its commencement.LightningDamage=250 ; Damage done by lightning strike. ;used to be 250LightningStormDuration=180 ; Default ion storm duration in frames. This is overriden by the trigger control. ;used to be 420LightningWarhead=IonWH ; Warhead used by ion storm strike.LightningHitDelay=10 ; How often the direct target gets hit in frames ;used to be 150LightningScatterDelay=5 ; Frame delay between random bolts -- DO NOT DECREASE -- PERFORMANCE HIT ;used to be 14
LightningCellSpread=10 ; and how far away random bolts can go ( n by n square ) ;used to be 10
LightningSeparation=3 ; SJM: city-block distance in cells between clouds/bolts
IonStorms=no ; Are random ion storms going to appear?
; Prism Cannon control ; SJM
PrismType=ATESLA,ATESLA2 ; In the Building code, I need to know when I have a Prism Cannon
PrismSupportModifier=150% ; Each Prism Cannon support beam adds this % to firing beam's damage
PrismSupportMax=8 ; Max number of support beams that may assist a Prism Cannon
PrismSupportDelay=60 ; Firing a support beam takes a Prism offline for this long
PrismSupportDuration=15 ; A support beam is visible for this long
PrismSupportHeight=420 ; Support beam is aimed this many leptons above target building
; V3 Rocket control ;SJM
V3RocketPauseFrames=0 ; How many frames the rocket pauses on the launcher before tilting
V3RocketTiltFrames=60 ; How many frames it takes for the V3 rocket to tilt to firing position
V3RocketPitchInitial=0.21; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical)
V3RocketPitchFinal=0.5 ; Ending pitch of the rocket after tilting up; now it fires
V3RocketTurnRate=0.05 ; Pitch maneuverability of rocket in air. Adjust by trial and error.
V3RocketAcceleration=0.4 ; This much is added to the rocket's velocity each frame during launch
V3RocketAltitude=768 ; Cruising altitude in leptons: at this height rocket BEGINS leveling off
V3RocketPauseFrames=2000 ; Exploding V3 does this much damage (at center of explosion, presumably).
V3RocketEliteDamage=4000 ; Exploding V3 does this much damage (at center of explosion, presumably).
V3RocketBodyLength=256 ; The body of the rocket is this many leptons long
V3RocketLazyCurve=yes ; The rocket's path is a big, lazy curve. V3 yes. DMisl no.
V3RocketType=V3ROCKET
; Dreadnought Missile control ;SJM
DMislPauseFrames=20 ; How many frames the rocket pauses on the launcher before tilting
DMislTiltFrames=60 ; How many frames it takes for the missile to tilt to firing position
DMislPitchInitial=0 ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical)
DMislPitchFinal=0.5 ; Ending pitch of the missile after tilting up; now it fires
DMislTurnRate=0.08 ; Pitch maneuverability of missile in air. Adjust by trial and error.
DMislAcceleration=0.8 ; This much is added to the missile's velocity each frame during launch
DMislAltitude=768 ; Cruising altitude in leptons: at this height missile BEGINS leveling off
DMislDamage=300 ; Exploding DMisl does this much damage (at center of explosion, presumably).
DMislEliteDamage=600 ; Exploding DMisl does this much damage (at center of explosion, presumably).
DMislBodyLength=128 ; The body of the rocket is this many leptons long
DMislLazyCurve=no ; The rocket's path is a big, lazy curve. V3 yes. DMisl no.
DMislType=DMISL
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