; Just picked and chose some misc things that may be fun to mess with... [Aftermath] NewUnitsEnabled=1 ; ... Probably makes sure Aftermath stuff is in your map even if people ; have unchecked Aftermath stuff or you can disable the stuff. EngineerDamage=33% EngineerCaptureLevel=66% ; ...Set Damage to 0 and Capture to 100 for instant capture. ; Or set Damage to 34 and Capture to 67 to require just two engineers. MTankDistance=20 ; ...M.A.D Tank quake damage range QuakeUnitDamage=45% QuakeBuildingDamage=40% QuakeInfantryDamage=0 QuakeDelay=120 CarrierLaunchDelay=30 ; ...Used for Helicarriers, not sure how safe to change ChronoTankDuration=2 ; ...Make Chrono Tanks recharge very fast with 0.1 [General] ; crates CrateMinimum=1 ; crates are normally one per human player but never below this number CrateMaximum=255 ; crates can never exceed this quantity CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses ; ...Beware this seems to affect the radius of bomb crates as well CrateRegen=3 ; average minutes between random powerup crate regeneration WaterCrateChance=20% ; chance that a water crate will be generated rather than land crate [multiplay only] ; WaterCrates give only money so you can set this lower for more land crates. ; special weapons ChronoDuration=3 ; time that a unit will remain chronoshifted before returning to start location ; Set to a higher number like 14 if you want things stay way longer ChronoKillCargo=yes ; Should cargo be destroyed when object is chronoshifted? ; Set to no and you can chronoshift an APC or something without killing people inside it 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 TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft APMineDamage=1000 ; damage to inflict when anti-personnel mine explodes AVMineDamage=1200 ; damage to inflict when anti-vehicle mine explodes AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source) BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes] OreExplosive=no ; Does the harvester explode big time when destroyed? GrowthRate=2 ; minutes between ore (Tiberium) growth ; Setting to 1 for twice as fast is nice, but 0.5 or smaller might be getting closer to near infinite money SeparateAircraft=no ; Is first helicopter to be purchased separately from helipad? 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 ;Bad idea to mess with gravity. Lowering makes ballistics sometimes miss and keep flying NamedCivilians=no ; Show true names over civilians and civilian buildings? ; ...Shows specific name instead of just "Civilian" CurleyShuffle=no ; Should helicopter shuffle position between shots (as in C&C)? ; ...May balance a more powerful helicopter weapon MCVUndeploy=no ; Allow construction yard to undeploy back into MCV? ; ******* Special weapon charge times ******* ; The time (minutes) for recharge of these special weapons. ; I've set Chrono=0.1 for near instant charge before [Recharge] Chrono=7 ; chronosphere GPS=8 ; satellite radar IronCurtain=11 ; invulnerability device Nuke=13 ; nuclear missile ParaBomb=14 ; parachute bombs Paratrooper=7 ; paratroopers Saboteur=14 ; para-saboteur Sonar=10 ; sonar pulse SpyPlane=3 ; recon mission ; ******* 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) ; WRONG WRONG WRONG! ; For ROF and Armor, smaller numbers are better. ; Westwood mistakingly gave England weaker armor and France a slower firing rate. ; The rules editor Red Alchemist automatically fixes France and gives them a faster 0.9 ; CnCNet fixes the problem by giving them normal ROF and Armor and instead giving ; better firepower to all six allied countries, unless your map overrides that. ; I prefer to give them a variety of the different advantages in my maps. ; Current versions of RA made the allied countries, Greece, Spain, and Turkey selectable [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 ;Additional settings you can put for any nation are: ; Colour= ;0 to 7 Units and Structures ; SecondaryColorScheme= ;0 to 7 Override color for just units ;but they only affect units and structures placed in a map ;not players or AI players ; The colors are probably... ; 0 is Gold (Spain,Special,Neutral), or Blue in Red Dawn ; 1 is Blue (Greece,GoodGuy), or Gold in Red Dawn ; 2 is Red (USSR,BadGuy) ; 3 is Green (England) ; 4 is Orange (Ukraine) ; 5 is Light Gray/Tan (Germany), or Nod Silver in Red Dawn ; 6 is Aqua (France) ; 7 is Brown (Turkey) ; Another setting: ; Allies=nation,nation ; Possible nations for Allies= include the following GoodGuy,etc. ; and also multi1, multi2, etc. ;Advantages for the following teams aren't defined in any rules ;But I've found that they work, at least in maps. ;Can probably define things for [Multi1],[Multi2], etc. [GoodGuy] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [BadGuy] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [Special] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [Neutral] 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)? ; Same as country advantages, small numbers are better for Armor and ROF ; I suggest setting DestroyWalls=no if you place walls in your map [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 ; ******* Land Characteristics ******* ; This section specifies the characteristics of the various ; terrain types. The primary purpose is to differentiate the ; movement capabilities. ; Float = % of full speed for ships [0 means impassable] (def=100) ; Foot = % of full speed for foot soldiers [0 means impassable] (def=100) ; Track = % of full speed for tracked vehicles [0 means impassable] (def=100) ; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100) ; Buildable = Can buildings be built upon this terrain (def=no)? ; clear grassy terrain [Clear] Foot=90% Track=80% Wheel=60% Float=0% Buildable=yes ; rocky terrain [Rough] Foot=80% Track=70% Wheel=40% Float=0% Buildable=no ; roads [Road] Foot=100% Track=100% Wheel=100% Float=0% Buildable=yes ; open water [Water] Foot=0% Track=0% Wheel=0% Float=100% Buildable=no ; cliffs [Rock] Foot=0% Track=0% Wheel=0% Float=0% Buildable=no ; Unfortunately setting Foot=10% to make infantry slowly climb doesn't work right ; walls and other man made obstacles [Wall] Foot=0% Track=0% Wheel=0% Float=0% Buildable=no ; ore (Tiberium) [Ore] Foot=90% Track=70% Wheel=50% Float=0% Buildable=no ; sandy beach [Beach] Foot=80% Track=70% Wheel=40% Float=0% Buildable=no ; craggy riverbed [River] Foot=0% Track=0% Wheel=0% Float=0% Buildable=no ; ******* Random Crate Powerups ******* ; This specifies the chance for the specified crate powerup to appear ; in a 'random' crate. The chance is expressed in the form of 'shares' ; out of the total shares specified. The second parameter is the animation ; 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. ; You can reenable cloak/stealth effect that crates could give in original C&C ; Disabling Money or Darkness doesn't seem to work. ; Here the Armor multiplier works as intended and larger numbers are better. ; Other effects gfx: CHRONBOX,GPSBOX,RAPID,DEVIATOR you can use [Powerups] Armor=10,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier) Cloak=0,STEALTH2 ; enable cloaking on nearby objects Darkness=1,EMPULSE ; cloak entire radar map Explosion=5,NONE,500 ; high explosive baddie (damage per explosion) Firepower=10,FPOWER,2.0 ; firepower of nearby objects increased (firepower multiplier) HealBase=1,INVUN ; all buildings to full strength ICBM=1,MISSILE2 ; nuke missile one time shot Money=50,DOLLAR,2000 ; a chunk o' cash (maximum cash) Napalm=5,NONE,600 ; fire explosion baddie (damage) ParaBomb=3,PARABOX ; para-bomb raid one time shot Reveal=1,EARTH ; reveal entire radar map Sonar=3,SONARBOX ; one time sonar pulse Speed=10,SPEED,1.7 ; speed of nearby objects increased (speed multiplier) Squad=20,NONE ; squad of random infantry Unit=20,NONE ; vehicle Invulnerability=3,INVULBOX,1.0 ; invulnerability (duration in minutes) TimeQuake=3,TQUAKE ; time quake