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PC Gamer (Italian) 32
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PC Gamer IT CD 32 1-2.iso
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SFDEMO
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units
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settings.dat
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Text File
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1997-09-29
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3KB
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136 lines
; Put a semicolon on a line with text (FIRST CHARACTER ONLY)
; Put a # on a line with a value (FIRST CHARACTER ONLY)
; Values must remain in their current order
; Only one value per line
;Attraction cutoff- the multiplier that a prospective
; attracting hex is multiplied by. The resulting value
; must be greater than the hex currently occupied in order
; for it to be truly attracted
;Real
#0.92
;Nearby enemy fire cutoff- the percentage that a hex must
; drop off by in order for it to be considered "attackable"
; by the enemy
;Real
#0.5
;Nearby enemy fire range- the range of hexes checked for
; enemy fire when a transport is done moving and wants to
; unload
;Integer
#2
;Soft CA cutoff- the percentage that the enemy hex's total
; soft CA must be compared to the unit's soft CA before a
; stack is CA'ed
;Real
#1.0
;Hard CA cutoff- the percentage that the enemy hex's total
; hard CA must be compared to the unit's hard CA before a
; stack is CA'ed
;Real
#1.0
;Soft CA end of game- the percentage that the enemy hex's total
; soft CA must be compared to the unit's soft CA before a
; stack is CA'ed. This value is used only on the last turn
; of the game
;Real
#1.2
;Hard CA end of game- the percentage that the enemy hex's total
; hard CA must be compared to the unit's hard CA before a
; stack is CA'ed. This value is used only on the last turn
; of the game
;Real
#1.2
;Victory hex gravity well factor- the percentage that a VHex's
; score will degrade at the next hex range
;Real
#0.75
;Primary target factor- the multiplier that a target unit gets
; if the target is targetable by the unit's primary weapon
;Real
#2.0
;AA Repulsion factor- the multiplier that an enemy unit's
; repulsion gets if it can hurt the unit with AA fire
;Real
#1.0
;SA Repulsion factor- the multiplier that an enemy unit's
; repulsion gets if it can hurt the unit with SA fire
;Real
#1.5
;AT Repulsion factor- the multiplier that an enemy unit's
; repulsion gets if it can hurt the unit with AT fire
;Real
#2.0
;Enemy VHex factor- the multiplier that an enemy VHex's score
; gets multiplied by
;Real
#2.5
;Friendly VHex factor- the multiplier that a friendly VHex's score
; gets multiplied by
;Real
#2.5
;Neutral VHex factor- the multiplier that a neutral VHex's score
; gets multiplied by
;Real
#2.5
;Leader multiplier- the multiplier that an enemy leader's attraction
; is multiplied by
;Real
#2.0
;Soft stack attraction- the multiplier that a soft leader's children
; is multiplied by
;Real
#4.0
;Transport repulsion factor- the multiplier that an enemy unit's
; repulsion is multiplied by if the current unit is a loaded
; transport
;Real
#4.0
;VHex multiplier- the additional value percentage that is added to
; the actual Vhex
;Real
#2.0
;Unoccupied non-friendly VHex factor- the multiplier that any VHex
; not currently controlled gets multiplied by
;Real
#3.0