**** NOTE: For additional information see readme.txt
I. General Options
TeamDelay interval between checking for and creating teams
SubmergeDelay forced delay that subs will remain on surface before allowing to submerge
GameSpeeBias multiplier to overall game object movement speed
BaseBias multiplier to threat target value when enemy is close to friendly base
ExpSpread cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
APMineDamage damage to inflict when anti-personnel mine explodes
AVMineDamage damage to inflict when anti-vehicle mine explodes
AllyReveal Allies automatically reveal radar maps to each other?
AtomDamage damage points when nuclear bomb explodes (regardless of source)
BailCount number of 'bails' carried by a harvester
BallisticScatter maximum scatter distance (cells) for inaccurate ballistic projectiles
BaseDefenseDelay minutes delay between sending response teams to deal with base threat
BridgeStrength strength of bridge [smaller means more easily destroyed]
BuildSpeed general build speed [time (in minutes) to produce a 1000 credit cost item]
BuildupTime average minutes that building build-up animation runs
C4Delay minutes to delay after placing C4 before building will explode
ChronoTechLevel Tech level at which Chrono facility can create Chrono effect
CloseEnough If distance to destination less than this, then abort movement if otherwise blocked.
ConditionRed when damaged to this percentage, health bar turns red
ConditionYellow when damaged to this percentage, health bar turns yellow
CrateMinimum crates are normally one per human player but never below this number
CrateRadius radius (cells) for area effect crate powerup bonuses
CrateRegen average minutes between random powerup crate regeneration
Crush if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
DamageDelay minutes between applying trivial structure damage when low on power
DropZoneRadius distance around drop zone flair that map reveals itself
EnemyHealth Show enemy health bar graph when selected?
FireSupress radius from target to look for friendlies and thus discourage firing upon, if found
GapRadius radius of gap generator (cells)
GemValue gem credits per 'bail' carried by a harvester
GoldValue gold credits per 'bail' carried by a harvester
Gravity gravity constant for ballistic projectiles
GrowthRate rate of ore (Tiberium) growth [larger means faster]
HomingScatter maximum scatter distance (cells) for inaccurate homing projectiles
IdleActionFrequency average minutes between infantry performing idle actions
IronCurtain minutes that Iron Curtain invulnerability lasts
LZScanRadius maximum radius to scan for alternate landing zone if otherwise occupied
MCVUndeploy Allow construction yard to undeploy back into MCV?
MaxDamage maximum damage (after adjustments) per shot
MessageDelay time duration of multiplayer messages displayed over map
MinDamage minimum damage (after adjustments) per shot
MineAware Are friendly units smart enough to avoid friendly mines?
MovieTime minutes that movie recorder will record when activated (debug version only)
NamedCivilians Show true names over civilians and civilian buildings?
OreGrows Does ore grow denser over time?
OreSpreads Does ore spread into adjacent areas?
OreTruckRate speed that harvester truck manages ore [larger means slower]
ParaTech tech level when free para-infantry appears from airstrip
PlayerAutoCrush Will player controlled units automatically try to crush enemy infantry?
PlayerReturnFire More aggressive return fire from player controlled objects?
PlayerScatter Will player units scatter, of their own accord, from threats and damage?
ProneDamage when infantry is prone, damage is reduced to this percentage
QuakeDamage percentage damage to inflict when time quake occurs
RadarJamRadius cell radius distance that mobile radar jammer is effective
RefundPercent percent of original cost to refund when building/unit is sold
ReloadRate minutes to reload each ammo point for aircraft or helicopters
RepairPercent percent cost to fully repair as ratio of full cost
RepairRate minutes between applying repair step
RepairStep hit points to heal per repair 'tick' for buildings
SavourDelay delay between scenario end and ending movie [keep the delay short]
SeparateAircraft Is first aircraft to be purchased separately from helipad/airstrip?
ShroudRate minutes between each shroud creep process [0 means no shadow creep]
SilverCrate solo play silver crate bonus
SpeakDelay minutes between EVA repeating advice to the player
SpyPlaneTech tech level when free spy plane appears from airstrip
Stray radius distance (cells) that team members may stray without causing regroup action
SurvivorRate fraction of building cost to be converted to survivors when sold
SuspendDelay minutes that suspended teams will remain suspended
SuspendPriority teams with less than this priority will suspend during base defense ops
TimerWarning if mission timer is less than this many minutes, then display in red
TreeTargeting Automatically show target cursor when over trees?
URepairPercent [units only] percent cost to fully repair as ratio of full cost
URepairStep [units only] hit points to heal per repair 'tick' for units
WaterCrate solo play water crate bonus
WoodCrate solo play wood crate bonus
VortexRange scan for victims up to this distance away [in cells]
VortexSpeed speed of vortex movement
VortexDamage damage inflicted by vortex discharge
Incoming 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.
II. Multiplayer Settings
Money Money you usually start with
MaxMoney MaxMoney you can choose to start from
ShadowGrow Blacked out radar area grows
Bases Whether or not you can build multiple bases
OreGrows Ore regrows automatically
Crates Crates appear throughout the game
AIPlayers AI players are in the game with you
CaptureTheFlag Caputure the flag game instead of regular game
III. Special weapon charge times
The time (minutes) for recharge of these special weapons.
Chrono chronosphere
GPS satellite radar
IronCurtain invulnerability device
Nuke nuclear missile
ParaBomb parachute bombs
Paratrooper paratroopers
Saboteur para-saboteur
Sonar sonar pulse
SpyPlane recon mission
IV. Maximums
These are the absolute maximum number of these object types
allowed in the game (at any one time).
Below are all the special maximums, all others are just self
explanitory.
Factory 32 is minimum for 8 player game
Overlay special case -- only needs one
Projectile projectile types, not actual projectiles
Smudge special case -- only needs one
Template special case -- only needs one
Terrain trees and rocks
TrigType trigger types
Trigger triggers themselves
Warhead warhead types, not actual warheads
Weapon weapon types, not actual weapons
V. AI Statistics
Computer behavior controls.
PatrolScan minute interval between scanning for enemys while patrolling.
CreditReserve Structure repair will not begin if available cash falls below this amount.
PathDelay Delay (minutes) between retrying when path is blocked.
OreNearScan cell radius to scan when harvesting a single patch of ore
OreFarScan cells radius to scan when looking for a new ore patch to harvest
AutocreateTime Average minutes between creating an 'autocreate' team
VI. IQ setting for computer activity
Each player (computer controlled or otherwise) is given an IQ rating that is used
to control what the computer is allowed to automatically control. This is
distinct from the difficulty setting. The higher the IQ setting, the more autonomous
and intelligent the side will behave. Each ability is given a rating that
indicates the IQ level (or above) that the ability will be granted. Because such
abilities are automatically performed by the computer, giving a human controlled
country a high IQ is not recommended. Otherwise the player's units will start to
automatically "do their own thing"! A human controlled country is presumed to have
an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
MaxIQLevels the maximum number of discrete IQ levels
SuperWeapons super weapons are automatically fired by computer
Production building/unit production is automatically controlled by computer
GuardArea ewly produced units start in guard area mode
RepairSell allowed to choose repair or sell of damaged buildings
AutoCrush automatically try to crush antogonists if possible
Scatter will scatter from incoming threats [grenades and such]
ContentScan will consider contents of transport when picking good target
VII. 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.
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)
VIII. 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)?
IX. Unit and Building Statistics
Specifies the characteristics of the various game objects.
Ammo number of rounds carried between reloads [-1 means unlimited] (def=-1)
Armor the armor type of this object [none,wood,light,heavy,concrete] (def=none)
Cloakable Is it equipped with a cloaking device (def=no)?
Cost cost to build object in credits
Explodes Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
GuardRange distance to scan for enemies to attack (def=use weapon range)
Image name of graphic data to use for this object (def=same as object identifier)
Invisible Is completely and always invisible to enemy (def=no)?
Owner who can build this [Allies or Soviet] (def="allies,soviet", i.e., all)
Points point value for scoring purposes (def=0)
Prerequisite list of buildings needed before this can be manufactured (def=no requirement)
Primary primary weapon equipped with (def=none)
ROT Rate Of Turn for body (if present) and turret (if present) (def=0)
Reload time delay between reloads (def=0)
Secondary secondary weapon equipped with (def=none)
SelfHealing Does the object heal automatically up to half strength (def=no)?
Sight sight range, in cells (def=1)
Strength strength (hit points) of this object
TechLevel tech level required to build this [-1 means can't build] (def=-1)
Sensors Has sensors to detect nearby cloaked objects (def=no)?
<<< applies only to infantry types >>>
C4 Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
Fraidycat Is it inherently afraid and will panic easily (def=no)?
Infiltrate Can it enter a building like a spy or thief (def=no)?
IsCanine Should special case dog logic be applied to this?
<<< applies only to moving units (not buildings) >>>
Passengers number of passengers it may carry (def=0)
Speed speed of this object [n/a for buildings] (def=0)
<<< applies only to terrestrial driving vehicle types >>>
Crushable Can it be crushed by a heavy tracked vehicle (def=no)?
Tracked Is this vehicle tracked [as opposed to wheeled] (def=no)?
NoMovingFire The vehicle must stop before it can fire (def=no)?
<<< applies only to building types >>>
BaseNormal Considered for building adjacency checks (def=yes)?
Adjacent distance allowed to place from other buildings (def=1)
Bib Should the building have an attached bib (def=no)?
Capturable Can this building be infiltrated by a spy/engineer (def=no)?
Crewed Does it contain a crew that can escape (def=no)?
Power power output [positive for output, negative for drain] (def=0)
Powered Does it require power to function (def=no)?
Repairable Can it be repaired (def=yes)?
Storage the number of credits this building can store (def=0)
Unsellable Cannot sell this building (even if it can be built)?
WaterBound Is this building placed on water only (def=no)?
X. Weapon Statistics
The weapons specified here are attached to the various combat
units and buildings.
Anim animation to display as a firing effect
Burst number of rapid succession shots from this weapon (def=1)
Camera Reveals area around firer (def=no)?
Charges Does it have charge-up-before-firing logic (def=no)?
Damage the amount of damage (unattenuated) dealt with every bullet
Projectile projectile characteristic to use
ROF delay between shots [15 = 1 second at middle speed setting]
Range maximum cell range
Report sound to play when firing
Speed speed of projectile to target (100 is maximum)
Warhead warhead to attach to projectile
Supress Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
XI. Warhead Characteristics
This is what gives the "rock, paper, scissors" character to the game.
It describes how the damage is to be applied to the target. The
values should take into consideration the 'area of effect'.
example: Although an armor piercing tank round would instantly
kill a soldier IF it hit, the anti-infantry rating is still
very low because the tank round has such a limited area of
effect, lacks pinpoint accuracy, and acknowledges the fact that
tanks pose little threat to infantry that take cover.
Spread damage spread factor [larger means greater spread] (def=1)
[A value of 1 means the damage is halved every pixel distant from center point.
a value of 2 means damage is halved every 2 pixels, etc.]
Wall Does this warhead damage concrete walls (def=no)?
Wood Does this warhead damage wood walls (def=no)?
Ore Does this warhead destroy ore (def=no)?
Verses damage value verses various armor types (as percentage of full damage)...
-vs- none, wood (buildings), light armor, heavy armor, concrete
Explosion which explosion set to use when warhead of this type impacts (def=0)