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- NOTICE: This is an unregistered evaluation copy.
- A rules.ini file is included as a sample but editing is limited.
- A master.ini file is included as well. If you want to start from
- a default file just delete the existing rules.ini and rename
- master.ini to rules.ini. Again, editing is limited, but you can
- change ownership on all units, and the AI section is completely
- functional.
-
- What follows in the complete readme file from the full version.
-
- Thanks,
-
- Jim
-
- ------------------------------------------------------------------------------
-
-
- Red Rules Editor, v3.0
- January, 1997
-
-
- Installing
- ==========
- Simply extract the contents of the RRE archive file (RREv30.zip) or if you
- received your copy on disk then copy all the files into your Red Alert
- Directory and you are ready to edit. That's all there is to it!
-
- Run the RRE and select one of the pre-configured rules.ini's or change it to
- reflect your personal preferences, or start new from a master rules.ini file.
-
- It's all self-explainatory, Happy Hunting!
-
-
-
- Current Features:
- =================
-
- Saved Rules:
- The Saved Rules Tab allows you to manage more than one rules.ini file. You
- can name your rules and give each one a description to describe the style of
- play. Clicking the NEW button, will give you a new entry into the rules
- database, and all your customizations will effect only that entry. At any
- given time only one rules.ini file actually exists. Which ever entry you
- select will control which rules.ini file is in use during play.
-
- Playability Tweaks:
- Items under this tab reflect overall game features, such as how much ore and
- gems are worth, how many bails harvesters can carry, the effects of crates
- and much more. The default values are shown in the lower right area of the
- status bar.
-
- AI Tweaks:
- Under this tab, you can make the computer play smarter or dumber, and control
- how it will react under various situations. Almost any aspect of the AI's
- "thought process", can be manipulated for more and more challenging games.
- In fact, you may even think you are playing different opponents.
-
- Weapons:
- Allows editing the basic weapon characteristics such as damage, range, etc.
-
-
- Infantry:
- Vehicles:
- Structures:
- These tabs allow you to change the basic characteristics of all the units
- and structures in the game. Ownership, cost, range, primary and secondary
- weapons, etc. Not all options are available for each type of unit.
-
-
-
- Upcoming Features:
- ==================
-
- Check Boxes:
- In our rush to get the product to you, we had to overlook some of the
- eye-candy until the next update (check our website for the latest feature
- updates and scheduled release dates). The good news is that several
- persistent "anomolies" were tracked down and sorted out. The check boxes
- will display correctly in the next update.
-
- More Units:
- Not every unit available has been included and these will be added in the
- next update
-
- More Feature Tabs:
- More editing features to include Multiplayer defaults and Country
- characteristics.
-
-
- If you have any suggestions, comments or think up any cool ideas that you would
- like to see added to the RRE, we are all ears. Please E-mail us at
- info@technologydynamics.com and we will do everything we can to make the next
- version even better. We are checking our E-mail as you read this. And remember
- as a registered user you are entitled to free upgrades for the life of the
- product, with an email address. If you would like the upgrade by postal mail
- then send a self-addressed stamped 6 x 9 inch mailing envelope and a disk
- to 2901 Linda Dr., Pearland Texas 77584.
-
-
-
- Play Tester's Notes
- ===================
-
- Here are some things I noticed while using the RRE that I thought you might find
- interesting...
-
- Arming Harvesters:
- When testing RREv30, I decided to give Harvesters a vehicle mounted machine
- gun. Some hard core realists might argue that Harvesters are operated by
- "dumb civilians", therefore intentionally unarmed. My argument is that
- if the Harvester Operators are as big of idiots as they act, then they were
- born to own fully automatic weapons, especially in a game like Red Alert.
- Think of it simply as the "Postal Syndrome". It requires a lot of
- maintenance just to keep those morons in a good patch of ore, much less
- waste valuable time trying to harvest enemy riflemen when your "government
- employees" drive that expensive piece of machinery into the middle of an
- enemy base looking for one clump of ore. Thus, arming Harvesters gives them
- a little sting, and it works well in multiplayer games.
- HOWEVER. when playing against the computer AI, your PC assumes the harvester
- is some kind of front end loading APC and will send them into the assault.
- This gives you, the human, a distinct advantage in the long run, if you
- survive the onslaught, because the AI will no longer have an income once it
- attacks.
- It is therefore recommended that you leave Harvesters unarmed when playing
- against the computer.
-
-
- Going Ballistic:
- If anyone is disappointed that we did not include options allowing players
- to change the aspects and characteristics of weapons, we would like to
- apologize to those psychotic individuals and offer this as an explaination
- of our motivations. If you want to give a rifle-man an 8 inch Naval Cannon
- to tote around, go for it. However, we had to draw the line at not allowing
- a person to equip a Tanya with a .45 that shoots Tesla Zaps. "Shake it baby!"
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