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:;BuildSlowdown=yes/no  :This tag controls whether the computer builds slower than the human player <br>
:;BuildSlowdown=yes/no  :This tag controls whether the computer builds slower than the human player <br>
:;Cost=n.n  :This is the multiplier to unit and building cost<br>
:;Cost=n.n  :This is the multiplier to unit and building cost<br>
:;Firepower=n.n  :This is the multiplier to all weapons' firepower<br>
:;FirePower=n.n  :This is the multiplier to all weapons' firepower<br>
:;Groundspeed=n.n  :This is the speed multiplier for all ground units<br>
:;Groundspeed=n.n  :This is the speed multiplier for all ground units<br>
:;ROF=n.n  :This is the multiplier to all weapons' rate of fire<br>
:;ROF=n.n  :This is the multiplier to all weapons' rate of fire<br>
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See also [[Difficulty_Settings]].


[[Category:Rules(md).ini Sections]]
[[Category:Rules(md).ini Sections]]

Latest revision as of 17:11, 13 February 2024

This page should correctly be named "[Difficult]"; it is wrong due to technical restrictions.



This section, along with Easy and Normal, controls the impact the selected difficulty has on the players. This particular section defines the tweaks applied when "Difficult/Hard" difficulty is selected. Here you may alter various multipliers to game aspects. Some only affect AI players, others affect both AI and human players.
You may edit multipliers using the following tags:
Note: n.n means a simple floating point number

Airspeed=n.n
This is the speed multiplier for all aerial units (afaik not including jumpjets)
Armor=n.n
This is the multiplier to unit and building armor strength
BuildSlowdown=yes/no
This tag controls whether the computer builds slower than the human player
Cost=n.n
This is the multiplier to unit and building cost
FirePower=n.n
This is the multiplier to all weapons' firepower
Groundspeed=n.n
This is the speed multiplier for all ground units
ROF=n.n
This is the multiplier to all weapons' rate of fire


These tags only affect the computer player(s):

ContentScan=yes/no
This controls whether the AI should consider the contents of a transport when choosing a target
RepairDelay=n.n
This controls the time in minutes between starting building repair
BuildDelay=n.n
This controls the time in minutes between starting construction
DestroyWalls=yes/no
This controls whether the AI should scan for and destroy enemy walls


From tests with modifications including Robot Storm, Future Crisis and Mental Omega, the above settings will affect skirmish difficulty selection e.g. easy, normal, brutal.

Applicable INI Flags

These tables show all INI flags applicable1 to Difficult. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.

Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.

1 "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.


[Difficult]
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini [Difficult] Firepower float ?
Rules(md).ini [Difficult] Groundspeed float ?
Rules(md).ini [Difficult] Airspeed float ?
Rules(md).ini [Difficult] Armor float ?
Rules(md).ini [Difficult] ROF float ?
Rules(md).ini [Difficult] Cost float ?
Rules(md).ini [Difficult] RepairDelay float ?
Rules(md).ini [Difficult] BuildDelay float ?
Rules(md).ini [Difficult] BuildSlowdown boolean ?
Rules(md).ini [Difficult] BuildTime float ?
Rules(md).ini [Difficult] DestroyWalls boolean ?
Rules(md).ini [Difficult] ContentScan boolean ?


See also Difficulty_Settings.