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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> | ||
:;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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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. | 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 == | |||
{{Applicable INI Flags}} | |||
<onlyinclude> | |||
{{Applicable INI Flags Header|[Difficult]}} | |||
|- | |||
| {{Ini|Rules}} || [Difficult] || {{f|Firepower|link}} || float || ? || | |||
|- | |||
| {{Ini|Rules}} || [Difficult] || {{f|Groundspeed|link}} || float || ? || | |||
|- | |||
| {{Ini|Rules}} || [Difficult] || {{f|Airspeed|link}} || float || ? || | |||
|- | |||
| {{Ini|Rules}} || [Difficult] || {{f|Armor|link}} || float || ? || | |||
|- | |||
| {{Ini|Rules}} || [Difficult] || {{f|ROF|link}} || float || ? || | |||
|- | |||
| {{Ini|Rules}} || [Difficult] || {{f|Cost|link}} || float || ? || | |||
|- | |||
| {{Ini|Rules}} || [Difficult] || {{f|RepairDelay|link}} || float || ? || | |||
|- | |||
| {{Ini|Rules}} || [Difficult] || {{f|BuildDelay|link}} || float || ? || | |||
|- | |||
| {{Ini|Rules}} || [Difficult] || {{f|BuildSlowdown|link}} || boolean || ? || | |||
|- | |||
| {{Ini|Rules}} || [Difficult] || {{f|BuildTime|link}} || float || ? || | |||
|- | |||
| {{Ini|Rules}} || [Difficult] || {{f|DestroyWalls|link}} || boolean || ? || | |||
|- | |||
| {{Ini|Rules}} || [Difficult] || {{f|ContentScan|link}} || boolean || ? || | |||
|} | |||
</onlyinclude> | |||
See also [[Difficulty_Settings]]. | |||
[[Category:Rules(md).ini Sections]] | [[Category:Rules(md).ini Sections]] |
Latest revision as of 17:11, 13 February 2024
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.
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.