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Nighthawk200 (talk | contribs)
Added multipliers (same info from Easy and Normal)
Alliedg (talk | contribs)
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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.
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It is believed that these sections correspond with the Difficulty slider in Options, not the AI difficulty selector in the Game setup screen.
 
[[Category:Rules(md).ini Sections]]

Revision as of 20:42, 30 March 2008

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.