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:;DestroyWalls=yes/no :This controls whether the AI should scan for and destroy enemy walls<br> | :;DestroyWalls=yes/no :This controls whether the AI should scan for and destroy enemy walls<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. | |||
Retrieved from "http://www.modenc.renegadeprojects.com/Difficult" | |||
[[Category:Rules(md).ini Sections]] | [[Category:Rules(md).ini Sections]] |
Revision as of 20:43, 30 March 2008
This page should correctly be named "[Easy]"; it is wrong due to technical restrictions.
This section, along with Normal and Difficult, control the impact the selected difficulty has on the players.
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.
Retrieved from "http://www.modenc.renegadeprojects.com/Difficult"