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TR 3.5 changes

बनाया गया Diff कभी समाप्त नहीं होता
22 हटाए गए
453 लाइनें
26 जोड़े गए
452 लाइनें
; RULE*.INI - Tiberium Resurrection 3.1 *
; RULE*.INI - Tiberium Resurrection 3.5 *
; *** Tiberian Sun Rules ***
; *** Tiberian Sun Rules ***
; If placed in game directory, it will override built in values. Values to be used as multipliers
; If placed in game directory, it will override built in values. Values to be used as multipliers
; or percentages can be specified as either a simple floating point number (embed ".") or as a
; or percentages can be specified as either a simple floating point number (embed ".") or as a
; conventional percentage number (append "%"). Values used as distances or time delays
; conventional percentage number (append "%"). Values used as distances or time delays
; are specified as simple floating point number. Distance values are expressed in cells. Time
; are specified as simple floating point number. Distance values are expressed in cells. Time
; values are expressed in minutes.
; values are expressed in minutes.
; If multiple rules files are present, the Name field is used to identify between them.
; If multiple rules files are present, the Name field is used to identify between them.


[General]
[General]
Name=Tiberian Sun -- Official Rules of Engagement
Name=Tiberian Sun -- Official Rules of Engagement


; veteran factors
; veteran factors
VeteranRatio=3.0 ; must destroy this multiple of self-value to become a veteran [per level]
VeteranRatio=3.0 ; must destroy this multiple of self-value to become a veteran [per level]
VeteranCombat=.20 ; combat BONUS factor when unit is a veteran
VeteranCombat=.20 ; combat BONUS factor when unit is a veteran
VeteranSpeed=.20 ; speed BONUS factor when unit is a veteran
VeteranSpeed=.20 ; speed BONUS factor when unit is a veteran
VeteranSight=.25 ; sight range BONUS when unit is a veteran
VeteranSight=.25 ; sight range BONUS when unit is a veteran
VeteranArmor=.25 ; armor BONUS when unit is a veteran
VeteranArmor=.25 ; armor BONUS when unit is a veteran
VeteranROF=.20 ; rate of fire BONUS when unit is a veteran
VeteranROF=.20 ; rate of fire BONUS when unit is a veteran
VeteranCap=2 ; maximum veteran level that can be obtained
VeteranCap=2 ; maximum veteran level that can be obtained
InitialVeteran=no ; Do initial forces start as veterans?
InitialVeteran=no ; Do initial forces start as veterans?


; repair and refit
; repair and refit
RefundPercent=50% ; percent of original cost to refund when building/unit is sold
RefundPercent=50% ; percent of original cost to refund when building/unit is sold
ReloadRate=.5 ; minutes to reload each ammo point for aircraft or helicopters
ReloadRate=.5 ; minutes to reload each ammo point for aircraft or helicopters
RepairPercent=25% ; percent cost to fully repair as ratio of full cost
RepairPercent=25% ; percent cost to fully repair as ratio of full cost
RepairRate=.016 ; minutes between applying repair step
RepairRate=.016 ; minutes between applying repair step
RepairStep=7 ; hit points to heal per repair 'tick'
RepairStep=7 ; hit points to heal per repair 'tick'
URepairRate=.016 ; [units only] minutes between applying repair step
URepairRate=.016 ; [units only] minutes between applying repair step
IRepairRate=.001 ; [infantry only] minutes between applying repair step
IRepairRate=.003 ; [infantry only] minutes between applying repair step
IRepairStep=2 ; [infantry only] hit points to heal per repair 'tick' for infantry
IRepairStep=2 ; [infantry only] hit points to heal per repair 'tick' for infantry
TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]
TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]


; income and production
; income and production
;BailCount=28 ; number of 'bails' carried by a harvester
;BailCount=28 ; number of 'bails' carried by a harvester
BuildSpeed=.63 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
BuildSpeed=.60 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
BuildupTime=.06 ; average minutes that building build-up animation runs
BuildupTime=.06 ; average minutes that building build-up animation runs
GrowthRate=5 ; minutes between ore (Tiberium) growth
GrowthRate=5 ; minutes between ore (Tiberium) growth
TiberiumGrows=yes ; Does ore grow denser over time?
TiberiumGrows=yes ; Does ore grow denser over time?
TiberiumSpreads=yes ; Does ore spread into adjacent areas?
TiberiumSpreads=yes ; Does ore spread into adjacent areas?
SeparateAircraft=yes ; Is first helicopter to be purchased separately from helipad?
SeparateAircraft=yes ; Is first helicopter to be purchased separately from helipad?
SurvivorRate=.2 ; fraction of building cost to be converted to survivors when sold
SurvivorRate=.2 ; fraction of building cost to be converted to survivors when sold
SurvivorDivisor=100 ; the divisor into the survivor rate value to determine the number of survivors
SurvivorDivisor=100 ; the divisor into the survivor rate value to determine the number of survivors
PlacementDelay=.05 ; delay before retrying produced object deploy if temporary blockage detected
PlacementDelay=.05 ; delay before retrying produced object deploy if temporary blockage detected
WeedCapacity=56 ; Amount of weed that needs to be harvested by a house in order to build the chem missile
WeedCapacity=56 ; Amount of weed that needs to be harvested by a house in order to build the chem missile


; computer and movement controls
; computer and movement controls
CurleyShuffle=yes ; Should helicopter shuffle position between shots [as in C&C]?
CurleyShuffle=yes ; Should helicopter shuffle position between shots [as in C&C]?
BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base
BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base
BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat
BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat
CloseEnough=2.25 ; If distance to destination less than this, then abort movement if otherwise blocked.
CloseEnough=2.25 ; If distance to destination less than this, then abort movement if otherwise blocked.
DamageDelay=1 ; minutes between applying trivial structure damage when low on power
DamageDelay=1 ; minutes between applying trivial structure damage when low on power
GameSpeedBias=1 ; multiplier to overall game object movement speed
GameSpeedBias=1 ; multiplier to overall game object movement speed
Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action
Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action
CloakDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge
CloakDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge
SuspendDelay=2 ; minutes that suspended teams will remain suspended
SuspendDelay=2 ; minutes that suspended teams will remain suspended
SuspendPriority=1 ; teams with less than this priority will suspend during base defense ops
SuspendPriority=1 ; teams with less than this priority will suspend during base defense ops
FlightLevel=600 ; typical flight level for aircraft [above ground level]
FlightLevel=600 ; typical flight level for aircraft [above ground level]
MissileSpeedVar=.25 ; speed flucuation percentage that guided missiles have
MissileSpeedVar=.25 ; speed flucuation percentage that guided missiles have
MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missiles have
MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missiles have


TeamDelays=2250,2700,3600 ; interval between checking for and creating teams, by difficulty level
TeamDelays=350,700,1400 ; interval between checking for and creating teams, by difficulty level
AIHateDelays=5400,4500,4050 ; delay in frames before the computer chooses an enemy, by difficulty level
AIHateDelays=50,100,200 ; delay in frames before the computer chooses an enemy, by difficulty level
AIAlternateProductionCreditCutoff=3000 ; when the AI house has less credits than this it will begin
AIAlternateProductionCreditCutoff=3000 ; when the AI house has less credits than this it will begin
; to spend money more conservatively
; to spend money more conservatively
NodAIBuildsWalls=no
NodAIBuildsWalls=no
AIBuildsWalls=no
AIBuildsWalls=no
MultiplayerAICM=250,200,100
MultiplayerAICM=5000,3000,1000
HealScanRadius=5 ; how far should medic-type units scan for targets? Used to override the range
HealScanRadius=5 ; how far should medic-type units scan for targets? Used to override the range
; of these units, because they need to have very short ranges
; of these units, because they need to have very short ranges
FillEarliestTeamProbability=100,80,60 ; (by difficulty level, from hardest to easiest)
FillEarliestTeamProbability=100,200,300 ; (by difficulty level, from hardest to easiest)
MinimumAIDefensiveTeams=4,3,2 ; (by difficulty level, from hardest to easiest)
MinimumAIDefensiveTeams=0,1,1 ; (by difficulty level, from hardest to easiest)
MaximumAIDefensiveTeams=6,5,4 ; " "
MaximumAIDefensiveTeams=6,5,4 ; " "
TotalAITeamCap=14,12,10 ; (by difficulty level, from hardest to easiest)
TotalAITeamCap=50,25,12 ; (by difficulty level, from hardest to easiest)
UseMinDefenseRule=yes
UseMinDefenseRule=no
DissolveUnfilledTeamDelay=9000 ; how long to wait before dissolving an ai trigger team that has no members (multiplay only)
DissolveUnfilledTeamDelay=3000 ; how long to wait before dissolving an ai trigger team that has no members (multiplay only)
LargeVisceroid=VISC_LRG ; when two small visceroids combine they turn into this
LargeVisceroid=VISC_LRG ; when two small visceroids combine they turn into this
SmallVisceroid=VISC_SML ; when infantry transmorgifies into a visceroid
SmallVisceroid=VISC_SML ; when infantry transmorgifies into a visceroid


; controls how the computer AI scores potential ion cannon targets
; controls how the computer AI scores potential ion cannon targets
; the first value is for hard computer opponents, next for normal, and finally for easy
; the first value is for hard computer opponents, next for normal, and finally for easy
; right now, normal and hard are the same, because on hard, the computer will actually wait for
; right now, normal and hard are the same, because on hard, the computer will actually wait for
; production on an object to finish if that object is the best target; in this way all three
; production on an object to finish if that object is the best target; in this way all three
; difficulty levels are different.
; difficulty levels are different.
AIIonCannonConYardValue=100,100,100
AIIonCannonConYardValue=100,100,100
AIIonCannonWarFactoryValue=50,50,50
AIIonCannonWarFactoryValue=50,50,50
AIIonCannonPowerValue=10,10,40
AIIonCannonPowerValue=10,10,40
AIIonCannonEngineerValue=30,30,5
AIIonCannonEngineerValue=30,30,5
AIIonCannonThiefValue=20,20,5
AIIonCannonThiefValue=20,20,5
AIIonCannonHarvesterValue=1,1,1
AIIonCannonHarvesterValue=1,1,1
AIIonCannonMCVValue=150,150,20
AIIonCannonMCVValue=150,150,20
AIIonCannonAPCValue=15,15,15
AIIonCannonAPCValue=15,15,15
AIIonCannonBaseDefenseValue=35,35,35
AIIonCannonBaseDefenseValue=35,35,35
AIIonCannonPlugValue=40,40,40
AIIonCannonPlugValue=40,40,40
AIIonCannonHelipadValue=20,20,20
AIIonCannonHelipadValue=20,20,20
AIIonCannonTempleValue=40,40,40
AIIonCannonTempleValue=40,40,40


; Ion storm control
; Ion storm control
IonLightningFrequency=10 ; Percent chance that lightning will strike this frame
IonLightningFrequency=10 ; Percent chance that lightning will strike this frame
IonLightningRandomness=90 ; Percent chance that the lightning will strike a random cell instead of an object.
IonLightningRandomness=90 ; Percent chance that the lightning will strike a random cell instead of an object.