open RedHistory_8.04_Misc.big by finalbig software >search for gamedata.ini and replace this..
//////////////////////////////////////////////////////////////////////////////
// FILE: GameData.ini (SYSTEM) /////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
//------------------------BALANCE DATA----------------------------
//NOTE: Attacks are as such: PreAttackDelay -> Both: FiringDuration & DelayBetweenShots -> After DBS starts PreAttackDelay again.
// Region Bonuses
#define DEFAULT_REGION_RESOURCE_BONUS 10
#define DEFAULT_REGION_ARMY_BONUS_GOOD 20
#define DEFAULT_REGION_ARMY_BONUS_EVIL 50
#define DEFAULT_REGION_LEGENDARY_BONUS 1
#define EMOTION_CHEER_RADIUS 100
#define ARCHER_FEAR_SCAN_RADIUS 30
#define INFANTRY_FEAR_SCAN_RADIUS 100
#define CAVALRY_FEAR_SCAN_RADIUS 30
#define INFANTRY_TAUNT_POINT_RADIUS 100
// Afraid of objects must be SCARY kindof as well.
#define EMOTION_AFRAIDOF_OBJECTFILTER NONE
#define EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER NONE
#define EMOTION_POINTAT_OBJECTFILTER NONE
#define SHOCKWAVE_RESISTANCE_WEAK 20
#define SHOCKWAVE_RESISTANCE_STRONG 74
#define SHOCKWAVE_RESISTANCE_IMMUNE 99
#define SHOCKWAVE_RESISTANCE_ALWAYS 9999 // always resist meta-impact
//-----------------------Generic Experience Values-----------------
#define PLAYER_MAX_PURCHASE_POINTS_DEFAULT 150 // 150 = (3 * 5) + (4 * 10) + (3 * 15) + (2 * 25)
#define PLAYER_MAX_PURCHASE_POINTS_EVIL 225 // 230 = (5 * 5) + (6 * 10) + (5 * 15) + (4 * 25) - 5 ( 5 is starting value)
#define PLAYER_MAX_PURCHASE_POINTS_GOOD 201 // 205 = (4 * 5) + (5 * 10) + (4 * 15) + (3 * 25) - 4 (rounding error)
#define PLAYER_PURCHASE_POINTS_GRANTED 1 //3 // Amount per rank SciencePurchasePointsGranted
#define PLAYER_SKILL_POINTS_DELTA_DEFAULT 70 //125 Why was this 42 // Amount to take to next rank SkillPointsNeededDefault
#define PLAYER_SKILL_POINTS_DELTA_CAMPAIGN 133 //400 // Amount to take to next rank SkillPointsNeededCampaign
//------------------------HORDE RENDER LOD DATA----------------------------
#define ALLOW_MULTIPLE_MODELS_LOW No
#define MAX_RANDOM_TEXTURES_LOW 1
#define MAX_RANDOM_ANIMATIONS_LOW 1
#define MAX_ANIM_FRAME_DELTA_LOW 8
#define ALLOW_MULTIPLE_MODELS_MED No
#define MAX_RANDOM_TEXTURES_MED 2
#define MAX_RANDOM_ANIMATIONS_MED 4
#define MAX_ANIM_FRAME_DELTA_MED 4
#define ALLOW_MULTIPLE_MODELS_HIGH Yes
#define MAX_RANDOM_TEXTURES_HIGH 2
#define MAX_RANDOM_ANIMATIONS_HIGH 4
#define MAX_ANIM_FRAME_DELTA_HIGH 4
//----------------------------AI BONUSES-----------------------------------
#define EASY_AI_SINGLE_PLAYER_DAMAGE_MULT 25%
#define MEDIUM_AI_SINGLE_PLAYER_DAMAGE_MULT 100%
#define HARD_AI_SINGLE_PLAYER_DAMAGE_MULT 120%
#define EASY_AI_MULTI_PLAYER_DAMAGE_MULT 100%
#define MEDIUM_AI_MULTI_PLAYER_DAMAGE_MULT 100%
#define HARD_AI_MULTI_PLAYER_DAMAGE_MULT 100%
//-----------------------------CAMO----------------------------------------
#define CAMOUFLAGE_DETECTION_DISTANCE_SHORT 0.5
#define CAMOUFLAGE_DETECTION_DISTANCE_SHORTISH 0.8
#define CAMOUFLAGE_DETECTION_DISTANCE_DEFAULT 1.0 // everything has this by default.
#define CAMOUFLAGE_DETECTION_DISTANCE_SHEDIUM 1.5 // not quite short and not quite medium so shedium.
#define CAMOUFLAGE_DETECTION_DISTANCE_MEDIUM 2.0
#define CAMOUFLAGE_DETECTION_DISTANCE_LONG 3.0
//-----------------------------TRANSPORT SLOTS----------------------------------------
#define TRANSPORTSLOTCOUNT_NOT_TRANSPORTABLE 0
#define TRANSPORTSLOTCOUNT_HERO 1
#define TRANSPORTSLOTCOUNT_DOZER 1
#define TRANSPORTSLOTCOUNT_SIEGE 1
#define TRANSPORTSLOTCOUNT_UNIT 1
#define TRANSPORTSLOTCOUNT_MONSTER 1
#define TRANSPORTSLOTCOUNT_SMALL_HORDE 1
#define TRANSPORTSLOTCOUNT_LARGE_HORDE 1
#define TRANSPORTSLOTCOUNT_MACHINE 1
// Camouflage defines
#define CAMOUFLAGE_DETECTOR_LEVEL_LOW 1 // low - heavy vehicles, aircraft
#define CAMOUFLAGE_DETECTOR_LEVEL_MEDIUM 2 // medium - heavy infantry, light vehicles
#define CAMOUFLAGE_DETECTOR_LEVEL_HIGH 3 // high - infantry
//-----------------------------Radar Jam Special Power---------------------------------
#define RADAR_JAM_RADIUS 200.0
#define RADAR_JAM_DURATION 30000
//-----------------------------GENERAL MOVEMENT----------------------------------------
#define GENERIC_INFANTRY_SQUAD_SPEED 40
//-----------------------------GDISoldierSquad----------------------------------------
#define GENERIC_INFANTRY_BUILDCOST 300 ; BALANCE ME
#define GENERIC_INFANTRY_BUILDTIME 20 ; BALANCE ME
#define GENERIC_INFANTRY_VISION_RANGE 300 ; BALANCE ME
#define GENERIC_INFANTRY_SHROUD_RANGE 300 ; BALANCE ME
#define GENERIC_INFANTRY_SHROUD_THREAT 1.0 ; BALANCE ME
//-----------------------------GAME DATA----------------------------------------
GameData
// CheckMemoryLeaks = Yes
ShellMapName = Maps\ShellMap1\ShellMap1.map
MapName = Assault.map
MoveHintName = SCMoveHint
MoveHintZBias = 100.0
ShowProps = Yes
UseFPSLimit = Yes
FramesPerSecondLimit = 30
//Windowed = No ; Please leave this commented during production
//XResolution = 800
//YResolution = 600
MaxShellScreens = 8
UseCloudMap = Yes
AllowTreeFading = No
UseLightMap = Yes
AdjustCliffTextures = Yes
StretchTerrain = No
UseHalfHeightMap = No
ShowObjectHealth = Yes
HideGarrisonFlags = No
Use3WayTerrainBlends = 1
DrawEntireTerrain = No
TerrainLOD = DISABLE ; should be handled by options screen.
TerrainLODTargetTimeMS = 45
RightMouseAlwaysScrolls = Yes
UseCloudPlane = Yes
UseShadowDecals = Yes
UseShadowMapping = No
ShowSelectedUnitMarker = Yes
UseSimpleHordeDecals = No
UseSimpleMergeDecals = Yes
OpacityOfSimpleMergeDecals = 35%
UseBehindBuildingMarker = Yes
DefaultOcclusionDelay = 3000 ; in ms
OccludedColorLuminanceScale = 0.5
WaterPositionX = 0.0
WaterPositionY = 0.0
WaterPositionZ = 7.0
WaterExtentX = 2000.0
WaterExtentY = 2000.0
WaterType = 0
// Default Healing & Repair Buff Fx lists
DefaultUnitHealingBuffFxList = FX_DefaultUnitHealBuff
DefaultStructureRepairBuffFxList = DefaultStructureRepairBuffFx
// when a structure is reduced to rubble, set its z-height to this if nothing else is specified.
DefaultStructureRubbleHeight = 8.0
TimeAfterDamageUntilRepairAllowed = 0
DownwindAngle = -0.785 ; Northeast! AKA "Away and to the right"
DrawSkyBox = Yes
//------------------------------------------------------------------------------------------------------------
//These are the primary camera settings
//****CHANGING ANY OF THESE VALUES WILL AFFECT CINEMATICS*****
//------------------------------------------------------------------------------------------------------------
DefaultCameraMinHeight = 120.0 ;The minimum height of the camera relative to the terrain.
DefaultCameraMaxHeight = 700.0 ;The maximum height of the camera relative to the terrain.
DefaultCameraPitchAngle = 39 ;The pitch angle of the camera off top down view.
DefaultCameraYawAngle = 0.0 ;The direction the camera faces by default.
DefaultCameraScrollSpeedScalar = 1.0 ;How much faster or slower all scrolling is.
//------------------------------------------------------------------------------------------------------------
//****DO NOT CHANGE ABOVE VALUES *********
//****PS: These values haven't been changed since original Generals anyways, this is an educational message.
//------------------------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------------------------------
CameraLockHeightDelta = 250.0
CameraTerrainSampleRadiusForHeight = 1.0 ;Controls how sensitive the camera height adjust is to nearby terrain. If you move the camera near a mountain, it'll raise up sooner with a large value.
JoypadScrollScalar = 1.0
CursorMagnetismMode = 2
;;OK TO UNCOMMENT ;; CameraEaseFactor = 0.2 ;for softening the tethered camera (while locked to an object or a drawable)
;These figures are compatible with the new 25-degree projection angle
;MaxCameraHeight = 750.0 ;230.0
;MinCameraHeight = 430.0
UseCameraInReplay = No ;Not working, don't use it yet.
CameraAdjustSpeed = 0.3 ; between 0 and 1 - this is how fast the camera snaps to the desired height
ScrollAmountCutoff = 50.0 ; arbitrary units - above this value, we don't update height while scrolling
ScrollPitchMultiplier = 0.15 ; The amount the camera pitches when zooming in and out.
EnforceMaxCameraHeight = No ; Obey max camera height while scrolling?
TerrainHeightAtEdgeOfMap = 100.0
UnitDamagedThreshold = 0.66
UnitReallyDamagedThreshold = 0.33
GroundStiffness = 0.8
StructureStiffness = 0.3
; acceleration due to gravity, in dist/sec^2
; note that our distance units are roughly one foot, so
; this corresponds to earth-normal gravity (32 ft/sec^2)
;Gravity = -32.0
; this "feels" better...
Gravity = -64.0
PartitionCellSize = 40.0
TerrainResourceCellSize = 20.0
ParticleScale = 1.0 ;
AutoFireParticleSmallPrefix = FireS
AutoFireParticleSmallSystem = FireBuildingSmall
AutoFireParticleSmallMax = 1
AutoFireParticleMediumPrefix = FireM
AutoFireParticleMediumSystem = FireBuildingMedium
AutoFireParticleMediumMax = 1
AutoFireParticleLargePrefix = FireL
AutoFireParticleLargeSystem = FireBuildingLarge
AutoFireParticleLargeMax = 1
AutoSmokeParticleSmallPrefix = SmokeS
AutoSmokeParticleSmallSystem = SmokeBuildingSmall
AutoSmokeParticleSmallMax = 1
AutoSmokeParticleMediumPrefix = SmokeM
AutoSmokeParticleMediumSystem = SmokeBuildingMedium
AutoSmokeParticleMediumMax = 1
AutoSmokeParticleLargePrefix = SmokeL
AutoSmokeParticleLargeSystem = SmokeBuildingLarge
AutoSmokeParticleLargeMax = 1
AutoAflameParticlePrefix = Aflame
AutoAflameParticleSystem = FireBuildingSmall
AutoAflameParticleMax = 1
LevelGainAnimationName = LevelGainedAnimation
LevelGainAnimationTime = 4.0
LevelGainAnimationZRise = 15.0
;;;;;;;;;;;;;;;GetHealedAnimationName = GetHealedAnimation <- Removed until effect is corrected.
GetHealedAnimationTime = 4.0
GetHealedAnimationZRise = 15.0
GenericDamageFieldName = GenericDamageField ; The ThingTemplate that DamageFieldNuggets will use
; GenericDamageWarningName = GenericDamageWarning ; The Thingtemplate that Damage and Projectile nuggets will use to herald the coming attack
MaxTerrainTracks = 100 ; how many vehicles can generate tread marks on the terrain.
TimeOfDay = AFTERNOON
MakeTrackMarks = Yes
ForceModelsToFollowTimeOfDay = Yes
ForceModelsToFollowWeather = Yes
TerrainLightingMorningAmbient = R:128 G:100 B:77
TerrainLightingMorningDiffuse = R:230 G:180 B:153
TerrainLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
TerrainLightingEveningAmbient = R:64 G:59 B:51
TerrainLightingEveningDiffuse = R:153 G:128 B:102
TerrainLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
TerrainLightingNightAmbient = R:26 G:26 B:39
TerrainLightingNightDiffuse = R:51 G:51 B:77
TerrainLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0
TerrainObjectsLightingMorningAmbient = R:128 G:102 B:77
TerrainObjectsLightingMorningDiffuse = R:230 G:179 B:153
TerrainObjectsLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
TerrainObjectsLightingEveningAmbient = R:64 G:59 B:51
TerrainObjectsLightingEveningDiffuse = R:153 G:128 B:102
TerrainObjectsLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
TerrainObjectsLightingNightAmbient = R:26 G:26 B:39
TerrainObjectsLightingNightDiffuse = R:51 G:51 B:77
TerrainObjectsLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0
TerrainLightingAfternoonAmbient = R:56 G:52 B:44
TerrainLightingAfternoonDiffuse = R:255 G:255 B:255
TerrainLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
TerrainObjectsLightingAfternoonAmbient = R:56 G:52 B:44
TerrainObjectsLightingAfternoonDiffuse = R:255 G:255 B:255
TerrainObjectsLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
TerrainLightingAfternoonAmbient2 = R:0 G:0 B:0
TerrainLightingAfternoonDiffuse2 = R:60 G:60 B:120
TerrainLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
TerrainObjectsLightingAfternoonAmbient2 = R:0 G:0 B:0
TerrainObjectsLightingAfternoonDiffuse2 = R:60 G:60 B:80
TerrainObjectsLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
TerrainLightingAfternoonAmbient3 = R:0 G:0 B:0
TerrainLightingAfternoonDiffuse3 = R:30 G:30 B:20
TerrainLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
TerrainObjectsLightingAfternoonAmbient3 = R:0 G:0 B:0
TerrainObjectsLightingAfternoonDiffuse3 = R:30 G:30 B:20
TerrainObjectsLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
AudioOn = Yes
MusicOn = Yes
SoundsOn = Yes
SpeechOn = Yes
VideoOn = Yes
DebugAI = No
DebugAIObstacles = No
MaxRoadSegments = 4000
MaxRoadVertex = 5000
MaxRoadIndex = 10000
;;; CAMPAIGN BONUS CAPS
GoodCommandPointLimit = 300
EvilCommandPointLimit = 600
PowerLimit = 60
ResourceMultiplierLimit = 5.0
;;; INITIAL MAX RING LEVEL PLAYER CAN ACHIEVE
InitialMaxRingLevel = 60 ;2
;;; Resource Bonus Percentage
ResourceBonusMultiplier = 10.0 ; 10% bonus per region conquered
;;; COMMAND POINTS FOR SOLO PLAY HUMAN (INCLUDING LIVING WORLD) ;;;
;
; Command points are: [starting value] [maximum value].
;
; ngavalas@ea.com
; For C&C3 these are only used for console to help performance and memory.
; Each unit is worth 100 CP no matter if it's a squad or a single unit.
; There is also no evil/good difference so they are now the same.
GoodCommandPoints = 5000 5000
EvilCommandPoints = 5000 5000
GoodCommandPointsBonus = 5000 ; bonuses for every territory captures in living world
EvilCommandPointsBonus = 5000
;;; COMMAND POINTS FOR SOLO PLAY AI ;;;
GoodCommandPointsAI = 5000 5000
EvilCommandPointsAI = 5000 5000
;;; COMMAND POINTS FOR MULTIPLAY ;;;
GoodCommandPointsMP2 = 5000 5000 ; 2 players
EvilCommandPointsMP2 = 5000 5000
GoodCommandPointsMP3 = 5000 5000 ; 3 players
EvilCommandPointsMP3 = 5000 5000
GoodCommandPointsMP4 = 5000 5000 ; 4 players
EvilCommandPointsMP4 = 5000 5000
GoodCommandPointsMP5 = 5000 5000 ; 5 players
EvilCommandPointsMP5 = 5000 5000
GoodCommandPointsMP6 = 5000 5000 ; 6 players
EvilCommandPointsMP6 = 5000 5000
GoodCommandPointsMP7 = 5000 5000 ; 7 players
EvilCommandPointsMP7 = 5000 5000
GoodCommandPointsMP8 = 5000 5000 ; 8 players
EvilCommandPointsMP8 = 5000 5000
;;; START MULTIPLAYER TUNING FACTORS ;;;
;;; 1player 2player 3player 4player 5player 6player 7player 8player
;; More is more. 1.0 is default. 1.5 is 50% more.
MultiPlayMoneyMult = MP1:2.0 MP2:2.0 MP3:2.0 MP4:2.0 MP5:2.0 MP6:2.0 MP7:2.0 MP8:2.0
MultiPlayUnitXPMult = MP1:2.0 MP2:2.0 MP3:2.0 MP4:2.0 MP5:2.0 MP6:2.0 MP7:2.0 MP8:2.0
MultiPlayBuildingXPMult = MP1:1.0 MP2:1.0 MP3:1.0 MP4:1.0 MP5:1.0 MP6:1.0 MP7:1.0 MP8:1.0
;; Less is faster. 1.0 is default speed. 0.5 is half the build time
MultiPlayUnitSpeedMult = MP1:0.5 MP2:0.5 MP3:0.5 MP4:0.5 MP5:0.5 MP6:0.5 MP7:0.5 MP8:0.5
MultiPlayBuildingSpeedMult = MP1:0.4 MP2:0.4 MP3:0.4 MP4:0.4 MP5:0.4 MP6:0.4 MP7:0.4 MP8:0.4
;;; END MULTIPLAYER TUNING FACTORS ;;;
;; Handicap Multipliers for Build Speeds. All other handicap values can be found in AttributeModifier.ini under "HandicapPercent5"
; Note: HandicapBuildSpeed5 currently corresponds to a -5% handicap setting in the UI. Likewise for all the other settings.
; The UI currently denotes handicap settings as negatives. Internally I've left handicap settings as positive values.
; For example full handicap mode is the -100% setting in the UI. This corresponds to HandicapBuildSpeed100. Just wanted to make that clear.
HandicapBuildSpeed5 = 105%
HandicapBuildSpeed10 = 110%
HandicapBuildSpeed15 = 115%
HandicapBuildSpeed20 = 120%
HandicapBuildSpeed25 = 125%
HandicapBuildSpeed30 = 130%
HandicapBuildSpeed35 = 135%
HandicapBuildSpeed40 = 140%
HandicapBuildSpeed45 = 145%
HandicapBuildSpeed50 = 150%
HandicapBuildSpeed55 = 155%
HandicapBuildSpeed60 = 160%
HandicapBuildSpeed65 = 165%
HandicapBuildSpeed70 = 170%
HandicapBuildSpeed75 = 175%
HandicapBuildSpeed80 = 180%
HandicapBuildSpeed85 = 185%
HandicapBuildSpeed90 = 190%
HandicapBuildSpeed95 = 195%
HandicapBuildSpeed100 = 200%
//Harvesting Data
//SupplyBoxesPerTree = 90
ValuePerSupplyBox = 600 //Each "supply box" is 1 harvested chunk of tiberium.
SupplyBoxesPerTibCrystal = 1 //This is how many boxes there are in each crystal before it goes away.
GameSpeedFactor = 0.75 ; Multiplier for all times in a single player game
MinimalGameSpeedFactor = 0.1 ; Minimal allowed value for game speed factor
BuildSpeed = 1.0
MinDistFromEdgeOfMapForBuild = 30.0 ; buildings may not be constructed this close to a map edge
SupplyBuildBorder = 20.0 ; min dist you can put a supply center from a supply source
;Terrain height at structure footprint must be within this much to
;be considerd "flat" and therefore buildable
AllowedHeightVariationForBuilding = 10.0
MinLowEnergyProductionSpeed = 0.5
MaxLowEnergyProductionSpeed = 0.8
LowEnergyPenaltyModifier = 1.0
MultipleFactory = 1.0
RefundPercent = 50.0%
StealthFriendlyOpacity = 50.0%
CommandCenterHealRange = 400.0 ; command center heals your/ally stuff this close to the command center
CommandCenterHealAmount = 0.01 ; command center heals close by stuff this amount per logic frame
MaxLineBuildObjects = 50 ; line build style objects can be in a line no longer than this count of objects
MaxTunnelCapacity = 3 ; How many can be in a player's tunnel network. Limit 3 for UI currently
;PRUNED StandardMinefieldDensity = 0.004 ; in mines per square foot
;PRUNED StandardMinefieldDistance = 40 ; in feet. should generally be larger than typical tank shot range.
HorizontalScrollSpeedFactor = 0.4 ; Factor applied to the maximum RMB scroll speed. Larger allows faster scrolling.
VerticalScrollSpeedFactor = 0.5 ; Split to account for aspect ratio induced speed limits. Room to mouse drag.
ScreenEdgeScrollSpeedFactor = 1.0 ; Factor applied to screen edge scrolling
ScreenEdgeScrollRampTime = 0.25 ; Ramp up time for screen edge scrolling in seconds
KeyboardScrollSpeedFactor = 1.0; ; Factor applied to the maximum keyboard scroll speed. Larger allows faster scrolling.
MovementPenaltyDamageState = REALLYDAMAGED ; Point at which we slow movement
MaxParticleCount = 2500 ; the maximum number of particles that can exist at one time (to 5000 for demo)
MaxFieldParticleCount = 30 ; the number of field type particles rendered to the screen, beyond which this type will begin skipping
; a field particle is one of Priority AREA_EFFECT and isGroundAligned = Yes
; Typically these are puddles, toxic contamination, radiation, decontamination, etc.
; you cannot set this; it always has a value of 100%.
; HealthBonus_Regular = 100%
;HealthBonus_Veteran = 100%
;HealthBonus_Elite = 100%
;HealthBonus_Heroic = 100%
HumanSoloPlayerHealthBonus_Easy = 100%
HumanSoloPlayerHealthBonus_Normal = 100% ; ie, unadjusted
HumanSoloPlayerHealthBonus_Hard = 100%
AttributeModifierArmorMaxBonus = 75% ; ARMOR type bonuses in AttributeModifier.ini are summed, so this is the cap for them to prevent invincibility
; Audio parameters
; VolumeDistribution = Linear ; for linear falloff
; VolumeDistribution = MuLaw ; for S-Curve falloff
; VolumeMuValue = 6.0 ; defines the steepness of the S, must be >=0, higher is steeper.
GroupSelectMinSelectSize = 5
GroupSelectVolumeBase = 0.5
GroupSelectVolumeIncrement = 0.02
MaxUnitSelectSounds = 8
DamageRadiusMinimumForSplash = 0.0 ; Need to be more than this in order to hurt more than a single target. Fixes "projectiles explode at radius 2" vs "our guys overlap a lot"
SelectionFlashSaturationFactor = 0.5 ; zero leaves color unaffected, 4.0 is purely saturated
SelectionFlashHouseColor = No ; if 'No', selection flashes white
CameraAudibleRadius = 201 ; defines the radius that we can hear when the camera is looking up.
GroupMoveClickToGatherAreaFactor = 0.5; if you take all the selected units and calculate the smallest possible rectangle
; that contains them all, and click within that, all the selected units will break
; formation and gather at the point the user clicked (if the value is 1.0). If it's
; 0.0, units will always keep their formation. If it's <1.0, then the user must
; click a smaller area within the rectangle to order the gather.
; FormationMoveClusterRange = 200.0
ShakeSubtleIntensity = 0.5
ShakeNormalIntensity = 1.0
ShakeStrongIntensity = 2.5
ShakeSevereIntensity = 5.0
ShakeCineExtremeIntensity = 7.5 ;Cinematic reserved -- don't use for game stuff because it can change.
ShakeCineInsaneIntensity = 10.0 ;Cinematic reserved -- don't use for game stuff because it can change.
MaxShakeIntensity = 10.0
MaxShakeRange = 150.0
SellPercentage = 50% ; You get this percentage back of the cost to build
BaseRegenHealthPercentPerSecond = 0.3% ;You get this % of max health back per second from auto base regeneration
BaseRegenDelay = 3000 ;in MS, delay in frames we must be damage free before we can auto heal from base regeneration
SpecialPowerViewObject = SuperweaponPing ; Name of the object created for superweapons to let you watch what happens
; this is a list of bones that will always be exposed to Logic.
; please note that this is really here for quick backwards compatibility with old code,
; which didn't require declaring which bones you wanted to be able to use from logic...
; so PLEASE DO NOT ADD TO THIS LIST; if you need to expose new bones for a particular
; unit, please use the "ExtraPublicBone" INI keyword on a per-unit basis instead
; (see the airfields for an example).
StandardPublicBone = FirePoint
StandardPublicBone = Target_Left
StandardPublicBone = Target_Right
StandardPublicBone = ExitStart
StandardPublicBone = ExitEnd
StandardPublicBone = Muzzle
StandardPublicBone = PARA_COG
StandardPublicBone = PARA_ATTCH
StandardPublicBone = PARA_MAN
StandardPublicBone = ExitStart
StandardPublicBone = DockStart
StandardPublicBone = DockAction
StandardPublicBone = DockEnd
StandardPublicBone = DockWaiting
StandardPublicBone = WeaponA
StandardPublicBone = Smoke
StandardPublicBone = Fire
StandardPublicBone = WaterSpray
StandardPublicBone = Spray
StandardPublicBone = WaterSprayBig
StandardPublicBone = Steam
StandardPublicBone = Propeller
StandardPublicBone = SpawnPoint
StandardPublicBone = FireS
StandardPublicBone = FireM
StandardPublicBone = FireL
StandardPublicBone = SmokeS
StandardPublicBone = SmokeM
StandardPublicBone = SmokeL
StandardPublicBone = Aflame
StandardPublicBone = SIEGETOWER
DefaultStartingCash = 1500 ;The amount of cash the player starts with by default.
UnlookPersistDuration = 30000 ; How long after you stop looking until the fog grows back, this appears to be in miliseconds.
ShroudColor = R:255 G:255 B:255
ClearAlpha = 255
FogAlpha = 127
ShroudAlpha = 0 ; 0 is opaque, 255 is clear. Unsigned Byte
TaintOn = Yes
TaintColor = R:120 G:90 B:80
TaintAlpha = 0 ;
; Network timing settings. Don't mess with these unless you know what you're doing!
; If you are tempted to mess with these, please let me know.
; This does not imply that I know what I'm doing.
NetworkFPSHistoryLength = 30 ; The number of fps history entries.
NetworkLatencyHistoryLength = 200 ; The number of ping history entries.
NetworkRunAheadMetricsTime = 5000 ; The number of miliseconds between run ahead metrics things
NetworkCushionHistoryLength = 10 ; The number of cushion values to keep.
NetworkRunAheadSlack = 30 ; The amount of slack in the run ahead value. This is the percentage of the calculated run ahead that is added.
NetworkKeepAliveDelay = 20 ; The number of seconds between when the connections to each player send a keep-alive packet.
NetworkDisconnectTime = 15000 ; The number of milliseconds between when the game gets stuck on a frame for a network stall and when the disconnect dialog comes up.
NetworkPlayerTimeoutTime = 60000 ; The number of milliseconds between when a player's last keep alive command was recieved and when they are considered disconnected from the game.
NetworkDisconnectScreenNotifyTime = 15000 ; The number of milliseconds between when the disconnect screen comes up and when the disconnect notification is sent to the other players.
KeyboardCameraRotateSpeed = 0.1 ; How fast the camera rotates when rotated via keyboard controls.
DefaultVoiceAttackChargeTimeout = 10000 ; Default for milliseconds after using VoiceAttackCharge before VoiceAttackCharge will used again
DefaultMaxDistanceForEngaged = 33 ; Default for Object's MaxDistanceForEngaged
DefaultEngagedStateTimeout = 1000 ; Default for Object's EngagedStateTimeout
AnimationSharingCap = 100 ; share at most 100 animations. This is a target only. It can go above it if it has no choice.
AnimationSharingFrameTolerance = 5 ; 5 frames of animation difference to accept for sharing
AnimationSharingSpeedTolerance = 0.1f ; the speed differential of animation to accept for sharing
AnimationSharingWorryThreshold = 0.25f ; threshold before we start to take some measures to share more animations
AnimationSharingDrasticThreshold = 0.50f ; threshold before we start to take drastic measures to share more animations
; progress movie of rotating ring
ProgressMovieOffset = X:-118 Y:-128
ProgressMovieSize = X:64 Y:64
UseHelpTextSystem = Yes
EnableHouseColor = Yes
TreeFadeObjectFilter = ANY +INFANTRY +CAVALRY -HARVESTER -IGNORED_IN_GUI
CamouflageDetectorObjectFilter = ANY +INFANTRY +CAVALRY +HERO +MONSTER +MACHINE +VEHICLE
ReinvisibityDelay = 2000
InvisibilityOpacityMin = 0.4
InvisibilityOpacityMax = 3
InvisibilityOpacityCycleFrames = 30
BuilderFadeOutTime = 1000 // msec
BuilderFadeInTime = 1000 // msec
BuilderMoveFromNewStructureDistance = 20
MaxCastleRadius = 130 //This needs to be set to the largest castle we have.
; Note: dead, destroyed, UNATTACKABLE and IGNORE_FOR_VICTORY are always ignored.
VictoryConditionStructureObjectFilter = NONE +STRUCTURE -FS_BASE_DEFENSE -IGNORE_FOR_VICTORY -UNATTACKABLE
; NOT_AUTOACQUIRABLE here for the non selectable workers.
VictoryConditionUnitObjectFilter = ANY -DOZER -NOT_AUTOACQUIRABLE +AlienMCVUnpacking +GDIMCV +NODMCV +AlienMCV -IGNORE_FOR_VICTORY -UNATTACKABLE
BasicTutorialMap = "Data\maps\official\MAP_SP_Tutorial_PC\MAP_SP_Tutorial_PC.map"
BasicTutorialMapConsole = "Data\maps\official\MAP_SP_Tutorial_360\MAP_SP_Tutorial_360.map"
;BasicTutorialLoadMovie = EALogoMovie
BasicTutorialObjective = Unused
BasicTutorialLoadScreenMusicTrack = TEMP_RAM_Music360_LoadScreen
AdvancedTutorialMap = "Unused"
AdvancedTutorialLoadMovie = EALogoMovie
AdvancedTutorialObjective = Unused
; Score keeper data:
ObjectsThatScore = ANY +SCORE
ScoreKeeper_UnitsBuiltMultiplier = 1
ScoreKeeper_UnitsDestroyedMultiplier = 2
ScoreKeeper_StructuresBuiltMultiplier = 10
ScoreKeeper_StructuresDestroyedMultiplier = 10
ScoreKeeper_HeroesVettedMultiplier = 1000
ScoreKeeper_UnitsVettedMultiplier = 500
ScoreKeeper_ObjectivesCompletedMultiplier = 2000
ScoreKeeper_SuppliesCollectedMultiplier = 0.05
ScoreKeeper_SkillPointsMultiplier = 0.05
ScoreKeeper_PowerPointsMultiplier = 1000
ScoreKeeper_RegionCommandPointsMultiplier = 10
ScoreKeeper_RegionResourcesMultiplier = 100
ScoreKeeper_RegionPowerPointsMultiplier = 1000
ScoreKeeper_TimeTakenMultiplier = 10
ScoreKeeper_TimeTakenMaximumScore = 1000
ScoreKeeper_TimeTakenMinimumScore = 0
ScoreKeeper_TotalVictoryRequiredScore = 0
ScoreKeeper_NormalVictoryRequiredScore = 10000
ScoreKeeper_NormalVictoryRequiredObjectivesPercentage = 50
TintUnitIfPathingForMoreThan = 0 ; in milliseconds, 0 to turn off
GarrisonedRangeMultiplier = 1.25 ; percentage multiplier of attack range -1 means no adjustment
; Pathfinder related - no touchy :) [mh]
MaxPathfindCellsPerFrame = 4000
MaxPathfindCellsPerPhase = 2000
MaxCellsFindMeleeEngagementLocation = 50
MaxCellsAdjustDestination = 400
MaxCellsAdjustHordeMeleeDestination = 200
MaxCellsAdjustTargetDestination = 400
MaxCellsAdjustToPossibleDestination = 400
MaxCellsAdjustToMeleeDestination = 400
MaxCellsAdjustToNearestGroundCell = 400
MaxCellsAdjustToNearestValidCell = 400
MaxCellsPatchPath = 2000
MaxCellsFindPathLimit = 15000
MaxCellsFindAttackPath = 2500
MaxCellsFindAttackPathSideways = 2500
MaxCellsToExamineTowardsGoal = 25000
NumFilmImages = 1 ; Number of random film images to choose when loading a map. FilmImage01.tga-FilmImage??.tga
End
use this code for speed the game without unlock FPS
download : Wagnerma.de
open the software and select this file to open RedHistory_8.04_Misc.big
search for \data\gamedata.ini
Moddb.com
for more superspeed please dont use this method its very bad ( use the code better )
search for (fps) i mean press ctrl+f and written fps and search UseFPSLimit = Yes make No
=========================================
3 MCV in scrin faction less prices for super weapons
if you use the code i share it you will get 3 mcv in scrin section and all superweapons price
will be 50$ and grand cannon for aliied 2000$ and prism tower 900$ and aa anti air stirke 400$
edit this file : PlayerTemplate.ini
scroll down
PlayerTemplate FactionAlien
Side = Alien
PlayableSide = Yes
StartM />MaxLevelMP = 32
MaxLevelSP = 78 ;80
PreferredColor = R:43 G:43 B:179
PreferredCampaignRadarColor = R:43 G:43 B:179
StartingBuilding = AlienDronePlatform
add underAlienDronePlatform
StartingUnit1 = GDIMCV
StartingUnit2 = NODMCV
quick save and exit warning any edit inside .BIG files
you must close the whole finalBIG.exe software before lunch the game
Edited by: nerozzero