How to give more money only to the AI ? (starting money and produced money)
#1
Posted 01 April 2015 - 04:04 PM
#2
Posted 01 April 2015 - 05:01 PM
Maybe you can use the built in AI upgrades to make them get more money from each structure? (by giving the structure a modifier with PRODUCTION)
Not sure if there is a cleaner way though, might be possible
#3
Posted 01 April 2015 - 06:32 PM
Edited by grunshac, 02 April 2015 - 04:13 AM.
#4
Posted 02 April 2015 - 08:08 AM
Maybe, what multipliers?
(Post them please )
#5
Posted 02 April 2015 - 01:41 PM
;-----------------------------GAME DATA-------------------------------------- GameData ;CheckMemoryLeaks = Yes ShellMapName = Maps\ShellMap1\ShellMap1.map MapName = Assault.map MoveHintName = SCMoveHint 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 UseShadowVolumes = 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 ;the following are for vertex animated water // VertexWaterAvailableMaps1 = Maps\nVidiaDemo\nVidiaDemo.map // VertexWaterHeightClampLow1 = 0.0 // VertexWaterHeightClampHi1 = 16.3 // VertexWaterAngle1 = 45 ;in degrees // VertexWaterXPosition1 = 2700.0 // VertexWaterYPosition1 = -750.0 // VertexWaterZPosition1 = 2.9 // VertexWaterXGridCells1 = 65 // VertexWaterYGridCells1 = 360 // VertexWaterGridSize1 = 10.0 // VertexWaterAttenuationA1 = 1.0 // VertexWaterAttenuationB1 = 0.0 // VertexWaterAttenuationC1 = 0.0 // VertexWaterAttenuationRange1 = 20.0 // // ;the following are for vertex animated water // VertexWaterAvailableMaps2 = Maps\CHI03\CHI03.map // VertexWaterHeightClampLow2 = 0.0 // VertexWaterHeightClampHi2 = 31.2 // VertexWaterAngle2 = -12 ;in degrees // VertexWaterXPosition2 = 282.0 // VertexWaterYPosition2 = -20.0 // VertexWaterZPosition2 = 3.0 // VertexWaterXGridCells2 = 100 // VertexWaterYGridCells2 = 200 // VertexWaterGridSize2 = 11.0 // VertexWaterAttenuationA2 = 1.0 // VertexWaterAttenuationB2 = 0.0 // VertexWaterAttenuationC2 = 0.0 // VertexWaterAttenuationRange2 = 20.0 // // ;the following are for vertex animated water // VertexWaterAvailableMaps3 = Maps\GLA01\GLA01.map // VertexWaterHeightClampLow3 = 0.0 // VertexWaterHeightClampHi3 = 45.0 // VertexWaterAngle3 = -12 ;in degrees // VertexWaterXPosition3 = 1424.0 // VertexWaterYPosition3 = -270.0 // VertexWaterZPosition3 = 2.0 // VertexWaterXGridCells3 = 75 // VertexWaterYGridCells3 = 360 // VertexWaterGridSize3 = 10.0 ;11.0 // VertexWaterAttenuationA3 = 1.0 // VertexWaterAttenuationB3 = 0.0 // VertexWaterAttenuationC3 = 0.0 // VertexWaterAttenuationRange3 = 20.0 // // ;the following are for vertex animated water // VertexWaterAvailableMaps4 = Maps\USA06\USA06.map // VertexWaterHeightClampLow4 = 0.0 // VertexWaterHeightClampHi4 = 16.3 // VertexWaterAngle4 = 45 ;in degrees // VertexWaterXPosition4 = 2700.0 // VertexWaterYPosition4 = -750.0 // VertexWaterZPosition4 = 2.9 // VertexWaterXGridCells4 = 65 // VertexWaterYGridCells4 = 360 // VertexWaterGridSize4 = 10.0 // VertexWaterAttenuationA4 = 1.0 // VertexWaterAttenuationB4 = 0.0 // VertexWaterAttenuationC4 = 0.0 // VertexWaterAttenuationRange4 = 20.0 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 = 7.5 //50.0 ;Def 120 - The minimum height of the camera relative to the terrain. DefaultCameraMaxHeight = 300.0 //400.0 ;Def 300 - The maximum height of the camera relative to the terrain. DefaultCameraPitchAngle = 37.5 //35 ;Def 37.5 - 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 = 200 ; Def 150.0 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. ;;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 EnforceMaxCameraHeight = No ; Obey max camera height while scrolling? TerrainHeightAtEdgeOfMap = 100.0 UnitDamagedThreshold = 0.65 UnitReallyDamagedThreshold = 0.4 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 AmmoPipScaleFactor = 1.5 ContainerPipScaleFactor = 1.5 AmmoPipScreenOffset = X:-1.0 Y:0.0 ; note that this is a multiplier to boundingspheresize, NOT an absolute offset ContainerPipScreenOffset = X:1.0 Y:0.0 ; note that this is a multiplier to boundingspheresize, NOT an absolute offset AmmoPipWorldOffset = X:0.0 Y:0.0 Z:8.0 ; added to position prior to world->screen xform ContainerPipWorldOffset = X:0.0 Y:0.0 Z:8.0 ; added to position prior to world->screen xform 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 Weather = NORMAL 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 = 3000 MaxRoadIndex = 5000 MaxRoadTypes = 65 ;;; CAMPAIGN BONUS CAPS GoodCommandPointLimit = 300 EvilCommandPointLimit = 600 PowerLimit = 60 ResourceMultiplierLimit = 5.0 ;;; INITIAL MAX RING LEVEL PLAYER CAN ACHIEVE InitialMaxRingLevel = 60 ;2 SkipMapUnroll = Yes ; Skip video of map unroll when entering LivingWorld ;;; 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]. ; GoodCommandPoints = 100 150 EvilCommandPoints = 300 350 GoodCommandPointsBonus = 200 ; bonuses for every territory captures in living world EvilCommandPointsBonus = 500 ;;; COMMAND POINTS FOR SOLO PLAY AI ;;; GoodCommandPointsAI = 600 650 EvilCommandPointsAI = 600 650 ;;; COMMAND POINTS FOR MULTIPLAY ;;; GoodCommandPointsMP2 = 100 10000 ; 2 players EvilCommandPointsMP2 = 100 10000 GoodCommandPointsMP3 = 100 10000 ; 3 players EvilCommandPointsMP3 = 100 10000 GoodCommandPointsMP4 = 100 10000 ; 4 players EvilCommandPointsMP4 = 100 10000 GoodCommandPointsMP5 = 100 10000 ; 5 players EvilCommandPointsMP5 = 100 10000 GoodCommandPointsMP6 = 100 10000 ; 6 players EvilCommandPointsMP6 = 100 10000 GoodCommandPointsMP7 = 100 10000 ; 7 players EvilCommandPointsMP7 = 100 10000 GoodCommandPointsMP8 = 100 10000 ; 8 players EvilCommandPointsMP8 = 100 10000 ;;; 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 = MP1:1.0 MP2:1.0 MP3:1.0 MP4:1.0 MP5:1.0 MP6:1.0 MP7:1.0 MP8:1.0 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 = MP1:1.0 MP2:1.0 MP3:1.0 MP4:1.0 MP5:1.0 MP6:1.0 MP7:1.0 MP8:1.0 MultiPlayBuildingSpeedMult = MP1:1.0 MP2:1.0 MP3:1.0 MP4:1.0 MP5:1.0 MP6:1.0 MP7:1.0 MP8:1.0 ;;; 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% ValuePerSupplyBox = 10 SupplyBoxesPerTree = 90 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 = 5 ; How many can be in a player's tunnel network. Limit 10 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. ; note that the weapon bonus types are: ;"GARRISONED", ;"HORDE", ;"CONTINUOUS_FIRE_MEAN", ;"CONTINUOUS_FIRE_FAST", ;"NATIONALISM", ;"PLAYER_UPGRADE", ;"DRONE_SPOTTING", ;"ENTHUSIASTIC", ;"VETERAN", ;"ELITE", ;"HERO", ;"BATTLEPLAN_BOMBARDMENT", ;"BATTLEPLAN_HOLDTHELINE", ;"BATTLEPLAN_SEARCHANDDESTROY", ;"SUBLIMINAL", ;"SOLO_HUMAN_EASY", ;"SOLO_HUMAN_NORMAL", ;"SOLO_HUMAN_HARD", ;"SOLO_AI_EASY", ;"SOLO_AI_NORMAL", ;"SOLO_AI_HARD", ; ; and the weapon bonus 'fields' are: ;"DAMAGE", ;"RADIUS", ;"RANGE", ;"RATE_OF_FIRE", ;"PRE_ATTACK", ;HORDE and NATIONALISM are cumulative bonuses for the China Redguard, ;and only apply when they are in a horde. NATIONALISM does not replace HORDE! ;ENTHUSIASTIC and SUBLIMINAL are cumulative bonuses for the China Redguard, ;and only apply when they are in a horde. SUBLIMINAL does not replace ENTHUSIASTIC! WeaponBonus = HORDE RATE_OF_FIRE 150% ;Horded troops fire their weapons 50% faster WeaponBonus = NATIONALISM RATE_OF_FIRE 125% ;Horded troops with nationalism fire their weapon an additional 25% faster WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE 125% ;In range of a speaker tower, gaining enthusiasm WeaponBonus = SUBLIMINAL RATE_OF_FIRE 125% ;In range of an upgraded speaker tower, gaining even more enthusiasm WeaponBonus = GARRISONED RANGE 100% ; when garrisoned, all weapons get n times normal range WeaponBonus = GARRISONED DAMAGE 100% ; when garrisoned, all weapons get n times normal range ;WeaponBonus = VETERAN RATE_OF_FIRE 100% ;WeaponBonus = VETERAN DAMAGE 100% ;WeaponBonus = ELITE RATE_OF_FIRE 100% ;WeaponBonus = ELITE DAMAGE 100% ;WeaponBonus = HERO RATE_OF_FIRE 100% ;WeaponBonus = HERO DAMAGE 100% ;Strategy centers provides bonuses based on the active battleplan! WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 120% WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 120% WeaponBonus = BATTLEPLAN_HOLDTHELINE RATE_OF_FIRE 100% ;Note this does nothing -- just for balancing reference. ;These are replaced with the new Upgrade AttributeModifier difficulty system. This difficulty way was busted. ;WeaponBonus = SOLO_AI_EASY DAMAGE 25% ;WeaponBonus = SOLO_AI_NORMAL DAMAGE 75% ;WeaponBonus = SOLO_AI_HARD DAMAGE 125% ; 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 = 4.0 ; 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. 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 = 1 ; How long after you stop looking until the fog grows back 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 ; ElvenWoodColor = R:70 G:120 B:50 ; 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 = 10 ; 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. UserDataLeafName = "My Battle for Middle-earth 2 Files" 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 ParticleCursorAnim2DTemplateName = GetHealedAnimation ; animated texture ParticleCursorBurstCount = 2 ; number of particles to emit every update ParticleCursorBurstFactor = 1 1 ; multiply burst count by this factor ParticleCursorStopBurstFactor = 0.5 ; when mouse stopped, don't emit as much (0..1) ParticleCursorBurstFrequency = 3 ; when mouse moves, emit every third pixel ParticleCursorParticleLife = 0 0.3 ; life of particle is this * 30 frames ParticleCursorSystemLife = 0 0 ; not used ParticleCursorDriftVelX = 0 6 ; particle drift velocity in x ParticleCursorDriftVelY = 0 6 ; drift velocity in y ParticleCursorVelocityDrag = 0.95 0.95 ; velocity drag ParticleCursorParticleSize = 8 18 ; particle draw size ParticleCursorPerFrameSize = Yes ; choose new particle size every update for extra jitter ParticleCursorAlpha = 150 ; particle draw alpha ParticleCursorOffset = X:10 Y:10 ; emit partciles offset by this many pixels from the cursor ; progress movie of rotating ring ProgressMovieOffset = X:-118 Y:-128 ProgressMovieSize = X:64 Y:64 UseHelpTextSystem = Yes EnableHouseColor = No TreeFadeObjectFilter = ANY +INFANTRY +CAVALRY -HARVESTER -IGNORED_IN_GUI CamouflageDetectorObjectFilter = ANY +INFANTRY +CAVALRY +HERO +MONSTER +MACHINE VeterancyPipDrawObjectFilter = ANY +HORDE +MONSTER +DwarvenBattleWagon +IsengardBeserker -HERO ReinvisibityDelay = 2000 InvisibilityOpacityMin = 0.4 InvisibilityOpacityMax = 3 InvisibilityOpacityCycleFrames = 10 BuilderFadeOutTime = 1000 // msec BuilderFadeInTime = 1000 // msec BuilderMoveFromNewStructureDistance = 20 MaxCastleRadius = 130 //This needs to be set to the largest castle we have. ; Note: dead and destroyed are always ignored. VictoryConditionStructureObjectFilter = NONE +STRUCTURE -IGNORE_FOR_VICTORY -UNATTACKABLE -ECONOMY_STRUCTURE -WALL_UPGRADE -WALL_HUB -WALL_SEGMENT -DEFENSIVE_WALL -Inn -ShipWright -Outpost -SignalFire -CaptureFlag -ShireGreenDragon ; NOT_AUTOACQUIRABLE here for the non selectable workers. VictoryConditionUnitObjectFilter = ANY -DOZER -NOT_AUTOACQUIRABLE -MordorWorker BasicTutorialMap = "Maps\MAP Beginner Tutorial\MAP Beginner Tutorial.map" //BasicTutorialLoadMovie = Good_BattleLastAlliance_Intro BasicTutorialLoadScreenStillImage = CampaignGoodBasic_Tutorial_LoadScreen ;BasicTutorialLoadScreenVoiceTrack = GoodIntroIsengard1 BasicTutorialLoadScreenMusicTrack = Shell2Music BasicTutorialObjective = SCRIPT:GOODLASTALLIANCETextString_27 BasicTutorialMillisecondsAfterStartToStartFadeUp = 1400 AdvancedTutorialMap = "Maps\MAP Advanced Tutorial\MAP Advanced Tutorial.map" //AdvancedTutorialLoadMovie = Good_BattleLastAlliance_Intro AdvancedTutorialLoadScreenStillImage = CampaignGoodAdvanced_Tutorial_LoadScreen ;AdvancedTutorialLoadScreenVoiceTrack = GoodIntroIsengard1 AdvancedTutorialLoadScreenMusicTrack = Shell2Music AdvancedTutorialObjective = SCRIPT:GOODLASTALLIANCETextString_27 AdvancedTutorialMillisecondsAfterStartToStartFadeUp = 1400 ; Score keeper data: ObjectsThatScore = ANY +SCORE ScoreKeeper_UnitsBuiltMultiplier = 0 ScoreKeeper_UnitsDestroyedMultiplier = 0 ScoreKeeper_StructuresBuiltMultiplier = 10 ScoreKeeper_StructuresDestroyedMultiplier = 500 //100 ScoreKeeper_HeroesVettedMultiplier = 0 ScoreKeeper_UnitsVettedMultiplier = 0 ScoreKeeper_ObjectivesCompletedMultiplier = 2000 ScoreKeeper_SuppliesCollectedMultiplier = 1 ScoreKeeper_SkillPointsMultiplier = 2 ScoreKeeper_PowerPointsMultiplier = 500 //100 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 ScoreKeeper_PlayerEliminatedMultiplier = 0.25 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 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 NumMinutesBeforePlayersCanTransferMoney = 5 //MaxNumMembersToForceToImmediatelyEnter = 1 //WaitToForceMemberToEnterDelay = 5 // In logic frames End
#6
Posted 02 April 2015 - 04:22 PM
Hm... Nah I dont think so.
In playertemplate.ini you have:
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues = 100 100 100 95 90 85 80 75 71 68 66
See what happens if you change those values? (Although I have the idea these might be for non AI players too )
Otherwise you might need to do the modifier thing
#7
Posted 02 April 2015 - 04:52 PM
its for player or for player and AI
#8
Posted 02 April 2015 - 05:00 PM
EconomyBuilderMinFarmsOwned = 5 EconomyBuilderMinMoney = 200 EconomyBuilderPerFarmValue = 70 EconomyBuilderPerSecPriorityIncreaseBase = 30.0 EconomyBuilderMinTimeBetweenFarms_Rush = 20.0f;
these values may change something ?
#9
Posted 03 April 2015 - 06:54 AM
Well sure you can increase that, but that just changes how many farms the AI wants to have at minimum, but yea sure it tweaks that a little bit, and yes its part of the AI, so go ahead, tweaking the AI is usually an interesting testing moment
#10
Posted 03 April 2015 - 08:46 AM
i used this in the end
BrutalDifficultyCheats TheBrutalDifficultyCheats //Tip from Robnkarla: This is same as "Hard" but with this modification! Makes AI build MORE, not faster! //Naz BuildCostReduction = 50% //15% BuildTimeReduction = 50% //15% End
#11
Posted 03 April 2015 - 12:45 PM
Yes but that's only for the Brutal AI, which is why i didn't suggest it I thought u wanted to increase it for the AI in general
#12
Posted 03 April 2015 - 01:05 PM
i play only on brutal so its good for me
Edited by grunshac, 06 April 2015 - 06:16 AM.
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