From 8ecfba23dde6d3d9e585fe70c13ab0ac377f7e94 Mon Sep 17 00:00:00 2001 From: secXsQuared Date: Sat, 17 Mar 2018 19:59:16 -0400 Subject: [PATCH] Rev2 --- cp_allied.sh | 2 +- rulesmd_allied.ini | 36 ++++++++++++++++++------------------ 2 files changed, 19 insertions(+), 19 deletions(-) diff --git a/cp_allied.sh b/cp_allied.sh index c364864..02b47b5 100644 --- a/cp_allied.sh +++ b/cp_allied.sh @@ -1 +1 @@ -cp rulesmd_allied.ini /mnt/c/Program\ Files\ \(x86\)/Origin\ Games/Command\ and\ Conquer\ Red\ Alert\ II/rulesmd.ini \ No newline at end of file +sudo cp rulesmd_allied.ini /mnt/c/Program\ Files\ \(x86\)/RA2/rulesmd.ini \ No newline at end of file diff --git a/rulesmd_allied.ini b/rulesmd_allied.ini index 1f7c953..9cc31e2 100644 --- a/rulesmd_allied.ini +++ b/rulesmd_allied.ini @@ -32,8 +32,8 @@ IRepairRate=.001 ; [infantry only] minutes between applying repair step IRepairStep=20 ; [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] SelfHealInfantryFrames=50 -SelfHealInfantryAmount=20 -SelfHealUnitFrames=75 +SelfHealInfantryAmount=25 +SelfHealUnitFrames=40 SelfHealUnitAmount=5 ;gs Tech Machine Shop and Tech Hospital ; income and production @@ -75,7 +75,7 @@ MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missil MissileSafetyAltitude=750 ;gs this is the altitude a missile fired at an air target that dies will fly to before detonating. ;-RTO -TeamDelays=1000,1250,1750 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard) +TeamDelays=120,135,160 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard) ;TeamDelays=1200,1350,1600 AIHateDelays=30,50,70 ; delay in frames before the computer chooses an enemy, by difficulty level @@ -86,7 +86,7 @@ AIBuildsWalls=no ; -RTO* MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200 -AIVirtualPurifiers=6,3,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2) +AIVirtualPurifiers=9,4,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2) AISlaveMinerNumber=4,3,2;gs can't use harvestersperrefinery since no refineries (changed from 3,2,1 per Todd) HarvestersPerRefinery=2,2,1;gs this used to hard coded. If it is here then design has control AIExtraRefineries=2,1,0;gs Again, formerly hardcoded. Does not apply to SlaveMiner @@ -95,7 +95,7 @@ HealScanRadius=10 ; how far should medic-type units scan for targets? Use FillEarliestTeamProbability=100,100,100 ; (by difficulty level, from hardest to easiest) ;-RTO -MinimumAIDefensiveTeams=2,2,2 ; (by difficulty level, from hardest to easiest) +MinimumAIDefensiveTeams=1,1,1 ; (by difficulty level, from hardest to easiest) MaximumAIDefensiveTeams=4,4,4 ; " " TotalAITeamCap=60,60,60 ; (by difficulty level, from hardest to easiest) UseMinDefenseRule=yes @@ -7418,12 +7418,11 @@ Strength=2000 Armor=medium ;Dock=PROC ; Need both in case a building from the other team is captured. Dock=NAREFN,GAREFN -;Turret=yes Primary=AKM OmniFire=yes -CanPassiveAquire=yes OpportunityFire=yes Harvester=yes +Turret=yes ChronoInSound=ChronoMinerTeleport ChronoOutSound=ChronoMinerTeleport TechLevel=1 @@ -9177,8 +9176,8 @@ ResourceDestination=yes DeaccelerationFactor=.2 ; This is TS's mizspelingg knot min Accelerates=false Bunkerable=no; Units default to yes, others default to no -OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher -Parasiteable=no +OmniCrushResistant=no; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher +Parasiteable=yes Unsellable=yes ; ************************************************************************** @@ -11770,7 +11769,7 @@ Cost=500 Points=30 Power=-10 Crewed=yes -Capturable=true +Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;DestroyAnim=GAPILEDM MaxDebris=15 @@ -11782,7 +11781,7 @@ GDIBarracks=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=215,395,200 AIBuildThis=yes -Spyable=yes +Spyable=no ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=yes ; defaults to yes for buildings, no for others InfantryGainSelfHeal=2 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames @@ -22705,7 +22704,7 @@ MinimumRange=1 ; Aegis missile [Medusa] Damage=200 -ROF=7.5 +ROF=30 Range=18 Speed=120 Projectile=MedusaProjectile @@ -23093,10 +23092,11 @@ AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters n Damage=81.25 ROF=13.33 Range=8 -Projectile=InvisibleLow +Projectile=InvisibleAll Speed=100 Warhead=BORISWH Report=BorisAttack +OmniFire=yes AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [TERMIGUN] @@ -25323,8 +25323,8 @@ FireOnce=yes ; Aegis missile [MedusaE] -Damage=200 -ROF=7.5 +Damage=400 +ROF=15 Range=21 Speed=150 Projectile=MedusaProjectile @@ -25332,7 +25332,7 @@ Warhead=SAMWH Report=AegisAttack TurboBoost=yes OmniFire=yes -Burst=2 +Burst=1 [DoublePistolsE] Damage=250 @@ -27542,9 +27542,9 @@ AnimList=EXPLOMED,EXPLOLRG Sparky=no [SAMWH] -CellSpread=.75 +CellSpread=2 PercentAtMax=1 -Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% +Verses=75%,75%,75%,200%,100%,100%,40%,40%,15%,100%,100% InfDeath=3 AnimList=XGRYSML1,XGRYSML2,EXPLOSML ProneDamage=100%