[General]
Settings read from [General].
196 of 196
| Key | Description | Value | When omitted |
|---|---|---|---|
AIAlternateProductionCreditCutoff | Credit total below which a computer house builds structures and units in alternation instead of together. | integer | 1000 |
AIBuildsWalls | Lets a computer house close its base plan with the node that runs the perimeter wall planner. | boolean | yes |
AIHateDelays | The frames a computer house waits before picking its first enemy, one entry per difficulty. | list of integers | (empty) |
AIIonCannonAPCValue | The ion cannon rating a computer house gives an enemy vehicle that can carry passengers. | list of integers | (empty) |
AIIonCannonBaseDefenseValue | The ion cannon rating a computer house gives an enemy IsBaseDefense structure. | list of integers | (empty) |
AIIonCannonConYardValue | The ion cannon rating a computer house gives an enemy structure that produces buildings. | list of integers | (empty) |
AIIonCannonEngineerValue | The ion cannon rating a computer house gives an enemy engineer. | list of integers | (empty) |
AIIonCannonHarvesterValue | The ion cannon rating a computer house gives an enemy harvesting vehicle. | list of integers | (empty) |
AIIonCannonHelipadValue | The ion cannon rating a computer house gives an enemy HoverPad structure. | list of integers | (empty) |
AIIonCannonMCVValue | The ion cannon rating a computer house gives an enemy vehicle that deploys into a construction yard. | list of integers | (empty) |
AIIonCannonPlugValue | The ion cannon rating a computer house gives an enemy IsPlug structure. | list of integers | (empty) |
AIIonCannonPowerValue | The ion cannon rating a computer house gives an enemy structure that produces more power than it draws. | list of integers | (empty) |
AIIonCannonTempleValue | The ion cannon rating a computer house gives an enemy IsTemple structure. | list of integers | (empty) |
AIIonCannonThiefValue | The ion cannon rating a computer house gives an enemy vehicle thief. | list of integers | (empty) |
AIIonCannonWarFactoryValue | The ion cannon rating a computer house gives an enemy structure that produces vehicles. | list of integers | (empty) |
AircraftFogReveal | Radius in cells that an airborne aircraft with no sight of its own clears of fog. | integer | 6 |
AITriggerFailureWeightDelta | The amount added to an AI trigger's weight each time one of its teams fails. | floating point | -1 |
AITriggerSuccessWeightDelta | The amount added to an AI trigger's weight each time one of its teams succeeds. | floating point | 1 |
AITriggerTrackRecordCoefficient | The multiplier applied to an AI trigger's history term when one of its teams fails. | floating point | 1 |
AIUseTurbineUpgradeProbability | The chance that a computer house named "GDI" answers a power shortfall with a turbine upgrade rather than another power plant. | floating point | 1 |
AllowShroudedSubteranneanMoves | Whether a subterranean unit accepts a click on an object standing under the shroud. | boolean | no |
AttackingAircraftSightRange | Radius in cells revealed when a player-controlled aircraft fires from or at shrouded ground. | integer | 5 |
BaseBiasNo effect | Parsed multiplier that the engine never uses. | floating point | 1 |
BaseDefenseDelay | Minutes an attacker is ignored after it has already drawn a full base defense response. | floating point | .25 |
BaseUnit | The UnitType handed to each house at a multiplayer start and counted as a base of its own. | class | none |
BestLowPowerBuildRateCoefficientNo effect | Parsed best-case low-power build coefficient that the engine never uses. | floating point | .75 |
BlendedFogNo effect | Parsed flag whose branches are unreachable. | boolean | yes |
BridgeVoxelMaxNo effect | Parsed debris count that the engine never uses. | integer | 3 |
BuildSpeed | The multiplier that turns an object's cost into its base build time. | floating point | 1 |
BuildupTime | The length of a structure's construction animation, in game minutes. | floating point | .05 |
CameraRangeNo effect | Parsed distance that the engine never uses. | distance (cells) | 9 |
ChargeToDrainRatio | The exchange rate between a charge-draining superweapon's stored charge and the time its effect runs. | floating point | 3 |
CliffBackImpassability | Mode that turns a cell standing a cliff step below a neighbor into rock. | integer | 0 |
CloakDelay | The time in game minutes an object must wait after it is uncloaked before it may hide again. | floating point | 0 |
CloakingStages | The number of fade stages an object's cloak is measured against. | integer | 9 |
CloseEnough | Distance in cells within which a blocked ground object treats its destination as reached. | distance (cells) | 2.5 |
ConditionRedSparkingProbability | Chance each frame that a critically damaged object starts throwing sparks. | floating point | .02 |
ConditionYellowSparkingProbability | Chance each frame that a damaged object starts throwing sparks. | floating point | .01 |
CraterLevel | How many cells around a meteor impact are slumped into a crater. | integer | 4 |
Crew | The InfantryType that ordinarily leaves a destroyed or sold object as its survivor. | class | none |
CrewEscape | The chance that a destroyed vehicle's crew steps out as an infantry survivor. | floating point | .5 |
CurleyShuffle | Whether an attacking aircraft picks a fresh firing position between shots. | boolean | no |
DamageDelay | Minutes between the damage ticks a house takes while it is short of power. | floating point | 1 |
DamageToFirestormDamageCoefficient | How much firestorm charge a raised wall loses per point of damage aimed at one of its sections. | floating point | 0.1 |
Disguise | The InfantryType whose name and artwork a disguised soldier shows to everyone else. | class | none |
DissolveUnfilledTeamDelay | The frames an empty team outside a campaign waits before dissolving itself. | integer | 5000 |
DropPodAngle | Drop-pod descent angle in radians, clamped to 22.5-67.5 degrees when rules load. | floating point | Not documented |
DropPodHeight | Initial drop-pod altitude above the landing cell, measured in leptons. | integer | Not documented |
DropPodInfantryMaximum | Upper bound for the number of infantry requested by the Drop Pods superweapon. | integer | Not documented |
DropPodInfantryMinimum | Lower bound for the number of infantry requested by the Drop Pods superweapon. | integer | Not documented |
DropPodSpeed | Minimum per-frame movement speed for a descending drop pod. | integer | Not documented |
DropPodWeapon | Selects the WeaponType used by airborne drop-pod effects. | class | none |
DumbMyEffectivenessCoefficientNo effect | The house-wide stand-in for MyEffectivenessCoefficient on a house that owns no threat rating node. | floating point | 0 |
DumbTargetDistanceCoefficientNo effect | The house-wide stand-in for TargetDistanceCoefficient on a house that owns no threat rating node. | floating point | 0 |
DumbTargetEffectivenessCoefficientNo effect | The house-wide stand-in for TargetEffectivenessCoefficient on a house that owns no threat rating node. | floating point | 0 |
DumbTargetSpecialThreatCoefficientNo effect | The house-wide stand-in for TargetSpecialThreatCoefficient on a house that owns no threat rating node. | floating point | 0 |
DumbTargetStrengthCoefficientNo effect | The house-wide stand-in for TargetStrengthCoefficient on a house that owns no threat rating node. | floating point | 0 |
EnemyHouseThreatBonus | Added to a candidate's threat score when the candidate belongs to the house's declared enemy. | floating point | 0 |
Engineer | Whether a soldier restores and captures structures, or which InfantryType a destroyed structure hands back as an engineer. | class | none |
EngineerCaptureLevel | The fraction of maximum strength at or below which an engineer's cursor over a non-allied structure is the enter cursor. | floating point | 1 |
EngineerDamage | A figure the rules parser stores for engineer damage that no gameplay path consults. | floating point | 0 |
ExplosiveVoxelDebrisNo effect | Parsed VoxelAnimType list that the engine never uses. | typelist | (empty) |
FillEarliestTeamProbability | The percent chance that the next vehicle, infantryman or aircraft chosen goes to the oldest waiting team, one entry per difficulty. | list of integers | (empty) |
FineDiffControlNo effect | Parsed flag that the engine never uses. | boolean | no |
FlashFrameTime | Frames between repaints of a flashing radar blip. | integer | 7 |
FlightLevel | The cruising altitude a type flies at, or the rules-wide altitude used by anything that names none of its own. | integer | 500 |
GameSpeedBias | The multiplier folded into every house's build-time and ground-speed figures. | floating point | 1 |
GDIFirestormGenerator | The BuildingType whose loss discharges a house's firestorm superweapon and brings down its wall. | class | none |
GDIGateOne | The BuildingType that joins a brick or sandbag wall running east to west. | class | none |
GDIGateTwo | The BuildingType that joins a brick or sandbag wall running north to south. | class | none |
GDIHunterSeeker | The type created by a hunter-seeker superweapon fired by a house acting as GDI. | class | none |
GDIPowerPlant | The BuildingType a computer house named "GDI" inserts to cover a power shortfall. | class | none |
GDIPowerTurbine | The BuildingType a computer house named "GDI" inserts to cover a power shortfall while it owns a power plant with a free upgrade slot. | class | none |
GrowthRateNo effect | Parsed rate that the engine never uses. | floating point | 2 |
HarvesterDumpRate | Minutes a docked harvester spends handing over each stored unit. | floating point | .016 |
HarvesterLoadRate | Game frames between the animation ticks of a harvester taking on a load. | integer | 2 |
HarvesterUnit | UnitTypes the engine treats as a house's harvesters when it counts or replaces them. | typelist | none |
HoverAcceleration | Time in minutes a hovering unit takes to work its throttle up to full. | floating point | .03 |
HoverBob | Period in minutes of the vertical bob a hovering unit performs. | floating point | 30 |
HoverBoost | Multiplier on the throttle ceiling of a hovering unit whose path continues straight ahead. | floating point | 1.3 |
HoverBrake | Time in minutes a hovering unit takes to close its throttle again. | floating point | .03 |
HoverDampen | Fraction of its vertical motion a hovering unit keeps from one frame to the next. | floating point | .8 |
HoverHeight | Height in leptons that a hovering unit rides above the ground. | integer | 120 |
HunterSeekerAscentSpeed | Leptons a hunter seeker climbs each frame once it is airborne. | integer | 0 |
HunterSeekerDescendProximity | Horizontal distance from its destination, in leptons, at which a hunter seeker starts diving onto its target. | integer | 0 |
HunterSeekerDescentSpeed | Leptons a hunter seeker drops each frame. | integer | 0 |
HunterSeekerDetonateProximity | Horizontal distance from its destination, in leptons, at which a hunter seeker detonates. | integer | 0 |
HunterSeekerEmergeSpeed | Leptons a hunter seeker climbs each frame while it is still lifting off. | integer | 0 |
IceBreakingWeight | Vehicle weight at or above which crossing ice breaks it open into water. | floating point | 4 |
IceCrackingWeight | Vehicle weight at or above which crossing ice cracks it. | floating point | 2 |
IonLightningDamage | The raw damage each ion storm lightning bolt delivers. | integer | 500 |
IonLightningFrequency | Ten times this value is the chance in 1001 that an ion storm calls down a lightning bolt on a frame. | floating point | 25 |
IonLightningRandomness | The percentage of ion storm lightning bolts that fall on a random cell rather than on an object. | integer | 75 |
IonStormDurationNo effect | Parsed storm length that the engine never uses. | integer | 20 |
IonStormWarhead | Selects the WarheadType every ion storm lightning bolt detonates with. | class | none |
IonStormWarning | Seconds of warning between a scripted ion storm being ordered and the storm breaking. | integer | 31 |
IRepairRate | The interval between servicing steps inside a hospital, and an armory's promotion delay. | floating point | .016 |
IRepairStep | The strength one repair step restores to an infantry. | integer | 1 |
LargeVisceroid | Makes a UnitType behave as a large visceroid, or picks the UnitType two merging small visceroids become. | class | none |
LeptonsPerSightIncrease | Leptons of height that earn an object ten per cent more sight range. | integer | 50 |
MaximumAIDefensiveTeams | The number of defensive teams above which a house passes over its defensive AI triggers, one entry per difficulty. | list of integers | (empty) |
MaximumQueuedObjects | The most entries a production queue may hold. | integer | 5 |
MaxVeinholeGrowth | Ceiling on the veins one veinhole monster may cover. | integer | 1000 |
MaxWaypointPathLength | Number of markers a player may place into one waypoint path. | integer | 15 |
MinimumAIDefensiveTeams | The number of defensive teams a house must hold before any non-defensive AI trigger may spring, one entry per difficulty. | list of integers | (empty) |
MinProductionSpeed | The floor the low-power production multiplier is held to. | floating point | .5 |
MissileROTVar | How far a homing projectile's rate of turn swings above its nominal value. | floating point | .25 |
MissileSpeedVarNo effect | Parsed fraction that the engine never uses. | floating point | .25 |
MultiplayerAICM | The percentage of its own starting money added to each computer house outside a campaign, one entry per difficulty. | list of integers | (empty) |
MultipleFactory | The speed-up each factory past the first gives to production of its category. | floating point | 1 |
MyEffectivenessCoefficientDefault | The MyEffectivenessCoefficient every object type falls back on. | floating point | 0 |
NodAdvancedPower | The BuildingType every computer house except one named "GDI" inserts to cover a power shortfall once it can build it. | class | none |
NodAIBuildsWalls | Lets a computer house named "Nod" close its base plan with the node that runs the perimeter wall planner. | boolean | yes |
NodGateOne | The BuildingType that joins a Nod wall running east to west. | class | none |
NodGateTwo | The BuildingType that joins a Nod wall running north to south. | class | none |
NodHunterSeeker | The type created by a hunter-seeker superweapon fired by any house not acting as GDI. | class | none |
NodRegularPower | The BuildingType every computer house except one named "GDI" inserts to cover a power shortfall. | class | none |
PadAircraft | The AircraftTypes bundled into the price of the pad they dock at. | typelist | (empty) |
ParatrooperNo effect | Parsed InfantryType that the engine never uses. | class | none |
PilotNo effect | Parsed InfantryType that the engine never uses. | class | none |
PlacementDelay | Minutes a factory waits before trying again when the object it finished cannot leave yet. | floating point | .05 |
PrerequisiteBarracks | The BuildingTypes that satisfy a BARRACKS prerequisite. | list of BuildingTypes | (empty) |
PrerequisiteFactory | The BuildingTypes that satisfy a FACTORY prerequisite. | list of BuildingTypes | (empty) |
PrerequisiteGDIFactory | The BuildingTypes that satisfy a GDIFACTORY prerequisite. | list of BuildingTypes | (empty) |
PrerequisiteNodFactory | The BuildingTypes that satisfy a NODFACTORY prerequisite. | list of BuildingTypes | (empty) |
PrerequisitePower | The BuildingTypes that satisfy a POWER prerequisite. | list of BuildingTypes | (empty) |
PrerequisiteRadar | The BuildingTypes that satisfy a RADAR prerequisite. | list of BuildingTypes | (empty) |
PrerequisiteTech | The BuildingTypes that satisfy a TECH prerequisite. | list of BuildingTypes | (empty) |
RadarCombatFlashTime | Frames a damaged object's radar blip keeps flashing for. | integer | 21 |
RadarEventColorSpeed | Fraction of the blend between a radar event's two colors covered each frame. | floating point | .05 |
RadarEventDurations | The frames a radar event stays in play, one entry per event kind. | list of integers | (empty) |
RadarEventMinRadius | Pixels of the radar pane a shrinking radar event box stops at. | integer | 5 |
RadarEventRotationSpeed | Radians a radar event's box turns each frame. | floating point | .1 |
RadarEventSpeed | Pixels of the radar pane a radar event's box loses from its radius each frame. | floating point | 1 |
RadarEventSuppressionDistances | The cells within which a radar event swallows a later event of its kind, one entry per event kind. | list of integers | (empty) |
RadarEventVisibilityDurations | The frames a settled radar event stays drawn, one entry per event kind. | list of integers | (empty) |
RefundPercent | The fraction of an object's price handed back when a human player's house sells it. | floating point | .5 |
ReloadRate | The interval between the ammunition points a rearming building hands the object docked with it. | floating point | .05 |
RepairBay | The BuildingType a vehicle or aircraft heads for when it is ordered to be repaired. | class | none |
RepairPercent | The share of an object's price that a full repair charges. | floating point | .25 |
RepairRate | The interval between structure repair steps and between self-healing steps. | floating point | .016 |
RepairStep | The strength one repair step restores to a structure, vehicle or aircraft. | integer | 5 |
RevealByHeight | Whether high ground between a looker and a cell blocks that cell from being revealed. | boolean | yes |
RevealTriggerRadius | Radius in cells that the reveal-around-waypoint trigger action uncovers. | integer | 5 |
ScrapVoxelDebrisNo effect | Parsed VoxelAnimType that the engine never uses. | class | none |
SeparateAircraft | Stops a helipad coming with a free aircraft and pricing itself around one. | boolean | no |
SmallVisceroid | Makes a UnitType behave as a small visceroid, or picks the UnitType that Tiberium deaths spawn. | class | none |
SpotlightAcceleration | Radians per frame by which a sweeping spotlight's turn rate rises and falls. | floating point | .005 |
SpotlightAngle | Width of the arc a sweeping spotlight covers before reversing, in radians. | floating point | 20 |
SpotlightLocationRadius | Distance ahead of a structure, in leptons, that its spotlight beam is aimed at. | integer | 1000 |
SpotlightMovementRadius | Distance behind a structure at which its spotlight's sweep pivots, and the range beyond which a followed target is dropped. | integer | 2000 |
SpotlightRadius | Base radius, in leptons, within which a spotlight notices an intruder. | integer | 175 |
SpotlightSpeed | Turn rate a spotlight beam builds toward, in radians per frame. | floating point | .05 |
Stray | Distance in cells a team member may drift from the team before it is ordered back. | distance (cells) | 2 |
SurvivorDivisor | The divisor applied to a structure's cost when its number of survivors is worked out. | integer | 100 |
SurvivorRate | The fraction of a structure's cost that decides how many survivors leave it. | floating point | .5 |
SuspendDelay | Minutes a team stays suspended after a base attack emptied it. | floating point | 2 |
SuspendPriority | The TeamType priority a team must reach to survive a base attack. | integer | 20 |
TalkBubbleTime | How long a scripted talk bubble stays above the unit that is speaking. | floating point | 5 |
TargetDistanceCoefficientDefault | The TargetDistanceCoefficient every object type falls back on. | floating point | 0 |
TargetEffectivenessCoefficientDefault | The TargetEffectivenessCoefficient every object type falls back on. | floating point | 0 |
TargetSpecialThreatCoefficientDefault | The TargetSpecialThreatCoefficient every object type falls back on. | floating point | 0 |
TargetStrengthCoefficientDefault | The TargetStrengthCoefficient every object type falls back on. | floating point | 0 |
TeamDelays | The frames a house waits between team creation passes, one entry per difficulty. | list of integers | (empty) |
Technician | The InfantryType that leaves a civilian object, and occasionally an armed one, in place of the ordinary crew. | class | none |
TiberiumHeal | Whether an object mends itself while standing on Tiberium, and how often every such object is mended. | floating point | .0167 |
TiberiumTransmogrifyNo effect | Parsed number that the engine never uses. | integer | Unchanged |
TireVoxelDebrisNo effect | Parsed VoxelAnimType that the engine never uses. | class | none |
TotalAITeamCap | The number of live teams a house may hold before its AI triggers stop springing, one entry per difficulty. | list of integers | (empty) |
TrackedDownhill | Speed multiplier for a tracked vehicle stepping to a lower cell. | floating point | 1 |
TrackedUphill | Speed multiplier for a tracked vehicle stepping to a higher cell. | floating point | 1 |
TreeFlammability | Chance a burning terrain object sets fire to each unburnt terrain object beside it. | floating point | .1 |
TreeStrength | Maximum strength a TerrainType takes when its own section sets none. | integer | 25 |
TunnelSpeed | Multiplier on how fast a subterranean unit sinks and rises, and divisor of its dig-in wait. | floating point | 1 |
URepairRate | The interval between the repair steps a service depot applies to the vehicle or aircraft docked with it. | floating point | .016 |
UseMinDefenseRule | Whether a house must hold its minimum number of defensive teams before any other AI trigger may spring. | boolean | yes |
VeinDamage | Raw damage a vein cell deals on every second frame. | integer | 2 |
VeinholeGrowthRate | Game frames between one veinhole monster's growth steps. | integer | 100 |
VeinholeMonsterStrengthNo effect | Parsed strength figure that the engine never uses. | integer | 10000 |
VeinholeShrinkRate | Game frames between the withering steps of a destroyed monster's field. | integer | 100 |
VeinholeTypeClass | TerrainType every veinhole monster in the scenario is built from. | class | none |
VeteranArmor | Damage taken by an object holding the armor ability is divided by this value plus one. | floating point | 1 |
VeteranCap | The highest experience total a credited kill may leave an object at. | floating point | 1 |
VeteranCombat | Weapon damage from an object holding the firepower ability is multiplied by this value plus one. | floating point | 1 |
VeteranRatio | The multiple of its own cost an object must destroy to earn one point of experience. | floating point | 10 |
VeteranROF | Reload delay of an object holding the rate of fire ability is divided by this value plus one. | floating point | 1 |
VeteranSight | Sight range of an object holding the sight ability is multiplied by this value plus one. | floating point | 1 |
VeteranSpeed | Movement speed of an object holding the faster ability is multiplied by this value plus one. | floating point | 1 |
WallBuildSpeedCoefficient | The multiplier applied to a wall's build time. | floating point | .5 |
WallTower | The BuildingType that joins a brick or sandbag wall run from any direction. | class | none |
WeedCapacity | Units of weed a house can hold. | integer | 0 |
WheeledDownhill | Speed multiplier for a vehicle that is not tracked stepping to a lower cell. | floating point | 1 |
WheeledUphill | Speed multiplier for a vehicle that is not tracked stepping to a higher cell. | floating point | 1 |
WindDirection | The facing that smoke and gas particles drift toward. | integer | -1 |
WorstLowPowerBuildRateCoefficientNo effect | Parsed worst-case low-power build coefficient that the engine never uses. | floating point | .3 |
ZoomInFactor | How far the tactical view magnifies when a trigger zooms it in. | floating point | 2 |
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