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modoptions.lua
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-- $Id: ModOptions.lua 4642 2009-05-22 05:32:36Z carrepairer $
-- Custom Options Definition Table format
-- NOTES:
-- - using an enumerated table lets you specify the options order
--
-- These keywords must be lowercase for LuaParser to read them.
--
-- key: the string used in the script.txt
-- name: the displayed name
-- desc: the description (could be used as a tooltip)
-- type: the option type ('list','string','number','bool')
-- def: the default value
-- min: minimum value for number options
-- max: maximum value for number options
-- step: quantization step, aligned to the def value
-- maxlen: the maximum string length for string options
-- items: array of item strings for list options
-- section: so lobbies can order options in categories/panels
-- scope: 'all', 'player', 'team', 'allyteam' <<< not supported yet >>>
--
local options={
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Restrictions
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
{
key = 'restrictions',
name = 'Restrictions',
desc = '',
type = 'section',
},
{
key ="ranked_game",
name = "Ranked Game",
desc = "Should game results affect OpenSkill. Note that games with AI or games that are not balanced are always unranked.",
type = "bool",
section ="restrictions",
def = true,
},
{
key="deathmode",
name="Game End Mode",
desc="What it takes to eliminate a team",
type="list",
def="com",
section="restrictions",
items={
{key="neverend", name="Never ending", desc="Teams are never eliminated"},
{key="com", name="Kill all enemy Commanders", desc="When a team has no Commanders left, it loses"},
{key="builders", name="Kill all Builders"},
{key="killall", name="Kill everything", desc="Every last unit must be eliminated, no exceptions!"},
{key="own_com", name="Player resign on Com death", desc="When player commander dies, you auto-resign."},
}
},
{
key = 'maxunits',
name = 'Max units per player',
desc = 'Keep in mind there is an absolute limit of units, 32000, divided between each team. If you set this value higher than possible it will force itself down to the maximum it can be.',
type = 'number',
def = 2000,
min = 500,
max = 10000, --- engine caps at lower limit if more than 3 team are ingame
step = 1, -- quantization is aligned to the def value, (step <= 0) means that there is no quantization
section= "restrictions",
},
{
key="transportenemy",
name="Enemy Transporting",
desc="Toggle which enemy units you can kidnap with an air transport",
hidden = true,
type="list",
def="notcoms",
section="restrictions",
items={
{key="notcoms", name="All But Commanders", desc="Only commanders are immune to napping"},
{key="none", name="Disallow All", desc="No enemy units can be napped"},
}
},
{
key = "allowuserwidgets",
name = "Allow custom widgets",
desc = "Allow custom user widgets or disallow them",
type = "bool",
def = true,
section = 'restrictions',
},
{
key = "allowpausegameplay",
name = "Allow commands while paused",
desc = "Allow giving unit commands while paused",
type = "bool",
def = true,
section = 'restrictions',
},
{
key = 'fixedallies',
name = 'Disabled dynamic alliances',
desc = 'Disables the possibility of players to dynamically change alliances ingame',
type = 'bool',
def = true,
hidden = true,
section = "restrictions",
},
{
key = 'disablemapdamage',
name = 'Disable Map Deformation',
desc = 'Prevents the map shape from being changed by weapons',
type = 'bool',
def = false,
section= "restrictions",
},
{
key = 'disable_fogofwar',
name = 'Disable Fog of War',
desc = 'Disable Fog of War',
type = "bool",
section = 'restrictions',
def = false,
},
{
key = 'unit_restrictions_notech2',
name = 'Disable Tech 2',
desc = 'Disable Tech 2',
type = "bool",
section = 'restrictions',
def = false,
},
{
key = 'unit_restrictions_notech3',
name = 'Disable Tech 3',
desc = 'Disable Tech 3',
type = "bool",
section = 'restrictions',
def = false,
},
{
key = 'unit_restrictions_noair',
name = 'Disable Air Units',
desc = 'Disable Air Units',
type = "bool",
section = 'restrictions',
def = false,
},
{
key = 'unit_restrictions_noextractors',
name = 'Disable Metal Extractors',
desc = 'Disable Metal Extractors',
type = "bool",
section = 'restrictions',
def = false,
},
{
key = 'unit_restrictions_noconverters',
name = 'Disable Energy Converters',
desc = 'Disable Energy Converters',
type = "bool",
section = 'restrictions',
def = false,
},
{
key = 'unit_restrictions_nonukes',
name = 'Disable Nuclear Missiles',
desc = 'Disable Nuclear Missiles',
type = "bool",
section = 'restrictions',
def = false,
},
{
key = 'unit_restrictions_notacnukes',
name = 'Disable Tactical Nukes and EMPs',
desc = 'Disable Tactical Nukes and EMPs',
type = "bool",
section = 'restrictions',
def = false,
},
{
key = 'unit_restrictions_nolrpc',
name = 'Disable Long Range Artilery (LRPC) structures',
desc = 'Disable Long Range Artilery (LRPC) structures',
type = "bool",
section = 'restrictions',
def = false,
},
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Scavengers
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
{
key = "scav_defense_options",
name = "Scavengers",
desc = "Gameplay options for Scavengers gamemode",
type = "section",
},
{
key="scav_difficulty",
name="Base Difficulty",
desc="Scavs difficulty",
type="list",
def="normal",
section="scav_defense_options",
items={
{key="veryeasy", name="Very Easy", desc="Very Easy"},
{key="easy", name="Easy", desc="Easy"},
{key="normal", name="Normal", desc="Normal"},
{key="hard", name="Hard", desc="Hard"},
{key="veryhard", name="Very Hard", desc="Very Hard"},
{key="epic", name="Epic", desc="Epic"},
--{key="survival", name="Endless", desc="Endless Mode"}
}
},
{
key="scav_scavstart",
name="Spawner Placement",
desc="Control where spawners appear",
type="list",
def="initialbox",
section="scav_defense_options",
items={
{key="avoid", name="Avoid Players", desc="Burrows avoid player units"},
{key="initialbox", name="Initial Start Box", desc="First wave spawns in scav start box, following burrows avoid players"},
{key="alwaysbox", name="Always Start Box", desc="Burrows always spawn in scav start box"},
}
},
{
key = "scav_endless",
name = "Endless Mode",
desc = "When you kill the boss, the game doesn't end, but loops around at higher difficulty instead, infinitely.",
type = "bool",
def = false,
section= "scav_defense_options",
},
{
key = "scav_bosstimemult",
name = "Boss Preparation Time Multiplier",
desc = "(Range: 0.1 - 3). How quickly Boss Anger goes from 0 to 100%.",
type = "number",
def = 1,
min = 0.1,
max = 3,
step = 0.1,
section= "scav_defense_options",
},
{
key = "scav_spawncountmult",
name = "Unit Spawn Per Wave Multiplier",
desc = "(Range: 1 - 5). How many times more scavs will spawn per wave.",
type = "number",
def = 1,
min = 1,
max = 5,
step = 1,
section= "scav_defense_options",
},
{
key = "scav_spawntimemult",
name = "Time Between Waves Multiplier",
desc = "(Range: 0.1 - 3). How often new waves will spawn.",
type = "number",
def = 1,
min = 0.1,
max = 3,
step = 0.1,
section= "scav_defense_options",
},
{
key = "scav_graceperiodmult",
name = "Grace Period Time Multiplier",
desc = "(Range: 0.1 - 3). Time before Scavs become active.",
type = "number",
def = 1,
min = 0.1,
max = 3,
step = 0.1,
section= "scav_defense_options",
},
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Raptors
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
{
key = 'raptor_defense_options',
name = 'Raptors',
desc = 'Various gameplay options that will change how the Raptor Defense is played.',
type = 'section',
},
{
key="raptor_difficulty",
name="Base Difficulty",
desc="Raptors difficulty",
type="list",
def="normal",
section="raptor_defense_options",
items={
{key="veryeasy", name="Very Easy", desc="Very Easy"},
{key="easy", name="Easy", desc="Easy"},
{key="normal", name="Normal", desc="Normal"},
{key="hard", name="Hard", desc="Hard"},
{key="veryhard", name="Very Hard", desc="Very Hard"},
{key="epic", name="Epic", desc="Epic"},
--{key="survival", name="Endless", desc="Endless Mode"}
}
},
{
key="raptor_raptorstart",
name="Burrow Placement",
desc="Control where burrows spawn",
type="list",
def="initialbox",
section="raptor_defense_options",
items={
{key="avoid", name="Avoid Players", desc="Burrows avoid player units"},
{key="initialbox", name="Initial Start Box", desc="First wave spawns in raptor start box, following burrows avoid players"},
{key="alwaysbox", name="Always Start Box", desc="Burrows always spawn in raptor start box"},
}
},
{
key = "raptor_endless",
name = "Endless Mode",
desc = "When you kill the queen, the game doesn't end, but loops around at higher difficulty instead, infinitely.",
type = "bool",
def = false,
section= "raptor_defense_options",
},
{
key = "raptor_queentimemult",
name = "Queen Hatching Time Multiplier",
desc = "(Range: 0.1 - 3). How quickly Queen Hatch goes from 0 to 100%",
type = "number",
def = 1,
min = 0.1,
max = 3,
step = 0.1,
section= "raptor_defense_options",
},
{
key = "raptor_spawncountmult",
name = "Unit Spawn Per Wave Multiplier",
desc = "(Range: 1 - 5). How many times more raptors will spawn per wave.",
type = "number",
def = 1,
min = 1,
max = 5,
step = 1,
section= "raptor_defense_options",
},
{
key = "raptor_firstwavesboost",
name = "First Waves Size Boost",
desc = "(Range: 1 - 10). Intended to use with heavily modified settings. Makes first waves larger, the bigger the number the larger they are. Cools down within first few waves.",
type = "number",
def = 1,
min = 1,
max = 10,
step = 0.1,
section= "raptor_defense_options",
},
{
key = "raptor_spawntimemult",
name = "Time Between Waves Multiplier",
desc = "(Range: 0.1 - 3). How often new waves will spawn.",
type = "number",
def = 1,
min = 0.1,
max = 3,
step = 0.1,
section= "raptor_defense_options",
},
{
key = "raptor_graceperiodmult",
name = "Grace Period Time Multiplier",
desc = "(Range: 0.1 - 5). Time before Raptors become active. ",
type = "number",
def = 1,
min = 0.1,
max = 5,
step = 0.1,
section= "raptor_defense_options",
},
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Other Options
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
{
key = "options",
name = "Other",
desc = "Options",
type = "section",
},
{
key="map_tidal",
name="Tidal Strength",
desc="Unchanged = map setting, low = 13e/sec, medium = 18e/sec, high = 23e/sec.",
hidden = true,
type="list",
def="unchanged",
section="options",
items={
{key="unchanged", name="Unchanged", desc="Use map settings"},
{key="low", name="Low", desc="Set tidal incomes to 13 energy per second"},
{key="medium", name="Medium", desc="Set tidal incomes to 18 energy per second"},
{key="high", name="High", desc="Set tidal incomes to 23 energy per second"},
}
},
{
key = 'critters',
name = 'Animal amount',
desc = 'This multiplier will be applied on the amount of critters a map will end up with',
hidden = true,
type = 'number',
section= 'options',
def = 1,
min = 0,
max = 2,
step = 0.2,
},
{
key = "map_atmosphere",
name = "Map Atmosphere and Ambient Sounds",
desc = "",
type = "bool",
def = true,
hidden = true,
section= "options",
},
{
key = "ffa_wreckage",
name = "FFA Mode Wreckage",
desc = "Killed players will blow up but leave wreckages",
hidden = true,
type = "bool",
def = false,
section= "options",
},
{
key = 'coop',
name = 'Cooperative mode',
desc = 'Adds extra commanders to id-sharing teams, 1 com per player',
type = 'bool',
hidden = true,
def = false,
section= 'options',
},
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Resources
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
{
key = "options_resources",
name = "Resources",
desc = "Resource options",
type = "section",
},
{
key = "startmetal",
name = "Starting metal",
desc = "(Range 0 - 10000). Determines amount of metal and metal storage that each player will start with",
type = "number",
section= "options_resources",
def = 1000,
min = 0,
max = 10000,
step = 1,
},
{
key = "startmetalstorage",
name = "Starting metal storage",
desc = "(Range 1000 - 20000). Only works if it's higher than Starting metal. Determines amount of metal and metal storage that each player will start with",
type = "number",
section= "options_resources",
def = 1000,
min = 1000,
max = 20000,
step = 1,
},
{
key = "startenergy",
name = "Starting energy",
desc = "(Range 0 - 10000). Determines amount of energy and energy storage that each player will start with",
type = "number",
section= "options_resources",
def = 1000,
min = 0,
max = 10000,
step = 1,
},
{
key = "startenergystorage",
name = "Starting energy storage",
desc = "(Range 1000 - 20000). Only works if it's higher than Starting energy. Determines amount of energy and energy storage that each player will start with",
type = "number",
section= "options_resources",
def = 1000,
min = 1000,
max = 20000,
step = 1,
},
{
key = 'multiplier_resourceincome',
name = 'Overall Resource Income Multiplier',
desc = '(Range 0.1 - 10). Stacks up with the three options below.',
type = "number",
section = 'options_resources',
def = 1,
min = 0.1,
max = 10,
step = 0.1,
},
{
key = 'multiplier_metalextraction',
name = 'Metal Extraction Multiplier ',
desc = '(Range 0.1 - 10).',
type = "number",
section = 'options_resources',
def = 1,
min = 0.1,
max = 10,
step = 0.1,
},
{
key = 'multiplier_energyconversion',
name = 'Energy Conversion Efficiency Multiplier ',
desc = '(Range 0.1 - 2). lower means you get less metal per energy converted',
type = "number",
section = 'options_resources',
def = 1,
min = 0.1,
max = 2,
step = 0.1,
},
{
key = 'multiplier_energyproduction',
name = 'Energy Production Multiplier',
desc = '(Range 0.1 - 10).',
type = "number",
section = 'options_resources',
def = 1,
min = 0.1,
max = 10,
step = 0.1,
},
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Multiplier Options
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
{
key = "options_unit_modifiers",
name = "Unit Modifiers",
desc = "Multipliers options",
type = "section",
},
{
key = 'multiplier_maxdamage',
name = 'Health Multiplier',
desc = '(Range 0.1 - 10).',
type ="number",
section = 'options_unit_modifiers',
hidden = true,
def = 1,
min = 0.1,
max = 10,
step = 0.1,
},
{
key = 'multiplier_maxvelocity',
name = 'Unit Max Velocity Multiplier',
desc = '(Range 0.1 - 10).',
type ="number",
section = 'options_unit_modifiers',
def = 1,
min = 0.1,
max = 10,
step = 0.1,
},
{
key = 'multiplier_turnrate',
name = 'Unit Turn Rate Multiplier',
desc = '(Range 0.1 - 10).',
type ="number",
section = 'options_unit_modifiers',
def = 1,
min = 0.1,
max = 10,
step = 0.1,
},
{
key = 'multiplier_builddistance',
name = 'Build Range Multiplier ',
desc = '(Range 0.5 - 10).',
type ="number",
section = 'options_unit_modifiers',
def = 1,
min = 0.5,
max = 10,
step = 0.1,
},
{
key = 'multiplier_buildpower',
name = 'Build Power Multiplier',
desc = '(Range 0.1 - 10).',
type ="number",
section = 'options_unit_modifiers',
def = 1,
min = 0.1,
max = 10,
step = 0.1,
},
{
key = 'multiplier_metalcost',
name = 'Unit Cost Multiplier - Metal',
desc = '(Range 0.1 - 10).',
type ="number",
section = 'options_unit_modifiers',
def = 1,
min = 0.1,
max = 10,
step = 0.1,
hidden = true,
},
{
key = 'multiplier_energycost',
name = 'Unit Cost Multiplier - Energy',
desc = '(Range 0.1 - 10).',
type ="number",
section = 'options_unit_modifiers',
def = 1,
min = 0.1,
max = 10,
step = 0.1,
hidden = true,
},
{
key = 'multiplier_buildtimecost',
name = 'Unit Cost Multiplier - Time',
desc = '(Range 0.1 - 10).',
type ="number",
section = 'options_unit_modifiers',
def = 1,
min = 0.1,
max = 10,
step = 0.1,
hidden = true,
},
{
key = 'multiplier_losrange',
name = 'Vision Range Multiplier',
desc = '(Range 0.5 - 10).',
type ="number",
section = 'options_unit_modifiers',
def = 1,
min = 0.5,
max = 10,
step = 0.1,
},
{
key = 'multiplier_radarrange',
name = 'Radar and Sonar Range Multiplier',
desc = '(Range 0.5 - 10).',
type ="number",
section = 'options_unit_modifiers',
def = 1,
min = 0.5,
max = 10,
step = 0.1,
},
{
key = 'multiplier_weaponrange',
name = 'Weapon Range Multiplier',
desc = '(Range 0.5 - 10).',
type ="number",
section = 'options_unit_modifiers',
def = 1,
min = 0.5,
max = 10,
step = 0.1,
},
{
key = 'multiplier_weapondamage',
name = 'Weapon Damage Multiplier ',
desc = '(Range 0.1 - 10). Also affects unit death explosions.',
type ="number",
section = 'options_unit_modifiers',
def = 1,
min = 0.1,
max = 10,
step = 0.1,
},
{
key = 'multiplier_shieldpower',
name = 'Shield Power Multiplier',
desc = '(Range 0.1 - 10)',
type ="number",
section = 'options_unit_modifiers',
def = 1,
min = 0.1,
max = 10,
step = 0.1,
},
{
key = "experimentalreversegear",
name = "Reverse gear",
desc = "Allows units to move backwards over short distances",
type = "bool",
def = false,
section = "options_unit_modifiers",
},
{
key = "tweakunits",
name = "Tweak Units",
desc = "For advanced users!!! A base64 encoded lua table of unit parameters to change.",
section = 'options_unit_modifiers',
type = "string",
def = "",
},
{
key = "tweakdefs",
name = "Tweak Defs",
desc = "For advanced users!!! A base64 encoded snippet of code that modifies game definitions.",
section = 'options_unit_modifiers',
type = "string",
def = "",
},
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Experimental Options
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
{
key = "options_experimental",
name = "Experimental",
desc = "Experimental options",
type = "section",
},
{
key = 'experimentalnoaircollisions',
name = 'Aircraft Collisions Override',
desc = 'Aircraft Collisions Override',
hidden = true,
type = 'bool',
section = 'options_experimental',
def = false,
},
{
key = 'experimentalshields',
name = 'Shield Type Override',
desc = 'Shield Type Override',
type = 'list',
section = 'options_experimental',
def = "unchanged",
items={
{key="unchanged", name="Unchanged", desc="Unchanged"},
{key="absorbplasma", name="Absorb Plasma", desc="Collisions Disabled"},
{key="absorbeverything", name="Absorb Everything", desc="Collisions Enabled"},
{key="bounceeverything", name="Deflect Everything", desc="Collisions Enabled"},
}
},
{
key = 'experimentalxpgain',
name = 'XP Gain Multiplier',
desc = 'XP Gain Multiplier',
hidden = true,
type ="number",
section = 'options_experimental',
def = 1,
min = 0.1,
max = 10,
step = 0.1,
},
{
key = 'experimentalstandardgravity',
name = 'Gravity Override',
desc = 'Override map gravity for weapons',
type = 'list',
section = 'options_experimental',
def = "mapgravity",
items={
{key="mapgravity", name="Map Gravity", desc="Uses map defined gravity"},
{key="low", name="Low Gravity", desc="80 gravity"},
{key="standard", name="Standard Gravity", desc="120 gravity"},
{key="high", name="High Gravity", desc="150 gravity"},
}
},
{
key = 'releasecandidates',
name = 'Release Candidate Units',
desc = 'Adds additional units to the game which are being considered for mainline integration and are balanced, or in end tuning stages. Currently adds Printer, Shockwave (Arm T2 EMP Mex), and Drone Carriers for armada and cortex',
type = 'bool',
section = 'options_experimental',
def = false,
},
{
key = 'experimentallegionfaction',
name = 'Legion Faction',
desc = '3rd experimental faction',
type = 'bool',
section = 'options_experimental',
def = false,
},
{
key = 'emprework',
name = 'EMP Rework',
desc = 'EMP is changed to slow units movement and firerate, before eventually stunning.',
type = 'bool',
section = 'options_experimental',
def = false,
},
{
key = 'air_rework',
name = 'Air Rework',
desc = 'Prototype version with more maneuverable, slower air units and more differentiation between them.',
type = 'bool',
section = 'options_experimental',
def = false,
},
{
key = 'proposed_unit_reworks',
name = 'Proposed Unit Reworks',
desc = 'Stilleto is reworked with a doubled metal and energy cost, lower aoe, and a more concentrated longer duration emp that is better suited for stunning specific targets. Mauser and Quaker are reworked to have reduced range and increased speed and increased health to promote more dynamic play in early T2 while having them naturally fall off in late T2',
type = 'bool',
section = 'options_experimental',
def = false,
},
{
key = 'lategame_rebalance',
name = 'Lategame Rebalance',
desc = 'T2 defenses and anti-air is weaker, giving more time for late T2 strategies to be effective. Early T3 unit prices increased. Increased price of calamity/ragnarock by 20% so late T3 has more time to be effective.',
hidden = true,
type = 'bool',
section = 'options_experimental',
def = false,
},
{
key = 'experimentalimprovedtransports',
name = 'Transport Units Rework',
desc = 'Transport Units Rework',
hidden = true,
type = 'bool',
section = 'options_experimental',
def = false,
},
{
key = 'experimentalmassoverride',
name = 'Mass Override',
desc = 'Mass Override',
hidden = true,
type = 'bool',
section = 'options_experimental',
def = false,
},
{
key = 'experimentalrebalancet2labs',
name = 'Rebalance Candidate: Cheaper T2 Factories',
desc = '',
type = 'bool',
section = 'options_experimental',
def = false,
hidden = true,
},
{
key = 'experimentalrebalancet2metalextractors',
name = 'Rebalance Candidate: Cheaper T2 Metal Extractors (Metal Extraction x4 -> x2)',
desc = '',
type = 'bool',
section = 'options_experimental',
def = false,
hidden = true,
},
{
key = 'experimentalrebalancet2energy',
name = 'Rebalance Candidate: T2 Energy rebalance (Currently only adds T2 wind generator)',
desc = '',
type = 'bool',
section = 'options_experimental',
def = false,
hidden = true,
},
{
key = 'experimentalrebalancewreckstandarization',
name = 'Rebalance Candidate: Standarized wreck metal values. *0.6 of metal cost for wreck, *0.25 for heap.',
desc = '',
type = 'bool',
section = 'options_experimental',
def = true,
hidden = true,
},
{
key = "unified_maxslope",
name = "Standardized land unit maxslope",
desc = "All land units have minimum maxslope of 36",
type = "bool",
def = false,
section = "options_experimental",
},
{
key = 'norush',
name = "No Rush mode",
desc = "!UNFINISHED! - Missing visual indicators, Requires Startboxes (doesn't work in FFA or 1v1 preset)",
type = "bool",
section = 'options_experimental',
def = false,
},
{
key = 'norushtimer',
name = "No Rush Time",
desc = '(Range: 5 - 30). Minutes',
type = "number",
section = 'options_experimental',
def = 5,
min = 5,
max = 30,
step = 1,
},
{
key = 'teamcolors_icon_dev_mode',
name = "Icon Dev Mode ",
desc = "(Don't use in normal games) Forces teamcolors to be an specific one, for all teams",
type = 'list',
section = 'options_experimental',
def = "disabled",
items={
{key="disabled", name="Disabled", desc="description"},
{key="armblue", name="Armada Blue", desc="description"},
{key="corred", name="Cortex Red", desc="description"},