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Features and INI Settings Charts

ChthonVII edited this page May 11, 2022 · 20 revisions

The features chart lists the features and describes what they do. The settings chart explains the use of each setting in the INI file.

Feature Chart

Feature In TD Mod Since Version In RA Mod Since Version Description
A* Pathing 1.3 1.4 Units use the superior A* pathfinding algorithm instead of CnC's default "crash and turn" algorithm.
Infantry Tiberium Aversion 1.4 - Infantry (except chem soldiers) will avoid walking through tiberium if a reasonable detour is available. Requires A* Pathing to be enabled.
Suspend Building Repairs 1.3 1.4 Building repairs are suspended, rather than canceled entirely, for insufficient funds.
Rally Points 1.3 1.4 Rally points can be set for unit-producing buildings and repair bays. Click to set a rally point at a location. Use [Alt]+Click to set a rally point on a unit or building.
Harvester Queue Jumping 1.3 1.4 Harvesters will cut in line rather than waiting when they are closer to the refinery than the other harvester. (Can be enabled/disabled independently of Harvester Load Balancing or Harvester Optimization and works in tandem with either, or with the vanilla harvester behavior.)
Harvester Load Balancing 1.3 1.4 Restores the "load balancing" refinery selection behavior added in the official Sept. 16 patch, and removed in the official Sept. 24 hotfix patch. (If both Harvester Load Balancing and Harvester Optimization are enabled, Harvester Load Balancing will be automatically disabled. Harvester Optimization is strongly recommended as the superior choice.)
Harvester Optimization 1.3 1.4 Harvesters will select the nearest refinery, while pretending that the distance to each refinery is increased for each other harvester already bound for that refinery. Results in good load balancing, but without harvesters driving to very distant refineries. See the Settings Chart for further details. (If both Harvester Load Balancing and Harvester Optimization are enabled, Harvester Load Balancing will be automatically disabled. Harvester Optimization is strongly recommended as the superior choice.)
Harvester Self-Repair 1.3 - Harvesters will slowly regain hp up to 50%. (This is already a vanilla RA feature.)
Disable Commando Airstrikes 1.3 - Prevents the computer from using airstrikes until the player has a base.
Commando/Tanya Guard 1.3 1.4 Commandos/Tanya will attack infantry while in guard mode.
Safe Sabotage 1.3 1.4 Buildings destroyed with C4 never spawn surviving infantry.
Instant Capture - 1.4 Engineers always capture buildings, regardless of the building's health. (This is already vanilla TD behavior.)
Attack-Move 1.3 1.4 Use [Shift]+Click to issue an attack-move order. Units will move to the destination while stopping to fight foes encountered along their path. Aircraft will return to base after running out of ammo or reaching the destination. Boats (except the normal submarine) will attack briefly, then resume movement. Surface boats will not alter course to chase their targets. Minelayers will lay all their mines near the destination, then return to the repair bay. Chronotanks will chronoshift directly to the destination if able to do so. (There is an additional setting to independently enable/disable the chronotank's special attack-move behavior if you find it too powerful.)
Smarter Aircraft 1.3* 1.4 Three aircraft AI tweaks: (1) Aircraft given an attack or attack-move order will ignore the order if they have no ammo. (This behavior was present in v1.3, but lacked a setting to control it in the INI file.) (2) Purchased aircraft that fly in from off-map will fly in on same Y coordinate as main helipad. (Added in v1.5.) (3) Helicopters periodically check if their target has moved and adjust their flightpath accordingly. (Added in v1.5.)
Smarter SAMs 1.5 - SAM sites that lose their target while they still have ammo will briefly scan for a new target before retracting underground. The number of missiles a SAM site can fire before needing to retract underground to reload is adjustable in the INI. The delay after every second shot is also adjustable in the INI for balance tweaking the overall firing rate.
Smarter Repair Bay 1.7 1.7 Collection of repair bay improvements: (1) Ground units can be ordered to queue for repair bay even when the bay is occupied. (2) Fixes and re-enables rally point for repair bays in RA. (3) Vastly improved exit logic: Units will always try to exit the repair bay, unless the unit didn't need repaired or reloaded in the first place and no one else is waiting to use the bay. (This exception gives you a chance to sell full-health units.) Air units will always return to their helipad/airstrip. Ground units will go to the rally point if set, or, failing that, exit into the open cell that requires the least rotation, or, failing that, ask the blocking units to scatter. (The annoying "sit on the repair bay and twitch" behavior should now only occur if the unit is too blocked in for the scatter request to clear the blockage.)
Smarter Mammoths 1.7 - Mammoth Tanks always use missiles against infantry (like they do in RA).
Configurable Build Distance 1.3 1.4 Controls the maximum allowable gap between buildings, allowing a TD-style no-space, or an RA-style 1-space, or larger gaps if you like.
Tiberium/Ore Growth Scale 1.3 1.4 Applies a multiplier to tiberium/ore growth rate.
TS/RA2-style Wall Building 1.3 1.4 Automatically builds wall pieces in the intervening spaces when a wall piece is constructed in line with a nearby piece of the same type. Hold [Ctrl] when placing a wall piece to disable this behavior. It is possible to build walls in a straight line from walls of the same type that you own up to the full wall build length, even if there is no building nearby. Building buildings from walls in TD ("sandbagging") is disallowed whenever the wall build length exceeds the building gap.
Inverse Wall Placement Preview 1.6 1.7 When wall placement is pending, displays markers on existing wall pieces of the same type indicating how far they can be extended. (This feature is intended to compensate for the fact that it is impossible to adapt the TS-style wall placement preview to LAN multiplayer.)
Configurable Silo/Refinery Capacity - 1.4 Increases (or decreases) the amount of ore silos and refineries can hold.
Better Tiberium/Ore Growth 1.5 1.5 Replaces the vanilla tiberium/ore grow/spread algorithm with one that maintains (almost) the same default growth rate but is unbiased, more granular, and more randomized. The growth rate is slightly higher than vanilla because failed spreads fall back into grows when possible. For added flavor, in TD tiberium trees that can't spread because they are surrounded by fully grown tiberium have a small chance to spawn a visceroid when they fail a spread attempt, and in RA mine heads and cells of fully grown ore that can't spread because they are surrounded by fully grown ore have a tiny chance to promote to gems (or, in the case of mine heads, promote a neighbor to gems) when they fail a spread attempt. The are additional options to selectively disable visceroids spawning this way. (Also fixes some ore-growth--related bugs in vanilla RA.) (Note: When Better Tiberium/Ore Growth is disabled, the Tiberium/Ore Growth Scale setting is multiplicative with the multiplayer growth scale setting; When Tiberium/Ore Growth is enabled, the larger of the Tiberium/Ore Growth Scale setting or the multiplayer growth scale setting is used.)
TS-style Visceroid Spawns 1.5 - Implements a chance for a visceroid to spawn each time an infantry unit dies from walking through tiberium. (Chance is 5%, plus additional 5% for each other infantry death by tiberium since the last visceroid spawned this way.)
Meaner Visceroids 1.5 - Several buffs that make visceroids more threatening: 50% increased damage; 50% reduced damage taken; 10% increased speed; 6x healing while in tiberium or 2x healing while not in tiberium; better AI; and infantry killed by a visceroid's tiberium spray have a 25% chance to spawn another visceroid. Under the new AI, visceroids wander randomly, attacking whatever they encounter. Usually they stay close to their current position, but they occasionally travel far, and rarely head straight for someone's base. As a reward for defeating them, visceroids spawn tiberium when killed.
Veterancy 1.6 1.7 Units gain experience from combat and receive small buffs upon attaining certain experience levels. See here for full details.
Inaccuracy Bugfix - 1.6 Fixes a vanilla RA bug that prevented inaccuracy from working as intended. Since this bugfix has a significant impact on gameplay, it's been made optional.
OpenRA Supers - 1.7 Options for making the Chronosphere and Iron Curtain behave more like OpenRA: "OpenRA Wide Supers" causes supers to affect up to 4 extra legal targets in cells adjacent to the main target. "OpenRA Quick Supers" reduces Chronosphere and Iron Curtain recharge to 2 min. and duration to 20 sec. (and reduces chrono disaster chance proportionately).
Smarter Chrono - 1.7 Several chronoshift-related improvements: (1) Units shifted by the Chronosphere are deselected for all players upon shifting in either direction. This prevents accidentally issuing orders to/at a unit that's now in a radically different spot. (2) Chronoshifted units are removed from other units' targeting systems upon shifting in either direction. This prevents other units from trying to chase a chronoshifted unit across the map. (3) Chronoshifted units are removed from bullets' targeting systems upon shifting in either direction. This prevents funky stuff with bullet physics. (4) Some miscellaneous cleanup to make chronoshift visuals and sound effects more consistent.
Chrono Disaster Overhaul - 1.7 Three options relating to chrono disasters: (1) "Timequake Fix" fixes the vanilla Aftermath bug that prevented timequakes from working. (2) "Shared Chrono Odds": Instead of independent rolls for whether to spawn chronal vortex and timequake, do one roll for whether to spawn a chrono disaster, potentially followed by a second roll to pick vortex or timequake. (Shared odds for a disaster are specified in the mod's .ini file; odds in rules.ini used as weights for picking between vortex and timequake.) (3) "Cumulative Timeline Damage": Chrono disaster odds start at 1/10th the stated value, and increase by the same amount each time the Chronosphere is used. When a chrono disaster happens, the odds reset to one step higher than the previous starting point.
Long Building Gap Bugfix - 1.7 Forces the use of the same logic across all functions that test for building placement proximity regardless of building type or building gap settings. Probably fixes some subtle issues with AI building placement arising from inconsistent logic for some building types. Fixes bug in Root-Core's original port with normal buildings using naval yard/sub pen logic in some places when building gap offset is set > 0. (I also made an alternative fix for this bug even when this option is disabled.) Slightly increases the diagonal placement range of naval yard/subpen.
MIG Ammo Fudge - 1.7 Gives certain planes 1 extra ammo to preserve original unit balance that depended on now-fixed buggy behavior. (Version 1.7 fixes a vanilla bug that caused fixed-wing aircraft with the two-shooter property and an odd max ammo value to fire an extra shot after expending their ammo.)
TD Balance Patch 1.7 - Balance patch based on CnCNet's Community Balance Patch, contains numerous options: (1) Override for APC never requiring repair bay, despite "modern balance" toggle. (2) Override war factory HP. (3) Override stealth tank price. (4) Override arty turn rate. (5) Make MLRS require radar instead of comm center. (6) Override MLRS HP. (7) Make MLRS buildable for GDI only. (8) Override for MCV/conyard sight range. (9) Override rocket guy HP. (10) Override rocket guy cost. (11) Chem guy buff -- makes biolab buildable and moves req there, chance to create visceroid when killing infantry (increases with veterancy), both chem guy and visceroid 90% resistance to chem spray attack). (12) Apply balance settings to SP too. (13) Enable MP units in SP.
Nuke Tank 1.7 - Enables the Nuke Tank from the example mod. (Disabled by default because it is very, very imbalanced.)
Q-Move Overhaul 1.8 1.8 Significant enhancements to RA's Q-move system, also ported to TD. See here for full details.
Tiberium/Ore Index Bugfix 1.8 1.8 Enables fixes for a cluster of vanilla bugs concerning inconsistency over whether tiberium/ore level is 0-indexed or 1-indexed, which manifests as harvesters sometimes scooping but not gaining bails of tiberium/ore and TD almost never using the art assets for the smallest level of tiberium. This bugfix is made optional because it impacts in-game economics.
Gem Overload Fix - 1.8 Enables better behavior when an ore truck harvests a scoop of gems when it doesn't have enough space to hold all 4 resulting bails. Rather than the excess gem bails simply vanishing, the ore truck dumps enough ore back into the cell to make room for the gems.
MP Preplaced Unit Order Mode 1.8 - Controls behavior of preplaced (usually neutral) units on multiplayer maps. Options are to use the Remastered behavior (aircraft follow orders in the map file; everything else does Enter_Idle_Mode(), which results in "guard area" at the only playable AI intelligence level), to always follow the orders in the map file, or to use the legacy C&C behavior (infantry do "hunt"; ground vehicles do "timed hunt"; aircraft follow orders in the map file). The only official map to which this applies is Cactus Valley.
Disable MP Neutral Attacks 1.8 - Controls behavior of neutral houses in multiplayer maps. If enabled, prevents neutral houses from declaring an attack 1 minute into the match, as they otherwise would. The only official map to which this applies is Cactus Valley.
GDI9 Fix 1.8 - If enabled, the CPU will surrender in GDI mission 9 if it has no buildings or units left except for the turrets on the south bank of the river.
Building Death Announcements 1.8 - Implements unfinished building death announcements in TD. (RA already has building death announcements.) Various modes for whether the announcement is generic of faction-based, and who can hear it.
Building Capture Announcements - 1.8 Implements unfinished building capture announcements in RA. (TD already has building capture announcements.)
Smarter Sonar - 1.8 If enabled, the sonar ping superweapon only reveals subs unfriendly to the user.

Settings Chart

The settings file for Tiberian Down is "My Documents\CnCRemastered\Mods\Tiberian_Dawn\CFEPatchRedux\CFEPATCHREDUX.INI". The settings file for Red Alert is "My Documents\CnCRemastered\Mods\Red_Alert\CFEPatchRedux\CFEPATCHREDUX_RA.INI". The settings file will be created when you run the mod for the first time.

Setting Name Feature Affected Which Game? Legal Values Default Value Effect
ASTAR_PATHING A* Pathing both 0 or 1 1 0 = Disable; 1 = Enable
INFANTRY_TIBERIUM_ AVERSION Infantry Tiberium Aversion TD non-negative integers 2 The number of extra cell units infantry will walk to avoid avoid one cell of tiberium. (Set to 0 to disable Infantry Tiberium Aversion.) No effect if ASTAR_PATHING == 0.
OOM_REPAIR Suspend Building Repairs both 0 or 1 1 0 = Disable; 1 = Enable
RALLY_POINTS Rally Points both 0 or 1 1 0 = Disable; 1 = Enable
HARVY_QUEUE_JUMP Harvester Queue Jumping both 0 or 1 1 0 = Disable; 1 = Enable
QUEUE_JUMP_CUTOFF Harvester Queue Jumping both non-negative integers 4 If a harvester is closer to its target refinery than this distance (in cell units), other harvesters won't cut in front of it. No effect if HARVY_QUEUE_JUMP == 0.
HARVY_LOAD_BALANCING Harvester Load Balancing both 0 or 1 1 0 = Disable; 1 = Enable; No effect if HARVY_OPTIMIZE == 1.
HARVY_OPTIMIZE Harvester Optimization both 0 or 1 1 0 = Disable; 1 = Enable
HARVY_OPTIMIZE_ UNLOAD_WAIT_WEIGHT Harvester Optimization both non-negative integers 13 in TD; 6 in RA Specifies the size of the ficticious distance increase (in cell units) per other harvester already bound for a given refinery. The theoretical optimum is one half the distance a harvester can travel (in cell units) during the time it takes another harvester to unload. No effect if HARVY_OPTIMIZE == 0.
HARVY_OPTIMIZE_ THRASHING_CUTOFF Harvester Optimization both non-negative integers 5 If a harvester is closer to a refinery than this distance (in cell units), a multiplier is applied to the distance increase per other harvester in order to prevent thrashing (driving back and forth repeatedly as refineries alternate which is slightly less congested). No effect if HARVY_OPTIMIZE == 0.
HARVY_OPTIMIZE_ THRASHING_NUMERATOR Harvester Optimization both non-negative integers 2 HARVY_OPTIMIZE_THRASHING_ NUMERATOR and HARVY_OPTIMIZE_THRASHING_DENOMINATOR together specify a fraction that is the anti-thrashing multiplier. Sane values for the fraction are between 0 (always stick to current refinery) and 1 (no anti-thrashing effect). No effect if HARVY_OPTIMIZE == 0.
HARVY_OPTIMIZE_ THRASHING_ DENOMINATOR Harvester Optimization both positive integers 3 See above.
HARVY_OPTIMIZE_ COMMUNALISM_ NUMERATOR Harvester Optimization both non-negative integers 9 HARVY_OPTIMIZE_COMMUNALISM_ NUMERATOR and HARVY_OPTIMIZE_COMMUNALISM_DENOMINATOR together specify a fraction used as a "communalism multiplier." HARVY_OPTIMIZE_UNLOAD_WAIT_WEIGHT multiplied by the communalism multiplier yields a "communalism cutoff." If a harvester is closer (in cell units) to a refinery than another harvester bound for that refinery by a margin greater than the communalism cutoff, then it will ignore that other harvester for purposes of choosing a refinery. If the fraction is set to 0, a harvester will always choose the best refinery for itself, even if that means making other harvesters wait longer and hurting overall efficiency. If set to a very large value, like 10000, harvesters will always be mindful of other harvesters. The default is 2.25, which means roughly "you can ignore other harvesters if you can unload and get out of the way before they arrive." No effect if HARVY_OPTIMIZE == 0.
HARVY_OPTIMIZE_ COMMUNALISM_ DENOMINATOR Harvester Optimization both positive integers 4 See above.
HARVY_SELF_REPAIR Harvester Self-Repair TD 0 or 1 1 0 = Disable; 1 = Enable
DISABLE_COMMANDO_ AIRSTRIKES Disable Commando Airstrikes TD 0 or 1 1 0 = Disable; 1 = Enable
COMMANDO_GUARD Commando / Tanya Guard TD 0, 1, or 2 1 0 = Disable; 1 = Enable in MP; 2 = Enable in SP & MP
TANYA_GUARD Commando / Tanya Guard RA 0, 1, or 2 1 0 = Disable; 1 = Enable in MP; 2 = Enable in SP & MP
SAFE_SABOTAGE Safe Sabotage both 0, 1, or 2 1 0 = Disable; 1 = Enable in SP; 2 = Enable in SP & MP
INSTANT_CAPTURE Instant Capture RA 0 or 1 1 0 = Disable; 1 = Enable
ATTACK_MOVE Attack-Move both 0 or 1 1 0 = Disable; 1 = Enable
CHRONOTANK _ATTACK_MOVE Attack-Move RA 0 or 1 1 0 = Disable; 1 = Enable. No effect if ATTACK_MOVE == 0.
Q_MOVE Q-Move Overhaul TD 0 or 1 1 0 = Disable; 1 = Enable.
QMOVE_LOOPS Q-Move Overhaul RA 0 or 1 1 0 = Disable; 1 = Enable.
AIR_QMOVE Q-Move Overhaul RA 0 or 1 1 0 = Disable; 1 = Enable.
AIR_QAML_RECALL Q-Move Overhaul RA 0 or 1 1 0 = Disable; 1 = Enable. No effect if QMOVE_LOOPS == 0 or AIR_QMOVE == 0 or ATTACK_MOVE == 0.
SMARTER_AIRCRAFT Smarter Aircraft both 0 or 1 1 0 = Disable; 1 = Enable
SMARTER_SAMS Smarter SAMs TD 0 or 1 1 0 = Disable; 1 = Enable
SMARTER_SAM_AMMO Smarter SAMs TD positive integers 2 The number of missiles a SAM site can fire before needing to retract underground to reload. The default is 2, which is the same as vanilla TD. No effect if SMARTER_SAMS == 0.
SMARTER_SAM_ BALANCE_DELAY Smarter SAMs TD integers > -45 0 Additional delay (in tick units) after every second shot while the SAM site still has ammo remaining (in addition to vanilla delay of 45 ticks). Intended for balance tweaking the overall firing rate when ammo is increased beyond 2. A value of ~82 or 83 would yield the same delay, on average, as the vanilla reloading process. No effect if SMARTER_SAMS == 0.
SMARTER_REPAIRBAY Smarter Repair Bay both 0 or 1 1 0 = Disable; 1 = Enable
SMARTER_MAMMOTHS Smarter Mammoths TD 0 or 1 1 0 = Disable; 1 = Enable
BETTER_TIB_GROWTH Better Tiberium/Ore Growth TD 0 or 1 1 0 = Disable; 1 = Enable
TREE_VISCEROID_ SPAWN_MODE Better Tiberium/Ore Growth TD 0, 1, or 2 1 0 = Disable; 1 = only spawn visceroids from "frustrated" tiberium trees in MP; 2 = spawn visceroids from "frustrated" tiberium trees in MP or SP. No effect if BETTER_TIB_GROWTH == 0.
TREE_VISCEROID_ SPAWN_OVERRIDE Better Tiberium/Ore Growth TD 0 or 1 0 0 = Do not spawn visceroids from "frustrated" tiberium trees in MP if the visceroids toggle in the game lobby is disabled; 1 = Ignore the toggle in the game lobby and spawn visceroids regardless. No effect if BETTER_TIB_GROWTH == 0 or TREE_VISCEROID_SPAWN_MODE == 0.
TIB_INDEX_BUGFIX Tiberium/Ore Index Bugfix TD 0 or 1 1 0 = Disable; 1 = Enable
BETTER_ORE_GROWTH Better Tiberium/Ore Growth RA 0 or 1 1 0 = Disable; 1 = Enable
ORE_TO_GEM_SLOW_FACTOR Better Tiberium/Ore Growth RA positive integers 8 Divisor applied to odds of gem promotion to prevent gems from overrunning the map. A value of 1 adds the same amount of money to the map, on average, as a grow/spread event, but tends to turn maps very gem-heavy very quickly. No effect if BETTER_ORE_GROWTH = 0.
TIB_GROWTH_SCALE Tiberium/Ore Growth Scale TD positive integers 1 Multiplier applied to tiberium growth rate. The default is 1, which is the same as vanilla TD. (If BETTER_TIB_GROWTH == 0, then TIB_GROWTH_SCALE multiplies with the multiplayer growth scale setting; if BETTER_TIB_GROWTH == 1, then the larger of TIB_GROWTH_SCALE or the multiplayer growth scale setting is used.)
ORE_GROWTH_SCALE Tiberium/Ore Growth Scale RA positive integers 1 Multiplier applied to ore growth rate. The default is 1, which is the same as vanilla RA. (If BETTER_ORE_GROWTH == 0, then ORE_GROWTH_SCALE multiplies with the multiplayer growth scale setting; if BETTER_ORE_GROWTH == 1, then the larger of ORE_GROWTH_SCALE or the multiplayer growth scale setting is used.)
ORE_INDEX_BUGFIX Tiberium/Ore Index Bugfix RA 0 or 1 1 0 = Disable; 1 = Enable
GEM_OVERLOAD_FIX Gem Overload Fix RA 0 or 1 1 0 = Disable; 1 = Enable
TS_VISCEROID_SPAWN TS-style Visceroid Spawns TD 0 or 1 1 0 = Disable; 1 = Enable
MEANER_VISCEROIDS Meaner Visceroids TD 0, 1, 2, or 3 3 0 = Disable; 1 = Mean; 2 = Meaner; 3 = Very Mean
INACCURACY_BUGFIX Inaccuracy Bugfix RA 0 or 1 1 0 = Disable; 1 = Enable
VETERANCY Veterancy both 0, 1, or 2 2 0 = Disable; 1 = Enable in MP only; 2 = Enable in SP & MP
OPENRA_WIDE_SUPERS OpenRA Supers RA 0 or 1 1 0 = Disable; 1 = Enable
OPENRA_QUICK_SUPERS OpenRA Supers RA 0 or 1 0 0 = Disable; 1 = Enable
SMARTER_CHRONO Smarter Chrono RA 0 or 1 1 0 = Disable; 1 = Enable
TIMEQUAKE_FIX Chrono Disaster Overhaul RA 0 or 1 1 0 = Disable; 1 = Enable
USE_SHARED_ CHRONO_ODDS Chrono Disaster Overhaul RA 0 or 1 1 0 = Disable; 1 = Enable
SHARED_CHRONO_ODDS Chrono Disaster Overhaul RA non-negative integers 20 Overall odds of a chrono disaster occurring (percent chance). No effect if TIMEQUAKE_FIX == 0 or USE_SHARED_CHRONO_ODDS == 0.
CUMULATIVE_ TIMELINE_DAMAGE Chrono Disaster Overhaul RA 0 or 1 1 0 = Disable; 1 = Enable
MIG_AMMO_FUDGE MIG Ammo Fudge RA 0 or 1 1 0 = Disable; 1 = Enable
NUKE_TANK Nuke Tank TD 0 or 1 0 0 = Disable; 1 = Enable
GDI9_FIX GDI9 Fix TD 0 or 1 0 0 = Disable; 1 = Enable
BUILDING_GAP Configurable Build Distance TD integers 1 through 10 2 Maximum allowable distance (in cell units) between adjacent buildings. 1 means no gap allowed. 2 means a gap of one cell is allowed. And so on. The default is 2, which brings RA-like behavior to TD.
BUILDING_GAP_OFFSET Configurable Build Distance RA integers 0 This value is added to (or subtracted from) the vanilla allowable distance (in cell units) between adjacent buildings. Some buildings in vanilla RA (e.g., base defenses) have a larger allowable gap than others. For most buildings: -1 means no gap allowed. 0 means a gap of one cell is allowed. 1 means a gap of two cells is allowed And so on. The default is 0, which is the same as vanilla RA.
LONG_BGAP_BUGFIX Long Building Gap Bugfix RA 0 or 1 1 0 = Disable; 1 = Enable
WALL_BUILD_LENGTH TS/RA2-style Wall Building both integers 1 through 10 5 Set to 1 for vanilla wall building behavior. Set to greater than 1 to enable Tiberian Sun/Red Alert 2 style wall building with max length specified. (As of v1.6 for TD: If set larger than BUILDING_GAP_OFFSET, "sandbagging" (building buildings from walls) is disabled.)
WALLS_HAVE_FULL_COST TS/RA2-style Wall Building both 0 or 1 0 0 = Automatically built wall pieces are free, walls refund for 1/N the normal amount, where N is WALL_BUILD_LENGTH; 1 = You are charged full price for automatically built wall pieces, and walls can be sold for the normal refund.
INVERSE_PREVIEW_MODE Inverse Wall Placement Preview both 0, 1, or 2 2 0 = disabled; 1 = Display inverse wall placement previews only in LAN multiplayer; 2 = Display inverse wall placement previews only in all game types
ORE_CAPACITY_OFFSET Configurable Silo/Refinery Capacity RA integers 0 This amount is added to (or subtracted from) the vanilla silo/refinery storage capacities. The default is 0, which is the same as vanilla RA.
MP_PREPLACED_UNIT_ORDER_MODE MP Preplaced Unit Order Mode TD 0, 1, or 2 1 0 = vanilla Remastered behavior; 1 = always honor orders in map file; 2 = vanilla legacy C&C behavior
DISABLE_MP_NEUTRAL_ATTACKS Disable MP Neutral Attacks TD 0 or 1 1 0 = Disable (neutral attacks enabled); 1 = Enable (neutral attacks disabled)
BUILDING_DEATH_ANNOUNCE_MODE Building Death Announcements TD 0, 1, 2, 3, or 4 1 0 = Disable; 1 = Owner notice only; 2 = Generic global notice; 3 = Faction-based global notice in SP and generic global notice in MP; 4 = Faction-based global notice in SP & MP
BUILDING_CAPTURE_ANNOUNCE Building Capture Announcements RA 0 or 1 1 0 = Disable; 1 = Enable
SMARTER_SONAR Smarter Sonar RA 0 or 1 1 0 = Disable; 1 = Enable
DO_OVERRIDE_ APC_NOREQ TD Balance Patch TD 0 or 1 1 0 = Disable; 1 = Enable (APC never requires Repair Bay)
DO_OVERRIDE_ WFACTORY_HP TD Balance Patch TD 0 or 1 1 0 = Disable; 1 = Enable
WFACTORY_HP_ OVERRIDE TD Balance Patch TD positive integers 520 Override War Factory max HP to this value. No effect if DO_OVERRIDE_WFACTORY_HP == 0.
DO_OVERRIDE_ STEALTHTANK_COST TD Balance Patch TD 0 or 1 1 0 = Disable; 1 = Enable
STEALTHTANK_ COST_OVERRIDE TD Balance Patch TD positive integers 700 Override Stealth Tank cost to this value. No effect if DO_OVERRIDE_STEALTHTANK_COST == 0.
DO_OVERRIDE _ARTY_TURN TD Balance Patch TD 0 or 1 1 0 = Disable; 1 = Enable
ARTY_TURN_OVERRIDE TD Balance Patch TD positive integers 4 Override Arty turn rate to this value. No effect if DO_OVERRIDE_ARTY_TURN == 0.
DO_MLRS_REQ_RADAR TD Balance Patch TD 0 or 1 1 0 = Disable; 1 = Enable (Move MLRS requirement to Radar)
DO_OVERRIDE _MLRS_HP TD Balance Patch TD 0 or 1 1 0 = Disable; 1 = Enable
MLRS_HP_OVERRIDE TD Balance Patch TD positive integers 120 Override MLRS max HP to this value. No effect if DO_OVERRIDE_MLRS_HP == 0.
DO_MLRS_GDI_ONLY TD Balance Patch TD 0 or 1 1 0 = Disable; 1 = Enable
DO_OVERRIDE_ MCV_SIGHT TD Balance Patch TD 0 or 1 1 0 = Disable; 1 = Enable
MCV_SIGHT_OVERRIDE TD Balance Patch TD positive integers 4 Override MCV sight to this value. No effect if DO_OVERRIDE_MCV_SIGHT == 0.
CONYARD_SIGHT_ OVERRIDE TD Balance Patch TD positive integers 6 Override ConYard sight to this value. No effect if DO_OVERRIDE_MCV_SIGHT == 0.
DO_CHEM_GUY_BUFF TD Balance Patch TD 0 or 1 1 0 = Disable; 1 = Enable
DO_OVERRIDE_ ROCKEYGUY_HP TD Balance Patch TD 0 or 1 1 0 = Disable; 1 = Enable
ROCKEYGUY_ HP_OVERRIDE TD Balance Patch TD positive integers 35 Override rocket guy max HP to this value. No effect if DO_OVERRIDE_ROCKEYGUY_HP == 0.
DO_OVERRIDE_ ROCKEYGUY_COST TD Balance Patch TD 0 or 1 1 0 = Disable; 1 = Enable
ROCKEYGUY_ COST_OVERRIDE TD Balance Patch TD positive integers 250 Override rocket guy cost to this value. No effect if DO_OVERRIDE_ROCKEYGUY_COST == 0.
APPLY_BALANCE_ TO_SINGLE_PLAYER TD Balance Patch TD 0 or 1 1 0 = Disable; 1 = Enable
MULTIPLAYER_UNITS_ IN_SINGLE_PLAYER TD Balance Patch TD 0 or 1 1 0 = Disable; 1 = Enable
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