				
			       Marxx Red Alert
			      General Rules List

				 Version 1.0
 			      Febuary 5, 1997

				 Joe DeNeen
			     marxx@geocities.com
            http://www.geocities.com/TimesSquare/9844/redalert.html

                                      

Here's a list of the General rules. Only COPY the part before the semi-colon
(;), PASTE it into your map at the very top with the heading, [GENERAL] and
list ONLY those rules you wish to change. E-mail me if you have questions or 
comments at marxx@geocities.com 

[General]

CrateMinimum=1          ; crates are normally one per human player but never below this number
CrateMaximum=255        ; crates can never exceed this quantity
CrateRadius=3.0         ; radius (cells) for area effect crate powerup bonuses
CrateRegen=3            ; average minutes between random powerup crate regeneration
UnitCrateType=none      ; specifies specific unit type for unit type crate ['none' means pick randomly]
WaterCrateChance=20%    ; chance that a water crate will be generated rather than land crate [multiplay only]
SoloCrateMoney=2000     ; money to give for money crate in solo play missions
SilverCrate=HealBase    ; solo play silver crate bonus
WaterCrate=Money        ; solo play water crate bonus
WoodCrate=Money         ; solo play wood crate bonus

ChronoDuration=3        ; time that a unit will remain chronoshifted before returning to start location
ChronoKillCargo=yes     ; Should cargo be destroyed when object is chronoshifted?
ChronoTechLevel=12      ; Tech level at which Chrono facility can create Chrono effect
GPSTechLevel=8          ; tech level at which GPS satelite becomes available
GapRadius=10            ; radius of gap generator (cells)
GapRegenInterval=.1     ; gap generators will regenerate their shroud at this time interval
IronCurtain=.75         ; minutes that Iron Curtain invulnerability lasts
ParaTech=5              ; tech level when free para-infantry appears from airstrip
ParabombTech=8          ; tech level that parabomb appears free with airfield
RadarJamRadius=15       ; cell radius distance that mobile radar jammer is effective
SpyPlaneTech=5          ; tech level when free spy plane appears from airstrip
BadgerBombCount=1       ; number of badgers used to drop parabombs

QuakeChance=20%         ; percentage chance time quake will occur with each chronoshift use
QuakeDamage=33%         ; percentage damage to inflict when time quake occurs
VortexChance=20%        ; percent chance that chronal vortex occurs with each chronoshift use
VortexDamage=200        ; damage inflicted by vortex discharge
VortexRange=10          ; scan for victims up to this distance away [in cells]
VortexSpeed=10          ; speed of vortex movement

RefundPercent=50%       ; percent of original cost to refund when building/unit is sold
ReloadRate=.04          ; minutes to reload each ammo point for aircraft or helicopters
RepairPercent=20%       ; percent cost to fully repair as ratio of full cost
RepairRate=.016         ; minutes between applying repair step
RepairStep=7            ; hit points to heal per repair 'tick' for buildings
URepairPercent=20%      ; [units only] percent cost to fully repair as ratio of full cost
URepairStep=10          ; [units only] hit points to heal per repair 'tick' for units

TurboBoost=1.5          ; speed multiplier for turbo-boosted weapons when firing upon aircraft
APMineDamage=1000       ; damage to inflict when anti-personnel mine explodes
AVMineDamage=1200       ; damage to inflict when anti-vehicle mine explodes
AtomDamage=1000         ; damage points when nuclear bomb explodes (regardless of source)
BallisticScatter=1.0    ; maximum scatter distance (cells) for inaccurate ballistic projectiles
BridgeStrength=1000     ; strength of bridge [smaller means more easily destroyed]
C4Delay=.03             ; minutes to delay after placing C4 before building will explode
Crush=1.5               ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
ExpSpread=.3            ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
FireSupress=1           ; radius from target to look for friendlies and thus discourage firing upon, if found
HomingScatter=2.0       ; maximum scatter distance (cells) for inaccurate homing projectiles
MaxDamage=1000          ; maximum damage (after adjustments) per shot
MinDamage=1             ; minimum damage (after adjustments) per shot
OreExplosive=no         ; Does the harvester explode big time when destroyed?
PlayerAutoCrush=no      ; Will player controlled units automatically try to crush enemy infantry?
PlayerReturnFire=no     ; More aggressive return fire from player controlled objects?
PlayerScatter=no        ; Will player units scatter, of their own accord, from threats and damage?
ProneDamage=50%         ; when infantry is prone, damage is reduced to this percentage
TreeTargeting=no        ; Automatically show target cursor when over trees?
Incoming=10             ; If an incoming projectile is as slow or slower than this, then
                        ; object in the target location will try to run away. Grenades and
                        ; parachute bombs have this characteristic.

BailCount=28            ; number of 'bails' carried by a harvester
BuildSpeed=.8           ; general build speed [time (in minutes) to produce a 1000 credit cost item]
BuildupTime=.06         ; average minutes that building build-up animation runs
GemValue=50             ; gem credits per 'bail' carried by a harvester
GoldValue=25            ; gold credits per 'bail' carried by a harvester
GrowthRate=2            ; minutes between ore (Tiberium) growth
OreGrows=yes            ; Does ore grow denser over time?
OreSpreads=yes          ; Does ore spread into adjacent areas?
OreTruckRate=1          ; speed that harvester truck manages ore [larger means slower]
SeparateAircraft=no     ; Is first helicopter to be purchased separately from helipad?
SurvivorRate=.4         ; fraction of building cost to be converted to survivors when sold

AllyReveal=yes          ; Allies automatically reveal radar maps to each other?
ConditionRed=25%        ; when damaged to this percentage, health bar turns red
ConditionYellow=50%     ; when damaged to this percentage, health bar turns yellow
DropZoneRadius=4        ; distance around drop zone flair that map reveals itself
EnemyHealth=yes         ; Show enemy health bar graph when selected?
Gravity=3               ; gravity constant for ballistic projectiles
IdleActionFrequency=.1  ; average minutes between infantry performing idle actions
MessageDelay=.6         ; time duration of multiplayer messages displayed over map
MovieTime=.06           ; minutes that movie recorder will record when activated (debug version only)
NamedCivilians=no       ; Show true names over civilians and civilian buildings?
SavourDelay=.03         ; delay between scenario end and ending movie [keep the delay short]
ShroudRate=4            ; minutes between each shroud creep process [0 means no shadow creep]
SpeakDelay=2            ; minutes between EVA repeating advice to the player
TimerWarning=2          ; if mission timer is less than this many minutes, then display in red
FlashLowPower=yes       ; Flash the power bar when power is low?

CurleyShuffle=no        ; Should helicopter shuffle position between shots (as in C&C)?
BaseBias=2              ; multiplier to threat target value when enemy is close to friendly base
BaseDefenseDelay=.25    ; minutes delay between sending response teams to deal with base threat
CloseEnough=2.75        ; If distance to destination less than this, then abort movement if otherwise blocked.
DamageDelay=1           ; minutes between applying trivial structure damage when low on power
GameSpeeBias=1          ; multiplier to overall game object movement speed
LZScanRadius=16         ; maximum radius to scan for alternate landing zone if otherwise occupied
MineAware=yes           ; Are friendly units smart enough to avoid friendly mines?
Stray=2.0               ; radius distance (cells) that team members may stray without causing regroup action
SubmergeDelay=.02       ; forced delay that subs will remain on surface before allowing to submerge
SuspendDelay=2          ; minutes that suspended teams will remain suspended
SuspendPriority=20      ; teams with less than this priority will suspend during base defense ops
TeamDelay=.6            ; interval between checking for and creating teams

FineDiffControl=no      ; Allow 5 difficulty settings instead of only 3 settings?
MCVUndeploy=no          ; Allow construction yard to undeploy back into MCV?


 