Post by LouisXIV on Sept 6, 2010 11:40:01 GMT 1
Created by: Lee [BKP] Campbell
consts.xml Parameter Descriptions
The consts.xml file contains the core gameplay parameters for Blitzkrieg and is the critical file to understand when creating gameplay modifications. In Blitzkrieg (and the expansions) the comments in consts.xml are in Russian but Warper from Nival Interactive provided an English translation some time ago.
By default, consts.xml is stored inside the data.pak archive in the Blitzkrieg run\data folder.
<Infantry>
SquadMemberLeveInterval: When soldiers leave something there will be such interval between squads
SniperCamouflageIncreasePerSegment: The probability of revealing sniper decreases by this value per 1 segment
SniperCanouflageDecreasePerShoot: Each shot the probability of decamouflage is increased. 1.0 - maximal camouflage
TimeBeforeSniperCamouflage: The time sniper should stay idle to camouflage again ( ticks )
TimeOfLyingUnderFire: The time of lying under fire ( ticks )
LyingSoldierCover: Probability to hit lying soldier
RadiusOfFormation: Maximum distance to go away from formation centre ( AI points )
LyingSpeedFactor: Multiplier for crawling speed
SpyGlassRadius: Binocular viewing radius ( AI points )
SpyGlassAngle: Binocular viewing angle ( degree, full angle)
StandLieRandomDelay!: Random on lying/standing ( ticks )
MaxDistanceToThrowGrenade: Maximum distance from what soldiers will try to throw a grenade (AI points)
</Infantry>
<Aviation>
FighterInterceptOffset: From that distance of general's units will happen an attempt to intercept enemy airplanes.
LongPeriodProbability: With this probability the period of airplane sending will be increased in PeriodMultiply times.
FighterPeriodMax / FighterPeriodMin: Once per this time FIGHTERS will fly on intercept if there is a threat, that enemy planes will fly above out units.
PeriodMax / PeriodMin: Airplanes will appear with this lag - if someone ordered them.
ScoutFreePoint: Scout will go to this point if there is no general's unit in this radius
ScoutPointsPerMap: Points will be spreaded upon the map ( in amount of subj * subj ) and scout will fly through hidden ones.
</Aviation>
<Swarm>
IterationDurationRandom + IterationDuration: It's the time of one attack iteration. Iteration ends after this time or when all tanks stay without work.
WaitTimeRandom + WaitTime: It's the time of waiting for striking first gathering (the rest of units won't be waited). It's abandoned if all necessary units gather before this time. seconds
MinWeight: The square of the biggest weight is chosen. If its weight exceeds MinWeight, then mobile reserves attack is allowed
WeightCoefficient: All mobile reserves are counted according to formula WeightCoefficient * fWeight of cell a, then they gather in a "meeting circle" and are sent to square with enemy.
Iterations: After one swarm is finished, attack stops and new decision is made - whether to send them to new attack or put back into reserve. Maximal attacks count happens to be Iterations
</Swarm>
<Intendant>
DangerousCellRadius: If a truck was killed in some place, other trucks won't go to this radius circle for an assigned time. It's the radius of "Dangerous circle"
ProbabilityToRecaptureStorage: It's the probability (once per UpdatePeriod) for general to send forces to recapture storage
ProbabilityToRepairStorage: It's the probability (once per UpdatePeriod) for general to send trucks to repair storage
ResupplyCellPeriodAfterDeath (seconds): It's the time the circle is treated as dangerous after the death of a truck here. There is some random time also, up to Intendant.ResupplyCellPeriodAfterDeath + Intendant.ResupplyCellPeriodAfterDeathRandom. Trucks aren't send to "dangerous cells"
ResupplyCellPeriodAfterDeathRandom (miliseconds): It's the random time the circle is treated as dangerous after the death of a truck here. There is some fixed time also: Intendant.ResupplyCellPeriodAfterDeath. Trucks aren't send to "dangerous cells"
RecaptureStorageMaxUnits: Maximal total price of units for recapture General.Intendant.RecaptureStorageMaxUnits
</Intendant>
<Artillery>
TimeToForgetAntiArtillery: The time to forget about counter-artillery circle (ticks)
TimeToForgetUnit: The time to forget about unit (ticks)
TimeToArtilleryFire: The "probability" time to shoot enemy position with artillery (ticks). After that new random value is checked vs. ProbabilityToShootAfterArtilleryFire
ProbabilityToShootAfterArtilleryFire: The probability to continue artillery fire after TimeToArtilleryFire
ShootsOfArtilleryFire: The amount of shots the general will make (depends on most slow gun)
MinWeightToArtilleryFire: Minimal weight of cell to compress it with artillery
MinWeightToSendBombers: Minimal weight of cell for sending bomber there
</Artillery>
TimeDontSeeTheEnemyBeforeForget: The time enemy units are forgotten after they left LOS
TimeDontSeeAABeforeForget: The time enemy AA guns are forgotten after they leave LOS.
PlayerForceMultiply: The multiplayer on units force vs. general's units (only for internal general calculations of forces strength).
<Aiming>
ShturmovikDistanceFactor: ShturmovikDistanceFactor/DistanceInAIPoints + F( coefficient of target designation) - we get a rating of unit, for storm bomber targeting.
</Aiming>
<Engineers>
RepairCostAdjust: The multiplier of 1 HP cost for repair needs ( for all HPObjects).
MineAPersRuPrice/ MineATankRuPrice.AntitankRuPrice: The cost of mine in RU
EngineerRuCarryWeight: One engineer moves that amount of RU per trip to a storage (and back to truck)
EngineerLoadRuPerQuant: Engineer load that amount of RU into truck per quant
MineVisRadius: Radius, in which engineer sees mines ( AI points )
MineClearRadius: Radius, in which engineer clears mines ( AI points )
TimeQuant: Quant of engineer work
EngineerRepearPerQuant: This amount of RU can be spend by one engineer in TimeQuant
EngineerFenceLenghtPerQuant: The length of fence in segments per TimeQuant per engineer
EngineerEntrenchLenghtPerQuant: The length of trench in segments per TimeQuant per engineer
EngineerResupplyPerQuant: This amount of RU can be spend by one engineer in TimeQuant on resupplying
EngineerMineCheckPeriod: Engineers look for mines once per this time (ms)
</Engineers>
<Aviation>
MechNuberToDropBombs: Minimal Mech units to drop bombs to
InfantryNuberToDropBombs: Minimal sprite units to drop bombs to
PlaneGuardStateRadius: Radius for fighters to intercept
DiveBeforeExplodeTime: Time in milliseconds - the airplane will fall for this time (RND of it) before explosion
DiveAfterExplodeTime: The time in milliseconds - airplane will fall for this time after explosion.
MinDiveAngleForDiveBombers: If bomber dive angle exceeds this one, it's already divebomber.
MinHPToShturmovikDropBombsCoeff: If (hp in radius)*K > BombDamage then bomb!
StartRandom: For random spreading of airplane appearance points - along the airplane direction, in its BoundingBox sizes.
PlanesBombHeight: The height divebomers start dropping bombs from is H = (PlaneHeight – PlaneMinHeight) * PlanesBombHeight
HeavyFormationDistance: The same as LightFormationDistance but for bombers and transport planes
DivebomberVertManeurRatio: Vertical turning radius is lower in this number of times than horisontal turning radius - for bombers and divebombers
ShturmovikApproachRadius: The distance from with dive bomber chooses combat course.
PlaneMinHeight: Minimal airplane height in points.
FighterPatrolTime: The time Fighter partols the point it was called to (seconds)
FighterPathUpdateTime: Once this time Fighter checks where its target moved
ShturmovikPathUpdateTime: The same for storm bombers
PlaneTiltPerSecond: The speed on tilt changes for airplanes that can do it
PlaneGuardStateRadius: Guard radius for fighers
</Aviation>
<Buildings>
DefaultFireplaceCoverage: Cover for firing cells in buildings. FinalCover = DefaultFireplaceCoverage * Building->FireplaceCoverage
CureSpeedInBuilding: Speed of healing in buildings ( HP / tick )
TimeOfBuildingAlarm: The time of alarm lasts in a building ( ticks )
CampingTime: The time soldiers gather in a building before take part in a storm ( AI ticks )
InsideObjWeaponFactor: Multiplier on weapon range for soldiers fire inside objects
InsideObjCombatPeriod: Amount of time two soldiers fight inside object ( AI ticks )
BurningSpeed: Burning speed of buildings ( % of max hp / AI tick)
HPPercentToEscapeFromBuilding: The per cent of building health when soldiers leave it
</Buildings>
<Artillery>
ArtilleryRevealCoefficient: Weapon RevealRdius is divided by this value and then multiplied by AntiArtilleryRadius to draw circles on counter-artillery mini-map
ThresholdInstallTime: Time limit for install/uninstall time, guns make it themselves if it's below the limit ( AI ticks )
ShootsToRange: Shots counter to reach best zero-in dispersion
RandgedDispersionRadiusBonus: Dispersion coefficient after zero-in completion
RangedAreaRadius: Radius of zero-in shooting ( AI points )
RelocationRadius: The radius artillery shoud move to to "drop" it's locaion info ( AI points )
MaxAntiArtilleryRadius: Maximal circle radius around firing artillery ( AI points )
MinAntiArtilleryRadius: Minimal circle radius around firing artillery ( AI points )
ShotsToMinimizeLocationRadius: Number of shots to, reduce circle around firing artillery from MaxAntiArtilleryRadius to MinAntiArtilleryRadius ( AI points )
AudibilityTime: Time of showing firing artillery circle ( AI ticks )
RevealCirclePeriod: Period between firing artillery circles ( AI ticks )
RadiusToStartAntiartilleryFire: Radius of firing artillery circles when enemy artillery starts counter-battery fire ( AI points )
</Artillery>
<Paratroopers>
PlaneParadropIntervalPerpMin / PlaneParadropIntervalPerpMax: For spreading across the plane direction.
ParatrooperFallSpeed: Vertical paradroppers speed (points)
ParadropSpred: Paradropper can move aside while falling (to avoid falling on locked tiles)
PlaneParadropInterval: Distance in points between 2 positions of paradroppers
ParatrooperGroundScanPeriod: Once per this time (ms) paradroppers check if they fall to locked tiles
</Paratroopers>
<Morale>*
ResupplyRadius: Morale trucks in this region make raise units morale (AI points)
MoraleDecreasePerTick: Morale decrease for unsupplied units (moral/ AI tick )
ProbabilityToDecreaseMorale: Probability to lose morale this tick
MoraleAdditionPerTick: General's car adds such a morale amount per tick
MinValue: Minimum possible morale for a unit
CoeffToLowMoraleWithoutOfficer: Morale decreases this times faster if squad has no officer
DispersionCoeff: Coefficient on dispersion dues to morale [ disp_cur = disp/(Morale + k*(1-Morale) same for RelaxCoeff, AimingCoeff ]
RelaxCoeff: Coefficient on relax time due to morale
AimingCoeff: Coefficient on aiming time due to morale
</Morale>*
* Morale was not implemented in the Blitzkrieg engine and so adjusting these values will have no effect on gameplay.
<AntiAviationArtillery>
AimIterations: Targeting is made by iterations. This is the number of iterations.
</AntiAviationArtillery>
<TransportAndResupply>
MainStorageHealingSpeed: Main storage is healed with this speed (HP/sec)
ResupplyRadius: Radius in which truck searches someone to repair/resupply, points
TransportLoadTime: Truck loads at storage this so much ms
TransportLoadRuDistance: Distance from which a truck sends loader (engineer) to a storage
ResupplyOffset: Truck can reach the point of Resupply & Repair with this mistake in points.
ResupplyBalanceCoeff: The concernment of unit in formula: WorkToDo * Coeff + 1 / Distance, used for Resupply & Reload. Work - cost of repair/resupply in RU.
ResupplyMaxPathLenght: For points under resupply search (AI tiles)
SoldierRUPrice: Cost of the soldier in RU, for medical truck
TakeStorageOwnershipRadius: Radius in which only enemy units should be to change storage possessor.
MedicalTruckHealRadius: Radius in which medical truck heals soldiers
MedicalTruckHealPerUpdateDuration: The amount of health a medical truck (the one that can't do ResupplyHumanResource command) heals in 1 BehUpdateDuration.
LandDistance: Distance from truck to the place where infantry goes after unload
</TransportAndResupply>
<Follow>
StopRadius: Radius from leader where others can stop
EqualizeSpeedRadius: Radius from leader, in which speed of followers should be evened with his one
GoRadius: Radius that makes followers to go after leader
WaitRadius: Radius, that makes leader to stop and wait followers
</Follow>
<CombatSituation>
DamageToCombatSituation/ TimeDamageToCombatSituation: Summary damage in time unit, to threat situation as combat one.
MovingEnemy(Mech/Infantry)Number: Number of visible enemies to decide situation as combat one.
</CombatSituation>
<Weather>
TimeToFadeOff: Timer forweather effect fading.
Time + TimeRandom: Timer for how long weather is turned on (seconds)
Period + PeriodRandom: Period of weather changes (seconds).
FireRangeCoefficient: Coefficient on fire range under bad weather
</Weather>
<Flags>
Radius: Flag zone (AI points)
PointsSpeed: Points per second
PointsToReinforcement: Points to get reinforcements
TimeToCapture: Time at flag zone to capture it (ticks)
PlayerPointsSpeed: Points per second regardless of flags
</Flags>
<Common>
MaxFireRangeToShootByLine: This is the maximum distance to shoot with trajectory LINE - in AI points (AI.tile = 32 AI.point)
UnitEntrenchTime: Units wish square of 1 A.I. tile becomes entrenched in this time (ms).
FenceSegmentRuPrice/ TrenchSegmentRuPrice: It's the cost of one trench/fence segment for building.
HpPercentageToWaitMedic: When unit has less HP than this amount, it cries for medic
AmbushBeginAttackCriteria: Part of units that can attack from ambush to start whole ambush attack.
TrajectoryBombG: Acceleration of gravity for bombs (points/tick^2)
TrajectoryLineRatio: When we shoot by curved trajectory shell flies that part of trajectory by line
TankTrackHitPoints: Track health (for repairing).
NumToScanInSegm: Number of units for which full scan is made per segment
AABehUpdateDuration: Time between behavior updates ( ticks ) for AA guns against airplanes
BehUpdateDuration: Time between behavior updates ( ticks )
SoldierBehUpdateDuration: Time between behavior updates ( ticks ) for soldiers
DeadSeeTime: Time to see with eyes of dead ( ticks )
TimeToReturnGun: Time to return turret in default position after a shot ( ticks )
TimeBeforeCamouflage: Time to stay in idle to camouflage ( ticks )
RadiusOfHitNotify: Radius, in which soldiers see for explosions to decide need of falling prone (AI points)
TimeOfHitNotify: Time between updates checks on explosions, to lay prone ( ticks )
CallForHelpRadius: Radius to charge enemy in shared sight area ( AI points )
AICallForHelpRadius: Radius for an AI unit to charge enemy in shared sight area ( AI points )
TimeToDisappear: Time after destruction the technics is removed from battlefield
GuardStateRadius: Maximal distance from guarded point in guard state ( AI points )
GoodAttackProbability: Armour penetration proability, after which there is no need to manouver
AreaDamageCoeff: Coefficient on area damage
MinRotateAngle: Minimal angle to turn base while turret attacks to make a position better (degree)
CoeffForRandomDelay: Aiming time and relax time are multiplied by Random ( 1.0f, CoeffForRandomDelay )
HeightForVisRadiusInc: How much we should get up on z axis to increase view radius by 1 AI tile
FatalityProbability: Probability of unconditional fatality (woops... and R.I.P. scenario unit)
DamageForMassiveDamageFatality: Minimal damage per cent for massive damage fatality
MassiveDamageFatalityProbability: Probability of massive damage fatality
TimeOfPreDisappearNotify: For internal programmers usage, time for client to report about dead unit
ArmorForAreaDamage: Maximal armor that area damage can penetrate
</Common>
<TargetResolution>
fKillEnemyTime: We kill enemy in this ms
fEnemyKillUsTime: Enemy kills us in this ms
fHPPercent: Per cent of health of enemy
fPrice: AI price of enemy
fDistFromCenter: Distance in points from appearance point to enemy location
fTimeToGo: Absolute value((airplane direction - direction to target) / 360 degree):
DistanceToCenter / fDistFromCenter +
( 0.8f + fHPPercent * 0.2f ) * fAlphaAttack1 * Min( 0.0f, fKillEnemyTime - F_LIMIT_TIME ) -
( 0.8f + fHPPercent * 0.2f ) * fAlphaAttack2 * Max( 0.0f, fKillEnemyTime - F_LIMIT_TIME ) -
fAlphaGo * fTimeToGo -
fAlphaKill * fEnemyKillUsTime +
fPrice * fAlphaPrice;
The targets are chosen by the maximum of formula.
</TargetResolution>
<RevealInfo>
Query: Probability to uncover unit (thrown once per [1,2] sec.)
MovingOff: Probability to cover unit back, since it no more fires (thrown once a [1,2] sec.)
Distance: Distance from uncover point to hide point (AI points)
Time: Visible in this time after uncovering (in ticks)
</RevealInfo>
<TerrainSounds>
NonCycledMinRadius/NonCycledMaxRadius: standard hearing radiuses for uncyclic terrain sounds
CriticalWeight: For res 1024x768 the amount of 1 sounding terrain squares for terrain to sound most louder. Recalculated for other resolutions.
MinRadius/MaxRadius: In screen parts. for calculation of sound from screen centre.
Pause + PauseRandom: Pauses between two uncyclic terrains sounds
NumSounds: Number of terrains sounding simultaneously.
</TerrainSounds>
<SpeedTuning>
SoundCellSize: The size of sound cell. For speed tuning.
MapSoundCellSize: The size of sound cell for map sounds. For speed tuning.
</SpeedTuning>
<MapSounds>
MinCountToPlayLooped: Number of sounds in one cell to turn on cycled sound instead.
PeriodRandom/Period: Time gap between map sounds.
UpdateTime: Time between recalculations of sounds, perscribe in the map.
</MapSounds>
<Acknowledgements>
BoredIntervalRandom / BoredInterval: Time (ms) between 2 "bored"s
MinUnitsToTravel: Soldiers start to sound march sound if they are packed in that amount in march formation.
MinUnitsToRush: If this amount of soldiers runs into attack they start to cry "hurrah".
SelectionsBoredCounter: If you select unit this number of times, it will brat.
WaitForCancel: If Positive is got and not Negative got in this amount of time, Positive is played
MinRadius-MaxRadius: Standard for all radii of audibility
</Acknowledgements>
<StreamingSounds>
CombatMusicVolume/IdleMusicVolume: Volume of the music in combat/idle according to StreamMasterVolime. From 1 to 0.
[/I]CombatMusicFade[/I]: Time of combat music fading off.
SilentPause: Minimal pause after combat music fade off before Idle music start
SilentPauseRandom: Random part for pause after combat music fade off before Idle music start
PauseBetween2Idles: Pause betwee two IDLE melodies.
CombatMusicPlayWONotify: Armistice should last for this time for IDLE music to start
</StreamingSounds>
<CombatSounds>
FearTime: The time after combat sound a peace sound won't be played.
FearRadius: All peace sounds in this radius stop when combat sound is played.
</CombatSounds>
[/size]
consts.xml Parameter Descriptions
The consts.xml file contains the core gameplay parameters for Blitzkrieg and is the critical file to understand when creating gameplay modifications. In Blitzkrieg (and the expansions) the comments in consts.xml are in Russian but Warper from Nival Interactive provided an English translation some time ago.
By default, consts.xml is stored inside the data.pak archive in the Blitzkrieg run\data folder.
<Infantry>
SquadMemberLeveInterval: When soldiers leave something there will be such interval between squads
SniperCamouflageIncreasePerSegment: The probability of revealing sniper decreases by this value per 1 segment
SniperCanouflageDecreasePerShoot: Each shot the probability of decamouflage is increased. 1.0 - maximal camouflage
TimeBeforeSniperCamouflage: The time sniper should stay idle to camouflage again ( ticks )
TimeOfLyingUnderFire: The time of lying under fire ( ticks )
LyingSoldierCover: Probability to hit lying soldier
RadiusOfFormation: Maximum distance to go away from formation centre ( AI points )
LyingSpeedFactor: Multiplier for crawling speed
SpyGlassRadius: Binocular viewing radius ( AI points )
SpyGlassAngle: Binocular viewing angle ( degree, full angle)
StandLieRandomDelay!: Random on lying/standing ( ticks )
MaxDistanceToThrowGrenade: Maximum distance from what soldiers will try to throw a grenade (AI points)
</Infantry>
<Aviation>
FighterInterceptOffset: From that distance of general's units will happen an attempt to intercept enemy airplanes.
LongPeriodProbability: With this probability the period of airplane sending will be increased in PeriodMultiply times.
FighterPeriodMax / FighterPeriodMin: Once per this time FIGHTERS will fly on intercept if there is a threat, that enemy planes will fly above out units.
PeriodMax / PeriodMin: Airplanes will appear with this lag - if someone ordered them.
ScoutFreePoint: Scout will go to this point if there is no general's unit in this radius
ScoutPointsPerMap: Points will be spreaded upon the map ( in amount of subj * subj ) and scout will fly through hidden ones.
</Aviation>
<Swarm>
IterationDurationRandom + IterationDuration: It's the time of one attack iteration. Iteration ends after this time or when all tanks stay without work.
WaitTimeRandom + WaitTime: It's the time of waiting for striking first gathering (the rest of units won't be waited). It's abandoned if all necessary units gather before this time. seconds
MinWeight: The square of the biggest weight is chosen. If its weight exceeds MinWeight, then mobile reserves attack is allowed
WeightCoefficient: All mobile reserves are counted according to formula WeightCoefficient * fWeight of cell a, then they gather in a "meeting circle" and are sent to square with enemy.
Iterations: After one swarm is finished, attack stops and new decision is made - whether to send them to new attack or put back into reserve. Maximal attacks count happens to be Iterations
</Swarm>
<Intendant>
DangerousCellRadius: If a truck was killed in some place, other trucks won't go to this radius circle for an assigned time. It's the radius of "Dangerous circle"
ProbabilityToRecaptureStorage: It's the probability (once per UpdatePeriod) for general to send forces to recapture storage
ProbabilityToRepairStorage: It's the probability (once per UpdatePeriod) for general to send trucks to repair storage
ResupplyCellPeriodAfterDeath (seconds): It's the time the circle is treated as dangerous after the death of a truck here. There is some random time also, up to Intendant.ResupplyCellPeriodAfterDeath + Intendant.ResupplyCellPeriodAfterDeathRandom. Trucks aren't send to "dangerous cells"
ResupplyCellPeriodAfterDeathRandom (miliseconds): It's the random time the circle is treated as dangerous after the death of a truck here. There is some fixed time also: Intendant.ResupplyCellPeriodAfterDeath. Trucks aren't send to "dangerous cells"
RecaptureStorageMaxUnits: Maximal total price of units for recapture General.Intendant.RecaptureStorageMaxUnits
</Intendant>
<Artillery>
TimeToForgetAntiArtillery: The time to forget about counter-artillery circle (ticks)
TimeToForgetUnit: The time to forget about unit (ticks)
TimeToArtilleryFire: The "probability" time to shoot enemy position with artillery (ticks). After that new random value is checked vs. ProbabilityToShootAfterArtilleryFire
ProbabilityToShootAfterArtilleryFire: The probability to continue artillery fire after TimeToArtilleryFire
ShootsOfArtilleryFire: The amount of shots the general will make (depends on most slow gun)
MinWeightToArtilleryFire: Minimal weight of cell to compress it with artillery
MinWeightToSendBombers: Minimal weight of cell for sending bomber there
</Artillery>
TimeDontSeeTheEnemyBeforeForget: The time enemy units are forgotten after they left LOS
TimeDontSeeAABeforeForget: The time enemy AA guns are forgotten after they leave LOS.
PlayerForceMultiply: The multiplayer on units force vs. general's units (only for internal general calculations of forces strength).
<Aiming>
ShturmovikDistanceFactor: ShturmovikDistanceFactor/DistanceInAIPoints + F( coefficient of target designation) - we get a rating of unit, for storm bomber targeting.
</Aiming>
<Engineers>
RepairCostAdjust: The multiplier of 1 HP cost for repair needs ( for all HPObjects).
MineAPersRuPrice/ MineATankRuPrice.AntitankRuPrice: The cost of mine in RU
EngineerRuCarryWeight: One engineer moves that amount of RU per trip to a storage (and back to truck)
EngineerLoadRuPerQuant: Engineer load that amount of RU into truck per quant
MineVisRadius: Radius, in which engineer sees mines ( AI points )
MineClearRadius: Radius, in which engineer clears mines ( AI points )
TimeQuant: Quant of engineer work
EngineerRepearPerQuant: This amount of RU can be spend by one engineer in TimeQuant
EngineerFenceLenghtPerQuant: The length of fence in segments per TimeQuant per engineer
EngineerEntrenchLenghtPerQuant: The length of trench in segments per TimeQuant per engineer
EngineerResupplyPerQuant: This amount of RU can be spend by one engineer in TimeQuant on resupplying
EngineerMineCheckPeriod: Engineers look for mines once per this time (ms)
</Engineers>
<Aviation>
MechNuberToDropBombs: Minimal Mech units to drop bombs to
InfantryNuberToDropBombs: Minimal sprite units to drop bombs to
PlaneGuardStateRadius: Radius for fighters to intercept
DiveBeforeExplodeTime: Time in milliseconds - the airplane will fall for this time (RND of it) before explosion
DiveAfterExplodeTime: The time in milliseconds - airplane will fall for this time after explosion.
MinDiveAngleForDiveBombers: If bomber dive angle exceeds this one, it's already divebomber.
MinHPToShturmovikDropBombsCoeff: If (hp in radius)*K > BombDamage then bomb!
StartRandom: For random spreading of airplane appearance points - along the airplane direction, in its BoundingBox sizes.
PlanesBombHeight: The height divebomers start dropping bombs from is H = (PlaneHeight – PlaneMinHeight) * PlanesBombHeight
HeavyFormationDistance: The same as LightFormationDistance but for bombers and transport planes
DivebomberVertManeurRatio: Vertical turning radius is lower in this number of times than horisontal turning radius - for bombers and divebombers
ShturmovikApproachRadius: The distance from with dive bomber chooses combat course.
PlaneMinHeight: Minimal airplane height in points.
FighterPatrolTime: The time Fighter partols the point it was called to (seconds)
FighterPathUpdateTime: Once this time Fighter checks where its target moved
ShturmovikPathUpdateTime: The same for storm bombers
PlaneTiltPerSecond: The speed on tilt changes for airplanes that can do it
PlaneGuardStateRadius: Guard radius for fighers
</Aviation>
<Buildings>
DefaultFireplaceCoverage: Cover for firing cells in buildings. FinalCover = DefaultFireplaceCoverage * Building->FireplaceCoverage
CureSpeedInBuilding: Speed of healing in buildings ( HP / tick )
TimeOfBuildingAlarm: The time of alarm lasts in a building ( ticks )
CampingTime: The time soldiers gather in a building before take part in a storm ( AI ticks )
InsideObjWeaponFactor: Multiplier on weapon range for soldiers fire inside objects
InsideObjCombatPeriod: Amount of time two soldiers fight inside object ( AI ticks )
BurningSpeed: Burning speed of buildings ( % of max hp / AI tick)
HPPercentToEscapeFromBuilding: The per cent of building health when soldiers leave it
</Buildings>
<Artillery>
ArtilleryRevealCoefficient: Weapon RevealRdius is divided by this value and then multiplied by AntiArtilleryRadius to draw circles on counter-artillery mini-map
ThresholdInstallTime: Time limit for install/uninstall time, guns make it themselves if it's below the limit ( AI ticks )
ShootsToRange: Shots counter to reach best zero-in dispersion
RandgedDispersionRadiusBonus: Dispersion coefficient after zero-in completion
RangedAreaRadius: Radius of zero-in shooting ( AI points )
RelocationRadius: The radius artillery shoud move to to "drop" it's locaion info ( AI points )
MaxAntiArtilleryRadius: Maximal circle radius around firing artillery ( AI points )
MinAntiArtilleryRadius: Minimal circle radius around firing artillery ( AI points )
ShotsToMinimizeLocationRadius: Number of shots to, reduce circle around firing artillery from MaxAntiArtilleryRadius to MinAntiArtilleryRadius ( AI points )
AudibilityTime: Time of showing firing artillery circle ( AI ticks )
RevealCirclePeriod: Period between firing artillery circles ( AI ticks )
RadiusToStartAntiartilleryFire: Radius of firing artillery circles when enemy artillery starts counter-battery fire ( AI points )
</Artillery>
<Paratroopers>
PlaneParadropIntervalPerpMin / PlaneParadropIntervalPerpMax: For spreading across the plane direction.
ParatrooperFallSpeed: Vertical paradroppers speed (points)
ParadropSpred: Paradropper can move aside while falling (to avoid falling on locked tiles)
PlaneParadropInterval: Distance in points between 2 positions of paradroppers
ParatrooperGroundScanPeriod: Once per this time (ms) paradroppers check if they fall to locked tiles
</Paratroopers>
<Morale>*
ResupplyRadius: Morale trucks in this region make raise units morale (AI points)
MoraleDecreasePerTick: Morale decrease for unsupplied units (moral/ AI tick )
ProbabilityToDecreaseMorale: Probability to lose morale this tick
MoraleAdditionPerTick: General's car adds such a morale amount per tick
MinValue: Minimum possible morale for a unit
CoeffToLowMoraleWithoutOfficer: Morale decreases this times faster if squad has no officer
DispersionCoeff: Coefficient on dispersion dues to morale [ disp_cur = disp/(Morale + k*(1-Morale) same for RelaxCoeff, AimingCoeff ]
RelaxCoeff: Coefficient on relax time due to morale
AimingCoeff: Coefficient on aiming time due to morale
</Morale>*
* Morale was not implemented in the Blitzkrieg engine and so adjusting these values will have no effect on gameplay.
<AntiAviationArtillery>
AimIterations: Targeting is made by iterations. This is the number of iterations.
</AntiAviationArtillery>
<TransportAndResupply>
MainStorageHealingSpeed: Main storage is healed with this speed (HP/sec)
ResupplyRadius: Radius in which truck searches someone to repair/resupply, points
TransportLoadTime: Truck loads at storage this so much ms
TransportLoadRuDistance: Distance from which a truck sends loader (engineer) to a storage
ResupplyOffset: Truck can reach the point of Resupply & Repair with this mistake in points.
ResupplyBalanceCoeff: The concernment of unit in formula: WorkToDo * Coeff + 1 / Distance, used for Resupply & Reload. Work - cost of repair/resupply in RU.
ResupplyMaxPathLenght: For points under resupply search (AI tiles)
SoldierRUPrice: Cost of the soldier in RU, for medical truck
TakeStorageOwnershipRadius: Radius in which only enemy units should be to change storage possessor.
MedicalTruckHealRadius: Radius in which medical truck heals soldiers
MedicalTruckHealPerUpdateDuration: The amount of health a medical truck (the one that can't do ResupplyHumanResource command) heals in 1 BehUpdateDuration.
LandDistance: Distance from truck to the place where infantry goes after unload
</TransportAndResupply>
<Follow>
StopRadius: Radius from leader where others can stop
EqualizeSpeedRadius: Radius from leader, in which speed of followers should be evened with his one
GoRadius: Radius that makes followers to go after leader
WaitRadius: Radius, that makes leader to stop and wait followers
</Follow>
<CombatSituation>
DamageToCombatSituation/ TimeDamageToCombatSituation: Summary damage in time unit, to threat situation as combat one.
MovingEnemy(Mech/Infantry)Number: Number of visible enemies to decide situation as combat one.
</CombatSituation>
<Weather>
TimeToFadeOff: Timer forweather effect fading.
Time + TimeRandom: Timer for how long weather is turned on (seconds)
Period + PeriodRandom: Period of weather changes (seconds).
FireRangeCoefficient: Coefficient on fire range under bad weather
</Weather>
<Flags>
Radius: Flag zone (AI points)
PointsSpeed: Points per second
PointsToReinforcement: Points to get reinforcements
TimeToCapture: Time at flag zone to capture it (ticks)
PlayerPointsSpeed: Points per second regardless of flags
</Flags>
<Common>
MaxFireRangeToShootByLine: This is the maximum distance to shoot with trajectory LINE - in AI points (AI.tile = 32 AI.point)
UnitEntrenchTime: Units wish square of 1 A.I. tile becomes entrenched in this time (ms).
FenceSegmentRuPrice/ TrenchSegmentRuPrice: It's the cost of one trench/fence segment for building.
HpPercentageToWaitMedic: When unit has less HP than this amount, it cries for medic
AmbushBeginAttackCriteria: Part of units that can attack from ambush to start whole ambush attack.
TrajectoryBombG: Acceleration of gravity for bombs (points/tick^2)
TrajectoryLineRatio: When we shoot by curved trajectory shell flies that part of trajectory by line
TankTrackHitPoints: Track health (for repairing).
NumToScanInSegm: Number of units for which full scan is made per segment
AABehUpdateDuration: Time between behavior updates ( ticks ) for AA guns against airplanes
BehUpdateDuration: Time between behavior updates ( ticks )
SoldierBehUpdateDuration: Time between behavior updates ( ticks ) for soldiers
DeadSeeTime: Time to see with eyes of dead ( ticks )
TimeToReturnGun: Time to return turret in default position after a shot ( ticks )
TimeBeforeCamouflage: Time to stay in idle to camouflage ( ticks )
RadiusOfHitNotify: Radius, in which soldiers see for explosions to decide need of falling prone (AI points)
TimeOfHitNotify: Time between updates checks on explosions, to lay prone ( ticks )
CallForHelpRadius: Radius to charge enemy in shared sight area ( AI points )
AICallForHelpRadius: Radius for an AI unit to charge enemy in shared sight area ( AI points )
TimeToDisappear: Time after destruction the technics is removed from battlefield
GuardStateRadius: Maximal distance from guarded point in guard state ( AI points )
GoodAttackProbability: Armour penetration proability, after which there is no need to manouver
AreaDamageCoeff: Coefficient on area damage
MinRotateAngle: Minimal angle to turn base while turret attacks to make a position better (degree)
CoeffForRandomDelay: Aiming time and relax time are multiplied by Random ( 1.0f, CoeffForRandomDelay )
HeightForVisRadiusInc: How much we should get up on z axis to increase view radius by 1 AI tile
FatalityProbability: Probability of unconditional fatality (woops... and R.I.P. scenario unit)
DamageForMassiveDamageFatality: Minimal damage per cent for massive damage fatality
MassiveDamageFatalityProbability: Probability of massive damage fatality
TimeOfPreDisappearNotify: For internal programmers usage, time for client to report about dead unit
ArmorForAreaDamage: Maximal armor that area damage can penetrate
</Common>
<TargetResolution>
fKillEnemyTime: We kill enemy in this ms
fEnemyKillUsTime: Enemy kills us in this ms
fHPPercent: Per cent of health of enemy
fPrice: AI price of enemy
fDistFromCenter: Distance in points from appearance point to enemy location
fTimeToGo: Absolute value((airplane direction - direction to target) / 360 degree):
DistanceToCenter / fDistFromCenter +
( 0.8f + fHPPercent * 0.2f ) * fAlphaAttack1 * Min( 0.0f, fKillEnemyTime - F_LIMIT_TIME ) -
( 0.8f + fHPPercent * 0.2f ) * fAlphaAttack2 * Max( 0.0f, fKillEnemyTime - F_LIMIT_TIME ) -
fAlphaGo * fTimeToGo -
fAlphaKill * fEnemyKillUsTime +
fPrice * fAlphaPrice;
The targets are chosen by the maximum of formula.
</TargetResolution>
<RevealInfo>
Query: Probability to uncover unit (thrown once per [1,2] sec.)
MovingOff: Probability to cover unit back, since it no more fires (thrown once a [1,2] sec.)
Distance: Distance from uncover point to hide point (AI points)
Time: Visible in this time after uncovering (in ticks)
</RevealInfo>
<TerrainSounds>
NonCycledMinRadius/NonCycledMaxRadius: standard hearing radiuses for uncyclic terrain sounds
CriticalWeight: For res 1024x768 the amount of 1 sounding terrain squares for terrain to sound most louder. Recalculated for other resolutions.
MinRadius/MaxRadius: In screen parts. for calculation of sound from screen centre.
Pause + PauseRandom: Pauses between two uncyclic terrains sounds
NumSounds: Number of terrains sounding simultaneously.
</TerrainSounds>
<SpeedTuning>
SoundCellSize: The size of sound cell. For speed tuning.
MapSoundCellSize: The size of sound cell for map sounds. For speed tuning.
</SpeedTuning>
<MapSounds>
MinCountToPlayLooped: Number of sounds in one cell to turn on cycled sound instead.
PeriodRandom/Period: Time gap between map sounds.
UpdateTime: Time between recalculations of sounds, perscribe in the map.
</MapSounds>
<Acknowledgements>
BoredIntervalRandom / BoredInterval: Time (ms) between 2 "bored"s
MinUnitsToTravel: Soldiers start to sound march sound if they are packed in that amount in march formation.
MinUnitsToRush: If this amount of soldiers runs into attack they start to cry "hurrah".
SelectionsBoredCounter: If you select unit this number of times, it will brat.
WaitForCancel: If Positive is got and not Negative got in this amount of time, Positive is played
MinRadius-MaxRadius: Standard for all radii of audibility
</Acknowledgements>
<StreamingSounds>
CombatMusicVolume/IdleMusicVolume: Volume of the music in combat/idle according to StreamMasterVolime. From 1 to 0.
[/I]CombatMusicFade[/I]: Time of combat music fading off.
SilentPause: Minimal pause after combat music fade off before Idle music start
SilentPauseRandom: Random part for pause after combat music fade off before Idle music start
PauseBetween2Idles: Pause betwee two IDLE melodies.
CombatMusicPlayWONotify: Armistice should last for this time for IDLE music to start
</StreamingSounds>
<CombatSounds>
FearTime: The time after combat sound a peace sound won't be played.
FearRadius: All peace sounds in this radius stop when combat sound is played.
</CombatSounds>
[/size]