单机游戏红色警界尤里的复仇怎样才能全部生产一星的兵、坦克…? 怎样修改红色警戒尤里复仇Rules(md)文件才能使兵种一生...

\u7ea2\u8272\u8b66\u62122\u5c24\u91cc\u590d\u4ec7\u600e\u4e48\u624d\u80fd\u5c06\u9020\u51fa\u7684\u5175\u548c\u5766\u514b\u5347\u52303\u7ea7

\u5c24\u91cc\u7684\u590d\u4ec7\u4e0d\u53ef\u80fd\u8fd9\u6837 \u9664\u975e\u7528\u4f5c\u5f0a\u5668\u2026\u2026\u90a3\u4e1c\u897f\u6211\u4ece\u6765\u4e0d\u7528 \u6ca1\u6cd5\u8bb2\u7684\u592a\u6df1\u5965\u4e86\u5982\u679c\u662f\u7ea2\u8272\u8b66\u62123 \u5012\u662f\u6709\u53ef\u80fd \u6bd5\u7adf\u7cbe\u5175\u5b66\u9662\u5360\u52303\u4e2a \u6240\u6709\u6218\u6597\u5355\u4f4d\u51fa\u6765\u5c31\u662f3\u7ea7 \u5f53\u7136 \u5168\u90e8\u7684 \u6b65\u5175 \u6218\u8f66 \u98de\u884c\u5668\u548c\u6218\u8230 \u4e0d\u9519\u554a \u600e\u4e48\u4e0d\u73a9\u7ea2\u8272\u8b66\u62123\u5462\uff1f\u5c31\u8fd9\u4e9b \u5e0c\u671b\u5bf9\u63d0\u95ee\u8005\u6709\u6240\u5e2e\u52a9\u5427

\u3000\u3000\u7ea2\u8b66rules(md).ini\u7684\u4fee\u6539


\u3000\u3000;veteran factors \u7b49\u7ea7\u56e0\u7d20
\u3000\u3000VeteranRatio=3.0 \u4e0a\u5347\u4e00\u6b21\u5175\u79cd\u6240\u5fc5\u987b\u7834\u574f\u7684\u4ef7\u503c\u4e3a\u81ea\u8eab\u4ef7\u503c\u76843\u500d
\u3000\u3000VeteranCombat=1.1 \u4e00\u661f\u5175\u79cd\u653b\u51fb\u529b\u4e3a\u539f\u6765\u76841.1\u500d
\u3000\u3000VeteranSpeed=1.2 \u5b83\u7684\u901f\u5ea6\u4e3a\u539f1.2\u500d
\u3000\u3000VeteranSight=0.0 \u4ed6\u7684\u89c6\u91ce(\u5efa\u8bae\u4e0d\u8981\u4fee\u6539)
\u3000\u3000VeteranArmor=1.5 \u5b83\u7684\u751f\u547d\u4e3a\u539f1.5\u500d
\u3000\u3000VeteranROF=0.6 \u4ed6\u7684\u5c04\u901f\uff08\u4f8b\u5982\u539f\u67651\u79d2\u4e00\u6b21 \u73b0\u57280.6\u79d2\u4e00\u6b21\uff09
\u3000\u3000VeteranCap=2 \u6700\u5927\u53ef\u53472\u7ea7(\u5efa\u8bae\u4e0d\u8981\u4fee\u6539)
\u3000\u3000InitialVeteran=no \u662f\u5426\u5f00\u59cb\u65f6\u4e3a\u4e00\u661f(\u4e0d\u77e5\u9053\u662f\u4e0d\u662f\u8fd9\u4e2a\u610f\u601d)

\u3000\u3000; repair and refit \u51fa\u552e\u4e0e\u4fee\u7406
\u3000\u3000RefundPercent=50% \u51fa\u552e\u4ef7\u683c\u4e3a\u5efa\u9020\u768450%
\u3000\u3000ReloadRate=.3 \u822a\u7a7a\u5668\u91cd\u88c5\u5f39\u65f6\u95f4:0.3\u5206\u949f
\u3000\u3000RepairPercent=15% \u628a\u4e00\u4e2a\u4e1c\u897f\u75310\u4fee\u5230\u6ee1\u8840\u8017\u8d39\u7684\u94b1\u4e3a\u5efa\u9020\u94b1\u768415%
\u3000\u3000RepairRate=.016 \u6bcf2\u6b21\u6273\u624b\u95ea\u52a8\u7684\u65f6\u95f4\u95f4\u9694\u4e3a0.016\u5206\u949f(\u5efa\u7b51)
\u3000\u3000RepairStep=8 \u6bcf\u6b21\u6273\u624b\u95ea\u52a8\u65f6\u6062\u590d8\u70b9\u8840(\u5efa\u7b51)
\u3000\u3000URepairRate=.016 \u6bcf2\u6b21\u7ef4\u4fee\u7684\u65f6\u95f4\u95f4\u9694\u4e3a0.016\u5206\u949f(\u7ef4\u4fee\u5382)
\u3000\u3000IRepairRate=.001 \u6bcf2\u6b21\u6062\u590d\u7684\u65f6\u95f4\u95f4\u9694\u4e3a0.001\u5206\u949f(\u533b\u9662)
\u3000\u3000IRepairStep=20 \u6bcf\u6b21\u6062\u590d\u7684\u8840\u4e3a20\u70b9(\u533b\u9662)
\u3000\u3000TiberiumHeal=.010 \u5728\u6cf0\u4f2f\u5229\u4e9a\u4e4b\u77f3\u4e2d\u6bcf2\u6b21\u6062\u590d\u7684\u95f4\u9694\u4e3a0.01\u5206\u949f(\u65e0\u6548)
\u3000\u3000SelfHealInfantryFrames=50 \u6b65\u5175\u6bcf2\u6b21\u81ea\u6211\u6062\u590d\u7684\u65f6\u95f4\u95f4\u9694\u4e3a50\u6862
\u3000\u3000SelfHealInfantryAmount=20 \u6b65\u5175\u6bcf\u6b21\u81ea\u6211\u6062\u590d\u80fd\u6062\u590d20\u751f\u547d
\u3000\u3000SelfHealUnitFrames=75 \u81ea\u7597\u5355\u4f4d\u6bcf2\u6b21\u81ea\u6211\u6062\u590d\u7684\u65f6\u95f4\u95f4\u9694\u4e3a75\u6862
\u3000\u3000SelfHealUnitAmount=5 \u81ea\u7597\u5355\u4f4d\u6bcf\u6b21\u81ea\u6211\u6062\u590d\u80fd\u6062\u590d5\u751f\u547d

\u3000\u3000; income and production \u6536\u5165\u4e0e\u4ea7\u91cf
\u3000\u3000;BailCount=28 \u77ff\u8f66\u6240\u80fd\u643a\u5e26\u5355\u4f4d\u539f\u6599\u91cf
\u3000\u3000BuildSpeed=.7 \u5236\u4f5c\u5efa\u7b51\u65f6\u6bcf\u75281000\u5143\u8981\u82b1\u8d39\u7684\u65f6\u95f4\u4e3a0.7\u5206\u949f
\u3000\u3000BuildupTime=.06 \u4e00\u4e2a\u5efa\u7b51\u5236\u4f5c\u5b8c\u6210 \u5c55\u5f00\u65f6\u8981\u82b1\u8d390.06\u5206\u949f
\u3000\u3000GrowthRate=5 \u6cf0\u4f2f\u5229\u4e9a\u77ff\u77f3\u6bcf5\u5206\u949f\u751f\u957f\u4e00\u6b21(\u65e0\u6548)
\u3000\u3000TiberiumGrows=yes \u6cf0\u4f2f\u5229\u4e9a\u77ff\u77f3\u53ef\u4ee5\u751f\u957f(\u65e0\u6548)
\u3000\u3000TiberiumSpreads=yes \u6cf0\u4f2f\u5229\u4e9a\u77ff\u77f3\u53ef\u4ee5\u5ef6\u4f38\u5230\u672c\u6765\u6ca1\u6709\u7684\u5730\u65b9(\u65e0\u6548)
\u3000\u3000SeparateAircraft=yes \u7b2c\u4e00\u67b6\u98de\u673a\u8d2d\u4e70\u524d\u9700\u8981\u4e00\u4e2a\u673a\u573a
\u3000\u3000SurvivorRate=0.4 \u4e00\u4e2a\u5efa\u7b51\u51fa\u552e\u6389\u539f\u672c\u5236\u9020\u7684\u94b1*0.4\u6362\u7b97\u4e3a\u6b8b\u5175\u51fa\u73b0
\u3000\u3000AlliedSurvivorDivisor=500 \u76df\u519b\u5236\u9020\u7684\u5efa\u7b51\u51fa\u552e\u6389 \u539f\u672c\u82b1\u7684\u94b1/500\u4e3a\u5175\u6570
\u3000\u3000SovietSurvivorDivisor=250 \u82cf\u519b\u5236\u9020\u7684\u5efa\u7b51\u51fa\u552e\u6389 \u539f\u672c\u82b1\u7684\u94b1/250\u4e3a\u5175\u6570
\u3000\u3000ThirdSurvivorDivisor=750 \u5c24\u91cc\u5236\u9020\u7684\u5efa\u7b51\u51fa\u552e\u6389 \u539f\u672c\u82b1\u7684\u94b1/750\u4e3a\u5175\u6570
\u3000\u3000PlacementDelay=.05 \u5c55\u5f00\u65f6\u95f4\u4e3a0.05\u5206\u949f
\u3000\u3000WeedCapacity=56 weed\u9700\u8981\u88ab\u4e00\u4e2a\u623f\u5b50\u6536\u83b7\u7528\u6765\u5236\u9020\u5316\u5b66\u98de\u5f39\u7684\u6570\u91cf

\u3000\u3000; computer and movement controls \u7535\u8111\u4e0e\u6d3b\u52a8\u63a7\u5236
\u3000\u3000CurleyShuffle=yes \u76f4\u5347\u673a\u662f\u5426\u53ef\u4ee5\u5728\u53d1\u5c042\u53d1\u70ae\u5f39\u95f4\u79fb\u52a8\u4f4d\u7f6e
\u3000\u3000BaseBias=2 \u654c\u4eba\u8ddd\u6211\u65b9\u57fa\u5730\u8fc7\u8fd1\u65f6\u907f\u514d\u70ae\u706b\u8bef\u51fb\u6211\u65b9\u5355\u4f4d\u53c2\u6570
\u3000\u3000BaseDefenseDelay=.25 \u63a5\u5230\u53cb\u65b9\u7684\u6c42\u52a9\u540e\u63a8\u8fdf0.25\u5206\u949f\u51fa\u5175?
\u3000\u3000CloseEnough=2.25 \u5047\u5982\u8ddd\u79bb\u76ee\u7684\u5730\u5c0f\u4e8e2.25\u5355\u4f4d\u957f\u5c31\u8ba4\u5b9a\u4e3a\u9760\u8fd1
\u3000\u3000DamageDelay=1 \u4f4e\u7535\u529b\u65f6\u6bcf\u5206\u949f\u6240\u9020\u6210\u7684\u4f24\u5bb30.25?
\u3000\u3000GameSpeedBias=1.6 \u5355\u4eba\u6e38\u620f\u4e2d\u7269\u4f53\u901f\u5ea61.6\u500d\u4e8e\u539f\u6765\u901f\u5ea6
\u3000\u3000Stray=2.0 \u961f\u4f0d\u6210\u5458\u95f4\u7684\u8ddd\u79bb\u4f4e\u4e8e2\u65f6\u5c31\u4f1a\u91cd\u65b0\u6392\u5e03
\u3000\u3000RelaxedStray=3.0 ;gs Gather commands will use this number instead, allowing for bigger teams in AIT
\u3000\u3000\u4e0d\u4e25\u683c\u7684\u6e38\u79bb;\u4e3a\u4e86\u987e\u53ca\u5230AIT\u4e2d\u7684\u8f83\u5927\u7684\u56e2\u961f\uff0cGether\u6307\u4ee4\u88ab\u8be5\u6570\u66ff\u4ee3
\u3000\u3000CloakDelay=.02 \u5f3a\u5236\u5ef6\u8fdf\u4ee5\u4f7f\u5728\u5141\u8bb8\u4e0b\u6f5c\u4e4b\u524d\u80fd\u5728\u6c34\u9762\u4e0a\u505c\u7559
\u3000\u3000SuspendDelay=2 \u4e2d\u6b62\u7684AI\u961f\u4f0d\u5c06\u4f1a\u4fdd\u6301\u4e2d\u6b62\u7684\u65f6\u95f4\u4e3a2\u5206\u949f
\u3000\u3000SuspendPriority=1 \u5f53\u57fa\u672c\u9632\u5fa1\u5c55\u5f00\u65f6\u4f4e\u4f18\u5148\u6743(<1)\u4efb\u52a1\u5c06\u88ab\u4e2d\u6b62
\u3000\u3000FlightLevel=1500 \u98de\u673a\u98de\u884c\u7684\u9ad8\u5ea6
\u3000\u3000ParachuteMaxFallRate=-3 \u964d\u843d\u4f1e\u6700\u5927\u4e0b\u964d\u901f\u5ea6
\u3000\u3000NoParachuteMaxFallRate=-100 \u65e0\u964d\u843d\u4f1e\u6700\u5927\u4e0b\u964d\u901f\u5ea6
\u3000\u3000GuardModeStray=2.0 \u4fdd\u62a4\u5176\u4ed6\u5355\u4f4d\u7684\u8b66\u6212\u8ddd\u79bb


\u3000\u3000MissileSpeedVar=.25 \u5bfc\u5f39\u52a0\u901f\u767e\u5206\u6bd4
\u3000\u3000MissileROTVar=.25 \u5bfc\u5f39\u8f6c\u5f2f\u901f\u7387
\u3000\u3000MissileSafetyAltitude=750 \u5bfc\u5f39\u5b89\u5168\u9ad8\u5ea6

\u3000\u3000;-RTO
\u3000\u3000TeamDelays=2000,2500,3500 \u521b\u9020\u90e8\u961f\u95f4\u9694\u65f6\u95f4\u4e3a?\u79d2(\u56f0\u96be,\u4e2d\u7b49,\u7b80\u5355)

\u3000\u3000AIHateDelays=30,50,70 AI\u9009\u62e9\u654c\u4eba\u7684\u65f6\u95f4(\u56f0\u96be,\u4e2d\u7b49,\u7b80\u5355)
\u3000\u3000AIAlternateProductionCreditCutoff=1000 AI\u5728\u62e5\u6709\u591a\u5c11\u94b1\u65f6\u5f00\u59cb\u9020\u5175
\u3000\u3000NodAIBuildsWalls=no \u5f53\u7535\u8111\u4f5c\u4e3aNOD\u65f6\u5019\u662f\u5426\u5236\u9020\u5899\u58c1(\u65e0\u6548)
\u3000\u3000AIBuildsWalls=no \u7535\u8111\u662f\u5426\u5efa\u9020\u5899\u58c1(\u65e0\u6548)

\u3000\u3000; -RTO*
\u3000\u3000MultiplayerAICM=400,0,0 \u5355\u673a\u6e38\u620f\u4e2dAI\u4ea7\u751f\u94b1\u6570\u91cf\u7684\u7cfb\u6570(\u56f0\u96be,\u4e2d\u7b49,\u7b80\u5355),\u5e94\u8be5\u662f\u6bcf\u5206\u949f
\u3000\u3000AIVirtualPurifiers=4,2,0 \u4ece\u56f0\u96be\u5230\u7b80\u5355\u7535\u8111\u6536\u83b7\u7684\u7ea2\u5229(\u4e0d\u5305\u62ec\u6218\u5f79)
\u3000\u3000AISlaveMinerNumber=4,3,2 \u5974\u96b6\u77ff\u8f66\u6570
\u3000\u3000HarvestersPerRefinery=2,2,1\u6bcf\u77ff\u6700\u591a\u77ff\u8f66\u6570
\u3000\u3000AIExtraRefineries=2,1,0\u989d\u5916\u77ff\u8f66\u6570
\u3000\u3000HealScanRadius=10 \u533b\u7597\u5175\u79cd\u80fd\u81ea\u52a8\u533b\u7597\u7684\u8303\u56f4
\u3000\u3000FillEarliestTeamProbability=100,100,100 \u5236\u9020\u6700\u65e9\u7f16\u961f\u7684\u6982\u7387\u4e3a100%
\u3000\u3000;-RTO
\u3000\u3000MinimumAIDefensiveTeams=1,1,1 \u6700\u5c11\u7535\u8111\u9632\u5fa1\u7f16\u961f1\u961f
\u3000\u3000MaximumAIDefensiveTeams=2,2,2 \u6700\u5927\u7535\u8111\u9632\u5fa1\u7f16\u961f2\u961f
\u3000\u3000TotalAITeamCap=30,30,30 \u7535\u8111\u7f16\u961f\u603b\u548c30\u961f?
\u3000\u3000UseMinDefenseRule=yes \u4f7f\u7528\u6700\u4f4e\u7f16\u961f\u89c4\u5219
\u3000\u3000DissolveUnfilledTeamDelay=5000 \u7535\u8111\u5236\u9020\u7684\u7b2c\u4e00\u961f\u4e0d\u88ab\u89e3\u51b3\u7684\u524d\u63d0\u4e0b\u7b49\u5f85\u591a\u5c11\u65f6\u95f4(\u79d2)\u5236\u9020\u7b2c\u4e8c\u961f???
\u3000\u3000LargeVisceroid=VISC_LRG
\u3000\u3000SmallVisceroid=VISC_SML

\u3000\u3000\u4ef7\u503c\u533a \u5305\u62ec\u5404\u79cd\u4e1c\u897f\u7684\u4ef7\u503c?
\u3000\u3000AIIonCannonConYardValue=100,100,100
\u3000\u3000AIIonCannonWarFactoryValue=100,100,100
\u3000\u3000AIIonCannonPowerValue=60,100,100
\u3000\u3000AIIonCannonTechCenterValue=100,100,100
\u3000\u3000AIIonCannonEngineerValue=1,1,1
\u3000\u3000AIIonCannonThiefValue=1,1,1
\u3000\u3000AIIonCannonHarvesterValue=1,1,1
\u3000\u3000AIIonCannonMCVValue=1,1,1
\u3000\u3000AIIonCannonAPCValue=1,1,1
\u3000\u3000AIIonCannonBaseDefenseValue=35,35,35
\u3000\u3000;AIIonCannonPlugValue=40,40,40
\u3000\u3000;AIIonCannonHelipadValue=20,20,20
\u3000\u3000;AIIonCannonTempleValue=40,40,40

\u3000\u3000\u79bb\u5b50\u98ce\u66b4\u89c4\u5219
\u3000\u3000LightningDeferment=250 \u79bb\u5b50\u98ce\u66b4\u4ece\u8b66\u544a\u5230\u964d\u4e34\u7684\u95f4\u9694\u6862\u6570
\u3000\u3000LightningDamage=250 \u95ea\u7535\u6253\u51fb\u7684\u4f24\u5bb3
\u3000\u3000LightningStormDuration=180 \u79bb\u5b50\u98ce\u66b4\u7684\u6301\u7eed\u65f6\u95f4
\u3000\u3000LightningWarhead=IonWH \u79bb\u5b50\u98ce\u66b4\u7528\u7684\u5f39\u5934
\u3000\u3000LightningHitDelay=10 \u6bcf\u591a\u5c11\u65f6\u95f4\u8fdb\u884c\u4e00\u6b21\u6253\u51fb
\u3000\u3000LightningScatterDelay=5 \u6bcf2\u4e2a\u95ea\u7535\u6253\u51fb\u4e4b\u95f4\u7684\u6682\u505c\u6862\u6570
\u3000\u3000LightningCellSpread=10 \u79bb\u5b50\u98ce\u66b4\u7684\u8303\u56f4\u5927\u5c0f
\u3000\u3000LightningSeparation=3 \u6bcf\u4e24\u4e2a\u4e91/\u95ea\u7535\u95f4\u7684\u8ddd\u79bb\u4e3a3?
\u3000\u3000IonStorms=no \u6ca1\u6709\u968f\u5373\u95ea\u7535\u98ce\u66b4(\u65e0\u6548)

\u3000\u3000;*** ForceShield Control ***\u529b\u573a\u62a4\u76fe\u63a7\u5236
\u3000\u3000ForceShieldRadius=4 ;\u529b\u573a\u62a4\u76fe\u7684\u6709\u6548\u8303\u56f4
\u3000\u3000ForceShieldDuration=500 ;\u529b\u573a\u62a4\u76fe\u7684\u4f5c\u7528\u65f6\u95f4
\u3000\u3000ForceShieldBlackoutDuration=1000 ;\u4f7f\u7528\u529b\u573a\u62a4\u76fe\u540e\u7684\u505c\u7535\u65f6\u95f4
\u3000\u3000MutateExplosion=yes \u57fa\u56e0\u53d8\u5f02\u7206\u70b8?

\u3000\u3000; Prism Cannon control ; SJM
\u3000\u3000PrismType=**** \u8be5\u6b66\u5668\u7684\u5355\u4f4d\u540d\u79f0
\u3000\u3000PrismSupportModifier=150% \u6bcf\u589e\u52a0\u4e00\u4e2a\u53cd\u5c04\u5149\u5854\u5c31\u589e\u52a0150%\u7684\u5a01\u529b
\u3000\u3000PrismSupportMax=8 \u6700\u591a\u80fd\u540c\u65f6\u53cd\u5c048\u4e2a
\u3000\u3000PrismSupportDelay=45 \u53cd\u5c04\u5149\u5ef6\u8fdf45\u6862
\u3000\u3000PrismSupportDuration=15 \u53d1\u5c04\u51fa\u7684\u5149\u7684\u6d88\u5931\u65f6\u95f415\u6862(\u50cf\u6b8b\u7559)
\u3000\u3000PrismSupportHeight=420 \u8be5\u5149\u4f20\u5230\u5149\u5854\u9ad8420\u7684\u5730\u65b9

\u3000\u3000V3RocketPauseFrames=0 \u53d1\u5c04\u524d\u5ef6\u8fdf0\u6862
\u3000\u3000V3RocketTiltFrames=60 \u4eceV3\u5bfc\u5f39\u5f00\u59cb\u4e0a\u79fb\u5230\u771f\u6b63\u70b9\u706b\u4e3a60\u6862
\u3000\u3000V3RocketPitchInitial=0.21 \u5bfc\u5f39\u521d\u59cb\u503e\u659c\u4e3a0.21 *90\u5ea6
\u3000\u3000V3RocketPitchFinal=0.5 \u5bfc\u5f39\u70b9\u706b\u503e\u659c\u4e3a0.5 *90\u5ea6
\u3000\u3000V3RocketTurnRate=0.05 \u5bfc\u5f39\u62d0\u5f2f\u901f\u7387
\u3000\u3000V3RocketRaiseRate=1 \u6bcf\u6b21\u5bfc\u5f39\u5347\u9ad8\u591a\u5c11 \u53ea\u5bf9\u5de1\u822a\u5bfc\u5f39\u6709\u6548
\u3000\u3000V3RocketAcceleration=0.4 \u53d1\u5c04\u52a0\u901f\u5ea60.4
\u3000\u3000V3RocketAltitude=768 \u8fbe\u5230\u8fd9\u4e48\u9ad8\u540e\u6c34\u5e73\u79fb\u52a8/
\u3000\u3000V3RocketDamage=200 \u4f24\u5bb3200
\u3000\u3000V3RocketEliteDamage=400 \u7cbe\u82f1\u4f24\u5bb3400
\u3000\u3000V3RocketBodyLength=256 \u5bfc\u5f39\u957f256
\u3000\u3000V3RocketLazyCurve=yes \u662f\u5426\u662f\u66f2\u7ebf\u5f39\u9053

\u3000\u3000; Paratroop Drop control \u4f1e\u5175\u63a7\u5236
\u3000\u3000ParadropRadius=1024 \u964d\u843d\u534a\u5f841024\u8c61\u7d20
\u3000\u3000FogOfWar=no \u662f\u5426\u4f7f\u6218\u4e89\u8ff7\u96fe\u6d88\u6563
\u3000\u3000Visceroids=no \u662f\u5426\u98de\u673a\u968f\u673a\u4ece\u5730\u56fe\u8fb9\u7f18\u98de\u51fa
\u3000\u3000Meteorites=no \u968f\u673a\u88ab\u6838\u5f39\u7838
\u3000\u3000CrewEscape=50% \u4e58\u8f66\u4eba\u5458\u670950%\u673a\u4f1a\u4ece\u88ab\u6bc1\u8f66\u4e2d\u9003\u751f
\u3000\u3000CameraRange=9 \u95f4\u8c0d\u98de\u673a\u63a2\u5f00\u5730\u56fe\u5bbd\u5ea69
\u3000\u3000FineDiffControl=no \u67095\u4e2a\u96be\u5ea6\u7ea7\u522b\u5b9e\u9645\u4e0a\u663e\u793a3\u4e2a
\u3000\u3000Pilot=E1 \u98de\u673a\u4e0a\u8df3\u4f1e\u7684\u5175\u79cd\u662fE1(\u98de\u673a\u88ab\u6bc1\u5982\u679c\u6709\u5175)(\u8f90\u5c04\u5de5\u5175 DESO)
\u3000\u3000AlliedCrew=E1 \u76df\u519b\u88ab\u6bc1\u5efa\u7b51\u4e2d\u51fa\u6765\u7684\u662fE1(\u8c2d\u96c5 TANY)
\u3000\u3000SovietCrew=E2 \u82cf\u65b9\u88ab\u6bc1\u5efa\u7b51\u4e2d\u51fa\u6765\u7684\u662fE2
\u3000\u3000ThirdCrew=INIT \u5c24\u91cc\u88ab\u6bc1\u5efa\u7b51\u4e2d\u51fa\u6765\u7684\u662fINIT
\u3000\u3000Technician=CTECH \u4e2d\u7acb\u5efa\u7b51\u88ab\u6bc1\u51fa\u6765\u7684\u662fCTECH
\u3000\u3000Engineer=ENGINEER \u7279\u6b8a\u5efa\u7b51\u88ab\u6bc1\u51fa\u6765\u7684\u662fENGINEER
\u3000\u3000PParatrooper=E1 \u6b65\u5175\u90e8\u961f\u5c06\u548c\u4f1e\u5175E1\u4e00\u6837

\u3000\u3000;GEF
\u3000\u3000;************ Secret Lab Section ************ \u5360\u9886\u79d8\u5bc6\u79d1\u6280\u5b9e\u9a8c\u5ba4\u540e\u53ef\u751f\u4ea7\u7684\u5175\u79cd(\u53ef\u80fd)
\u3000\u3000SecretInfantry=SNIPE,TERROR,DESO,YURI
\u3000\u3000SecretUnits=TNKD,TTNK,DTRUCK
\u3000\u3000SecretBuildings=GTGCAN
\u3000\u3000\u7279\u6b8a\u5175\u79cd\u767b\u8bb0

\u3000\u3000;*** Spy stuff *** \u95f4\u8c0d
\u3000\u3000AlliedDisguise=E1 \u5bf9\u76df\u519b\u5047\u88c5\u4e3aE1
\u3000\u3000SovietDisguise=E2 \u5bf9\u82cf\u65b9\u5047\u88c5\u4e3aE2
\u3000\u3000ThirdDisguise=INIT \u5bf9\u5c24\u91cc\u5047\u88c5\u4e3aINIT
\u3000\u3000\u8fd9\u91cc\u7684\u5047\u88c5\u4e0d\u5305\u62ec\u76f4\u63a5\u70b9\u5175\u8fdb\u884c\u7684\u5047\u88c5
\u3000\u3000SpyPowerBlackout=1000 \u8fdb\u5165\u7535\u573a\u8ba9\u5176\u505c\u75351000/900\u5206\u949f
\u3000\u3000SpyMoneyStealPercent=.5 \u8fdb\u5165\u77ff\u5c71\u53ef\u5077\u5176\u73b0\u91d1\u76840.5\u500d(\u5bf9\u65b9\u4e5f\u51cf\u5c11\u8fd9\u4e48\u591a)
\u3000\u3000AttackCursorOnDisguise=yes \u5bf9\u53ef\u8fdb\u884c\u5047\u88c5\u7684\u4eba/\u7269\u5149\u6807\u53ef\u4ee5\u53d8\u4e3a\u653b\u51fb\u6837\u5f0f
\u3000\u3000; SJM: Default disguise for the Mirage Tank (object type)
\u3000\u3000DefaultMirageDisguises=TREE01,TREE02,TREE03,TREE04 \u5e7b\u5f71\u5766\u514b\u53ef\u4ee5\u53d8\u5e7b\u7684\u7269\u4f53
\u3000\u3000InfantryBlinkDisguiseTime=20 \u88ab\u7834\u4e86\u5e7b\u5f71\u540e\u898120\u6862\u540e\u624d\u80fd\u91cd\u65b0\u5e7b\u5316

\u3000\u3000MaximumCheerRate=300 \u6b22\u547c\u6700\u957f\u65f6\u95f4

\u3000\u3000;*** New AI type snippets *** \u65b0AI\u63a7\u5236
\u3000\u3000AISafeDistance=20 ;AI\u8ba4\u4e3a\u5b89\u5168\u7684\u654c\u519b\u96c6\u7ed3\u8ddd\u79bb20,\u5728\u6b64\u8ddd\u79bb\u5916\u5c06\u4e0d\u4f1a\u4e3b\u52a8\u51fa\u51fb

\u3000\u3000AIMinorSuperReadyPercent=.7 \u654c\u519b\u4f7f\u7528\u6b21\u7ea7\u8d85\u6b66\u7684\u51e0\u7387

\u3000\u3000HarvesterTooFarDistance=5 \u654c\u519b\u5c06\u5728\u79bb\u76ee\u7684\u57305\u5355\u4f4d\u957f\u7684\u5730\u65b9\u53d1\u52a8\u94c1\u5e55
\u3000\u3000ChronoHarvTooFarDistance=50 \u654c\u519b\u5c06\u5728\u79bb\u76ee\u7684\u5730\u8d85\u8fc750\u5355\u4f4d\u957f\u7684\u5730\u65b9\u53d1\u52a8\u8d85\u65f6\u7a7a
\u3000\u3000AlliedBaseDefenseCounts=25,20,6
\u3000\u3000SovietBaseDefenseCounts=25,22,6
\u3000\u3000ThirdBaseDefenseCounts=25,22,6
\u3000\u3000\u4ee5\u4e0a3\u53e5\u4ee3\u8868\u654c\u519b\u57fa\u7840\u9632\u5fa1\u6570 \u8ba1\u7b97\u516c\u5f0f\u5982\u4e0b((\u57fa\u7840\u82b1\u8d39-2000)*\u57fa\u7840\u9632\u5fa1\u7cfb\u6570/1500)+(\u7b49\u7ea7-1)*3
\u3000\u3000AIPickWallDefensePercent=50,25,10 AI\u5efa\u5899\u51e0\u7387%
\u3000\u3000AIRestrictReplaceTime=400 AI\u5728\u5899/\u9632\u5fa1\u5efa\u7b51/\u7535\u529b\u8bbe\u65bd\u88ab\u51fb\u6bc1\u540e400\u6862\u540e\u91cd\u5efa
\u3000\u3000ThreatPerOccupant=10 \u6bcf\u5728\u53ef\u9a7b\u519b\u5efa\u7b51\u4e2d\u52a0\u5165\u4e00\u4e2a\u5175\u589e\u52a0\u5a01\u80c1\u5ea610
\u3000\u3000ApproachTargetResetMultiplier=1.5 \u4e0e\u76ee\u6807\u8ddd\u79bb\u8d85\u8fc71.5\u500d\u5c04\u7a0b\u5219\u505c\u6b62\u8ffd\u51fb
\u3000\u3000CampaignMoneyDeltaEasy=0 \u9009\u56f0\u96be\u7ea7\u96be\u5ea6\u51fa\u6765\u65f6\u7535\u8111\u5e26\u7684\u94b1\u591a\u7684\u500d\u6570
\u3000\u3000CampaignMoneyDeltaHard=0 \u9009\u56f0\u96be\u7ea7\u96be\u5ea6\u51fa\u6765\u65f6\u7535\u8111\u5e26\u7684\u94b1\u591a\u7684\u500d\u6570
\u3000\u3000GuardAreaTargetingDelay=36 \u5bf9\u8b66\u6212\u8303\u56f4\u5185\u76ee\u6807\u8fdb\u884c\u653b\u51fb\u7684\u5ef6\u8fdf\u4e3a36
\u3000\u3000NormalTargetingDelay=27 \u666e\u901a\u7ea7\u7535\u8111\u5bf9\u76ee\u6807\u8fdb\u884c\u653b\u51fb\u7684\u5ef6\u8fdf\u4e3a27
\u3000\u3000AINavalYardAdjacency=20 \u7535\u8111\u6d77\u519b\u57fa\u5730\u548c\u603b\u90e8\u95f4\u7684\u8ddd\u79bb\u4e0d\u8d85\u8fc720
\u3000\u3000DisabledDisguiseDetectionPercent=15,5,2 \u7535\u8111\u53d1\u73b0\u5e7b\u5f71\u7684\u51e0\u7387
\u3000\u3000AIAutoDeployFrameDelay=15,25,100 \u7535\u8111\u81ea\u52a8\u5c55\u5f00\u5927\u5175\u7684\u5ef6\u8fdf
\u3000\u3000MaximumBuildingPlacementFailures=3 \u7535\u8111\u6446\u653e3\u6b21\u5efa\u7b51\u5931\u8d25\u5219\u8fc7\u4e00\u6bb5\u65f6\u95f4(\u8fd9\u4e2a\u5728\u53e6\u4e00\u6761\u8bed\u53e5\u4e2d\u6709\u89c4\u5b9a)\u518d\u6446\u653e \u5931\u8d25\u539f\u56e0\u53ef\u80fd\u662f\u4eba\u5458\u62e5

\u3000\u3000\u6324

\u3000\u3000TiberiumShortScan=6
\u3000\u3000TiberiumLongScan=48
\u3000\u3000\u6b642\u53e5\u5747\u4e3a\u6cf0\u4f2f\u5229\u4e9a\u77ff\u77f3\u7684\u89e3\u91ca \u65e0\u6548\u8bed\u53e5 \u8fd9\u91cc\u5c31\u4e0d\u7ffb\u8bd1\u4e86
\u3000\u3000SlaveMinerShortScan=8 ;\u5974\u96b6\u77ff\u8f66\u770b\u8fd9\u4e48\u8fdc\u6765\u51b3\u5b9a\u662f\u5426\u8981\u79bb\u77ff\u8fd1\u4e00\u70b9
\u3000\u3000SlaveMinerSlaveScan=14;gs slaves scan longer than the miner since they trust if things could get better, the miner would

\u3000\u3000move
\u3000\u3000\u5974\u96b6\u626b\u63cf\u7684\u6bd4\u77ff\u8f66\u8fdc\u56e0\u4e3a\u4ed6\u4eec\u76f8\u4fe1\u5047\u5982\u4e8b\u60c5\u80fd\u505a\u7684\u66f4\u597d,\u5974\u96b6\u77ff\u8f66\u81ea\u5df1\u5c06\u8981\u79fb\u52a8
\u3000\u3000\u4ec0\u4e48\u4e71\u4e03\u516b\u7cdf\u7684?!
\u3000\u3000SlaveMinerLongScan=48;\u5974\u96b6\u77ff\u8f66\u770b\u8fd9\u4e48\u8fdc\u5f53\u5b83\u5bfb\u627e\u77ff\u5730\u7684\u65f6\u5019
\u3000\u3000SlaveMinerScanCorrection=3;\u4e00\u4e2a\u5c55\u5f00\u7684\u5974\u96b6\u77ff\u8f66\u79bb\u77ff\u8d85\u8fc73\u5219\u9700\u8981\u79bb\u77ff\u66f4\u8fd1
\u3000\u3000SlaveMinerKickFrameDelay=150;\u5f53\u6ca1\u77ff\u53ef\u91c7\u65f6150\u6862\u540e\u81ea\u52a8\u5bfb\u627e\u66f4\u597d\u7684\u5730\u65b9


\u3000\u3000AISuperDefenseProbability=90,50,10 \u8d85\u6b66\u5efa\u9020\u51e0\u7387
\u3000\u3000AISuperDefenseFrames=50 \u8d85\u6b66\u8b66\u62a5\u65f6\u95f4
\u3000\u3000AISuperDefenseDistance=12 \u6b66\u5668\u79bb\u7535\u8111\u8ddd\u79bb\u4f4e\u4e8e12\u5219\u653b\u6253

\u3000\u3000AI\u5728\u5404\u79cd\u60c5\u51b5\u4e0b\u5bf9\u90e8\u961f\u7684\u4f7f\u7528
\u3000\u3000AICaptureNormal=75,5,5,15 \u5f53\u6b63\u5e38\u60c5\u51b5\u65f6
\u3000\u3000AICaptureWounded=15,40,40,5 \u5f53\u5355\u4f4d\u53d7\u4f24\u65f6
\u3000\u3000AICaptureLowPower=15,5,75,5 \u5f53\u7535\u529b\u4e0d\u8db3\u65f6
\u3000\u3000AICaptureLowMoney=15,75,5,5 \u5f53\u91d1\u94b1\u77ed\u7f3a\u65f6
\u3000\u3000\u56db\u4e2a\u6570\u503c\u5206\u522b\u4ee3\u8868:\u52a0\u5165AI\u7684\u519b\u961f,\u51fa\u552e\u8be5\u5355\u4f4d,\u5c06\u5176\u653e\u5165\u53cd\u5e94\u5806,\u653e\u7740\u4e0d\u52a8
\u3000\u3000AICaptureLowMoneyMark=2000 \u4f4e\u4e8e2000\u94b1\u5c31\u662f\u91d1\u94b1\u77ed\u7f3a
\u3000\u3000AICaptureWoundedMark=.25 \u8d85\u8fc70.25\u751f\u547d\u635f\u5931\u5c31\u662f\u53d7\u4f24\u7684
\u3000\u3000PurifierBonus=.25 \u77ff\u77f3\u7cbe\u7ec3\u5668\u5bf9\u83b7\u5f97\u91d1\u94b1\u7684\u9644\u52a0\u4e3a\u83b7\u5f97\u6570\u76840.25\u500d


\u3000\u3000RA2\u4e2d\u90e8\u5206\u7279\u6b8a\u6b66\u5668\u7684\u4fee\u6539 \u5728\u6b64\u8fdb\u884c
\u3000\u3000DropPodWeapon=Vulcan2 droppod\u7684\u6b66\u5668\u662fVulcan2
\u3000\u3000DropPodHeight=2000 droppod\u51fa\u73b0\u7684\u9ad8\u5ea6\u662f2000
\u3000\u3000DropPodSpeed=75 droppod\u4e0b\u964d\u7684\u901f\u5ea6\u662f75
\u3000\u3000DropPodAngle=0.79 \u4e0b\u964d\u89d2\u5ea6\u662f0.79,0.4\u4e3a\u5e73 1.18\u4e3a\u7eb5
\u3000\u3000HoverHeight=120 \u51fa\u73b0\u65f6\u5019\u7684\u9ad8\u5ea6120
\u3000\u3000HoverDampen=40% ; dampening effect on hover vehicle bounciness
\u3000\u3000HoverBob=.04 \u53cd\u5f39\u95f4\u9694\u65f6\u95f40.04\u5206\u949f
\u3000\u3000HoverBoost=150% \u6b64\u72b6\u6001\u4e0b\u7684\u901f\u5ea6\u4e3a150%\u539f\u901f
\u3000\u3000HoverAcceleration=.02 0.02\u5206\u949f\u540e\u52a0\u5230\u6ee1\u901f
\u3000\u3000HoverBrake=.03 0.03\u5206\u949f\u540e\u5b8c\u5168\u505c\u6b62
\u3000\u3000BalloonHoverHeight=1000 \u9ad8\u5ea61000
\u3000\u3000BalloonHoverDampen=20% ; dampening effect on hover vehicle bounciness
\u3000\u3000BalloonHoverBob=1.2 \u53cd\u5f39\u95f4\u9694\u65f6\u95f41.2\u5206\u949f
\u3000\u3000BalloonHoverBoost=150% \u6b64\u72b6\u6001\u4e0b\u7684\u901f\u5ea6\u4e3a150%\u539f\u901f
\u3000\u3000BalloonHoverAcceleration=.04 0.04\u5206\u949f\u540e\u52a0\u5230\u6ee1\u901f
\u3000\u3000BalloonHoverBrake=.03 0.03\u5206\u949f\u540e\u5b8c\u5168\u505c\u6b62

\u3000\u3000; subterrainean vehicle characteristics
\u3000\u3000TunnelSpeed=1

\u3000\u3000; production & power effects
\u3000\u3000MultipleFactory=0.8 \u5236\u9020\u52a0\u901f \u539f0.8\u500d\u65f6\u95f4
\u3000\u3000MinLowPowerProductionSpeed=.5 \u4f4e\u7535\u91cf\u65f6\u5236\u9020\u901f\u5ea6\u4e3a\u539f0.5\u500d
\u3000\u3000MaxLowPowerProductionSpeed=.8 \u4e2d\u7535\u91cf(\u9ec4\u8272)\u5236\u9020\u901f\u5ea6\u4e3a\u539f0.8\u500d
\u3000\u3000LowPowerPenaltyModifier=1 \u7535\u529b\u60e9\u7f5a\u500d\u6570
\u3000\u3000GDIGateOne=GADUMY
\u3000\u3000GDIGateTwo=GADUMY
\u3000\u3000WallTower=GADUMY
\u3000\u3000Shipyard=GAYARD,NAYARD,YAYARD \u5b9a\u4e49\u8239\u5382
\u3000\u3000NodGateOne=GADUMY
\u3000\u3000NodGateTwo=GADUMY
\u3000\u3000NodRegularPower=NAPOWR \u82cf\u519b\u57fa\u7840\u7535\u529b\u8bbe\u65bd
\u3000\u3000NodAdvancedPower=NANRCT \u82cf\u519b\u62d3\u5c55\u7535\u529b\u8bbe\u65bd
\u3000\u3000GDIPowerPlant=GAPOWR \u76df\u519b\u57fa\u7840\u7535\u529b\u8bbe\u65bd
\u3000\u3000ThirdPowerPlant=YAPOWR \u5c24\u91cc\u57fa\u7840\u7535\u529b\u8bbe\u65bd
\u3000\u3000*****\u8fd9\u91cc\u7684GATE\u6211\u5f04\u4e0d\u660e\u767d\u662f\u4ec0\u4e48\u610f\u601d \u91cc\u9762\u7684GADUMY\u662f\u4e00\u4e2a\u5947\u602a\u7684\u8d85\u6b66
\u3000\u3000RepairBay=GADEPT,NADEPT,CAOUTP \u5b9a\u4e49\u4fee\u7406\u5382
\u3000\u3000BaseUnit=AMCV,SMCV,PCV \u5b9a\u4e49\u57fa\u5730\u8f66
\u3000\u3000HarvesterUnit=HARV,CMIN \u5b9a\u4e49\u77ff\u8f66
\u3000\u3000PadAircraft=ORCA,BEAG \u5b9a\u4e49\u9700\u8981\u5728\u673a\u573a\u964d\u843d\u7684\u98de\u673a
\u3000\u3000; Bret's hack section
\u3000\u3000TreeStrength=200 \u6811\u6728\u7684\u751f\u547d
\u3000\u3000WindDirection=1 \u98ce\u5411 0-7 0\u4e3a\u6b63\u5317
\u3000\u3000TrackedUphill=1.0 \u89c4\u5b9aSpeedType=Track\u7684\u7269\u4f53\u4e0a\u5c71\u901f\u5ea6
\u3000\u3000TrackedDownhill=1.2 \u89c4\u5b9aSpeedType=Track\u7684\u7269\u4f53\u4e0b\u5c71\u901f\u5ea6
\u3000\u3000WheeledUphill=1.0 \u89c4\u5b9aSpeedType=Wheel\u7684\u7269\u4f53\u4e0a\u5c71\u901f\u5ea6
\u3000\u3000WheeledDownhill=1.2 \u89c4\u5b9aSpeedType=Wheel\u7684\u7269\u4f53\u4e0b\u5c71\u901f\u5ea6
\u3000\u3000LeptonsPerSightIncrease=2000 \u9ad8\u5ea62000+\u7684\u7269\u4f53\u83b7\u5f97\u989d\u5916\u89c6\u91ce
\u3000\u3000LeptonsPerFireIncrease=2000 \u9ad8\u5ea62000+\u7684\u7269\u4f53\u83b7\u5f97\u989d\u5916\u7167\u4eae
\u3000\u3000AttackingAircraftSightRange=2 \u673a\u573a\u8d77\u98de\u7684\u98de\u673a\u7684\u89c6\u91ce
\u3000\u3000BlendedFog=yes \u6218\u4e89\u70df\u96fe\u6df7\u5408(YES)\u6216\u8005\u6296\u52a8(NO)?
\u3000\u3000CliffBackImpassability=2 \u5728\u60ac\u5d16\u4e0b\u591a\u5c11\u683c\u5185\u4e0d\u80fd\u9020\u5efa\u7b51
\u3000\u3000IceCrackingWeight=50.0 \u8fd9\u4e2a\u91cd\u91cf\u7684\u7269\u4f53\u5c06\u538b\u788e\u51b0\u5c42
\u3000\u3000IceBreakingWeight=50.0 \u8fd9\u4e2a\u91cd\u91cf\u7684\u7269\u4f53\u5c06\u6253\u7834\u51b0\u5c42
\u3000\u3000ShipSinkingWeight=3.0 \u6d77\u9762\u4e0a\u7684\u8239\u53ea\u9ad8\u4e8e\u8fd9\u4e2a\u91cd\u91cf\u7684\u88ab\u6bc1\u5c06\u4e0b\u6c89\u800c\u975e\u7206\u70b8
\u3000\u3000CloakingStages=9 \u6f5c\u8247\u5728\u6d77\u9762\u4e0b9\u9ad8\u5ea6\u7684\u5730\u65b9\u8fd0\u52a8
\u3000\u3000TiberiumTransmogrify=40 \u65e0\u6548
\u3000\u3000TreeFlammability=0.0 \u6811\u6728\u7740\u706b\u51e0\u7387(\u65e0\u6548)
\u3000\u3000CraterLevel=1 \u5f39\u5751\u6df1\u5ea6 \u63a7\u5236\u5f39\u5751\u5927\u5c0f \u53d6\u503c0-4
\u3000\u3000BridgeVoxelMax=3 \u6865\u88ab\u6467\u6bc1\u540e\u6700\u5927\u788e\u7247\u6570\u76ee
\u3000\u3000WallBuildSpeedCoefficient=3.0 \u5899\u7684\u5efa\u9020\u901f\u5ea6\u4e3a\u666e\u901a\u7269\u4f53\u5236\u9020\u901f\u5ea6\u7684\u591a\u5c11\u500d
\u3000\u3000AllowShroudedSubteranneanMoves=true \u662f(YES)\u5426(NO)\u53ef\u4ee5\u770b\u89c1\u5730\u4e0b\u7269\u4f53\u7684\u751f\u547d\u6761
\u3000\u3000AircraftFogReveal=6 \u96f7\u8fbe/\u673a\u573a\u53ef\u89c6\u830310\u56f4(=SIGHT)
\u3000\u3000MaximumQueuedObjects=29 \u5236\u9020\u680f\u53ef\u4ee5\u9884\u5b9a\u523029
\u3000\u3000MaxWaypointPathLength=15 \u6700\u5927\u8def\u5f84\u70b915\u4e2a

\u3000\u3000; firestorm defense controls \u706b\u98ce\u66b4\u8bed\u53e5,\u65e0\u6548
\u3000\u3000ChargeToDrainRatio=.333 \u706b\u98ce\u66b4\u8bed\u53e5,\u65e0\u6548
\u3000\u3000DamageToFirestormDamageCoefficient=.1 \u706b\u98ce\u66b4\u8bed\u53e5,\u65e0\u6548

\u3000\u3000; veinhole monster parameters \u6cf0\u4f2f\u5229\u4e9a\u8bed\u53e5,\u65e0\u6548
\u3000\u3000; VeinholeMonsterStrength=1000 \u6cf0\u4f2f\u5229\u4e9a\u8bed\u53e5,\u65e0\u6548
\u3000\u3000VeinholeGrowthRate=300 \u6cf0\u4f2f\u5229\u4e9a\u8bed\u53e5,\u65e0\u6548
\u3000\u3000VeinholeShrinkRate=100 \u6cf0\u4f2f\u5229\u4e9a\u8bed\u53e5,\u65e0\u6548
\u3000\u3000MaxVeinholeGrowth=2000 \u6cf0\u4f2f\u5229\u4e9a\u8bed\u53e5,\u65e0\u6548
\u3000\u3000VeinDamage=0 \u6cf0\u4f2f\u5229\u4e9a\u8bed\u53e5,\u65e0\u6548
\u3000\u3000VeinholeTypeClass=VEINTREE \u6cf0\u4f2f\u5229\u4e9a\u8bed\u53e5,\u65e0\u6548

\u3000\u3000;-RTO
\u3000\u3000; AI trigger weighting parameters
\u3000\u3000AITriggerSuccessWeightDelta=20 \u5982\u679c\u8fd9\u4e2a\u89e6\u53d1\u6210\u529f\u7684\u8bdd \u518d\u6b21\u89e6\u53d1\u51e0\u7387+20%
\u3000\u3000AITriggerFailureWeightDelta=-50 \u5982\u679c\u8fd9\u4e2a\u89e6\u53d1\u5931\u8d25\u7684\u8bdd \u518d\u6b21\u89e6\u53d1\u51e0\u7387-50%
\u3000\u3000AITriggerTrackRecordCoefficient=1 \u4f3c\u4e4e\u662f\u8003\u8651\u4ee5\u524d\u7684\u591a\u5c11\u4e2a\u89e6\u53d1 \u5982\u679c\u592a\u591a\u7684\u8bdd\u673a\u5b50\u4f1a\u5f88\u6162

\u3000\u3000; Some spotlight controls
\u3000\u3000SpotlightSpeed=.015 \u6cf0\u4f2f\u5229\u4e9a\u8bed\u53e5,\u65e0\u6548
\u3000\u3000SpotlightMovementRadius=2000 \u6cf0\u4f2f\u5229\u4e9a\u8bed\u53e5,\u65e0\u6548
\u3000\u3000SpotlightLocationRadius=1000 \u6cf0\u4f2f\u5229\u4e9a\u8bed\u53e5,\u65e0\u6548
\u3000\u3000SpotlightAcceleration=.0025 \u6cf0\u4f2f\u5229\u4e9a\u8bed\u53e5,\u65e0\u6548
\u3000\u3000SpotlightAngle=.5 \u6cf0\u4f2f\u5229\u4e9a\u8bed\u53e5,\u65e0\u6548

\u3000\u3000; Controls for radar events \u96f7\u8fbe\u4e8b\u4ef6\u63a7\u5236\u5668
\u3000\u3000; The events, in order, are: \u4e8b\u4ef6\u79cd\u7c7b
\u3000\u3000; (1) Generic Combat Event, \u6218\u6597\u4e8b\u4ef6
\u3000\u3000; (2) Generic Noncombat Event \u975e\u6218\u6597\u4e8b\u4ef6
\u3000\u3000; (3) Dropzone Event \u5931\u53bb\u5efa\u7b51\u4e8b\u4ef6
\u3000\u3000; (4) Base Under Attack Event \u88ab\u653b\u51fb\u4e8b\u4ef6
\u3000\u3000; (5) Harvester Under Attack Event \u77ff\u8f66\u88ab\u653b\u51fb\u4e8b\u4ef6
\u3000\u3000; (6) Enemy Object Sensed Event \u53d1\u73b0\u654c\u4eba\u4e8b\u4ef6
\u3000\u3000\u6b64\u5916\u8fd8\u6709\u5982\u4e0b\u4e8b\u4ef6
\u3000\u3000(7) Unit Produced Event \u5355\u4f4d\u751f\u4ea7\u4e8b\u4ef6
\u3000\u3000(8) Unit Lost Event \u5355\u4f4d\u88ab\u6d88\u706d\u4e8b\u4ef6
\u3000\u3000(9) Unit Repaired Event \u5355\u4f4d\u88ab\u4fee\u590d\u4e8b\u4ef6
\u3000\u3000(10) Building Infiltrated Event \u5efa\u7b51\u88ab\u6e17\u900f\u4e8b\u4ef6
\u3000\u3000(11) Building Captured Event \u5efa\u7b51\u88ab\u5360\u9886\u4e8b\u4ef6
\u3000\u3000(12) Beacon Placed Event \u7167\u4eae\u5730\u56fe\u4e8b\u4ef6?
\u3000\u3000(13) Super Weapon Detected Event \u53d1\u73b0\u8d85\u6b66\u4e8b\u4ef6
\u3000\u3000(14) Super Weapon Activated Event \u6fc0\u6d3b\u8d85\u6b66\u4e8b\u4ef6
\u3000\u3000(15) Bridge Repaired Event \u6865\u88ab\u4fee\u597d\u4e8b\u4ef6
\u3000\u3000(16) Garrisoned Abandoned Event \u8981\u585e\u88ab\u8feb\u653e\u5f03(\u7ea2\u8840)\u4e8b\u4ef6
\u3000\u3000(17) Ally Base Attacked Event \u76df\u56fd\u88ab\u653b\u51fb\u4e8b\u4ef6
\u3000\u3000RadarEventSuppressionDistances=8, 8, 8, 8, 8, 6 \u96f7\u8fbe\u8fc7\u8fd9\u4e48\u957f\u65f6\u95f4\u518d\u6c47\u62a5
\u3000\u3000RadarEventVisibilityDurations=200,200,200,200,200,200 \u96f7\u8fbe\u4e8b\u4ef6\u53ef\u89c1\u4fdd\u6301\u65f6\u95f4
\u3000\u3000RadarEventDurations=400,400,400,400,400,400 \u96f7\u8fbe\u4e8b\u4ef6\u7684\u4fdd\u7559\u65f6\u95f4
\u3000\u3000FlashFrameTime=7 \u95ea\u70c1\u4e00\u6b21\u7684\u65f6\u95f4
\u3000\u3000RadarCombatFlashTime=49 \u603b\u95ea\u70c1\u65f6\u95f4(\u4e3a\u95ea\u70c1\u65f6\u95f4\u5947\u6570\u500d)
\u3000\u3000RadarEventMinRadius=8 \u7531\u88ab\u6355\u6349\u7684\u76ee\u6807\u5230\u96f7\u8fbe\u4e0a\u6240\u4ea7\u751f\u6355\u6349\u76ee\u6807\u4e4b\u95f4\u7684\u8ddd\u79bb
\u3000\u3000RadarEventSpeed=1.2 \u96f7\u8fbe\u6240\u6355\u6349\u7684\u76ee\u6807\u5728\u96f7\u8fbe\u64cd\u4f5c\u8005\u5c4f\u5e55\u4e0a\u7684\u8fd0\u884c\u901f\u5ea6
\u3000\u3000RadarEventRotationSpeed=.05 \u96f7\u8fbe\u6240\u6355\u6349\u7684\u76ee\u6807\u5728\u96f7\u8fbe\u64cd\u4f5c\u8005\u5c4f\u5e55\u4e0a\u7684\u65cb\u8f6c\u901f\u5ea6
\u3000\u3000RadarEventColorSpeed=.1 \u96f7\u8fbe\u6240\u6355\u6349\u7684\u76ee\u6807\u989c\u8272\u6539\u5909\u7684\u901f\u7387
\u3000\u3000RevealTriggerRadius=9 \u6b63\u5982\u5728\u5730\u56fe\u518c\u4e2d\u6240\u5e38\u89c1\u90a3\u6837\uff0c\u90a3\u4e9b\u4f1a\u66b4\u9732\u5468\u56f4\u53d1\u5c04\u88c5\u7f6e\u7684\u76ee\u6807\u6e90\u5c04\u7a0b\u6700\u591a\u4e5f\u4e0d\u4f1a\u8d85\u8fc710

\u3000\u3000; id holders for particle systems and voxel debris
\u3000\u3000ExplosiveVoxelDebris=GASTANK,PIECE \u7206\u70b8\u7684VXL\u540d\u79f0
\u3000\u3000TireVoxelDebris=TIRE \u7206\u51fa\u7684VXL\u8f6e\u80ce\u540d\u79f0
\u3000\u3000ScrapVoxelDebris=PIECE \u7206\u51fa\u7684VXL\u788e\u7247\u540d\u79f0
\u3000\u3000OKBuildingSmokeSystem=SmokeStackSys \u5efa\u7b51\u7684VXL\u70df\u96fe\u540d\u79f0
\u3000\u3000DamagedBuildingSmokeSystem=SmallSmokeSys\u88ab\u4f24\u5bb3\u7684\u5efa\u7b51VXL\u70df\u96fe\u540d\u79f0
\u3000\u3000DamagedUnitSmokeSystem=VSSmokeSys \u88ab\u4f24\u5bb3\u7684\u8f66\u8f86VXL\u70df\u96fe\u540d\u79f0
\u3000\u3000DebrisSmokeSystem=VSSmokeSys \u5efa\u7b51\u5012\u584c\u7684VXL\u70df\u96fe\u540d\u79f0

\u3000\u3000; Building prerequisite categories are specified here. \u5efa\u7b51\u6ce8\u518c\u8868
\u3000\u3000PrerequisitePower=GAPOWR,NAPOWR,NANRCT,YAPOWR \u6ce8\u518c\u7535\u573a
\u3000\u3000PrerequisiteFactory=GAWEAP,NAWEAP,YAWEAP \u6ce8\u518c\u6218\u8f66\u5de5\u5382
\u3000\u3000PrerequisiteBarracks=NAHAND,GAPILE,YABRCK \u6ce8\u518c\u5175\u8425
\u3000\u3000PrerequisiteRadar=GAAIRC,NARADR,AMRADR,NAPSIS \u6ce8\u518c\u96f7\u8fbe
\u3000\u3000PrerequisiteTech=GATECH,NATECH,YATECH \u6ce8\u518c\u9ad8\u79d1
\u3000\u3000PrerequisiteProc=GAREFN,NAREFN,YAREFN \u6ce8\u518c\u77ff\u5c71
\u3000\u3000PrerequisiteProcAlternate=SMIN \u6ce8\u518c\u53ef\u5c55\u5f00\u77ff\u8f66\u4e4b\u540d\u79f0

\u3000\u3000; hunter seeker controls
\u3000\u3000HunterSeekerDetonateProximity=150 \u65e0\u6548\u8bed\u53e5
\u3000\u3000HunterSeekerDescendProximity=700 \u65e0\u6548\u8bed\u53e5
\u3000\u3000HunterSeekerAscentSpeed=40 \u65e0\u6548\u8bed\u53e5
\u3000\u3000HunterSeekerDescentSpeed=50 \u65e0\u6548\u8bed\u53e5
\u3000\u3000HunterSeekerEmergeSpeed=6 \u65e0\u6548\u8bed\u53e5

\u3000\u3000; default threat evaluation controls \u5a01\u80c1\u63a7\u5236\u8bed\u53e5
\u3000\u3000MyEffectivenessCoefficientDefault=200 \u770b\u4e0d\u61c2
\u3000\u3000TargetEffectivenessCoefficientDefault=-200 \u770b\u4e0d\u61c2
\u3000\u3000TargetSpecialThreatCoefficientDefault=200 \u770b\u4e0d\u61c2
\u3000\u3000TargetStrengthCoefficientDefault=-200 \u770b\u4e0d\u61c2
\u3000\u3000TargetDistanceCoefficientDefault=-10 \u770b\u4e0d\u61c2

你其实可以自己进自己的建筑。叫做自偷! 首先你要知道红警路径点模式 。大家都知道让间谍进别人的兵营或者兵车工厂可以让自己的部队出来就带1级的星,这里我要说的是自偷的方法,让间谍在工程师的配合下进自己的兵营或者兵车工厂来升级部队。以兵营为例:打伤要偷的建筑选中工程师,进入选择路径模式 然后点间谍,再把鼠标移动到那个建筑上,对准刚才工程师连线的端点,会显示一个小框框住那个点,点一下,这样间谍也连到那个建筑上了 结束路径模式,这时候工程师和间谍就一起跑向兵车工厂了,进去后你的部队会自动带一级星 自偷成功。自偷跟偷敌人效果一样,比如自偷实验室就能造一些超级兵种,偷车厂那么坦克造出来就1星,自偷矿场没用。

可以用间谍去别人的建筑升级
但只能一星
而且YR里面不能自偷
三星的话可以用修改器
我这里有
http://u.115.com/file/f5ad51ede5

你用间谍进入别人的车场 兵营就可以了 最多能进去2次

用间谍进敌人的兵营和车厂

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