by Luis Guzman
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Most of latest optional rules are included in external config files (plain text files) of these types:
|Efile/Campaign/Scenario cascade options (.CFG files)|
Can be defined for equipment, campaign and or scenario level. So some global options can be defined at efile level and then changed for any campaign and later for specific scenarios, allowing this way a flexible and structured mechanism to config options. When loading any scenario up to 3 .cfg files can be loaded in this sequence:
Vars are no case sensitive, so you can type uppercase, lowercase or mising and can define any number in any order.
Format is Var = Value ' Optional comment
|pg2mode||0..1||1 = Force to play using pg2 compatibility mode|
|no_lose_transport||0..1||1 = Avoid losing transport when transport can't enter hex to move|
|sides||Axis, Allied||Overrides sides' labels|
|green||0..1||1 = Can use green replacements|
|green_cost||0..100||Cost percent for green replacements, relative to standar cost|
|green_exp||0..100||Percent of green replacement taking coming with same experience than unit|
|green_defexp||0..1||1 = Green reinforces come with default experience set in scenario|
|elite_cost||0..65535||Cost percent for elite (normal) units, relative to standar cost|
|exp_unit_cap||0..65534||Experience cap for units|
|exp_bar_factor||0..20||Factor to decrease experience gained in combat according bars|
|remove_leader||0..1||1 = Leaders will be removed if unit loses all bars when using green replacements|
|critical_hit||0..N (see formula)||Chance for critical hit. Can use this formula:|
C(firing) = ( NA(Firing) * (1+bars(Firing)) * SP(Firing) * N - D(Fired) * (1+Bars(Fired)) * SP(Fired) * N ) / 30
|am_delayparadrop||0..1||1 = Paratrops should drop after moving. Only works if Air Missions are enabled|
|am_atpcheckweather||0..1||1 = Disables moving units by Air with bad weather when using Air Missions|
|reinf_move||1..100||Percentage of movement in the turn reinforce arrives|
|sh_pg1||0..1||1 = Allow upgrading in SH at any time ...this setting works only for standalone scenarios, not in campaign mode|
|upgrade_exp||1..100%||Percentaje of remaining experience for units upgrading, rest is lost|
|build_mask||bitwise logic||0 =Allow any else allow to build only certain facilities defined by these codes:
Bridge=1, Airport=2, Port=4, Fort=8, Station=16
* Sample: to allow building only Bridge and Station, set build_mask = 1+16
|blow_mask||bitwise logic|| 0 = Allow any else allow to blow only certain facilities
defined by these codes:
Bridge=1, Airport=2, Port=4, Fort=8, Station=16, City=32
* Sample: to allow blowing only Bridge and Cities, set blow_mask = 1+32
|build_cost||16,20,12,12,18||Cost to build: Bridge, Airport, Port, Fort, Station|
|naval_noblock_bridge||0..1||1 = Allow land units (<=AT class) attacking naval units located on bridges to flee / scuttle (same than with ports)|
|class_evade||list of probabilities||Probability for each class to evade
Must define 23 values delimited by commas, or just a basic probability for all classes prefixing value with exclamation mark: "!"
|zoc_evade||0..100%||Probability of evading reduced for each adjacent enemy|
|refit_base||0..1||1 = Refit to scenario base strength or unit base strength, whichever is lower|
|sabotage_min||0..Value||0 = 40, other Min. probability for sabotage to success|
|sabotage_max||0..Value||0 = 85, other Max. probability for sabotage to success|
|kamikaze||0..1||0 = Kamikaze units die after using all ammo or engaged in combat
1 = Extended missile rules: units dies after using all fuel and not able to resupply
|ground_carrier||bitwise logic (0..7)||0 = No ground carrier
>0 to define different options summing up values (bitwise logic)
any value no zero allow to enter into empty carrier's hangar
1 enables to enter/launch
2 enables these options: Combat Support, AirDefense and FireSupport
4 disables being launched (taking off) units
|air_carrier||0..1||0 = ground units cannot enter air-containers (default)
1 = Allow ground units to enter air-carriers moving into them. Hotkey Ctrl+K disables it, so unit can move to same hex than air-container without entering its hangar
|air2container_deploy||0..1||0 = Allows to enter the carrier without limitation (default)
1 = Restrict the deployment when container is located at a port airfield for ground/air container
|supply_ex||bitwise logic (0..10)||Change rules summing up options:
0 = disabled (default), any value >0, restrict supply to some hexes only
1 = units can resupply on hexes adjacent to depots
2 = units can resupply on hexes in city or port, or adjacent to city/port
3 = units can resupply eiter if adjacent to depot or city/port (and into city/port)
4 = depot will expend 1 ammo each turn it resupply adjacent units
|evade_special||bitwise logic (0..18)||Change normal behavior of units able to evade.
1 = evade is disabled when attacked from air
2 = evade s disabled if attacked from range>1
3 = 1+2
4 = evade is disabled completely
8 = options 1 and 2 only apply to ground units (that is air-units still can evade regrdless these options)
|trigger_ex||0..1||0 =Default, only enemy units can activate triggers
1 = All units can activate triggers regardless owner
<0 = Cost to cross a river using pontoons is one more than using a bridge (road cost+1). (Same if not defined)
>-1 = Cost to cross a river using pontoons is the same than using a bridge (road cost only)
0 = Pontoons can only be used in rivers/streams
1 = Pontoons can be used on any terrain allowed to build a bridge/road
|force_weather||0..1||1 = Keep weather as defined in scenario (not random)|
|zero_msu||0..1||Avois the engine assuming survive victory condition because there are msu in game|
|flak_ex2||0..1||1 = Flaks protect adjacent units attacked by planes from any adjacent hex|
|flak_range||0..Value||0 = Default all flak-type actions are limited to range 1
>0 = Can set a different air-defence range for flaks to >1
|ignore_custom_ename||0..1||1 = Ignore custom efile names in bottom banner of map|
|ai_refit_free||0..1||0 = Default, means ai must expend prestige to refit
1 = AI will refit for free
|noldr_auxunits||0..1||1 = Avoid P1 aux units to get a leader (when playing campaigns)|
|noldr_randtype||R1, R2, ...||Set the list (delimited by commas) of random leader type numbers to disable ( >=9 and <=34)|
|noldr_classunits||C1,C2,...||Set the list (delimited by commas) of unit's classes you want to disable getting a leader|
|build_start_ex||0..1||Set to 1 to allow start building, blowing or repairing if only unit can fire, regardless movement|
|g2a_intercept_mode||Bitwise logic||Customizes ground-to-air interception, using a bitwise logic allowing these values
0 = default rule:
* Hidden AD/Flaks can intercept in range 1 both when plane is moving or plane finish movement
* AD/Flaks can also do air-defense if plane attacks any friend unit in range
1 = disable air-defense after interception
2 = enable interception if plane finish movement in range 1 even if Flak/AD is spotted
3 = 1+2
* Disable air-defense after interception
* Enable interception if plane finish movement in range 1 even if Flak/AD is spotted
|gnd_air_range||0..255||For ground units firing air, limit their range to this value|
|build_terr_ex||0..1||Set to 1 to allow building also in terrain: Mountain and Forest and also convert City in Port (if connected to sea)|
|air_landmines||0..1||Set to 1 to allow air units having "DropMines" but not having "AirDropMines" specials, to drop mines in land too (not only in sea)|
|upgrade_ldr||0..2||When upgrading leadered unit which makes random leader attribute useless...
Set to 1 to assign new random (according new equipment) but losing 1 bar.
Set to 2 to remove leader, reducing unit's exp and bars as to be able to get a new leader.
|blow_any_terrain||0..1||Set to 1 to be able to blow any terrain except Ocean, Impas.River, River and Shallow Sea|
|wild_weasel_ex||0..2||Set to 1 to allow planes enabled to fly wild-weasel mission in efile to attack AD/Flaks/CanAA units firing first.
Set to 2 to allow same when flying as an AirMission
|attach_on||0..1||1 = Can use attachments|
|attach_factor||Value||Cost attachments percentage. Default 25 (%)|
|attach_mincost||Value||Minimal cost for attachment. Default 30 (pp)|
|attach_armycost||0..2||0 = Attachments don't count in ArmyCost
1 = Count in ArmyCost
2 = Count in ArmyCost for items not defining penalty
Attachments types configuration: ( see Attachments )
|Custom purchase list of units (.BUY files)|
When loading "MyScen.xscn" a file "MyScen.buy" will be searched and if found, loaded.
Then only items (lines of equipment's codes) in this file will be available to purchase.
Using OpenSuite 5.0.33 or higher can configure this .buy file
|Customizing AI (.AI files)||
When $buy_ver2 is 1 then AI's purchase sequence is:
|Custom Text files|
These are the text files used by the game, and should be placed in EFolder:
Every EFile must include two lines to define side's labels, one line for each country in game,
being the first entry for "All countries"
This file has same structure than PG's file.
This file replaces the old deprecated Terrain.txt file, using a much
better structured layout.
This file allows defining customizable strings replacements according the EFile specifics. It is structured in several sections (tokens between brackets, not case sensitive). You can define (uncomment) only the sections you want, but for any uncommented section, all lines following until next section must be uncommented too.
There are also other files with very specific meaning:
Config Tiles 2.0
This version of tiled-maps allows to use a text configuration file Hex_tileset.cfg to be placed in the specific efile's OPENGUI folder. The png files though can be read either from efile's OPENGUI or main OPENGUI folder.
This .cfg file allows these pseudo vars ($Vars). When the $var accepts a list it means a row of values delimited by commas (ie: 0,2,4). When values refer to 'terrin' it means terrain id(0 clear, 1 city,...)
All the $Vars can be omitted or commented out, and then 'default' values will be used.