RTS Configuration Elements

Table of Contents

About Configuration Files

Path: Fleet Operations\Data\RTS_CFG.h

Although RTS_CFG.h is hardcoded as a file entry, all commands used in ART_CFG.h and ADLOG_CFG.h (as well as any other .h files you may create) can be used in RTS_CFG.h and vice versa:

// Include the ART only parameters
#include "ART_CFG.h"

// include the parameters for the Admiral's Log
#include "ADLOG_CFG.h"

// include the network configuration
//#include "Network_CFG.h"

The include instruction can be used with most files in Fleet Operations: .tt, .odf, .h (except for dynamic_localized_strings.h), .cfg, .aip, .frm, and .spr.

This command allows a child file to include the commands of a valid parent file by pointing to another file of the same type (i.e. ODFs point to ODFs, configuration .h files point to .h files).

Any duplicate commands included in this manner are overwritten by the child file, and any non duplicate commands are inherited by the child file.

Only commands that are valid for the child file will be inherited (included) by the child file (the instruction cannot be used to circumvent command validity).

The include instruction cannot be used to point the file to itself, otherwise Armada II will freeze. Note the special functionality in Modification Modules.

#include "file_name.file_extension" //Note that the file extension is required or Armada will crash

Types of Commands

The values that a configuration command can have depend on the command itself.

Type  
Integer Any integer. Configuration files use C++ and thus integers may serve as booleans.
Float Dot (.) is decimal separator. "Percents" are inputted as fractions.
String One row, a string must be in quotes ("string_here"). File extensions may be required depending on the command.
Stringfield Several rows, a stringfield is largely hardcoded: it is important to enter the command and list in as stated under its entry.

Letters, numbers or punctuation (aside from empty spaces) that are present between the configuration command and its equality sign will invalidate the command and will probably cause a crash.

Inputting Commands

Configuration commands have a specific nomenclature that must be followed.

One row can have only one command and commands cannot have any symbol or space placed before them (the command will not be read). Configuration commands are case insensitive.

Any command can be placed only once in a configuration file. If a command is placed multiple times in a configuration file, only the first valid command will be read.

Note that a semicolon closes a row in C++, but its removal appears to have no effect in Armada.

Each type of command has a specific format associated with it.

Integers

int command = value;

Example as follows:

int GAME_OPTIONS_RANDOM_MAP = 1;

Floats

float command = value;

Example as follows:

float REPAIR_SHIP_DISTANCE = 350;

Strings

#define command "string";

Example as follows:

#define cfgDEFAULT_MAP "mp08walr.bzn";

Stringfields

Stringfield_Class command[value] =
{
     "items
}

Example as follows:

MP_Resource_Class MP_STARTING_RESOURCE[MP_RESOURCE_MODES] =
{
    "sr_normal",
    "sr_lots",
    "sr_unlimited",
};

Commenting

Comments can also be added to configuration files:

// One row comment. Everything after the // is commented out

Note that if you want a comment to extend for several rows, each new row should have a commenting marker placed.

About the Documentation

The configuration commands here are documented in a slightly different manner than the ODF commands.

You will notice that many commands have an "A2 Default" as well as an "A2 Hardcoded Default" listed. This is because many of the hardcoded defaults are not "good defaults": they are leftovers from Armada I in most cases, and do not necessarily fit well with Armada II gameplay. As a consequence the original Armada II value is listed, although it is important to note that it is not a default (i.e. when the command is deleted, the value reverts to the A2 Hardcoded Default and not the A2 Default).

Since the configuration commands are numerous, they have been broken down into sections which should make it easier to find specific types of commands. Fleet Operations specific commands are listed at the ends of each of these sections.

Note that currently the Starfield Graphics Commands are not fully listed here, as they are not well explored and are rarely changed.

Game Setup Commands

SKINNY_SHIP_COMBAT_FLOOR

Float, A2 Default: -400.0

A2 Hardcoded Default: -400.0

Determines the deepest depth possible that a GameObject can be placed / moved when using the shallowest Map Depth game option.

Note that even if FLOOR and CEILING values match, vessels can still fly above each other. However, values that are too small can create pathing problems, as well as cause larger vessels some issues.

SKINNY_SHIP_COMBAT_CEILING

Float, A2 Default: 400.0

A2 Hardcoded Default: 400.0

Determines the shallowest depth possible that a GameObject can be placed / moved when using the shallowest Map Depth game option.

Note that even if FLOOR and CEILING values match, vessels can still fly above each other. However, values that are too small can create pathing problems, as well as cause larger vessels some issues.

SHIP_COMBAT_FLOOR

Float, A2 Default: -1250.0

A2 Hardcoded Default: -1250.0

Determines the deepest depth possible that a GameObject can be placed / moved when using the default Map Depth game option.

Note that even if FLOOR and CEILING values match, vessels can still fly above each other. However, values that are too small can create pathing problems, as well as cause larger vessels some issues.

SHIP_COMBAT_CEILING

Float, A2 Default: 1250.0

A2 Hardcoded Default: 1250.0

Determines the shallowest depth possible that a GameObject can be placed / moved when using the default Map Depth game option.

Note that even if FLOOR and CEILING values match, vessels can still fly above each other. However, values that are too small can create pathing problems, as well as cause larger vessels some issues.

DEEP_SPACE_SHIP_COMBAT_FLOOR

Float, A2 Default: -3000.0

A2 Hardcoded Default: -3000.0

Determines the shallowest depth possible that a GameObject can be placed / moved when using the deepest Map Depth game option.

Note that even if FLOOR and CEILING values match, vessels can still fly above each other. However, values that are too small can create pathing problems, as well as cause larger vessels some issues.

DEEP_SPACE_SHIP_COMBAT_CEILING

Float, A2 Default: 3000.0

A2 Hardcoded Default: 3000.0

Determines the deepest depth possible that a GameObject can be placed / moved when using the deepest Map Depth game option.

Note that even if FLOOR and CEILING values match, vessels can still fly above each other. However, values that are too small can create pathing problems, as well as cause larger vessels some issues.

cfgTACTICAL_WHERE_MODE

Integer, A2 Default: 3

A2 Hardcoded Default: 3

1 = Causes a vessel will automatically return to zero height unless you keep holding down shift after issuing a move up / down order using shift and click.
2 = Causes a vessel to remember its current height. However, when two or more vessels with varying heights are selected and given a move order, they will all return to zero height.
3 = Causes a vessel to remember its current height. When two or more vessels with varying heights are selected and given a move order, they will all move to the average of those summed heights.

Notes: 1: cursor "height" is always set to 0, while shift is not pressed. 2: cursor "height" is automatically copied from the current selected GameObject. 3: "height" with shift being selected is always active: probably erroneously equal to 2x in a row in the query program.

cfgTOO_CLOSE_TO_WARP

Float, A2 Default: 800.0

A2 Hardcoded Default: 0.0

Determines how far the Craft has to be from its destination before it can try to jump to warp. If a Craft is given a warp command when it is closer to its destination than the value defined by cfgTOO_CLOSE_TO_WARP, it will proceed at impulse speed.

cfgINTRO_MOVIE_NAME

String, A2 Default: "Intro.bik"

A2 Hardcoded Default: ""

Determines what introduction movie is used after launching Armada and before getting to the first menu.

cfgSOUND_VOICE_SAMPLE

String, A2 Default: "gvopic50.wav"

A2 Hardcoded Default: ""

Determines which sound file is played when configuring Sound Settings for the Voice Volume panel.

Cannot take more than 32 characters, including the file extension.

cfgSOUND_EFFECTS_SAMPLE

String, A2 Default: "phfwea.wav"

A2 Hardcoded Default: ""

Determines which sound file is played when configuring Sound Settings for the Effects Volume panel.

Entry cannot take more than 32 characters, including the file extension.

cfgSOUND_BUTTON_SAMPLE

String, A2 Default: "federation_click.wav"

A2 Hardcoded Default: ""

Determines which sound file is played when configuring Sound Settings for the Button Volume panel.

Entry cannot take more than 32 characters, including the file extension.

cfgTACTICAL_SNAP_DISTANCE

Float, A2 Default: 800.0

A2 Hardcoded Default: 1500.0

Determines the maximum distance that Armada should for a ship to snap to when entering Tactical (Cinematic) View.

cfg_DEFAULT_TACTICAL_ZOOM

Float, A2 Default: 10.0

A2 Hardcoded Default: 10.0

Determines the initial distance at which you are zoomed in Tactical (Cinematic) View when you start your first game. Note that Armada remembers the height between games, so this is usually only used once.

cfgDEFEND_TIME

Float, A2 Default: 60 * 60 (=3600)

A2 Hardcoded Default: 3600

Determines the default number of seconds a defender in an Assault map needs to hold out in seconds. Can be changed in the BZN file.

cfgLATINUM_COLLECT

Float, A2 Default: 15000.0

A2 Hardcoded Default: 15000.0

Determines the default amount of Latinum a player needs to collect in a Collect Latinum map. Can be changed in the BZN file.

cfgTSTATION_TIME_BETWEEN_FERENGI

Float, A2 Default: 60.0

A2 Hardcoded Default: 60.0

Determines how much time there should be between two Ferengi traders going to one TradingStation.

cfgKILL_FERENGI_TIME_ADD

Float, A2 Default: 5.0

A2 Hardcoded Default: 5.0

Determines how much extra time added between two Ferengi traders going to the Player's TradingStation per Ferengi trader that a team has killed.

cfgDEMAND_LOAD_ODFS *

Integer, A2 Default: 1

A2 Hardcoded Default: 0

Original comments: Should we demand load all ODFs?

Anmerkungen: das bezieht sich nur auf das map edit menu ....which refers only to the edit menu map

cfgRELOAD_OBJECT_CLASSES *

Integer, A2 Default: 0

A2 Hardcoded Default: 0

Reload object classes on editor instance creation?

NOTE: When placing objects with this flag on, ALL OBJECTS of the same type actually end up with different Object Classes, because they ALWAYS get reloaded. Only turn this on if you're actually making changes to the odfs, not when building a mission.

GIVE_ALL_MISSIONS

Integer, A2 Default: 0

A2 Hardcoded Default: 0

When set to 1 all missions are made available by default. When set to 0, only those missions that have been unlocked are available.

4.0 Fleet Ops Only: GRID_SIZE

Float, Default: 100.0

Determines the size of the Map Grid squares (Alt+G enables visibility).

Fleet Ops Only: cfgSINGLE_PLAYER_ENABLED

Integer, Default: 1

When set to 1, the Single Player Mission menu is available. 0 disables the menu.

Fleet Ops Only: DISABLE_HEIGHT_CHANGE

Integer, Default: 0

Set to 1 to disable shift key for height change

When set to 0, vessels can use TACTICAL_WHERE_MODE and the red / green height bars that you get from using shift and click are not disabled.

Fleet Ops Only: cfgDEFAULT_MAP

String, Default: "mp08walr.bzn"

Determines which map  is selected by default. Must be a valid BZN file.

Fleet Ops Only: cfgDEFAULT_MAP_TITLE

String, Default: "Warzone"

Determines the title of the default map set by cfgDEFAULT_MAP.

#define cfgDEFAULT_MAP_TITLE "Worlds Apart"

The title can also be set by the dynamic_localized_strings.h file. The BZN file name (without extension) and the generic _MAP_NAME suffix are input in the dynamic_localized_strings.h and associated with the desired title:

    "MP02WHY_MAP_NAME",        "Worlds Apart",

4.0 Fleet Ops Only: TECHTREE_DEFAULT_FILE

String, Default: "tech1.tt"

Determines what techtree file is used by default. Coming in Fleet Operations V4

4.0 Fleet Ops Only: PRODUCER_BUILD_INFO_WIREFRAME_SIZE

Integer, Default: 16

Determines the size of the wireframe (miniimage) icon that appears next to the build bar when a Producer is given a build command. 32 is used Fleet Operations, 16 for A2 should be optimal. Coming in Fleet Operations V4

4.0 Fleet Ops Only: SHIELD_EFFECT_RESCALE

Integer, Default: 0

Determines the scaling of the shield...*** 2x for FO damage effects. Coming in Fleet Operations V4

4.0 Fleet Ops Only: SHIELD_EFFECT_DAMAGE_COLORED

Integer, Default: 1

When set to 1, shield models display a color spectrum depending on their current hitpoint status. The shield will change color from green to yellow to red depending on the strength of the shields (strongest to weakest). 0 is disabled. Coming in Fleet Operations Patch V4

Fleet Ops Only: cfgSOUND_SHELL_BUTTON_HOVER

String, Default: "cornron.wav"

Determines what sound is used when a shell menu button is hovered over (all non in-game buttons).

Fleet Ops Only: cfgSOUND_SHELL_BUTTON_CLICK

String, Default: "cornrclk.wav"

Determines what sound is used when a shell menu button is clicked (all non in-game buttons).

Fleet Ops Only: cfgSOUND_SHELL_MUSIC

String, Default: "shellsd0.wav"

Determines what music is used prior to launching a game.

Fleet Ops Only: cfgSOUND_LOADING_MUSIC

String, Default: "loading.wav"

Determines what music is used after launching a game and before entering the game (during the load screen).

Fleet Ops Only: cfgSOUND_INGAME_CHEAT

String, Default: "cheater.wav"

Determines what sound is used when the player hits enter after inputting a cheat into the chat box in Instant Action.

Fleet Ops Only: cfgSOUND_INGAME_CHAT_SEND

String, Default: "chatsend.wav"

Determines what sound is used when the player hits enter after typing a message into the chat box.

Fleet Ops Only: cfgSOUND_INGAME_CHAT_RECEIVE

String, Default: "chatreceive.wav"

Determines what sound is used when the player receives a message.

4.0 Fleet Ops Only: GAME_OPTIONS_INFINITE_RESOURCES

Integer, Default: 1

When set to 1, it is possible to toggle between infinite and finite resources for all resource objects in the Advanced Game Setup menu. 0 is disabled. Coming in Fleet Operations Patch V4

4.0 Fleet Ops Only: GAME_OPTIONS_PHYSICS

Integer, Default: 1

When set to 1, it is possible to toggle between slower and normal physics (physicsFile versus trekPhysicsFile) in the Advanced Game Setup menu. 0 is disabled. Coming in Fleet Operations Patch V4

Fleet Ops Only: GAME_OPTIONS_RANDOM_MAP

Integer, Default: 1

When set to 1, it is possible to toggle on the Random Map Generator in the Advanced Game Setup menu. 0 is disabled.

Fleet Ops Only: GAME_OPTIONS_MOTHERSHIP

Integer, Default: 1

When set to 1, it is possible to toggle between immobile and mobile forms of the 8472_mothership.odf in the Advanced Game Setup menu. 0 is disabled.

Fleet Ops Only: GAME_OPTIONS_OFFICERS

Integer, Default: 1

When set to 1, it is possible to toggle between different amounts of starting Officers in the Advanced Game Setup menu. 0 is disabled.

Fleet Ops Only: GAME_OPTIONS_WARP

Integer, Default: 1

When set to 1, it is possible to toggle between warp and impulse speed for all applicable Craft in the Advanced Game Setup menu. 0 is disabled.

Fleet Ops Only: GAME_OPTIONS_MAP_DEPTH

Integer, Default: 1

When set to 1, it is possible to toggle between skinny, normal, and deep Map Heights in the Advanced Game Setup menu with the slider. 0 is disabled.

Fleet Ops Only: cfgBUTTON_COLOR

String, Default: Grey

Determines what color text within shell butons appears using HEX designation.

Fleet Ops Only: cfgTITLE_COLOR

String, Default: "FFFFFF"

Determines what color text alongside shell buttons appears using HEX designation.

Fleet Ops Only: cfgTEXT_COLOR

String, Default: "FFFFFF"

Determines what color shell text appears using HEX designation.

Fleet Ops Only: cfgCINEMATIC_WINDOW_ENABLED

Integer, Default: 1

When set to 1, it is possible to toggle the Cinematic Window in-game. 0 disables the Cinematic Window altogether.

Map Resources Commands

MAX_CREW

Integer, A2 Default: 99999

A2 Hardcoded Default: 0

Determines the maximum amount of units of this resource that can be displayed on the resource user interface in-game. Note that this also sets how many resources can actually be accumulated as well.

STARTING_CREW

Integer, A2 Default: 750

A2 Hardcoded Default: 0

The default Crew resource starting value for a new BZN file created by the Map Editor. This value does not override resource amounts for preexisting maps.

STARTING_CREW_CAPACITY *

Integer, A2 Default: 250

A2 Hardcoded Default: 0

Original comments: default resource starting values these form the basis for a new bzn file created in edit mode they are ignored by multiplayer / instant actions --- see below they are ignored by single player - they get loaded from the map iteself this is the number of crew you can accumulate if you have nothing (no starbases, no planets)

Anmerkungen: ist mir nicht klar, ob es da etwas hardgecodetes gibt..

MAX_DILITHIUM

Integer, A2 Default: 999999

A2 Hardcoded Default: 0

Determines the maximum amount of units of this resource that can be displayed on the resource user interface in-game. Note that this also sets how many resources can actually be accumulated as well.

STARTING_DILITHIUM

Integer, A2 Default: 3500

A2 Hardcoded Default: 0

The default Dilithium resource starting value for a new BZN file created by the Map Editor. This value does not override resource amounts for preexisting maps.

MAX_LATINUM

Integer, A2 Default: 99999

A2 Hardcoded Default: 0

Determines the maximum amount of units of this resource that can be displayed on the resource user interface in-game. Note that this also sets how many resources can actually be accumulated as well.

STARTING_LATINUM

Integer, A2 Default: 1000

A2 Hardcoded Default: 0

The default Latinum resource starting value for a new BZN file created by the Map Editor. This value does not override resource amounts for preexisting maps.

MAX_METAL

Integer, A2 Default: 99999

A2 Hardcoded Default: 0

Determines the maximum amount of units of this resource that can be displayed on the resource user interface in-game. Note that this also sets how many resources can actually be accumulated as well.

STARTING_METAL

Integer, A2 Default: 12500

A2 Hardcoded Default: 0

The default Metal resource starting value for a new BZN file created by the Map Editor. This value does not override resource amounts for preexisting maps.

SINGLE_PLAYER_OFFICER_LIMIT

Integer, A2 Default: 600

A2 Hardcoded Default: 0

The default Officer capacity for a new BZN file created by the Map Editor. This is also the default Officer capacity in Multiplayer / Singleplayer games.

MAX_OFFICERS

Integer, A2 Default: 99999

A2 Hardcoded Default: 0

Determines the maximum amount of Officers that can be displayed on the resource user interface in-game.

MAX_BIOMATTER

Integer, A2 Default: 99999

A2 Hardcoded Default: 0

Determines the maximum amount of units of this resource that can be displayed on the resource user interface in-game. Note that this also sets how many resources can actually be accumulated as well.

MP_RESOURCE_MODES *

Integer, A2 Default: 3

A2 Hardcoded Default: 0

Original comments: Note -- this cannot be more than 60 (and it may fail if over 8 depending on how win event handles are set up)

Anmerkungen: wandert in g_actual_starting_resource_types

Determines how many entries are available for the Starting Resource list in the Game Setup menu (Advanced or normal).

MP_STARTING_RESOURCE *

Type: MP_Resource_Class (stringfield)

A2 Default: MP_Resource_Class

A2 Hardcoded Default: -

Anmerkungen: hat direkt mit

g_actual_starting_resource_types/MP_RESOURCE_MODES zu tun

The first X entries specified by MP_RESOURCE_MODES configure which strings will be valid for the Starting Resource list in the Game Setup menu (Advanced or normal).

MP_Resource_Class MP_STARTING_RESOURCE[MP_RESOURCE_MODES] =
{
    "sr_normal",
    "sr_lots",
    "sr_unlimited",
};

Note that the "sr_normal / lots / unlimited" entries are not hardcoded and can be changed to whatever designation is desired in the Label.map file.

MP_OFFICER_LIST_SIZE

Integer, A2 Default: 4

A2 Hardcoded Default: ?

Determines how many entries are available for the Officer Limit drop down list in the Advanced Game Setup menu.

int MP_OFFICER_LIST_SIZE = 4;

MP_OFFICER_LIMIT

Type: MP_Officer_Limit_Class (stringfield)

A2 Default: MP_Officer_Limit_Class

A2 Hardcoded Default: ?

The first X entries specified by MP_OFFICER_LIST_SIZE configure which strings will be valid for the Officer Limit drop down list in the Advanced Game Setup menu.

MP_Officer_Limit_Class MP_OFFICER_LIMIT[MP_OFFICER_LIST_SIZE] =
{
    "credits_20",            600,
    "credits_22",            300,
    "credits_24",            800,
    "credits_26",            999
};

Note that the "credits_X" entries are not hardcoded and can be changed to whatever designation is desired in the Label.map file.

Craft Commands

cfgBIOMATTER_RECYCLE_FRACTION

Float, A2 Default: 0.5

A2 Hardcoded Default: 0.5

Determines the default fraction of biomatter that is returned to the player when the GameObject is decommissioned / recycled. Craft’s biomatterCost * RTS_CFG->cfgBIOMATTER_RECYCLE_FRACTION = biomatter returned

Note this is a counterpart to the Shipyard's dilithiumRecyclingFraction and metalRecyclingFraction ODF commands.

TRANSPORTER_RANGE

Float, A2 Default: 500.0

A2 Hardcoded Default: 300.0

The maximum range over which all Craft may use their transporters.

TRANSPORTER_DELAY

Float, A2 Default: 1.0

A2 Hardcoded Default: 1.0

How long between transports in seconds (i.e. how long between TRANSPORTER_MAX events).

TRANSPORTER_ACTION_DELAY

Float, A2 Default: 1.0

A2 Hardcoded Default: 1.0

How long each transport lasts in seconds (i.e. how long each TRANSPORTER_MAX event lasts).

TRANSPORTER_MAX

Integer, A2 Default: 5

A2 Hardcoded Default: 5

Denotes the maximum number of personnel that may be transported for basic transporters.

DECONSTRUCT_PERCENT_TIME

Float, A2 Default: 0.3

A2 Hardcoded Default: 0.0

Determines the default percent of time that it takes for a GameObject to decommission (1.0 = 100%). Craft’s buildTime * RTS_CFG->DECONSTRUCT_PERCENT_TIME = time to decommission

Overwritten by Craft ODF command.

BEAM_MISS_LIFETIME

Float, A2 Default: 0.1

A2 Hardcoded Default: 0.1

Determines how long a Beam Ordnance lasts after missing its target. In Fleet Operations, Beam Ordnance are changed so that when they miss they do not flash across the full map, but only partway after their target (visual change only).

SYSTEM_HITPOINTS_BONUS

Integer, A2 Default: 0

A2 Hardcoded Default: 200

Adds or subtracts this number of hitpoints per subsystem included per GameObject.

SHIELD_DAMAGE_PROTECTION

Float, A2 Default: 0.8

A2 Hardcoded Default: 0.8

Configures damage allocation, so long as it does not conflict with the ODF programmed weapons (i.e. if a weapon only does hull damage, SHIELD_DAMAGE_PROTECTION will make no difference).

As long as damageVariance of a weapon is set to zero, this determines what percent of damage hits the shields (and thus what percent is left to hit the hull and any subsystems directly), assuming shields have not collapsed.

Note that when this command provides 100% protection for the Craft, damageThreshold and shieldCrewModifier are nullified for the ShockwaveExplosion / Ordnance / Nebula / Drones classes.

cfgPOP_SPARSE

Integer, A2 Default: 1000

A2 Hardcoded Default: 1000

Determines the maximum number of civilians per sparse Planet category.

cfgPOP_LIGHT

Integer, A2 Default: 2000

A2 Hardcoded Default: 5000

Determines the maximum number of civilians per light Planet category.

cfgPOP_MEDIUM

Integer, A2 Default: 3000

A2 Hardcoded Default: 10000

Determines the maximum number of civilians per medium Planet category.

cfgPOP_HEAVY

Integer, A2 Default: 5000

A2 Hardcoded Default: 25000

Determines the maximum number of civilians per heavy Planet category.

cfgPLANET_CIVILIAN_RATE_MODIFIER

Float, A2 Default: 0.2

A2 Hardcoded Default: 0.1

Determines the base rate at which civilians are added to Planet populations.

cfgFACING_CONSTANT *

Integer, A2 Default: 3

A2 Hardcoded Default: 2

Original comments: determines how important it is that a hardpoint be close to the targeting hardpoint - increase to make distance less important.

cfgFACING_WEIGHT *

Float, A2 Default: 0.2

A2 Hardcoded Default: 0.8

Original comments: number between 0 and 1 inclusive determining how much to weigh the facing probabilities versus the predetermined probabilities.

STATION_PLACEMENT_GRID_SIZE

Float, A2 Default: 50.0

A2 Hardcoded Default: 50.0

Determines the size (length and width) of the individual footprint squares in units.

Fleet Ops Only: REPAIR_SHIP_DISTANCE

Float, Default: 50

Determines the distance to which a RepairShip will approach a GameObject to repair it (either on orders or via autonomy settings). Be careful that the range of the "repair weapon" is not shorter than this distance, otherwise the RepairShip will never get in range.

For instance, if REPAIR_SHIP_DISTANCE = 100, yet the range of the "repair weapon" is 50, the RepairShip will move 100 units away from its target and stop, unable to repair it.

Fleet Ops Only: BASE_CREW_PER_SEC

Float, Default: 20

Determines the base "repair" rate at which Shipyards recrew Craft in their repair queue.

Fleet Ops Only: BASE_SHIELD_REPAIR_RATE

Float, Default: 50.0

Determines the base repair rate at which Shipyards and RepairShips repair shield hitpoints for GameObjects in their repair queue.

Fleet Ops Only: BASE_REPAIR_RATE

Float, Default: 100.0

Determines the base repair rate at which Shipyards and RepairShips repair hull hitpoints for GameObjects in their repair queue.

Fleet Ops Only: SYSTEM_REPAIR_SPARK_SPRITE

String, Default: "xspark"

Determines which spark sprite is used when a subsystem of a Craft is damaged. File extension not required.

Fleet Ops Only: SYSTEM_REPAIR_SPARK_SIZE_FACTOR

Float, Default: 0.14

Modifies the size of the spark sprite used when a subsystem of a Craft is damaged.

4.0 Fleet Ops Only: CRAFT_DEFAULT_ALERT_STATUS

Integer, Default: 0 - ALERT_STATUS_RED

Overrides global default Craft autonomies.

ALERT_STATUS_RED = 0
ALERT_STATUS_YELLOW = 1
ALERT_STATUS_GREEN = 2
ALERT_STATUS_NONE = 3 // Treated like Red Alert, but no Alert Status is depressed on the command pallet

Can be further modified by Craft ODF commands.

4.0 Fleet Ops Only: CRAFT_DEFAULT_MOVEMENT_AUTONOMY

Integer, Default: 1

Overrides global default Craft autonomies.

MOVEMENT_AUTONOMY_LOW = 0
MOVEMENT_AUTONOMY_MED = 1
MOVEMENT_AUTONOMY_HIGH = 2

Can be further modified by Craft ODF commands.

4.0 Fleet Ops Only: CRAFT_DEFAULT_SPECIALWEAPON_AUTONOMY

Integer, Default: 0

Overrides global default Craft autonomies.

SPECIAL_WEAPON_AUTONOMY_NONE = 0
SPECIAL_WEAPON_AUTONOMY_MED = 1
SPECIAL_WEAPON_AUTONOMY_HIGH = 2

Can be further modified by Craft ODF commands.

 

AI Commands

EASY_SPECIAL_WEAPON_FIRE_MODIFIER *

Float, A2 Default: 20.0

A2 Hardcoded Default: 2.0 (A1: same)

Determines the cooldown for Special Weapons on Easy  game mode. Does not affect the energy, just how frequently the GameObject will fire its Special Weapons. *might be affected by AlwaysFireSpecialWeapons odf command* ???

DEFAULT_SPECIAL_WEAPON_FIRE_MODIFIER *

Float, A2 Default: 4.0

A2 Hardcoded Default: 1.0 (A1: same)

Determines the cooldown for Special Weapons on Normal game mode. Does not affect the energy, just how frequently the GameObject will fire its Special Weapons when left to Special Weapons Autonomy / AI. *might be affected by AlwaysFireSpecialWeapons odf command* ???

HARD_SPECIAL_WEAPON_FIRE_MODIFIER *

Float, A2 Default: 0.05

A2 Hardcoded Default: 0.25 (A1: same)

Determines the cooldown for Special Weapons on Hard game mode. Does not affect the energy, just how frequently the GameObject will fire its Special Weapons when left to Special Weapons Autonomy / AI. *might be affected by AlwaysFireSpecialWeapons odf command* ???

EASY_DAMAGE

Float, A2 Default: 0.5

A2 Hardcoded Default: 0.5 (A1: same)

Determines the percent damage reduction applied to weapons fire from an Easy game mode AI (1.0 = 100%).

HARD_DAMAGE

Float, A2 Default: 2.0

A2 Hardcoded Default: 2.0 (A1: same)

Determines the percent damage reduction applied to weapons fire from an Hard game mode AI (1.0 = 100%).

EASY_MINING_MODIFIER

Float, A2 Default: 2.0

A2 Hardcoded Default: 2.0

Determines the mining rate modifier applied to a human player on Easy game mode AI (1.0 = 100%).

float EASY_MINING_MODIFIER = 2.0 // The player mines at twice the rate as the AI on Easy game mode

HARD_MINING_MODIFIER

Float, A2 Default: 0.5

A2 Hardcoded Default: 0.5

Determines the mining rate modifier applied to a human player on Hard game mode (1.0 = 100%).

float HARD_MINING_MODIFIER = 2.0 // The player mines at half the rate as the AI on Hard game mode

HARD_AI_COST_HANDICAP

Float, A2 Default: 0.6

A2 Hardcoded Default: 0.5

Determines the cost modifier applied to the AI's GameObjects on Hard game mode (1.0 = 100%).

HARD_AI_SPEED_HANDICAP

Float, A2 Default: 0.7

A2 Hardcoded Default: 0.5

Determines the build speed modifier applied to the AI's Producers on Hard game mode (1.0 = 100%).

MEDIUM_AI_COST_HANDICAP

Float, A2 Default: 0.85

A2 Hardcoded Default: 0.75

Determines the cost modifier applied to the AI's GameObjects on Medium (default) game mode (1.0 = 100%).

MEDIUM_AI_SPEED_HANDICAP

Float, A2 Default: 1.0

A2 Hardcoded Default: 0.75

Determines the build speed modifier applied to the AI's Producers on Medium (default) game mode (1.0 = 100%).

EASY_AI_COST_HANDICAP

Float, A2 Default: 1.2

A2 Hardcoded Default: 1.2

Determines the cost modifier applied to the AI's GameObjects on Easy game mode (1.0 = 100%).

EASY_AI_SPEED_HANDICAP

Float, A2 Default: 1.1

A2 Hardcoded Default: 1.2

Determines the build speed modifier applied to the AI's Producers on Easy game mode (1.0 = 100%).

cfgRESOURCE_LATINUM_SPACING

Float, A2 Default: 500.0

A2 Hardcoded Default: 500.0

The AI is instructed to avoid placing multiple MiningStations in close proximity if LatinumNebulae are close together. This command determines the minimum distance between AI-placed MiningStations.

cfgFREIGHTERS_PER_MOON

Integer, A2 Default: 3

A2 Hardcoded Default: 3

Determines the default number of Freighters the AI will assign per Scrap resource GameObject (if not overwritten by the Faction configuration AIFreightersPerMoon ODF command).

cfg8472_RESOURCE_DISTANCE

Float, A2 Default: 300.0

A2 Hardcoded Default: 300.0

The AI treats MiningStations that have the capability to move differently than build-on-site MiningStations. This command determines the maximum distance from a resource object a moveable MiningStation will approach.

cfg8472_RESOURCE_INSIDE_DISTANCE

Float, A2 Default: 200.0

A2 Hardcoded Default: 200.0

The AI treats MiningStations that have the capability to move differently than build-on-site MiningStations. Determines the minimum distance from a resource object a moveable MiningStation will approach.

cfgRESOURCE_THREAT_PENALTY_COEFFICIENT

Float, A2 Default: 1.0

A2 Hardcoded Default: 1.0

Threat multiplier penalty for getting resources. Untested: likely affects the AIP Goal Parameters.

cfgPLANET_BASE_BUILD_BUFFER

Float, A2 Default: 400.0

A2 Hardcoded Default: 800.0

Determines how far above the surface of the Planet to build a PlanetMiningBase.

HARD_AI_CLOAK_PERCENT

Float, A2 Default: 75.0

A2 Hardcoded Default: 75.0

The percent chance that the AI will cloak units when giving a movement or attack command on Hard game mode (1.0 = 1.0%).

MEDIUM_AI_CLOAK_PERCENT

Float, A2 Default: 50.0

A2 Hardcoded Default: 50.0

The percent chance that the AI will cloak units when giving a movement or attack command on Medium (default) game mode (1.0 = 1.0%).

EASY_AI_CLOAK_PERCENT

Float, A2 Default: 25.0

A2 Hardcoded Default: 25.0

The percent chance that the AI will cloak units when giving a movement or attack command on Medium (default) game mode (1.0 = 1.0%).

cfg_MIN_MOVE_DISTANCE_FOR_CLOAK

Float, A2 Default: 1500.0

A2 Hardcoded Default: 1500.0

If the AI gives a move order to a vessel that is greater than cfg_MIN_MOVE_DISTANCE_FOR_CLOAK, it will then try to cloak the ship (depending on the CLOAK_PERCENT commands).

cfg_MIN_MOVE_WARP_DISTANCE

Float, A2 Default: 1100.0

A2 Hardcoded Default: 1500.0

If the AI gives a move order to a vessel that is greater than cfg_MIN_MOVE_WARP_DISTANCE, it will go to Warp speed.

cfg_AI_SHOW_GOALS_COUNT

Integer, A2 Default: 12

A2 Hardcoded Default: 12

Determines how many Strategic Goals are shown on the Minimap when the AI Debugging Tool is active (Ctrl+Shift+A).

AI_GRID_SIZE *

Float, A2 Default: 400.0

A2 Hardcoded Default: 400.0

Original comments: STRATEGIC AI PARAMETERS. Untested: likely affects the AIP Goal Parameters.

Fleet Ops Only: AI_BASE_GRID_SIZE

Float, Default: 65.0

Determines how far apart the AI will attempt to construct each station. The AI will try to build its first stations diagonally to each other (X, Y values from the other station being equal to AI_BASE_GRID_SIZE), but will efficiently fill in the other "corners" before expanding the base in more distant (presumably unprotected) directions. This results in stations that are usually at right angles to each other at a spacing of AI_BASE_GRID_SIZE.

Likewise, this value determines the minimum distance that the AI will build its MiningStations from a Scrap resource object.

Pathing Commands

SHOW_QUADTREE *

Integer A2 Default: 0

A2 Hardcoded Default: 0

Determines whether Armada should show the quadtree decomposition for debugging (shows how GameObjects move through the game and around other objects via rectangular breakdown). Tested: unknown how it affects gameplay.

HIGHEST_QUADTREE_GRID_RESOLUTION *

Float, A2 Default: 50.0

A2 Hardcoded Default: 100.0

Original comments: Path Planning. Tested: unknown how it affects gameplay.

IMPASSABLE_TERRAIN *

Integer, A2 Default: -1

A2 Hardcoded Default: -1

Determines the value for terrain that is impassible (terrain that invalidates movement orders). Tested: unknown how it affects gameplay.

DEFAULT_TERRAIN_VALUE

Integer, A2 Default: 100

A2 Hardcoded Default: 10

Determines the default value for terrain pathing.

cfg_WARP_INHIBITION_COST

Integer, A2 Default: DEFAULT_TERRAIN_VALUE * 4 (=400)

A2 Hardcoded Default: 198

Craft cannot use warp when within the warp inhibiting field of certain GameObjects (Planets, Blackholes). Determines the pathing inclination to avoid warping into a warp inhibiting field (and thereby travel at warpSpeed around the inhibiting field).

cfg_ALMOST_INTRAVERSIBLE

Integer, A2 Default: 300

A2 Hardcoded Default: 198

Determines the pathing value for moving around stations and other non-impassible objects (terrain that does not invalidate movement orders, but blocks it).

USE_PATH_PLANNING

Integer, A2 Default: 1

A2 Hardcoded Default: 1

When set to 1, Craft will plan their paths around each other (taking into consideration appropriate pathing variables) and GameObjects for all actions. When set to 0, Craft will move in a straight line and bump into everything along the way.

Anmerkungen: scheint er direkt weiter in die nicht öffentliche cfgDEFAULT_USE_PATH_PLANNING reinzuschreiben ***

PERFORM_RUBBER_BANDING *

Integer, A2 Default: 1

A2 Hardcoded Default: 1

Original comments: Do we want the extra special rubber banding effect to make paths nicer? Untested.

COMBAT_SLOWDOWN*

Float, A2 Default: 1.0

A2 Hardcoded Default: 0.5

Original comments: In certain combat modes, we go extra slow. Tested: unknown how it affects gameplay.

FORMATION_LEADER_SLOWDOWN

Float, A2 Default: 1.0

A2 Hardcoded Default: 0.8

This command only affects grouped Craft.

Determines how much the leader of a formation of Craft should slow down when the group is given a move command (accepts 0.0 to 1.0). If set to 0.0, the Craft that is assigned to be the formation leader will not move at all (1.0 = 100% of full impulse speed).

Note that if a Craft is taken out of the formation (given an order separate of the other vessels), another Craft in the formation will automatically be assigned as the "leader" (and thus be affected by the slowdown).

FORMATION_SPACING *

Float, A2 Default: 100.0

A2 Hardcoded Default: 100.0

Original comments: How far apart should vessels be when moving in formation. Tested: unknown how it affects gameplay.

ANCHOR_PURSUIT_POINT_ANGLE

Float, A2 Default: (3.14159/6) (=0.52359833333333333333333333333333)

A2 Hardcoded Default: 0.7853975

Determines the turning frequency (assumed) and direction of Craft as they engage a target while in a Cloverleaf or Circle Formation:

Positive Value = Craft in Cloverleaf or Circle Formation turn clockwise.
Zero = Craft will randomly turn in either direction.
Negative Value = Craft turn counterclockwise.

Note that large positive or negative values cause continuous circling right over the target.

ANCHOR_PURSUIT_FORCE

Float, A2 Default: 10.0

A2 Hardcoded Default: 10.0

Determines the directionality of the force that "pulls" the Craft toward its target while in a Cloverleaf or Circle Formation, as well as the fraction of combatSpeed that is used for maneuvors (1.0 = 100%):

Positive Value = Approach target and obey Cloverleaf or Circle movement patterns.
Zero = Stand in place, regardless if the target moves out of range.
Negative Value = Move as far as possible from the target.

Note that values larger than 1.0 or -1.0 have no discerible effect.

cfgDOGFIGHT_RADIUS_MODIFIER

Float, A2 Default: 3.0

A2 Hardcoded Default: 10.0

Determines the radius at which Craft move around a target when using the Circle Formation. This radius is calculated by multiplying this modifier by the radius of the target Craft (its collision bubble).

Note that if a group of Craft are sent into battle in a Circle Formation, depending on the value set here, some of the Craft may circle targets out of weapon range.

Circle Formation Notes: Ship circles target at range. Large values of ANCHOR_PURSUIT_POINT_ANGLE cause 0-range circling.

cfgCLOVERLEAF_RADIUS_MODIFIER

Float, A2 Default: 1.2

A2 Hardcoded Default: 1.1

Determines the radius at which Craft move around a target when using the Cloverleaf Formation. This radius is calculated by multiplying this modifier by the radius of the target Craft (its collision bubble).

Note that depending on the value set here, if a group of Craft are sent into battle in a Cloverleaf Formation, some of the Craft may circle targets out of weapon range.

Cloverleaf Formation Notes: Ship stays at X range of target, circles at range depending on ANCHOR_PURSUIT_POINT_ANGLE, then moves X amount to circle at range, repeats.

MAX_PREVENTION_ROTATION

Float, A2 Default: 0.6

A2 Hardcoded Default: 0.4

Deterimines how quickly a vessel rotates away after colliding with another GameObject (1.57 is very quick).

The larger the value, the more the vessel exhibits jerking motion when colliding.

MAP_EDGE_EPSILON *

Float, A2 Default: 0.1

A2 Hardcoded Default: 0.1

Original comments: We need an epsilon value for sending units to the right or bottom of the map to keep our position strictly LESS than the edge value. Tested: unknown how it affects gameplay.

MAP_EDGE_BUFFER

Float, A2 Default: 100.0

A2 Hardcoded Default: 100.0

Determines the distance from the edge of the map which buffers vessel movement. Vessels can be given a movement order into this region and the order will be considered valid, but the vessel will stop once it gets to the buffer.

Note that large (>1000.0) MAP_EDGE_BUFFER values will cause errors ranging from graphics to crashes.

cfg_WARP_INHIBITION_BUFFER

Float, A2 Default: 80.0

A2 Hardcoded Default: 5.0

Craft cannot use warp when within the footprint of a GameObject. Determines the buffer around the warp inhibition area (how close Craft at warp go near the inhibition zone).

NEBULAE_PATHING_SAFETY_COEFFICIENT *

Float, A2 Default: 1.5

A2 Hardcoded Default: 1.8

Modifies the distance at which GameObjects path around Nebulae by this factor.

ASTEROID_BELT_PATHING_COST

Float, A2 Default: 400.0

A2 Hardcoded Default: 1000.0

Determines the pathing cost for moving around AsteroidFields (so that GameObjects don't bump / slide across the AsteroidField directly).

BLACKHOLE_PATHING_COST

Float, A2 Default: IMPASSABLE_TERRAIN (= -1)

A2 Hardcoded Default: 1000.0

Determines the pathing cost for moving around BlackHoles

BLACKHOLE_PATHING_SAFETY_COEFFICIENT

Float, A2 Default: 1.5

A2 Hardcoded Default: 1.5

Modifies the distance at which GameObjects path around BlackHoles by this factor.

cfgDEFAULT_TO_FORMATION_MOVE *

Integer, A2 Default: 1

A2 Hardcoded Default: 1

Determines whether GameObjects default to formation move, or non-formation group movement. Tested: unknown how it affects gameplay.

cfgPLANET_DEWARP_RADIUS_MULTIPLIER

Float, A2 Default: 5.0

A2 Hardcoded Default: 4.0

Craft cannot use warp when within the footprint of a GameObject. Determines the multiplier for the footprint to calculate a radius for the gravity induced de-warping zone for Planet GameObjects. Also sets the size of the warp inhibition circle on the minimap.

cfgBLACKHOLE_DEWARP_RADIUS_MULTIPLIER

Float, A2 Default: 125.0

A2 Hardcoded Default: 10.0

Craft cannot use warp when within the footprint of a GameObject. Determines the multiplier for the footprint to calculate a radius for the gravity induced de-warping zone for BlackHole GameObjects. Also sets the size of the warp inhibition circle on the minimap.

PLANET_MINING_RADIUS_OFFSET

Float, A2 Default: 150.0

A2 Hardcoded Default: 100.0

Determines how far from the outside of a Planet should Freighters mine (if they have the capability to directly mine the Planet).

cfgPATH_POINT_SELECTION_DISTANCE

Float, A2 Default: 15.0

A2 Hardcoded Default: 15.0

Original comments: How far from a path point we can click and select it. Untested.

GRID_FX_GROWTH_RATE

Float, A2 Default: 0.83

A2 Hardcoded Default: 0.83

When GameObjects are given an order on the map grid (go to a location, set a rally point, etc), after the click, an animation plays at the location.

This determines how quickly the animation plays through the GROWTH_INTERVAL steps.

GRID_FX_MAX_SIZE

Float, A2 Default: 50.0

A2 Hardcoded Default: 50.0

When GameObjects are given an order on the map grid (go to a location, set a rally point, etc), after the click, an animation plays at the location.

This determines the initial size of the icon in the animation.

GRID_FX_MIN_SIZE

Float, A2 Default: 2.0

A2 Hardcoded Default: 2.0

When GameObjects are given an order on the map grid (go to a location, set a rally point, etc), after the click, an animation plays at the location.

This determines the final size of the icon in the animation.

GRID_FX_GROWTH_INTERVAL

Float, A2 Default: 0.01

A2 Hardcoded Default: 0.01

When GameObjects are given an order on the map grid (go to a location, set a rally point, etc), after the click, an animation plays at the location.

This determines the step size (in seconds) for the icon in the animation as it goes from MAX_SIZE to MIN_SIZE.

GRID_FX_ROTATION_SPEED

Float, A2 Default: 2.0

A2 Hardcoded Default: 2.0

When GameObjects are given an order on the map grid (go to a location, set a rally point, etc), after the click, an animation plays at the location.

This determines the rate of rotation for the icon as it goes from MAX_SIZE to MIN_SIZE (thereby creating the animation).

SELECTION_RECTANGLE_COMMIT_AREA

Integer, A2 Default: 100

A2 Hardcoded Default: 100

Determines what the area of a selection rectangle (when you right click, hold, and drag the cursor) must be before Armada displays the selection rectangle and before that cursor movement becomes a selection action.

Prior to reaching this area the selection rectangle does not appear and nothing will be selected within that ghost area.

Note that this command does not affect the selection rectangle if you decrease its area after reaching the COMMIT_AREA.

Display and Scroll Commands

MOTD_ADDRESS

String, A2 Default: "www.armada2.com/MOTD.txt"

A2 Hardcoded Default: ""

Determines the web address from which to retrieve the Message of the Day. This message is displayed in the Chat in Main Lobby window when going online with the integrated GameSpy feature.

cfgFLIP_TO_WINDOWED_ON_ASSERT

Integer, A2 Default: 1

A2 Hardcoded Default: 0

Original comments: Should we go to windowed mode when we hit an assert? Very useful for single monitor machines.

Anmerkungen: dem sind wir wohl noch nie begegnet. aber: ich benutze seid kurzem die funktion die auf die variable zugreift selbst

cfgRESIZEABLE_WINDOW

Integer, A2 Default: 1

A2 Hardcoded Default: 0

OVERVIEW_PARABOLA_FOCUS

Float, A2 Default: 200.0

A2 Hardcoded Default: 100.0

Determines your inclination above the 2D plane of the in-game world.

A value of zero has the Player looking straight down upon the in-game world. Positive and negative values tip the perspective until the Player is looking at the 2D plane edge on, or below.

OVERVIEW_MAX_HEIGHT

Float, A2 Default: 2200.0

A2 Hardcoded Default: 400.0

Determines the maximum distance to which you can scroll out. Note that if you set it too low your units will fill the screen.

OVERVIEW_INIT_HEIGHT

Float, A2 Default: 1000.0

A2 Hardcoded Default: 150.0

Determines the initial distance at which you are zoomed when you start your first game. Note that Armada remembers the height between games, so this is usually only used once.

OVERVIEW_MIN_HEIGHT

Float, A2 Default: 10.0

A2 Hardcoded Default: 25.0

Determines the minimum distance to which you can scroll in.

OVERVIEW_INIT_ROTATION

Float, A2 Default: 0.0

A2 Hardcoded Default: 0.0

Determines the rotation of the 2D plane of the in-game world in degrees.

Note that as Armada has no built in method to change this rotation in game, this can be very disorienting if changed (as the Minimap does not rotate, just the world-view).

SCROLL_COEFFICIENT

Float, A2 Default: 90000.0

A2 Hardcoded Default: 5.0

Determines what factor to use to change the speed of scrolling across the screen with the mouse or keyboard.

Recommended to leave as is, as small values make it impossible to scroll.

SCROLL_BORDER_WIDTH

Integer, A2 Default: 2

A2 Hardcoded Default: 20

Determines the cursor's "scroll footprint". As SCROLL_BORDER_WIDTH is increased, the cursor needs to be further from an edge of the screen to determine when scrolling begins in that direction.

FASTSCROLL_COEFFICIENT *

Float, A2 Default: 0.005

A2 Hardcoded Default: 20.0

Untested.

ZOOM_SCROLL_COEFFICIENT *

Float, A2 Default: 0.01

A2 Hardcoded Default: 1.0

Untested: Likely affects the maximum speed of scrolling into the screen with the mouse.

ROTATION_SCROLL_COEFFICIENT *

Float, A2 Default: 0.01

A2 Hardcoded Default: 0.05

Untested.

CINEMATIC_ROTATION_COEFFECIENT

Float, A2 Default: 0.035

A2 Hardcoded Default: 0.01

Determines the speed of scroll-rotation while in Cinematic Mode.

KEYBOARD_SCROLL_RATE *

Float, A2 Default: 2.0

A2 Hardcoded Default: 20.0

Untested: Likely affects the maximum speed of scrolling across the screen with the keyboard.

cfgMOUSE_HOLD_LEVEL *

Float, A2 Default: 0.28

A2 Hardcoded Default: 0.25

Determines how long the mouse button needs to be held before it's considered a hold.

SNAP_TO_DISTANCE

Integer, A2 Default: 10

A2 Hardcoded Default: 10

Unused in Armada II or Fleet Operations. In Armada I this was the distance where the panels snap to another panel or the edge (as the GUI was moveable in-game).

UNHIDE_DISTANCE

Integer, A2 Default: 15

A2 Hardcoded Default: 12

Unused in Armada II or Fleet Operations. In Armada I this was the distance at which the interface auto-hide popped up (as the GUI was moveable in-game).

cfgSCREEN_WIDTH

Float, A2 Default: 1600.0

A2 Hardcoded Default: 1600.0

In stock Armada II this changes the width of the Armada window. In Fleet Operations this can cause severe graphical issues and alteration is not recommended. It is superseded by Fleet Ops custom screen sizes.

cfgSCREEN_HEIGHT

Float, A2 Default: 1200.0

A2 Hardcoded Default: 1200.0

In stock Armada II this changes the height of the Armada window. In Fleet Operations this can cause severe graphical issues and alteration is not recommended. It is superseded by Fleet Ops custom screen sizes.

SCROLL_ACCELERATION

Integer, A2 Default: 3

A2 Hardcoded Default: 2

Determines what multiplier is used to calculate the acceleration of the scroll as scroll speed increases from INITIAL_SCROLL_SPEED to MAX_SCROLL_SPEED (across steps).

Note that if this value is too large, scroll speed seems to increase past MAX_SCROLL_SPEED.

MAX_SCROLL_SPEED

Float, A2 Default: 2.0

A2 Hardcoded Default: 10.0

The maximum speed of scrolling after undergoing SCROLL_ACCELERATION.

INITIAL_SCROLL_SPEED

Float, A2 Default: 1.0

A2 Hardcoded Default: 0.5

The initial speed of scrolling.

SHOW_FOOTPRINTS_IN_EDIT_MODE

Integer, A2 Default: 0

A2 Hardcoded Default: 0

When set to 1, footprints of GameObjects are shown by default while in the Map Editor.

SCROLL_INTERVAL

Integer, A2 Default: 14000

A2 Hardcoded Default: 5000

Determines how long should each line of chat text should linger (in milliseconds).

DEFAULT_CHAT_TEXT_HEIGHT

Integer, A2 Default: 25

A2 Hardcoded Default: 15

Determines how much space there should be between each line of chat text.

FRAMERATE_DISPLAY

Integer, A2 Default: 0

A2 Hardcoded Default: 1

Determines whether Armada should show the frame rate (Frames Per Second) in the upper left corner by default.

Render Commands

cfgFADE_OUT_ENABLED

Integer, A2 Default: 1

A2 Hardcoded Default: 1

When set to 1, Craft that are close to the camera are faded out.

cfgFADE_OUT_MIN_FOV

Float, A2 Default: 0.5

A2 Hardcoded Default: 0.5

Determines the ratio of radius / distance at which fade out begins.

cfgFADE_OUT_MAX_FOV

Float, A2 Default: 0.8

A2 Hardcoded Default: 2.0

Determines the ratio of radius / distance at which fade out ends.

cfgFADE_OUT_MAX

Float, A2 Default: 0.9

A2 Hardcoded Default: 0.875

Determines the maximum degree of fade-out (1.0 = invisible, 0.0 = opaque).

cfgTACTICAL_GRID_RENDER

Integer, A2 Default: 2

A2 Hardcoded Default: 0

Changes the default appearance (while in Tactical View - Cinematic mode) of the red / green height bars when units are not at zero height and also affects when you see the map grid. These can be further toggled on and off for both Strategic and Tactical (Cinematic) Views (at the same time) in game using the Alt+G command.

0 = Display only the grid.
1 = Display the grid and height bars. When used, height bars will always appear on all objects that are not at zero height.
2 = Display neither by default. Alt+G will still toggle the map grid on / off.

cfgSTRATEGIC_GRID_RENDER

Integer, A2 Default: 0

A2 Hardcoded Default: 0

Changes the default appearance (while in Strategic View - top-down mode) of the red / green height bars when units are not at zero height and also affects when you see the map grid. These can be further toggled on and off for both Strategic and Tactical (Cinematic) Views (at the same time) in game using the Alt+G command.

0 = Display only the grid.
1 = Display the grid and height bars. When used, height bars will always appear on all objects that are not at zero height.
2 = Display neither by default. Alt+G will still toggle the map grid on / off.

cfgMIN_STRATEGIC_VIEW_OBJECT_RADIUS *

Float, A2 Default: 25.0

A2 Hardcoded Default: 25.0

Determines at what size should Armada start scaling objects in Strategic (Cinematic) View. 1/4 grid square size. Untested.

cfgMAX_STRATEGIC_VIEW_OBJECT_SCALE

Float, A2 Default: 1.75

A2 Hardcoded Default: 1.75

Determines the fraction that GameObjects viewed in Strategic (top-down mode) View are scaled compared to Tactical (Cinematic mode) View.

Only affects GameObjects which are scaled using the scaleSOD ODF command.

float cfgMAX_STRATEGIC_VIEW_OBJECT_SCALE = 1.75 // When viewed in Strategic View, GameObjects are scaled 75% larger than in Tactical View

NEAR_CLIPPING_PLANE *

Float, A2 Default: 20.0

A2 Hardcoded Default: 20.0

Original comments: Clipping planes - meters from eyepoint. Nominally 1.0. Untested.

FAR_CLIPPING_PLANE *

Float, A2 Default: 20000.0

A2 Hardcoded Default: 20000.0

Original comments: meters from eyepoint. Untested.

CINEMATIC_NEAR_CLIPPING_PLANE *

Float, A2 Default: 10.0

A2 Hardcoded Default: 50.0. Untested.

CINERACTIVE_FAR_CLIPPING_PLANE *

Float, A2 Default: 300.0

A2 Hardcoded Default: 450.0

Original comments: meters from eyepoint. Untested.

STAR_FAR_CLIP_PLANE

Float, A2 Default: 80000.0

A2 Hardcoded Default: 80000.0

Original comments: Special clipping planes for special effects

cfgOBJECT_CULLING_DISTANCE

Float, A2 Default: 2800.0

A2 Hardcoded Default: 2000.0

Determines the distance from the player's position at which point GameObjects (but not effects) are no longer rendered.

NORMAL_WEAPON_TEAM_COLOR

Integer, A2 Default: 0

A2 Hardcoded Default: 0

When set to 1, any sprite-based weaponry (beam weaponry in Fleet Ops, as torpedo and pulse weaponry are usually SOD) is colored according to the player's current color, as long as that color is not white.

In other words, if player 1 chooses red, all beam, torpedo, and pulse-type weaponry will be colored red, provided the ordnances are sprites.

DETAIL_0_LOD_0_DISTANCE *

Float,

Determines the distance from the texture at which point its primary Level of Detail is used. Fleet Operations units have 512x512 pixels at this LOD.

DETAIL_0_LOD_1_DISTANCE *

Float,

Determines the distance from the texture at which point the next Level of Detail is used. The texture that is called is determined by affixing a _1 to the default name of the texture. Fleet Operations units have 256x256 pixels at this LOD.

DETAIL_0_LOD_2_DISTANCE *

Float,

Determines the distance above the texture at which time the next Level of Detail is used. The texture that is called is determined by affixing a _2 to the default name of the texture. Fleet Operations units have 128x128 pixels at this LOD.

DETAIL_0_LOD_3_DISTANCE *

Float,

Determines the distance above the texture at which time the next Level of Detail is used. The texture that is called is determined by affixing a _3 to the default name of the texture. Fleet Operations units have 64x64 pixels at this LOD.

ST3D_NUM_ZSORT_BUCKETS

Integer, A2 Default: 16384

A2 Hardcoded Default: 16384

Original comments: Number of Z-sort buckets used by Storm3D renderer.

ST3D_SHOW_LIGHT_SOURCE_INFO

Integer, A2 Default: 0

A2 Hardcoded Default: 1

ST3D_CHUNK_MANAGER_MAX_CHUNKS

Integer, A2 Default: 1500

A2 Hardcoded Default: 3000

Storm3D chunk manager parameters: the maximum number of pieces of debris.

ST3D_CHUNK_SIZE_FACTOR

Float, A2 Default: 0.5

A2 Hardcoded Default: 0.6

Storm3D chunk manager parameters: how large each fragment of debris is.

ST3D_CHUNK_LIFETIME_AVG

Float, A2 Default: 4.0

A2 Hardcoded Default: 3.0

Storm3D chunk manager parameters: how long in seconds the destroyed fragment lasts.

ST3D_CHUNK_LIFETIME_DEVIATION

Float, A2 Default: 2.0

A2 Hardcoded Default: 1.0

Storm3D chunk manager parameters: the random deviation in seconds from the average fragment lifetime.

ST3D_CHUNK_MAX_ANGULAR_VELOCITY

Float, A2 Default: 4.0

A2 Hardcoded Default: 4.0

Storm3D chunk manager parameters: determines how fast the fragments rotate.

ST3D_CHUNK_MAX_VELOCITY

Float, A2 Default: 90.0

A2 Hardcoded Default: 200.0

Storm3D chunk manager parameters: how fast the fragment of debris moves away from the explosion.

cfgST3D_ALWAYS_FLUSH_D3D_BUFFERS

Integer, A2 Default: 0

A2 Hardcoded Default: 0

Original comments: When should we flush buffers (degrading performance) to work around driver bugs?

0 = When we don't detect appropriate hardware
1 = Always
2 = Never

DRAW_PIZZA_BOX

Integer, A2 Default: 0

A2 Hardcoded Default: 0

Anmerkungen: mhhh, pizza

DEBUG_SHOW_AI_PATHS

Integer, A2 Default: 0

A2 Hardcoded Default: 0

When set to 1, paths for Craft are shown while in the Map Editor.

There are two types of paths that are shown. The first is the straight-line path, which connects the initial position of the Craft to its planned, final position. The second is the planned path, which takes into consideration pathing around other GameObjects.

DEBUG_SHOW_CURVES

Integer, A2 Default: 1

A2 Hardcoded Default: 0

When set to 1, planned paths visible in the Map Editor (when DEBUG_SHOW_AI_PATHS = 1) show curves demonstrating the smoothing function of the path.

DEBUG_SHOW_OBJ_POSTS *

Integer, A2 Default: 1

A2 Hardcoded Default: 1

Original comments: DEBUG DISPLAY. Untested.

DEBUG_SHOW_LOCAL_BOUNDING_BOX *

Integer, A2 Default: 0

A2 Hardcoded Default: 0

Original comments: DEBUG DISPLAY. Untested.

DEBUG_SHOW_OBJECT_BOUNDING_BOX

Integer, A2 Default: 0

A2 Hardcoded Default: 0

Original comments: DEBUG DISPLAY

DEBUG_SHOW_OBJECT_BOUNDING_SPHERE *

Integer, A2 Default: 0

A2 Hardcoded Default: 0

Original comments: DEBUG DISPLAY. Untested.

DEBUG_SHOW_BOUNDING_SQUARE *

Integer, A2 Default: 0

A2 Hardcoded Default: 0

Original comments: DEBUG DISPLAY. Untested.

DEBUG_DRAW *

Integer, A2 Default: 0

A2 Hardcoded Default: 1

Original comments: DEBUG DISPLAY. Untested.

DEBUG_DRAW can be 0 - 3

0 means draw nothing,
1 means draw just coordinates
2 means draw everything but AI,
3 means AI state only

Starfield Commands

STARFIELD_GEOMETRY_NAME *

String, A2 Default: ""

A2 Hardcoded Default: "mbgaqu"

Defines the default name for the Map Background model. ***

STARFIELD_ODF_NAME *

String, A2 Default: ""

A2 Hardcoded Default: "stblob1.odf"

Defines the default name for the Starfield ODF. All subsequent Starfield ODFs take their name from the stars_ tag. The game then refers to these in the Map Editor. ***

cfgSTARFIELD_NUM_BSTAR

Integer, A2 Default: 20

A2 Hardcoded Default: 1

Original comments: The max index of each of these star types as taken from the starfield.spr file plus 1.

cfgSTARFIELD_NUM_MSTAR

Integer, A2 Default: 20

A2 Hardcoded Default: 7

Original comments: The max index of each of these star types as taken from the starfield.spr file plus 1.

cfgSTARFIELD_NUM_CSTAR

Integer, A2 Default: 20

A2 Hardcoded Default: 1

Original comments: The max index of each of these star types as taken from the starfield.spr file plus 1.

Admiral's Log Commands

cfgINITIAL_STARDATE

Float, A2 Default: 56123.1

A2 Hardcoded Default: 55000.3

If the stardate is not specified by the map, this is the date when the game starts.

cfgSTARDATE_PER_SECOND

Float, A2 Default: 0.01389

A2 Hardcoded Default: 1.1

The number of stardate intervals that pass for every game second (which more or less matches real time seconds).

cfgShipsKilled

Float, A2 Default: 2000.0

A2 Hardcoded Default: 1000.0

Determines how many points received for each vessel the player kills for the Admiral's Log military screen.

cfgShipsLost

Float, A2 Default: -100.0

A2 Hardcoded Default: -10.0

Determines how many points received for each vessel the player loses for the Admiral's Log military screen.

cfgShipsBuilt

Float, A2 Default: 200.0

A2 Hardcoded Default: 100.0

Determines how many points received for each vessel the player builds for the Admiral's Log military screen.

cfgStationsKilled

Float, A2 Default: 5000.0

A2 Hardcoded Default: 2000.0

Determines how many points received for each station the player kills for the Admiral's Log military screen.

cfgStationsLost

Float, A2 Default: -500.0

A2 Hardcoded Default: -50.0

Determines how many points received for each station the player loses for the Admiral's Log military screen.

cfgStationsBuilt

Float, A2 Default: 500.0

A2 Hardcoded Default: 500.0

Determines how many points received for each station the player builds for the Admiral's Log military screen.

cfgPlanetsColonized

Float, A2 Default: 10000.0

A2 Hardcoded Default: 5000.0

Determines how many points received for each Planet the player colonizes for the Admiral's Log military screen.

cfgPlanetsLost

Float, A2 Default: -5000.0

A2 Hardcoded Default: -500.0

Determines how many points received for each Planet the player loses for the Admiral's Log military screen.

cfgDilithiumGathered

Float, A2 Default: 1.0

A2 Hardcoded Default: 10.0

Determines how many points received for every unit of Dilithium the player gathers for the Admiral's Log economy screen.

cfgDilithiumSpent

Float, A2 Default: 1.0

A2 Hardcoded Default: 10.0

Determines how many points received for every unit of Dilithium the player spends for the Admiral's Log economy screen.

cfgDilithiumBought

Float, A2 Default: -1.0

A2 Hardcoded Default: -1.0

Determines how many points received for every unit of Dilithium the player purchases for the Admiral's Log economy screen.

cfgDilithiumSold

Float, A2 Default: 1.0

A2 Hardcoded Default: 1.0

Determines how many points received for every unit of Dilithium the player sells for the Admiral's Log economy screen.

cfgLatinumGathered

Float, A2 Default: 1.0

A2 Hardcoded Default: 10.0

Determines how many points received for every unit of Latinum the player gathers for the Admiral's Log economy screen.

cfgLatinumSpent

Float, A2 Default: 1.0

A2 Hardcoded Default: 10.0

Determines how many points received for every unit of Latinum the player spends for the Admiral's Log economy screen.

cfgMetalGathered

Float, A2 Default: 1.0

A2 Hardcoded Default: 10.0

Determines how many points received for every unit of Metal the player gathers for the Admiral's Log economy screen.

cfgMetalSpent

Float, A2 Default: 1.0

A2 Hardcoded Default: 10.0

Determines how many points received for every unit of Metal the player spends for the Admiral's Log economy screen.

cfgMetalBought

Float, A2 Default: -1.0

A2 Hardcoded Default: -1.0

Determines how many points received for every unit of Metal the player purchases for the Admiral's Log economy screen.

cfgMetalSold

Float, A2 Default: 1.0

A2 Hardcoded Default: 1.0

Determines how many points received for every unit of Metal the player sells for the Admiral's Log economy screen.

cfgBiomatterGathered

Float, A2 Default: 1.0

A2 Hardcoded Default: 10.0

Determines how many points received for every unit of Biomatter the player gathers for the Admiral's Log economy screen.

cfgBiomatterSpent

Float, A2 Default: 1.0

A2 Hardcoded Default: 10.0

Determines how many points received for every unit of Biomatter the player spends for the Admiral's Log economy screen.

cfgTradeProfit

Float, A2 Default: 10.0

A2 Hardcoded Default: 10.0

Determines how many points received for every unit of Cargo the player trades for the Admiral's Log economy screen.

cfgTIMELINE_FREQ

Float, A2 Default: 0.5

A2 Hardcoded Default: 2.0

Original comments: How often should we take snapshots of strength for the Admiral's Log timeline? in seconds - this is just the initial sample rate, it decreases as the game plays.

cfgWINNERS_BONUS

Float, A2 Default: 5000.0

A2 Hardcoded Default: 0.0

Determines how many bonus Game Points will be added to the winner's game score.

Unused Configuration Commands

This section consists of commands that have no gameplay effect in Armada. It is never possible to be 100% certain however.

cfgFREIGHTERS_PER_NEBULA

Integer, A2 Default: 3

A2 Hardcoded Default: 3

Determines the default number of Freighters the AI will assign per LatinumNebula resource GameObject...

Original comments: how many freighters can we have around each resource?

Anmerkungen: scheint nicht verwendet zu werden

cfgFREIGHTERS_PER_PLANET

Integer, A2 Default: 5

A2 Hardcoded Default: 5

Determines the default number of Freighters the AI will assign per Planet resource GameObject...

Original comments: how many freighters can we have around each resource?

Anmerkungen: scheint nicht verwendet zu werden

OFF_MAP_PATHING_COST

Integer, A2 Default: 90000

A2 Hardcoded Default: 90000

Original comments: Cost of OFF-MAP pathing

Anmerkungen: scheint nicht verwendet zu werden

NEBULAE_PATHING_COST

Float, A2 Default: 300.0

A2 Hardcoded Default: 100.0

Original comments: Pathing cost for nebulae

Anmerkungen: scheint nicht verwendet zu werden

CIRCLE_IN_PLACE_DURING_COMBAT

Integer, A2 Default: 0

A2 Hardcoded Default: 1

Original comments: Instead of standing perfectly still, should we circle in place near our weapon range?

Anmerkungen: tja, wird in armada leider nirgens weiterverwendet der wert

CIRCLE_RADIUS_DIVISOR

Float, A2 Default: 6.0

A2 Hardcoded Default: 6.0

Original comments: Instead of standing perfectly still, should we circle in place near our weapon range?

Anmerkungen: tja, wird in armada leider nicht weiterverwendet der wert

EASY_AI

String, A2 Default: "AI_Easy_Script.dsl"

A2 Hardcoded Default: "AI_Easy_Script.dsl"

Original comments: STRATEGIC AI PARAMETERS

Anmerkungen: werden die überhaupt verwendet?

MEDIUM_AI

String, A2 Default: "AI_Medium_Script.dsl"

A2 Hardcoded Default: "AI_Medium_Script.dsl"

Original comments: STRATEGIC AI PARAMETERS

Anmerkungen: werden die überhaupt verwendet?

HARD_AI

String, A2 Default: "AI_Hard_Script.dsl"

A2 Hardcoded Default: "AI_Hard_Script.dsl"

Original comments: STRATEGIC AI PARAMETERS

Anmerkungen: werden die überhaupt verwendet?

DEBUG_VECTORS_3D

Integer, A2 Default: 0

A2 Hardcoded Default: 0

Original comments: DEBUG DISPLAY

Anmerkungen: scheint nicht verwendet zu werden

DEBUG_SHOW_AI_PATHS_RUNNING

Integer, A2 Default: 0

A2 Hardcoded Default: 0

Original comments: DEBUG DISPLAY

Anmerkungen: scheint nicht verwendet zu werden

STARFIELD_GEOMETRY_SCALE

Float, A2 Default: STAR_FAR_CLIP_PLANE*0.02 (=1600.0)

A2 Hardcoded Default: 1000.0

Original comments: Special clipping planes for special effects

Anmerkungen: hat vielleicht nicht gerade viel mit clipping zu tun...oder? scheint nicht verwendet zu werden

ST3D_PRELOAD_TEXTURES

Integer, A2 Default: 1

A2 Hardcoded Default: 0

Anmerkungen: scheint sowieso immer auf 1 gesetzt zu werden, mal bei gelegenheit genauer anschauen... - scheint sowieso nicht verwendet zu werden

ANCHOR_RADIUS

Float, A2 Default: 4.0

A2 Hardcoded Default: 40.0

Original comments: Ship combat configuration

Anmerkungen: scheint nicht verwendet zu werden. ABER für die rechnung in CENTER_OF_COMBAT_PERSISTENCE_CUTOFF wird es ja verwendet

CENTER_OF_COMBAT_PERSISTENCE_CUTOFF

Float, A2 Default: 6 * ANCHOR_RADIUS (=24.0)

A2 Hardcoded Default: 240.0

Original comments: Ship combat configuration

Anmerkungen: scheint nicht verwendet zu werden

PATH_POINT_RADIUS_SQUARED

Float, A2 Default: PATH_POINT_RADIUS * PATH_POINT_RADIUS (=1225.0)

A2 Hardcoded Default: 400.0

Original comments: When we're following a scripted 3D path, we know to advance to the next point when we're within this radius of the current point

Anmerkungen: scheint nicht verwendet zu werden

DOGFIGHT_RANGE

Float, A2 Default: 70.0

A2 Hardcoded Default: 300.0

Original comments: Ship combat configuration

Anmerkungen: scheint nicht verwendet zu werden

OLD_AVOIDANCE_FORCE_WEIGHT

Float, A2 Default: 0.7

A2 Hardcoded Default: 0.5

Original comments: How much the last cycle's collision avoidance force should factor into this cycle's. Must be less than 1.0, and should likely not be very close to 1.0.

Anmerkungen: scheint nirgendwo mehr verwendet zu werden

OBSTACLE_AVOIDANCE

Integer, A2 Default: 0

A2 Hardcoded Default: 1

Original comments: Obstacle avoidance is off by default

Anmerkungen: scheint nicht verwendet zu werden

COLLISION_LOOK_AHEAD_TIME

Float, A2 Default: 1.4

A2 Hardcoded Default: 4.0

Original comments: How far ahead to project a collision

Anmerkungen: scheint nicht verwendet zu werden

COLLISION_SAFETY_MARGIN

Float, A2 Default: 1.2

A2 Hardcoded Default: 1.5

Original comments: How much wider than reality to pretend objects are for collision avoidance

Anmerkungen: scheint nicht verwendet zu werden

Y_REPULSION

Float, A2 Default: 0.5

A2 Hardcoded Default: 1.0

Original comments: We're adding a special repulsion on the y-axis for collision avoidance.

Anmerkungen: der kommentar scheint schon zu verraten was maddoc da vorhat. der befehl scheint nicht verwendet zu werden

cfgCrewEnlisted

Float, A2 Default: 1.0

A2 Hardcoded Default: 10.0

One (hardcoded) point is received for every unit of Crew the player accumulates (from Starbases / Planets) for the Admiral's Log economy screen.

These points are not used to add up the total economy screen points.

cfgCrewAssigned

Float, A2 Default: 1.0

A2 Hardcoded Default: 10.0

One (hardcoded) point is received for every unit of Crew the player uses for building a GameObject for the Admiral's Log economy screen.

These points are not used to add up the total economy screen points.

cfgCrewLost

Float, A2 Default: 1.0

A2 Hardcoded Default: 10.0

One (hardcoded) point is received for every unit of Crew the player loses (during boarding, when lifesupport fails, when crew is killed by an effect, when a GameObject is destroyed, and when you transport to one of you own units) for the Admiral's Log economy screen.

These points are not used to add up the total economy screen points.

cfgTradeStations

Float, A2 Default: 10.0

A2 Hardcoded Default: 100.0

Original comments: for the economy screen

Anmerkungen: wird wohl nicht verwendet

cfgCargoShips

Float, A2 Default: 10.0

A2 Hardcoded Default: 100.0

Original comments: for the economy screen

Anmerkungen: wird wohl nicht verwendet

cfgShipsSent

Float, A2 Default: 10.0

A2 Hardcoded Default: 100.0

Original comments: for the economy screen

Anmerkungen: wird wohl nicht verwendet

cfgShipsReceived

Float, A2 Default: 5.0

A2 Hardcoded Default: 10.0

Original comments: for the economy screen

Anmerkungen: wird wohl nicht verwendet

Hardcoded Configuration Commands

This section consists of commands that are hardcoded, but can be made configurable if so desired.

cfg_ATTACK_ATTACK_WAIT_TIME

Float, A2 Hardcoded Default: 7.0

Anmerkungen: scheint ganz klar etwas mit angriffen zu tun zu haben, direkt wohl wie flotten angreifen oder soetwas

cfg_ATTACK_CLOSE_ATTACK_DISTANCE

Float, A2 Hardcoded Default: 300.0

Anmerkungen: das hat etwas mit der bewegung während eines angriffes zu tun

cfg_ATTACK_MAX_ATTACK_DISTANCE

Float, A2 Hardcoded Default: 700.0

Anmerkungen: auch das hat etwas mit der bewegung während eines angriffes zu tun

cfg_ATTACK_MOVE_IN_ACCEPTABLE_FAILURE_RATE

Float, A2 Hardcoded Default: 0.25

Anmerkungen: auch das hat etwas mit der bewegung während eines angriffes zu tun

cfg_ATTACK_RALLY_WAIT_TIME

Float, A2 Hardcoded Default: 4.0

Anmerkungen: das hat auch mit angriffen zu tun

cfg_DEFEND_MAX_RALLY_DISTANCE

Float, A2 Hardcoded Default: 1000.0

Anmerkungen: das ist etwas für verteidigende flotten...

cfg_DEFEND_MAX_RALLY_TIME

Float, A2 Hardcoded Default: 15.0

Anmerkungen: das ist etwas für verteidigende flotten...

cfg_DEFEND_UNDER_ATTACK_TIME

Float, A2 Hardcoded Default: 6.0

Anmerkungen: das ist etwas für verteidigende flotten...

cfg_DEFEND_WAIT_TIME

Float, A2 Hardcoded Default: 20.0

Anmerkungen: das ist etwas für verteidigende flotten...

cfg_DEFENSIVE_RADIUS

Float, A2 Hardcoded Default: 750.0

Anmerkungen: das ist etwas für verteidigende flotten...scheint auch direkt etwas mit der aufteilung oder bewegung von verteidigenden flotten zu tun zu haben...

cfg_EXPLORE_MAX_RALLY_DISTANCE

Float, A2 Hardcoded Default: 250.0

Anmerkungen: ja, richtig, aufklärende flotten :P

cfg_EXPLORE_MAX_RALLY_TIME

Float, A2 Hardcoded Default: 60.0

Anmerkungen: ja, richtig, aufklärende flotten :P

cfg_EXPLORE_WAIT_TIME

Float, A2 Hardcoded Default: 4.0

Anmerkungen: ja, richtig, aufklärende flotten :P

cfg_MOVE_FORMUP_TIME

Float, A2 Hardcoded Default: 6.0

Anmerkungen: für flottenbewegungen etwas

cfg_MOVE_MAX_TRANSIT_DISTANCE

Float, A2 Hardcoded Default: 800.0

Anmerkungen: für flottenbewegungen etwas

cfg_MOVE_MAX_TRANSIT_TIME

Float, A2 Hardcoded Default: 60.0

Anmerkungen: für flottenbewegungen etwas

cfg_SIEGE_MAX_RALLY_DISTANCE

Float, A2 Hardcoded Default: 1000.0

cfg_SIEGE_MAX_RALLY_TIME

Float, A2 Hardcoded Default: 60.0

cfg_SIEGE_RALLY_DISTANCE

Float, A2 Hardcoded Default: 1400.0

cfg_SIEGE_RECOMPUTE_DEFENSES_TIME

Float, A2 Hardcoded Default: 30.0

cfg_SIEGE_RECOMPUTE_STATIONS_TIME

Float, A2 Hardcoded Default: 10.0

cfg_SIEGE_SPOTTING_DISTANCE_BUFFER

Float, A2 Hardcoded Default: 50.0

cfg_SIEGE_TURRET_BUFFER

Float, A2 Hardcoded Default: 400.0

cfg_USER_FORMATION_MAX_USER_FORMATION_DISTANCE

Float, A2 Hardcoded Default: 700.0

cfg_USER_FORMATION_MOVE_IN_ACCEPTABLE_FAILURE_RATE

Float, A2 Hardcoded Default: 0.25

cfg_USER_FORMATION_RALLY_WAIT_TIME

Float, A2 Hardcoded Default: 4.0

AISpecialWeaponRange

Float, A2 Hardcoded Default: 750.0

Anmerkungen: vermutlich die distanz ab wann die ki (schiff ki) anfängt special weapons zu casten?

HUNT_STUCK_TIME_LIMIT

Float, A2 Hardcoded Default: 6.0

Anmerkungen: Hat irgendwas zu sagen, wenn wohl schiffe etwas verfolgen