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