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The Best of Select: Games 9
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CD_1.iso
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dosgames
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mechwar
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mechwar.cfg
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1995-08-09
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12KB
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477 lines
; ╓───╥───┐ ╥ ╥ ┬
; ║ ║ │ ║ ║ │
; ║ ║ │ ╥──┐ ╓──┐ ╥ ┬ ║ ║ │ ╓──┐ ╥──┐
; ║ ║ │ ╟─ ║ ╟──┤ ║ ║ │ ╟──┤ ╟─┬┘
; ╨ ╨ ┴ ╨──┘ ╙──┘ ╨ ┴ ╙───╨───┘ ╨ ┴ ╨ ┴─
;
; (C)1992,95 Klaus Breuer
;
;
; ------------------------------------------------------------------------
;
; CONFIGURATION FILE
;
; This is where you can set all the different options for MechWar.
; <- a semicolon (;) in the first column of a line denotes a comment,
; meaning the line will be ignored by the program.
; Everything else is taken as a keyword, so you can just uncomment any
; keyword you want to activate.
; Note that you can put two numerical values on a line and only the last
; one will be used. Handy for trying out things.
;
; See MECHWAR.DOC for more information
;
; ------------------------------------------------------------------------
; *** DEBUG OPTIONS ***
; Pause before displaying the title screen?
; This might be useful as debug data is displayed before the title screen.
;PauseBeforeTitleScreen
; Show the title screen at all?
ShowTitleScreen
; Log all messages shown to MECHWAR.MSG? Useful to find where something
; went wrong, as well as a kind of history
LogAllMessages
; *** VIDEO CARD SETUP ***
; If the graphics don't work for you, you can set up your video card here.
; Also, the system will initialize faster if it knows your chip set.
; First, the type of video card (if you're unsure, try 0, 13 or 17)
; On some video cards, you have to load a VESA driver (like UNIVESA) firest.
; Only used for MechWar, all others like MapD are untouched by it.
; Supported types:
; 0 Autodetect <- Good first bet
; 1 Cirrus
; 2 Everex
; 3 Paradise
; 4 Tseng
; 5 Trident
; 6 T8900
; 7 AtiVga
; 8 AheadA
; 9 AheadB
; 10 OakTech
; 11 Video7
; 12 ChipsTech
; 13 Tseng4000 <- Widely used
; 14 Genoa
; 15 NCR
; 16 Compaq
; 17 VESA <- Supported by most video cards
; 18 Acumos
; 19 PS/2 VGA
VideoChipSet 0
; We'll also need to know the amount of video RAM (in KB) you've got.
VideoRAM 2048
; Finally, if you have lots of RAM you can set the Virtual Heap Size in KB
; to speed up the graphics a bit. Any value below 98 KB is ignored.
; I use 1024KB, but then I _do_ have 32Mb RAM ;)
;VirtualHeapSize 1024
; *** GRAPHICS OPTIONS ***
; Here you can set the graphics resolution. If you use a lower resolution,
; only part of the map will be shown and used, the rest will be discarded.
; Value Resolution Map Size
; 1 640x400x256 26x22
; 2 800x600x256 32x27
; 3 1024x768x256 42x36
GraphicsResolution 1
; Show attack animations?
ShowAttackAnimation
; Delay in ms when animating explosions
ExplosionsDelay 30
; Delay in ms when animating projectiles
ProjectileDelay 100
; Delay in ms when animating beam weapons
BeamDelay 1
; Animate the map? This includes checking for volcanos and the like.
AnimateMap
; Animate fortresses? Includes things like smoke production,
; possible explosion, etc
AnimateFortress
; Determines animation of how a lifeform attacks another one:
; 0 : Beam weapon
; 1 : Small projectile
; 2 : Large projectile
LifeAttackGraphic 1
; How many ms to wait between moving CPU-controlled objects?
CPUMoveDelay 200
; *** MESSAGES ***
; Wait for keypress after each message? If not, the message will be displayed
; for a second. Useful to run MechWar overnight.
;PauseAfterMessages
; If PauseAfterMessages, how many ms should the message stay on the screen?
MessageDelay 800
; Should a message beep when appearing?
;MessageBeep
; *** Life form messages ***
; Show the message '<lifeform> attacks <target>'?
ShowAttackMsg
; Show the message '<lifeform> flees from <target>'?
;ShowFlightMsg
; Show the message '<lifeform> takes <damage>/<health> points damage'?
ShowDamageMsg
; Show the message '<lifeform> dies'?
ShowDeathMsg
; *** Infantry messages ***
; Show the message '<infantry> attacks <target>'?
ShowInfantryAttackMsg
; Show the message '<infantry> flees from <target>'?
;ShowInfantryFlightMsg
; Show the message '<infantry> takes <damage>/<hp> points damage'?
ShowInfantryDamageMsg
; Show the message '<infantry> dies'?
ShowInfantryDeathMsg
; *** Map effects messages ***
; Show the message 'Volcano erupts'?
ShowVolcanoMsg
; *** Building messages ***
; Show the message '<building> takes <damage>/<CF> points damage'?
; Does not apply to fire damage.
MessageHouseDamage
; Show the message '<building> collapses'?
MessageHouseCollapse
; Show the message '<fortress> attacks (x,y)'?
MessageFortressAttack
; Show the message '<fortress> takes <damage>/<CF> points damage'?
; Does not apply to fire damage.
MessageFortressDamage
; Show critical hit messages for fortresses?
MessageFortressCritical
; Show the message '<fortress> collapses'?
MessageFortressCollapse
; Show the message '<fortress> blows!'?
MessageFortressBlows
; *** Vehicle messages ***
; Show the message '<vehicle> attacks (x,y)'?
MessageVehicleAttack
; Show the message '<vehicle> takes <damage> points damage'?
MessageVehicleDamage
; Show critical hit messages for fortresses?
MessageVehicleCritical
; Show the message '<vehicle> crashes'?
MessageVehicleCrashes
; *** Game messages ***
; Show 'Turn x...' message and wait for keypress at the start of each
; turn?
TurnMessageAndWait
; Show internal messages, like '<fortress> is thinking...'?
; Caution: this slows your system down a _lot_, especially if you have
; a largish message delay set.
;MessageInternal
; Show turn messages, like 'Rolling for initiative...'?
MessageTurns
; *** OPTIONAL RULES ***
; *** Official optional rules ***
; Allow the use of Infantry?
UseInfantry
; Allow cratering of hexes?
UseCraters
; How much damage/turn causes a crater in a hex? (FASA default: 40)
DamageToCrater 40
; Use fire? If your game runs very slowly, you might want to switch this
; option off. It saves a bit of RAM, too.
UseFire
; Use smoke? Again, on a slow computer you could try switching this off.
; Doing so will save some more RAM in case you're tight.
UseSmoke
; Here you can turn off the spread of fire. This also makes all fire and
; smoke on the map permanent, but does speed up game play.
SpreadFire
; Allow the use of mines?
UseMines
; Always show mines? If not, mines will only show up when someone stepped
; onto them :)
;ShowMines
; Allow clearing of mines?
AllowMineClearing
; How much simultaneous damage is needed to clear a hex of mines? (FASA: 20)
ClearMinesDamage 20
; *** Inofficial Optional Rules ***
; Allow life forms? They can be lots of fun, but might slow your system
; down quite a bit.
UseLife
; *** Volcanos ***
; Allow volcano eruptions?
UseEruptions
; What's the % chance per turn of a volcano smoking?
VolcanoSmoke 20
; What's the % chance per turn of a volcano burning?
VolcanoBurn 10
; What's the % chance per turn of a volcano erupting?
VolcanoErupt 5
; Do erupting volcanos spit out lava streams?
LavaStreamAllowed
; What's the % chance of a volcano spitting out a lava stream upon erupting?
LavaStreamChance 60
; What's the maximum length of a lava stream in hexes?
LavaStreamLength 10
; What's the damage caused by a moving lava stream?
LavaStreamDamage 40
; How much damage does a lava stream cause per turn?
LavaStreamDamage 20
; What's the % chance per turn of lava giving off smoke?
LavaSmoke 10
; Lava directional changes are determined as an additional % chance for
; each hex around it:
; What's the additional % chance of the lava stream not changing direction?
LavaStreamDirChange 30
; What's the additional % chance of lava onl