* This file allow to configure global efile options * This will be loaded first, and campaign.cfg will be loaded after if found * so campaign.cfg can override any global efile setting * * Each option is defined by a name and equal sign and a numeric value. * For logical put 1 for Yes and 0 for No * this is a sample file using default options, so no need to copy if nothing is changed * ------------------------------------------------------------------------------------------- pg2mode=0 * force to play using pg2 compatibility mode (0..1) * default disabled * Set 1 to enable. Be aware enabling this will disable any other setting for this campaign * And also will reset all scenario OG options, unless specific campaign cfg overwrite this setting no_lose_transport=0 * avoids losing transport when transport can't enter hex to move (0..1) * default disable (you will be asked to lose transport if it cannot enter hex to move) * Set 1 to enable (transport will move with unit same than Pg2 did) * Pg2Mode always set this option to 1 (don't lose transport) * Optional redefinition for sides labels * sides = Axis, Allied * omit to use default sides denominations defined for equipment * uncomment (remove trailing *) to define new labels, first side 1, then a comma and then side 2 label green=0 * green replacements (0..1) * default disabled * Set 1 to enable green replacements green_cost=0 * cost percent for green replacements, relative to standar cost (0..100) * default 0 means 25% (same than PG) * ignored if green replacement disabled (green=0) green_exp=0 * percent of green replacement taking coming with same experience than unit (0..100) * default 0 experience * ignored if green replacement disabled (green=0) * set 100 to avoid unit losing experience because green replacements green_defexp=0 * If green reinforces come with default experience set in scenario (0..1) * default 0, green come with zero experience * ignored if green replacement disabled (green=0) * Set 1 to use greens replacements having experience as defined in scenario green_autorefit=0 * If automatic refit should use greens, thus reducing experience(0..1) * default 0, autorefit use elite * ignored if green replacement disabled (green=0) * Set 1 to use greens replacements for autorefit (lose experience) elite_cost=0 * cost percent for elite (normal) units, relative to standar cost (0..65535) * default 0 means 100% (same than PG2) exp_unit_cap=0 * experience cap for units (0, 65534) * default 0, no cap * warning, value roll back to 0 at 65535 exp_bar_factor=0 * factor to decrease experience gained in combat according bars (0..20) * default 0, no reduction * set 10 to get 90,80,70,60,50 for 1,2,3,4,5 bars. * Set 20 to get 80,60,40,30,0 for 1,2,3,4,5 bars. * values higher than 20 will be set as 20 remove_leader=0 * If Leaders must be removed if unit loses all bars when using green replacements (0..1) * default 0, no remove leader * 0 no remove leaders, 1 leader will be removed if unit loses al its bars due to replacements critical_hit = 0 * 0 to disable, 1.. factor N in formula * Chance for critical hit * C(firing) = ( NA(Firing) * (1+bars(Firing)) * SP(Firing) * N - D(Fired) * (1+Bars(Fired)) * SP(Fired) * N ) / 30 * NA(Firing) is naval attack of unit firing * SP(Firing/Fired) is unit strength at start of combat * D(Fired) is GD or AD depending unit firing is Air/Gnd. * Submarines always add 10% when firing (either attacking or defending) * If C(firing) > 75 then C(firing)=75 * If C(Firing) < Dice(1,100) then critical hit, fired unit is sunk am_delayparadrop=0 * 0 to disable, 1 to enable (only works if Air Missions are enabled) * when using Air Missions, set to 1 to avoid paratroopers to drop after moving. * They will drop after rest of players end turn in the hex it ended movement am_atpcheckweather=0 * 0 to disable, 1 to enable (only works if Air Missions are enabled) * when using Air Missions, set to 1 to avoid units to embark in Air transport * if weather is rain or snow reinf_move=0 * 0 to disable, 1..100 percentage of movement in the turn reinforce arrives flak_ex2=0 * 0 to disable, 1 make flaks protect adjacent units attacked by planes from any adjacent hex sh_pg1=0 * 0 to disable, 1 allow upgrading in SH at any time (like PG1 did). * This setting works only for standalone scenarios, not in campaign mode upgrade_exp=0 * 0 to disable, 1..100% or remaining experience for units upgrading (rest is lost) build_mask=0 * 0 to allow any (default). allow to build only certain facilities defined by these codes: * Bridge=1, Airport=2, Port=4, Fort=8, Station=16 * Sample: to allow building only Bridge and Station, set build_mask = 1+16 blow_mask=0 * 0 to allow any (default). allow to blow only certain facilities defined by these codes: * Bridge=1, Airport=2, Port=4, Fort=8, Station=16, City=32 * Sample: to allow blowing only Bridge and Cities, set blow_mask = 1+32 zoc_evade=0 * 0 disabled (default). decrement on evade basic probability for each additional enemy in ZOC. class_evade = !30 * Can define a specific basic evade probability for each class. * Must define 23 values delimited by commas * Can define all basic probabilities the same prefixing value with exclamation mark: "!" build_cost = 16,20,12,12,18 * Can define specific cost to build: Bridge, Airport, Port, Fort, Station naval_noblock_bridge=0 * 0 disabled (default). * Allow a land units (<=AT class) attacking naval units located on bridges to flee / scuttle refit_base=0 * 0 disabled (default). * 1 refit to scenario base strength or unit base strength, whichever is lower sabotage_min = 40 * min. probability for sabotage to success sabotage_max = 85 * max. probability for sabotage to success kamikaze = 0 * default is zero, unit dies after using all ammo or engaged in combat * set 1 to use extended missile rules: units dies after using all fuel and not able to resupply ground_carrier=0 * 0 disabled(default), set >0 to define different options summing up values (bitwise logic) * any value no zero allow to enter into empty carrier's hangar * 1 enables to enter/launch * 2 enables these options: Combat Support, AirDefense and FireSupport * 4 disables being launched (taking off) units. air2container_deploy=0 * 0 allows to enter the carrier without limitation (default) * 1 restrict the deployment when container is located at a port/airfield for ground/air container supply_ex=0 * Change rules summing up options: * 0 disabled (default), any value >0, restrict supply to some hexes only * 1 units can resupply on hexes adjacent to depots * 2 units can resupply on hexes in city or port, or adjacent to city/port * 3 units can resupply eiter if adjacent to depot or city/port (and into city/port) * 4 depot will expend 1 ammo each turn it resupply adjacent units evade_special=0 * default, as it is now * 1 = evade is disabled when attacked from air * 2 = evade s disabled if attacked from range>1 * 3 = 1+2 * 4 = evade is disabled completely * 8 = options 1 and 2 only apply to ground units (that is air-units still can evade regrdless these options trigger_ex=0 * default, only enemy units can activate triggers * 1 = all units can activate triggers regardless owner allow_pontoon_ex = -1 * Default is -1 (if omitted) cost to cross a river using pontoons is the same than using a road plus 1 (road cost +1 ) * When set to 0, cost to cross a river using pontoons is the same than using a bridge (road cost only) * When set to 1, pontoons can be used on any terrain allowed to build a bridge/road with no extra cost to cross force_weather=0 * 1 to skip random weather at start of scenarios zero_msu=0 * 1 to allow defining zero msu to survives, not meaning "all msu must survive" flak_range=0 * Default all flak-type actions are limited to range 1 * Can set a different air-defense range for flaks to >1 ignore_custom_ename = 0 * Set to 1 to ignore custom efile names in bottom banner of map * Set to 2 to ignore custom efile names everywhere g2a_intercept_mode=0 * values are bitwise, so can be added to sum up options * 0, default, hidden AD/Flaks can intercept in range 1 if hidden. * AD/Flaks can do air-defense (after itercepting) if friend units in range are attacked * 1, AD/Flaks CANNOT do air-defense after iterceptiong * 2, AD/Flaks can also intercept if plane finish movement in range 1. ai_refit_free=0 * Default =0, means ai must expend prestige to refit * Set to 1 to make ai to refit for free noldr_auxunits=0 * Default =0 * Set to 1 to avoid P1 aux units to get a leader (when playing campaigns) noldr_randtype = R1, R2, ... * Default = omit it * Set the list (delimited by commas) of random leader type numbers to disable ( >=9 and <=34) noldr_classunits= C1,C2,... * Default omit it * Set the list (delimited by commas) of unit's classes you want to disable getting a leader build_start_ex=0 * Default =0 * Set to 1 to allow start building, blowing or repairing if only unit can fire, regardless movement build_terr_ex=0 * Default =0 * Set to 1 to allow building also in terrain: Mountain and Forest and also convert City in Port (if connected to sea) air_landmines=0 * Default =0 * Set to 1 to allow air units having "DropMines" but not "AirDropMines" specials, to drop mines in land too (not only in sea) upgrade_ldr=0 * When upgrading leadered unit which makes random leader attribute useless... Default = 0 * Set to 1 to assign new random (according new equipment) but losing 1 bar. * Set to 2 to remove leader, reducing unit's exp and bars as to be able to get a new leader. blow_any_terrain=0 * Set to 1 to be able to blow any terrain except Ocean, Impas.River, River and Shallow Sea avoid_cbf=0 * Set to 1 to allow aty/ships units having "Recon" special to avoid CounterBatteryFire (CBF) as far as they have remaining movement wild_weasel_ex=0 * Set to 1 to allow planes enabled to fly wild-weasel mission in efile to attack AD/Flaks/CanAA units firing first. * Set to 2 to allow same when flying as an AirMission peg_firesup=0 * Set to 1 to restrict fire-support to happend only once per turn. * Set to 2 to restrict air-defence to happend only once per turn. * Set to 3 defence to restrict both to happend only once per turn. ff_mustmatch=0 * Set to 1 force units to land in carrier to match F/F. Only use efile F/F settings for unit and carrrier/transport, not scenario settings. subcd_naval_only=0 * Set 1 to avoid using CD if submarine is involved and defenders target-type is not naval" allow_country0_gtp=0 * Set 1 to allow units defined in efile as all-country (country zero), to use GTP units defined also as all-country in efile * as far as both match F/F set in efile" *** * Attachments *** attach_on=0 * If attachments are enabled * default 0, no attachments * 0 disable, 1 enable attachments attach_factor=0 * cost attachments percentage. Default 25% attach_mincost=0 * minimal cost for attachment. Default 30pp * attachment cost = attach_mincost + (unit 1SP cost x unit base strenght x attach_factor) /100 attach_armycost=0 * 0, Attachmnents don't count in ArmyCost (default) * 1, Attachments count in ArmyCost * 2, Attachments count in ArmyCost for those items not defining penalty * Attachments types configuration * denomination, disable, bonus,penalty, min-cost, fact-cost Bonus/Penalty attach_1=Recon, 0, 2, -1, 30, 25, * Spot,Mov attach_2=Air Defense, 0, 2, -1, 30, 25, * AA/AD, Ini attach_3=Bridging, 0, 0, -1, 30, 25, * Bridge, Mov attach_4=AntiTank, 0, 2, -1, 30, 25, * HA, Mov attach_5=Support, 0, 2, -1, 30, 25, * MaxAmmo, Mov attach_6=Forward Observer, 0, 2, -1, 30, 25, * SA/HA to adjacent targets, Ini attach_7=Special Munition, 0, 2, -1, 30, 25, * Add fire dice, Mov attach_8=FastEntrench, 0, 2, -1, 30, 25, * Add terrain-entrench, Ini * * Note: Bridging and FastEntrench will be disabled for air units and naval units (class >= submarine) * * Except denomination, any value can be ommitted if you want to keep default * min-cost and fact-cost will default (if ommitted)to the values defined by "attach_factor" and "attach_mincost" $varriables, but any can be set to zero for any attach type