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--see engineoptions.lua for explanantion
local options={
{
key = "StartingResources",
name = "Starting Resources",
desc = "Sets storage and amount of resources that players will start with",
type = "section",
},
{
key="ba_modes",
name="Balanced Annihilation - Game Modes",
desc="Balanced Annihilation - Game Modes",
type="section",
},
{
key="ba_options",
name="Balanced Annihilation - Options",
desc="Balanced Annihilation - Options",
type="section",
},
{
key="deathmode",
name="Game End Mode",
desc="What it takes to eliminate a team",
type="list",
def="com",
section="ba_modes",
items={
{key="neverend", name="None", desc="Teams are never eliminated"},
{key="com", name="Kill all enemy Commanders", desc="When a team has no Commanders left, it loses"},
{key="killall", name="Kill everything", desc="Every last unit must be eliminated, no exceptions!"},
}
},
{
key = 'mo_armageddontime',
name = 'Armageddon time (minutes)',
desc = 'At armageddon every immobile unit is destroyed and you fight to the death with what\'s left! (0=off)',
type = 'number',
section= 'ba_modes',
def = 0,
min = 0,
max = 120,
step = 1,
},
{
key = "mo_ffa",
name = "FFA Mode",
desc = "Units with no player control are removed/destroyed \nUse FFA spawning mode",
type = "bool",
def = false,
section= "ba_modes",
},
{
key = 'mo_coop',
name = 'Cooperative mode',
desc = 'Adds extra commanders to id-sharing teams, 1 com per player',
type = 'bool',
def = false,
section= 'ba_modes',
},
{
key = "shareddynamicalliancevictory",
name = "Dynamic Ally Victory",
desc = "Ingame alliance should count for game over condition.",
type = "bool",
section= 'ba_modes',
def = false,
},
{
key = "mo_preventcombomb",
name = "1v1 Mode (Prevent Combombs)",
desc = "Commanders survive DGuns and other commanders explosions",
type = "bool",
def = false,
section= "ba_modes",
},
{
key="mo_transportenemy",
name="Enemy Transporting",
desc="Toggle which enemy units you can kidnap with an air transport",
type="list",
def="notcoms",
section="ba_options",
items={
{key="notcoms", name="All But Commanders", desc="Only commanders are immune to napping"},
{key="none", name="Disallow All", desc="No enemy units can be napped"},
}
},
{
key = "mo_enemycomcount",
name = "Enemy Com Counter",
desc = "Tells each team the total number of commanders alive in enemy teams",
type = "bool",
def = true,
section= "ba_others",
},
{
key = 'FixedAllies',
name = 'Fixed ingame alliances',
desc = 'Disables the possibility of players to dynamically change alliances ingame',
type = 'bool',
def = true,
section= "ba_others",
},
{
key = "mo_no_close_spawns",
name = "No close spawns",
desc = "Prevents players startpoints being placed close together (on large enough maps)",
type = "bool",
def = true,
section= "ba_options",
},
{
key = "mo_heatmap",
name = "HeatMap",
desc = "Attemps to prevents unit paths to cross",
type = "bool",
def = true,
section= "ba_options",
},
{
key = "mo_newbie_placer",
name = "Newbie Placer",
desc = "Chooses a startpoint and a random faction for all rank 1 accounts (online only)",
type = "bool",
def = false,
section= "ba_options",
},
{
key = "critters",
name = 'Enable cute animals?',
desc = "On some maps critters will they wiggle and wubble around\nkey: critters",
type = "bool",
def = true,
section= "ba_others",
},
{
key = 'critters_multiplier',
name = 'How many cute amimals?)',
desc = 'This multiplier will be applied on the amount of critters a map will end up with',
type = 'number',
section= 'ba_others',
def = 1,
min = 0.2,
max = 2,
step = 0.2,
},
--Forb's modoptions start here
--Any modoptions in this block that are default enabled have been set that way at Floris' request
{
key="ba_enhancements_build",
name="Balanced Annihilation - Gameplay Enhancements: Build Range",
desc="Balanced Annihilation - Gameplay Enhancements: Build Range",
type="section",
},
{
key = "minimumbuilddistance",
name = "Minimum build distance",
desc = "Enables a global minimum builddistance which results in units spending less time moving and unpacking for construction projects.",
type="list",
def="disabled",
section= "ba_enhancements_build",
items={
{key="disabled", name="Disabled", desc=""},
{key="enabled", name="Enabled", desc="Enables a global minimum builddistance which results in units spending less time moving and unpacking for construction projects."},
}
},
{
key = 'minimumbuilddistancerange',
name = 'Minimum Build Distance Range',
desc = 'If Minimum build distance is enabled, this options sets the minimum distance for buildrange. Builders with buildrange below this amount with be given this amount. Does not effect builders with longer buildranges than the amount set here.',
type = 'number',
section= 'ba_enhancements_build',
def = 180,
min = 100,
max = 250,
step = 1,
},
{
key="ba_enhancements_agility",
name="Balanced Annihilation - Gameplay Enhancements: Unit Agility",
desc="Balanced Annihilation - Gameplay Enhancements: Unit Agility",
type="section",
},
{
key = "betterunitmovement",
name = "Advanced Unit Movement and Pathing",
desc = "Adds some presets to units that allow for better pathing and more agile unit movement",
type="list",
def="disabled",
section= "ba_enhancements_agility",
items={
{key="disabled", name="Disabled", desc=""},
{key="enabled", name="Enabled", desc="Adds some presets to units that allow for better pathing and more agile movement"},
}
},
{
key = 'additionalturnrate',
name = 'Added static turnrate amount',
desc = 'Adds a static amount of turnrate to the existing turnrate of all ground based units (Not Aircraft)',
type = 'number',
section= 'ba_enhancements_agility',
def = 500,
min = 1,
max = 5000,
step = 1,
},
{
key = 'turnratemultiplier',
name = 'Turnrate multiplier',
desc = 'Adds a multiplier to the default and additional turnrate of all ground based units (Not Aircraft)',
type = 'number',
section= 'ba_enhancements_agility',
def = 2,
min = 1,
max = 10,
step = 1,
},
{
key = 'additionalacceleration',
name = 'Added static acceleration amount',
desc = 'Adds a static amount of acceleration to the existing acceleration of all ground based units (Not Aircraft)',
type = 'number',
section= 'ba_enhancements_agility',
def = 500,
min = 1,
max = 5000,
step = 1,
},
{
key = 'accelerationmultiplier',
name = 'Acceleration multiplier',
desc = 'Adds a multiplier to the default and additional acceleration of all ground based units (Not Aircraft)',
type = 'number',
section= 'ba_enhancements_agility',
def = 1,
min = 1,
max = 10,
step = 1,
},
{
key="ba_enhancements_reverse",
name="Balanced Annihilation - Gameplay Enhancements: Units Drive in Reverse",
desc="Balanced Annihilation - Gameplay Enhancements: Unit Drives in Reverse",
type="section",
},
{
key = "unitscanreverse",
name = "Allow units to drive backwards",
desc = "Allows units to drive backwards at a percentage of their maximum speed",
type="list",
def="disabled",
section= "ba_enhancements_reverse",
items={
{key="disabled", name="Disabled", desc=""},
{key="enabled", name="Enabled", desc="Allows units to drive backwards at a percentage of their maximum speed"},
}
},
{
key = 'maxreversevelocity',
name = 'Maximum Reverse Speed',
desc = 'Sets the percentage of the unit maximum speed that it can maintain while driving in reverse,',
type = 'number',
section= 'ba_enhancements_reverse',
def = 0.51,
min = 0.50,
max = 0.75,
step = 0.01,
},
{
key="ba_enhancements_morph",
name="Balanced Annihilation - Gameplay Enhancements: Morphing",
desc="Balanced Annihilation - Gameplay Enhancements: Morphing",
type="section",
},
{
key = "mightymorphinpowerunits",
name = "Allow Some lower tier units to morph into higher tier units",
desc = "Adds an upgrade button to the orders menu of some tech 1 units to allow them to upgrade into higher tech units.",
type="list",
def="disabled",
section= "ba_enhancements_morph",
items={
{key="disabled", name="Disabled", desc=""},
{key="enabled", name="Enabled", desc="Adds an upgrade button to the orders menu of some tech 1 units to allow them to upgrade into higher tech units."},
}
},
{
key = 'morphpenalty',
name = 'Morph Penalty',
desc = 'Adds a percentage penalty to buildtime, metal and energy cost of units that are morphed.',
type = 'number',
section= 'ba_enhancements_morph',
def = 1.01,
min = 1.00,
max = 2.00,
step = 0.01, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'requiredtechlevel',
name = 'Require Tech Level for Morph',
desc = 'Sets a minimum tech level required for morphing.',
type = 'number',
section= 'ba_enhancements_morph',
def = 1,
min = 0,
max = 2,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key="ba_enhancements_misc",
name="Balanced Annihilation - Gameplay Enhancements: Miscellaneous",
desc="Balanced Annihilation - Gameplay Enhancements: Miscellaneous",
type="section",
},
--{
--key = "logicalbuildtime",
--name = "Logical and meaningful buildtimes",
--desc = "Changes the default meaningless buildtimes to be in seconds, so that when a unit's buildtime is shown, that buildtime is representative of seconds taken to build that unit.",
--type="list",
--def="disabled",
--section= "ba_enhancements_misc",
--items={
-- {key="disabled", name="Disabled", desc=""},
-- {key="enabled", name="Enabled", desc="Changes the default meaningless buildtimes to be in seconds, so that when a unit's buildtime is shown, that buildtime is representative of seconds taken to build that unit."},
--}
--},
{
key = "luamex_communism",
name = "Communism for Metal Extractors",
desc = "Causes resources obtained via Metal Extractors to be split evenly among all allies.",
type="list",
def="disabled",
section= "ba_enhancements_misc",
items={
{key="disabled", name="Disabled", desc=""},
{key="enabled", name="Enabled", desc="Causes resources obtained via Metal Extractors to be split evenly among all allies"},
}
},
{
key = "firethroughfriendly",
name = "Fire Through Friendly Units",
desc = "Causes weapons not to collide with nor avoid friendly units resulting in very TA style gameplay. Also fixes unit hitspheres. *Note* Balanced Annihilation is one of very few games that cause friendly units to block fire.",
type="list",
def="disabled",
section= "ba_enhancements_misc",
items={
{key="disabled", name="Disabled", desc=""},
{key="enabled", name="Enabled", desc="Causes weapons not to collide with nor avoid friendly units, resulting in very TA style gameplay and promotes unit/group micro."},
}
},
{
key = "smallfeaturenoblock",
name = "Set small features to non-blocking status",
desc = "Small rocks/trees/unit wrecks will no longer block unit pathing",
type="list",
def="enabled",
section= "ba_enhancements_misc",
items={
{key="disabled", name="Disabled", desc=""},
{key="enabled", name="Enabled", desc="Small 2x2 rocks/trees/unit wrecks will no longer block unit pathing"},
}
},
--{
-- key = "nonlaggybuildplates",
-- name = "Non-Lagging Buildplates",
-- desc = "Instead of using a different groundplate for each building, use one groundplate for all of them (results in much better performance).",
-- type="list",
-- def="disabled",
-- section= "ba_enhancements_misc",
-- items={
-- {key="disabled", name="Disabled", desc=""},
-- {key="enabled", name="Enabled", desc="Instead of using a different groundplate for each building, use one groundplate for all of them (results in much better performance)."},
-- }
--},
--Forb's modoptions end here
-- Control Victory Options
{
key = 'controlvictoryoptions',
name = 'Control Victory Options',
desc = 'Allows you to control at a granular level the individual options for Control Point Victory',
type = 'section',
},
{
key="scoremode",
name="Scoring Mode (Control Victory Points)",
desc="Defines how the game is played",
type="list",
def="disabled",
section="controlvictoryoptions",
items={
{key="disabled", name="Disabled", desc="Disable Control Points as a victory condition."},
{key="countdown", name="Countdown", desc="A Control Point decreases all opponents' scores, zero means defeat."},
{key="tugofwar", name="Tug of War", desc="A Control Point steals enemy score, zero means defeat."},
{key="domination", name="Domination", desc="Holding all Control Points will grant 1000 score, first to reach the score limit wins."},
}
},
{
key = 'limitscore',
name = 'Total Score',
desc = 'Total score amount available.',
type = 'number',
section= 'controlvictoryoptions',
def = 2750,
min = 500,
max = 5000,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = "numberofcontrolpoints",
name = "Set number of Control Points on the map",
desc = "Sets the number of control points on the map and scales the total score amount to match. Has no effect if Preset map configs are enabled.",
section= "controlvictoryoptions",
type="list",
def="7",
section= "controlvictoryoptions",
items={
{key="7", name="7", desc=""},
{key="13", name="13", desc=""},
{key="19", name="19", desc=""},
{key="25", name="25", desc=""},
}
},
{
key = "usemapconfig",
name = "Use preset map-specific Control Point locations?",
desc = "Should the control point config for this map be used instead of autogenerated control points?",
type="list",
def="disabled",
section= "controlvictoryoptions",
items={
{key="disabled", name="Disabled", desc="This will tell the game to use autogenerated control points."},
{key="enabled", name="Enabled", desc="This will tell the game to use preset map control points (Set via map config)."},
}
},
{
key = 'captureradius',
name = 'Capture Radius',
desc = 'Radius around a point in which to capture it.',
type = 'number',
section= 'controlvictoryoptions',
def = 500,
min = 250,
max = 1000,
step = 25, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'capturetime',
name = 'Capture Time',
desc = 'Time to capture a point.',
type = 'number',
section= 'controlvictoryoptions',
def = 30,
min = 1,
max = 60,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'capturebonus',
name = 'Capture Bonus',
desc = 'Percentage of how much faster capture takes place by adding more units.',
type = 'number',
section= 'controlvictoryoptions',
def = 5,
min = 1,
max = 100,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'decapspeed',
name = 'De-Cap Speed',
desc = 'Speed multiplier for neutralizing an enemy point.',
type = 'number',
section= 'controlvictoryoptions',
def = 2,
min = 1,
max = 3,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'starttime',
name = 'Start Time',
desc = 'The time when capturing can start.',
type = 'number',
section= 'controlvictoryoptions',
def = 0,
min = 0,
max = 300,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'metalperpoint',
name = 'Metal given to each player per captured point',
desc = 'Each player on an allyteam that has captured a point will receive this amount of resources per point captured per second',
type = 'number',
section= 'controlvictoryoptions',
def = 2,
min = 0,
max = 20,
step = 0.1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'energyperpoint',
name = 'Energy given to each player per captured point',
desc = 'Each player on an allyteam that has captured a point will receive this amount of resources per point captured per second',
type = 'number',
section= 'controlvictoryoptions',
def = 0,
min = 0,
max = 20,
step = 0.1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'dominationscoretime',
name = 'Domination Score Time',
desc = 'Time needed holding all points to score in multi domination.',
type = 'number',
section= 'controlvictoryoptions',
def = 30,
min = 1,
max = 60,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'tugofwarmodifier',
name = 'Tug of War Modifier',
desc = 'The amount of score transfered between opponents when points are captured is multiplied by this amount.',
type = 'number',
section= 'controlvictoryoptions',
def = 2,
min = 0,
max = 6,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'dominationscore',
name = 'Score awarded for Domination',
desc = 'The amount of score awarded when you have scored a domination.',
type = 'number',
section= 'controlvictoryoptions',
def = 1000,
min = 500,
max = 1000,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'comm_wreck_metal',
name = 'Commander Wreck Metal',
desc = 'Sets the amount of metal left by a destroyed Commander',
type = 'number',
section= 'ba_enhancements_misc',
def = 2500,
min = 0,
max = 5000,
step = 1,
},
-- End Control Victory Options
}
return options