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  • ...pics and beginner problems alike, conveniently accessable through [[ModEnc:Categories]] or [[Special:Allpages]]. If you need tools, graphics, or even whole mods, ...nter; font-size: xx-large; font-weight: bold; margin-top: 0.4em;">[[ModEnc:Categories|{{co|Find Content|#005288}}]]</div><div style="position: absolute; bottom:
    2 KB (347 words) - 02:08, 6 December 2012
  • *Build time modifiers for various techno categories that can be placed on buildings that would act as a multiplier to build tim
    14 KB (2,256 words) - 05:58, 8 September 2009
  • ...e defined as being civilian when they have Civilian=yes set. The following categories are valid in Red Alert 2:<br />
    1 KB (157 words) - 08:40, 24 September 2008
  • ...specifies whether or not a BuildingType should modify the cost of certain categories of units for the player that controls that BuildingType.
    488 bytes (66 words) - 09:59, 27 November 2009
  • Fortunately, the seperate [[Armor types|Armors]] are not bound to [[Category|categories]], so you can just go to {{tt|[SLAV]}} and replace {{tt|Armor{{equal}}none}
    9 KB (1,496 words) - 10:29, 27 November 2009
  • ...ighest number on the list that the amount is less than, or equal to. These categories are numbered, and once a unit's category has been determined, for example,
    3 KB (448 words) - 00:47, 24 May 2015
  • ...ms and special weapons can be assigned to attack. These are general target categories since the actual disposition of potential targets cannot be precisely predi ...comment in the game's source code, they are used to specify general target categories for AI [[teams]] and [[SpecialWeapons|special weapons]] ([[SuperWeaponTypes
    4 KB (492 words) - 17:26, 17 June 2023