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  • ...ose that were built by the player, awarded at the start of the campaign or skirmish, awarded via a map trigger, created via a [[Cloning|Cloning Vats]] or [[mut ...it's build icon will disappear from the sidebar until the next campaign or skirmish.
    3 KB (521 words) - 07:01, 30 August 2020
  • - Launch the game, play Skirmish, in the settings menu, select sound and listen if your track plays when you
    8 KB (1,376 words) - 09:53, 14 June 2021
  • ; PCG; WARNING; Do not remove, override or reorder the major 9 houses for skirmish {{f|Multiplay|link}} is yes for countries which should be enabled in the Skirmish/Multiplayer country select menu, no for others.
    10 KB (1,436 words) - 20:34, 15 January 2011
  • *Enable up to 10 players in skirmish max.
    4 KB (725 words) - 05:58, 8 September 2009
  • *Add a checkbox (the thing that looks like a radio button) to the Multiplayer/skirmish GUI that works in the same way as the "Super Weapons" checkbox. Instead of
    14 KB (2,256 words) - 05:58, 8 September 2009
  • *Add new colors to the Skirmish menu color lists [pd]
    15 KB (2,512 words) - 05:58, 8 September 2009
  • ...mod gives gamers the freedom to pick a "gen plan" in the beginning of each skirmish (which, some claim, makes the game more fun and less restrictive) and use H
    2 KB (342 words) - 13:33, 22 January 2010
  • ...en against Yuri, always noticed that he had only one country to play as in skirmish game, only TWO naval units, even with only one to attack, no air armada, on # 70 new skirmish/multiplayer maps
    23 KB (3,867 words) - 16:42, 30 June 2022
  • When enabled, this makes all [[AllowedToStartInMultiplayer|initial units]] in skirmish games start with elite status ('''note:''' ''not'' veteran), excluding the
    497 bytes (74 words) - 13:16, 8 February 2020
  • ...for humans, 1 for campaign AIs, number set in <tt>[[MaxIQLevels]]</tt> for skirmish &amp; MP AIs
    5 KB (784 words) - 18:23, 13 November 2023
  • ...the game determines which unit the player will always get when starting a skirmish.
    1 KB (232 words) - 16:24, 20 April 2008
  • ...ontrols the default AI difficulty level set whenever the player enters the Skirmish screen. Obsolete in RA2 and YR as the difficulty level is no longer chosen
    569 bytes (88 words) - 20:09, 14 June 2008
  • This is the default number of computer players that will be in the Skirmish or Multiplayer lobby upon entering. This number (once added to the number o
    704 bytes (106 words) - 13:14, 9 February 2020
  • ...g of zero. A computer controlled country has an IQ of 1 or higher. When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to the maxi
    8 KB (1,355 words) - 12:54, 25 December 2020
  • Crate IDs 19 and up are random skirmish crates, respecting Chance set by the rules.ini
    11 KB (1,828 words) - 18:20, 10 August 2023
  • ...ENAME}}</code> allows this unit to be among a player's starting units in a skirmish or multiplayer game. This is usually set on a [[House]]'s basic infantry an
    577 bytes (99 words) - 09:22, 27 November 2009
  • ...s|link}} is set (by enabling the corresponding checkbox on the multiplayer/skirmish screen prior to starting a game).
    1 KB (217 words) - 09:55, 27 November 2009
  • ...e player campaigns if the user has disabled super weapons in single player skirmish. In the [[UMP]], this is fixed by setting {{f|DisableableFromShell|no|link}
    1 KB (163 words) - 09:53, 27 November 2009
  • ...obot Storm, Future Crisis and Mental Omega, the above settings will affect skirmish difficulty selection e.g. easy, normal, brutal.
    3 KB (436 words) - 19:10, 13 February 2024
  • In this section of [[Rules|rules(md).ini]], the game's skirmish and LAN default settings, as well as minima and maxima for them are located
    3 KB (284 words) - 12:07, 9 February 2020

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