ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
Search results
- ...ial for adding a new unit... and the tutorial tells you to "add an entry {{Tt|Name:NewTank}} to the CSF file and set it to 'My New Tank'". * Type in {{Tt|Name:NewTank}} and hit Enter.4 KB (703 words) - 13:48, 12 December 2021
- ...for this [[ObjectTypes|ObjectType]] . If your cameo is in a file called {{Tt|monkicon.shp}}, you would write ...ilename without the extension (.SHP is assumed) and is case-insensitive. {{Tt|xxicon.shp}} is the game's image to be used when the cameo file cannot be f955 bytes (148 words) - 16:44, 7 June 2021
- ''Note:'' {{Tt|(Elite)OccupyWeapon}} only exists in YR, in RA2 the weapon used by occupant ...{f|OccupyWeaponRange|link}} instead of their <tt>OccupyWeapon's [[Range]]</tt>, rendering any sniper garrisons pointless.3 KB (396 words) - 09:42, 27 November 2009
- IEs that share the same cause also share the same <tt>EIP:</tt> value in except.txt, so knowing that value might help you determine the ca ...subtract {{Tt|0x00400000}} from it and look at the resulting address in {{Tt|gamemd.exe}} with a hex editor. If you find some INI flag, you can be almos20 KB (3,373 words) - 17:39, 2 April 2024
- |{{tt|redalert.mix}} {{Arr|r}} {{tt|local.mix}} |{{tt|tibsun.mix}} {{Arr|r}} {{tt|local.mix}}9 KB (1,263 words) - 02:37, 22 February 2024
- INIs located in {{Tt|redalert.mix --> local.mix}}, {{Tt|expand1.mix}} and {{Tt|expand2.mix}}<br> ...cal.mix}}, {{Tt|patch.mix}} (this version is used by most recent patch), {{Tt|expand01.mix}}<br>3 KB (478 words) - 10:38, 30 August 2011
- Once you have the SHP file, let's call it {{Tt|example.shp}}, you need to tell the game to use it: (the game automatically adds the {{Tt|.shp}} extension.)931 bytes (172 words) - 20:15, 21 December 2020
- Specifies the list index of {{tt|rulesmd.ini}}{{arr|r}}[{{f|General|link}}]{{arr|r}}{{f|AnimToInfantry|link} {{tt|[[rules|rulesmd.ini]]}}{{arr|r}}[[General|[General]]]{{arr|r}}{{f|AnimToInf7 KB (1,153 words) - 22:10, 9 July 2022
- === When {{Tt|Soylent}} is specified === === When {{Tt|Soylent}} is not specified ===4 KB (724 words) - 10:33, 27 November 2009
- | {{Tt|G}} | {{Tt|T}}3 KB (451 words) - 11:44, 11 January 2021
- ...ntryTypes]]</tt>], [<tt>[[VehicleTypes]]</tt>] and [<tt>[[AircraftTypes]]</tt>] accordingly. Otherwise issues can occur. ...reens are actually bound to the country's index in the [<tt>[[Countries]]</tt>] list, not the country name. Here's a list of what means what:10 KB (1,436 words) - 20:34, 15 January 2011
- ...ples below, {{Tt|OldCameo}} stands for the cameo that was already there, {{Tt|NewCameo}} is the cameo the game is trying to insert.2 KB (239 words) - 08:06, 5 November 2015
- |Expansion mix for YR: various files, more information below.<br/>The {{tt|##}} is any two-digit number between 01–99, with higher numbers loaded fi |[[Side]]-specific UI elements, like sidebar graphics. The {{tt|##}} stands for the side you're playing as: e.g. 01 for Allies, 02 for Sovi11 KB (1,823 words) - 09:42, 26 October 2023
- ;<tt>{3DC0B295-6546-11D3-80B0-00902792494C}</tt> : Levitate locomotor. Only available in {{fs}}. Used by [[VehicleTypes]], ;<tt>{4A582741-9839-11d1-B709-00A024DDAFD1}</tt> : Drive locomotor. Used by ground-based VehicleTypes.10 KB (1,675 words) - 13:26, 7 January 2024
- This flag specifies the name ({{Tt|.wav}} is assumed as the extension) of an audio file in ''audio(md).mix''.741 bytes (112 words) - 10:56, 27 November 2009
- In all {{Ini|Rules}} based C&Cs, <tt>Warhead</tt> defines a Warhead that this [[Weapons|weapon]]/[[VoxelAnims|debris]] shoul In {{Ini|art}}, <tt>Warhead</tt> can be attached to an animation, which, as long as it has a valid {{f|Expi3 KB (441 words) - 20:55, 25 May 2019
- ;:: {{Tt|Multiplayer Debug Info}}, pressing the assigned key in-game will toggle the ...logging of multiplayer info files (this seems to be responsible for the {{Tt|SYNC*.txt}} file writing, which are created by default in all multiplay gam6 KB (1,031 words) - 03:17, 19 December 2011
- # If {{tt|[[DeathWeapon#For_TechnoTypes|DeathWeapon]]}} is specified on the unit then # If {{tt|DeathWeapon}} is not specified on the unit then the its [[Primary#Current_P3 KB (444 words) - 12:55, 16 October 2022
- ...that, just put {{f|AlphaImage|yourAlphaImageFileName|link}} (without the {{tt|.shp}} extension) on your object, and everything should be fine.6 KB (863 words) - 10:58, 22 April 2020
- ...peed and accelerate as it moves towards its target, though modifying the {{Tt|Acceleration}} tag can prevent this in order to generate a smoother flight. ...>[[AA]]=yes</tt> or <tt>[[Inaccurate]]=yes</tt> / <tt>[[FlakScatter]]=yes</tt>, though this might hold true for all projectiles with a ROT greater than 03 KB (537 words) - 21:19, 27 July 2022
- *Creep<ref>added in {{fs}}, therefore {{tt|Creep}} is not available in {{ra2}} or {{yr}}</ref>1 KB (224 words) - 21:09, 15 August 2019
- ...will simply use [UPGRADE]Image= animation. The <tt>PowerUp#Anim(Damaged)</tt> should be omitted, because specifying the Image= on the upgrade itself is ...If you wish to use just the {{f|Primary|link}} weapon, you must specify "{{tt|Secondary}}=none"6 KB (849 words) - 16:17, 29 July 2021
- ...Name<nowiki>=</nowiki>}}), the game will use the type name instead, e.g. {{tt|GACNST}}. In maps, this flag specifies the map name as shown in the game. (In RA2/YR, {{Tt|.map}} maps ignore this value and take their name from the {{f|mission.ini|2 KB (303 words) - 11:35, 20 December 2023
- |{{tt|0}} |{{tt|1}}608 bytes (92 words) - 11:22, 29 June 2019
- ...bonus will '''not''' further increase the damage dealt by a unit with a {{tt|FIREPOWER}} veteran bonus. {{tt|VeteranCombat}} is an additive multiplier to [[damage]] dealt by the object1 KB (205 words) - 09:55, 24 March 2021
- ...te bonus will '''not''' further modify the rate of fire of a unit with a {{tt|ROF}} veteran bonus. ...he weapon's {{tt|ROF}} is 30, then it would be decreased to 25 (assuming {{tt|VeteranROF{{Equal}}0.2}}).2 KB (256 words) - 09:53, 24 March 2021
- ...nding or modding the engine were not the often-cited .TLB-files, but the {{tt|game(md).exe}} itself.10 KB (1,609 words) - 18:08, 25 July 2016
- On saved random maps, {{tt|Width}} also gives the "width" of the map in the sense of its length from e1 KB (230 words) - 12:06, 30 September 2020
- On saved random maps, {{tt|Height}} also gives the "height" of the map in the sense of its length from2 KB (297 words) - 07:06, 20 January 2022
- ...hieved by setting the [[VariableNames|global variable]] number 1 (namely {{tt|<Alternate Next Scenario>}} as defined in {{ini|rules}}{{arr|r}}{{sl|Variab1 KB (195 words) - 11:29, 4 September 2019
- |default=0 for humans, 1 for campaign AIs, number set in <tt>[[MaxIQLevels]]</tt> for skirmish & MP AIs ...nd can't do automatically, through the minimum IQ numbers set in <tt>[IQ]</tt>.5 KB (784 words) - 18:23, 13 November 2023
- {{tt|RepairRate}} specifies the number of minutes between:401 bytes (63 words) - 10:30, 27 November 2009
- {{tt|RepairStep}} specifies the number of hitpoints that are recovered: ...} minutes for [[VehicleTypes]] and [[AircraftTypes]] being repaired by a {{tt|BuildingType}} with {{f|UnitRepair|yes|link}}.1 KB (170 words) - 13:20, 13 January 2015
- {{tt|URepairRate}} specifies the number of minutes between applying {{f|RepairSt320 bytes (50 words) - 10:46, 27 November 2009
- {{tt|IRepairRate}} specifies the number of minutes between applying {{f|IRepairS331 bytes (50 words) - 10:07, 27 November 2009
- {{tt|IRepairStep}} specifies the number of hitpoints that are recovered: ...riumHeal{{equal}}yes]]}} that are positioned above [[OverlayTypes]] with {{tt|[[Tiberium_%28INI_flag%29|Tiberium{{equal}}yes]]}}.808 bytes (110 words) - 10:07, 27 November 2009
- ...craftTypes|{{Arr|d}}]]}} that are positioned above [[OverlayTypes]] with {{tt|[[Tiberium_%28INI_flag%29|Tiberium{{equal}}yes]]}}. ...by TiberiumHeal{{Sup|[[TiberiumHeal#For_.5BGeneral.5D|{{Arr|u}}]]}} (in {{tt|[[General|[General]]]}}).2 KB (215 words) - 10:43, 27 November 2009
- ...c, which enables the AI to construct walls around [[BuildingTypes]] with {{tt|ProtectWithWall{{=}}yes}} set.814 bytes (139 words) - 09:12, 27 November 2009
- ...hield wears off. For desirable results, the value should be smaller than {{tt|ForceShieldDuration}} but greater than 0, even though any integer value is611 bytes (95 words) - 10:00, 27 November 2009
- ...d), it falls back to the value the flag already has. Which means, if the {{Tt|[General]}} section is present in the mpmode file/map, but this flag is not1 KB (205 words) - 14:18, 4 December 2020
- ...completion of an [[animation]] with {{f|MakeInfantry|X|link}} set (where {{tt|X}} is the list index (zero-based) of the [[InfantryType]] from {{f|AnimToI481 bytes (66 words) - 09:24, 27 November 2009
- ...have nowhere to land. Failure to list such aircraft results in the first {{Tt|AirportBound}} aircraft beyond the number of available docks switching to "1 KB (190 words) - 10:24, 27 November 2009
- ...the [[LandTypes|LandType]] of certain cells next to and behind cliffs to {{tt|Rock}}. 2 is the only value that will work correctly, and even then the gam608 bytes (108 words) - 11:48, 9 December 2019
- Lists [[BuildingTypes]] that count as {{tt|FACTORY}} in the [[The Prerequisite System|prerequisite system]]. When determining if it can build a [[BuildingTypes|building]] that has {{tt|FACTORY}} as its [[prerequisite]], the AI actually checks for buildings lis551 bytes (79 words) - 08:31, 19 April 2021
- Lists [[BuildingTypes]] that count as {{tt|BARRACKS}} in the [[The Prerequisite System|prerequisite system]]. When determining if it can build a [[BuildingTypes|building]] that has {{tt|BARRACKS}} as its [[prerequisite]], the AI actually checks for buildings li555 bytes (79 words) - 08:31, 19 April 2021
- ...wned after an [[OverlayType]] with {{f|Explodes|yes|link}} is destroyed. {{tt|BarrelParticle}}= '''must''' be a valid particle system, listed in [{{f|Par471 bytes (68 words) - 09:28, 27 November 2009
- ...[InfantryType]] is killed by a [[warhead]] with {{f|InfDeath|1|link}} or {{tt|InfDeath{{=}}2}}. The animation will start to play once the {{f|Die1|link}}1 KB (143 words) - 09:51, 27 November 2009
- ...efined, the game will only select debris types from that list and ignore {{tt|MetallicDebris}}.697 bytes (114 words) - 13:42, 20 March 2024
- ...inaccurate if it is targeting a cell or infantry with either the warhead {{tt|AP}} or a projectile with {{f|Ranged|yes|link}}. ...the projectile's target is scattered from {{tt|BallisticScatter / 2}} to {{tt|BallisticScatter}} cells in a random direction.2 KB (286 words) - 02:57, 10 May 2014
- ...eapon]]) ''and'' has not specified its own [[DeathWeapon#For_TechnoTypes|{{tt|DeathWeapon}}{{Sup|{{arr|d}}}}]]. ...assuming that this unit also has {{f|Explodes|yes|link}} set). Note that {{tt|DeathWeapon}} on the unit overrides any other method{{Sup|[[DeathWeapon#For2 KB (289 words) - 20:04, 31 May 2012
- ...d be composed of Tiberium/ore refineries (hardcoded to the building type {{tt|PROC}}).515 bytes (83 words) - 19:36, 3 April 2024
- ...ir defenses (of the building type {{tt|SAM}} in {{td}} or {{tt|SAM}} and {{tt|AGUN}} in {{ra}}). ...air units, itself owns a radar (of the building type {{tt|HQ}} in TD or {{tt|DOME}} in RA), and has enough credits to spare.753 bytes (131 words) - 23:05, 3 April 2024
- ...uildingTypes|building type]] {{tt|SAM}} in {{td}} or both {{tt|SAM}} and {{tt|AGUN}} in {{ra}}).620 bytes (105 words) - 23:09, 3 April 2024
- ...|buildings]], that should be composed of airfields (of the building type {{tt|AFLD}}).504 bytes (81 words) - 23:20, 3 April 2024
- Specifies the maximum number of airfields (building type {{tt|AFLD}}) a computer player is allowed to have in its base at a time. Once th479 bytes (80 words) - 23:21, 3 April 2024
- ...ist of colors #16–31 in the {{tt|UNITSNO}}, {{tt|UNITEM}} and (in RA2) {{tt|UNITURB}} [[PAL|palettes]], represented by a gradient of red. ...h it will alter the color the text is displayed in. For example, editing {{tt|DarkGreen}} into a brown color tone will result in the color selection menu5 KB (783 words) - 07:12, 31 March 2023
- The [{{Tt|VariableNames}}] section takes the following format: The [{{Tt|VariableNames}}] section takes the following format:4 KB (636 words) - 13:03, 21 July 2023
- ..., like their frequency of appearence, see <tt>[[CrateRules|[CrateRules]]]</tt>. ...en}}={{co|10|blue}},{{co|ARMOR|purple}},{{co|yes|orange}},{{co|1.5|teal}}</tt><br>11 KB (1,828 words) - 18:20, 10 August 2023
- FirePower (with capital P) is used. Specifies the multiplier to {{tt|Damage}} of all weapons if this difficulty is set. *See {{tt|[[Powerups|[Powerups]]]}}.763 bytes (121 words) - 19:07, 13 February 2024
- ...},{{co|'''S'''|teal}} (For an explanation of this flag's parameters, see {{tt|[[Powerups|[Powerups]]]}}) ...lready has upgraded armor, the crate will give the effect defined by the {{tt|[[Money#For_.5BPowerups.5D|Money]]}} powerup. Otherwise, all units within {4 KB (611 words) - 09:25, 27 November 2009
- {{Tt|AIBasePlanningSide}} affects the Technology Centers' role in the [[The Infi ...ch is most certainly not desired. To prevent this, the coders introduced {{tt|AIBasePlanningSide}}.2 KB (262 words) - 20:48, 19 May 2011
- ...mple: {{Tt|1=Image=SEAL}} will use {{Tt|SEAL.SHP}} on most theatres, and {{Tt|SEAL''A''.SHP}} on snow). Both images must have the same amount of frames a652 bytes (112 words) - 15:15, 11 January 2023
- Is used on units with {{Tt|[[JumpJet]]}} set and specifies that they will never land by default. This ...acking, instead of attacking the target from the distance defined by the {{Tt|[[Range]]}} flag on the weapon. If the unit is able to attack air targets a1 KB (209 words) - 16:53, 7 August 2017
- ...ings, Yuri's Psychic Tower ({{tt|YAPSYT}}) and the Allied Gap Generator ({{tt|GAGAP}}), both of which expand the player's build area whilst the Tesla Coi1 KB (171 words) - 22:28, 16 January 2023
- ...{{f|Turret|yes|link}} set on it and its {{f|SpeedType|link}} must not be {{tt|Hover}}. In addition, parasited units are not allowed to enter.528 bytes (83 words) - 09:42, 27 November 2009
- If set to {{tt|no}} (default), the unit will land as soon as it stops movement. Hovering units will play their HVA animation with a rate of {{tt|1}} (advancing to the next frame every frame).497 bytes (75 words) - 20:15, 11 March 2014
- ...l the checkbox "Build Off Ally Bases" by amending the string table entry {{tt|gui:buildoffally}}.1 KB (217 words) - 09:55, 27 November 2009
- ...en Veteran and Elite level. In other words, the game will still keep the {{tt|SENSORS}} ability at Elite level, even if it is only in the Veteran list. '''Note''': Contrary to what one might expect, the {{tt|FIREPOWER}} and {{tt|ROF}} bonuses are applied to the object's {{f|Elite|link}} weapon, if any.1 KB (163 words) - 13:54, 22 March 2021
- |default={{tt|<none>}}4 KB (632 words) - 11:36, 5 November 2012
- * The vehicle in question must have a {{Tt|[[TurretCount]]}} of >0. The statement must be neither omitted, nor set to567 bytes (94 words) - 21:26, 21 July 2011
- Specifies the section from {{Tt|[[Art|art(md).ini]]}} which contains this object's graphical representation2 KB (341 words) - 11:55, 27 November 2009
- .... For example, the Destroyer ({{Tt|DEST.vxl}}) has an alternate image of {{Tt|DESTWO.vxl}}.1 KB (170 words) - 15:08, 2 May 2021
- ...object. Recognized values for sides are {{Tt|allied}}, {{Tt|allies}} and {{Tt|soviet}}.2 KB (313 words) - 01:41, 5 January 2020
- The {{tt|Primary}} weapon is always used when: ...Note that a unit whose {{f|Secondary|link}} weapon can attack walls, but {{tt|Primary}} weapon can't, will not, in fact, be able to attack walls.1 KB (243 words) - 11:56, 27 November 2009
- :The turret filename has to be the same as the object's, with the suffix {{Tt|tur}}, and be in [[VXL]] format, with an accompanying [[HVA]]. Should [UNIT859 bytes (146 words) - 15:52, 30 August 2015
- ...nts the number between 1 and {{f|TurretCount|link}}, as opposed to plain {{Tt|''objectname''tur.vxl/hva}} it loads normally. When setting {{f|TurretCount}} to a value greater than {{tt|0}}, see that {{f|WeaponCount|link}} is also set correctly. This has to be970 bytes (147 words) - 05:28, 20 August 2015
- {{tt|Underwater{{Equal}}yes}} has three known effects and one untested effect: * {{tt|It will also restrict units from recloaking when it is in fact on land.}}693 bytes (104 words) - 00:01, 10 September 2013
- {{f|Thief|link}} - this must be set to {{tt|yes}} for {{f|VehicleThief|yes|link}} to work correctly, however there is a1 KB (201 words) - 10:48, 27 November 2009
- :''Assuming Apocalypse Tanks had {{tt|1=VHPScan=Strong}} set.'' :''Assuming Grizzly Tanks had {{tt|1=VHPScan=Normal}} set.''4 KB (615 words) - 12:28, 15 April 2020
- ...ly. Then, {{Tt|(Elite)Weapon1}} is used as the default weapon instead of {{Tt|Primary}}. Values larger than {{tt|18}} are not allowed and will corrupt memory.1 KB (177 words) - 05:28, 20 August 2015
- ...ircraftTypes]] and [[VehicleTypes]] which have {{f|Size|link}} exceeding {{Tt|5}}.2 KB (376 words) - 21:25, 5 April 2024
- ...'',20}}. The third shot, if the weapon were to allow it, would come from {{tt|100,'''50''',20}} again. And so on.959 bytes (154 words) - 13:24, 30 March 2022
- {{f|Arcing|yes}} makes the projectile travel at a fixed [[speed]] of {{tt|50}}, ignoring both {{f|Acceleration|link}} and the weapon's {{f|Speed}}. I1 KB (171 words) - 12:51, 11 September 2018
- ...hnoTypes armed with such weapons to be unable to fire at ground targets, {{tt|LandTargeting}} must be set to '1' on these TechnoTypes. ...tt>[AAHeatSeeker]</tt> and <tt>[FlakProj]</tt>. The <tt>[[LandTargeting]]</tt> will prevent these AA defenses from firing on units on the ground.1 KB (224 words) - 02:27, 18 July 2011
- ...each cell of the building's foundation, a random number from {{tt|0}} to {{tt|Foundation Width + Foundation Height + 5}} is picked. Depending on this num * {{tt|1}} to {{tt|5}} create the first item in the {{f|OnFire}} list.2 KB (307 words) - 04:37, 21 July 2014
- * {{f|InfDeath|8}}, {{tt|InfantryVirus}}, can be displayed in the unit palette if {{f|AltPalette|yes * {{f|InfDeath|9}}, {{tt|InfantryMutate}}, is [[hardcoded]] to use the unit palette and will be rema6 KB (855 words) - 22:15, 9 July 2022
- {{tt|Verses}} defines a [[Warhead]]-specific damage multiplier for each {{f|Armo There are special-case {{tt|Verses}} values that are only available in {{Ra2}} and {{Yr}}. These values4 KB (542 words) - 16:03, 26 September 2023
- |name={{tt|CellSpread}} |values={{values|float}}(in practice, {{tt|CellSpread}}s over 11 generate Internal Errors)17 KB (1,974 words) - 19:56, 1 January 2019
- The {{tt|[InfantryTypes]}} section of {{Rules}} lists all InfantryTypes{{Sup|[[Infan4 KB (495 words) - 10:09, 27 November 2009
- ...ed by {{Tt|Soviet}}. In fact, they are referenced by {{Tt|Russian}}, and {{Tt|Soviet}} does not exist.2 KB (290 words) - 15:55, 20 May 2010
- ** {{f|Color|link}} of Neutral and Special is hardcoded to {{tt|LightGrey}}. ...[RA2]]/[[YR]], this section was renamed to {{s|Countries|link}}, but the {{tt|[Houses]}} list is created and populated by the engine on-the-fly. See [[Co8 KB (990 words) - 16:50, 6 April 2024
- |'''"{{tt| FSC}}"'''<br>CSF header identifier<br>If this is not "{{tt| FSC}}", the game will not load the file.<br/>By the way, " FSC" means "CSF ..., a label can contain more than one such pair, but only the first pair's {{tt|Value}} is ever actually used by the game.)''17 KB (2,822 words) - 02:42, 22 February 2024
- ...n {{Tt|tibsun.mix -> local.mix}}, the patches add a different version to {{Tt|patch.mix}}. ...{{Tt|aifs.ini}}) is in {{Tt|expand01.mix}}. (This mix file also contains {{Tt|ai.ini}}, which introduces the generic gameplay changes to plain TS as well2 KB (287 words) - 15:02, 26 June 2017
- ...a separate file - first frame in {{Tt|filename 0000.pcx}}, the second - {{Tt|filename 0001.pcx}}, etc. ***Right click ''the first frame'' ({{Tt|filename 0000.pcx}}) and select "''Copy as SHP''", if you are creating a SH4 KB (687 words) - 10:55, 27 November 2009
- |style="background:#e5e5e5;"|{{Tt|yes}} |style="background:#e5e5e5;"|{{Tt|no}}4 KB (722 words) - 10:55, 27 November 2009
- ...threat. It is recommended to pick a value from a range of {{tt|0.0}} to {{tt|1.0}}. The higher the value, the more the unit tries to avoid any paths tha1 KB (184 words) - 12:39, 11 September 2018
- ..., {{tt|[ScriptTypes]}}, A Note On Structure Numbers, {{tt|[TeamTypes]}}, {{tt|[AITriggerTypes]}}, A Note On AI Pool Teams, Some Tips On Making A Better A ...[Tags]}}, {{tt|[VariableNames]}}, {{tt|[Waypoints]}}, {{tt|[CellTags]}}, {{tt|[AITriggerTypesEnable]}}5 KB (710 words) - 10:31, 7 December 2009
- ...a tank with a strength of 1000. The tank collects a promotion crate, and {{tt|VeteranArmor{{equal}}1.5}} is applied. The tank is then ambushed with a we '''If {{tt|VeteranArmor}} was a straight multiplier to {{tt|Strength}}''', the tank would now have '''1500 hitpoints''', of which '''103 KB (427 words) - 09:25, 27 November 2009
- ...s created when the destroyed object performed a special function such as {{Tt|Radar=yes}}.3 KB (392 words) - 14:14, 12 March 2013
- {{BigHorizontalBar|Attention|Apparently, the flag {{tt|HideIfNoOre}} is to be taken ''quite'' literally - the twinkle animation wi ...l ore (Riparius). By replacing only the Vinifera-images and only editing {{tt|[Vinifera]}}, you could potentially have Ore, Gems, and Tiberium in your ga9 KB (1,496 words) - 10:29, 27 November 2009