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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
  • For skirmish/multiplayer, playable houses are specified with the flags {{f|Multiplay|lin Skirmish/multiplayer maps cannot add more houses. Even though some stock maps do hav
    8 KB (990 words) - 16:50, 6 April 2024
  • ...obot Storm, Future Crisis and Mental Omega, the above settings will affect skirmish difficulty selection e.g. easy, normal, brutal.
    3 KB (387 words) - 19:09, 13 February 2024
  • ...obot Storm, Future Crisis and Mental Omega, the above settings will affect skirmish difficulty selection e.g. easy, normal, brutal.
    3 KB (392 words) - 19:11, 13 February 2024
  • Fixed game bug where turning off super weapons in skirmish also disabled them in the campaigns.<br>
    5 KB (881 words) - 22:41, 20 June 2008
  • ...v1.07 unless a newer version is found. Counterstrike adds new Multiplayer/Skirmish maps, 16 new missions, new soundtracks, units and buildings. Counterstrike
    767 bytes (112 words) - 21:17, 31 August 2011
  • ...v2.00 unless a newer version is found. The Aftermath adds new Multiplayer/Skirmish maps, 18 new missions, new soundtracks and units.
    514 bytes (71 words) - 00:15, 31 August 2011
  • ...ter the real rules and treated like an additional rules file, but only for skirmish (not singleplayer campaigns and not multiplay) games.
    818 bytes (125 words) - 16:39, 11 March 2008
  • | colspan=5 | Puts house P3 into "Skirmish AI" mode
    10 KB (1,337 words) - 09:42, 17 February 2023
  • | colspan=9 | Enable or disable Skirmish AI for HOUSE
    19 KB (2,202 words) - 09:43, 17 February 2023
  • ...ches 1.03 and 1.04 are known to disable the Ultimate Honor award; when all skirmish maps are beaten on the max number of brutal AI, the award is not granted. T
    3 KB (498 words) - 08:54, 24 January 2009
  • ...ases however, it just reads 'Random Map'. This name is what appears on the Skirmish and Multiplayer screens whenever a game is created.<br>
    1 KB (192 words) - 15:39, 14 April 2007
  • |type=Skirmish/Multiplayer
    4 KB (661 words) - 22:14, 31 March 2011
  • ...lack of AI scripts for the Boss Generals. When you fight against a Boss in Skirmish mode, the computer doesn't do anything with its command center and builder.
    3 KB (555 words) - 03:37, 18 January 2012
  • This flag will disable the text strings on all of the Skirmish loading screens.
    244 bytes (33 words) - 02:51, 15 June 2008
  • * 8 NEW skirmish and online game modes. Including the unique Assault Game Mode (<em><strong>
    2 KB (297 words) - 22:06, 18 January 2011
  • *Enable Fog of War logic and make it optional in the skirmish menu ...to Network and Internet Play, since thex are useless if only availiable in skirmish.
    13 KB (2,268 words) - 05:58, 8 September 2009
  • | This IE is encountered immediately after loading up. This was tested for skirmish with the XWIS Multiplayer-only components. | Game attempted to read a Campaign map as a skirmish map; [Header]>NumberStartingPoints= is corrupt. For Single-Player missions,
    30 KB (4,812 words) - 11:40, 7 June 2023
  • ==In {{s|MultiPlayer|link}}, {{s|Skirmish|link}}, {{s|LAN|link}} and {{s|WonlinePref|link}} in ra2.ini== Number of the default game mode to be used in Skirmish mode. The number refers to a corresponding game mode number as defined by t
    845 bytes (132 words) - 06:30, 10 December 2009
  • ...icle]] leaves a random [[Powerups|powerup crate]] when it is destroyed. In skirmish/multiplayer, the crate will contain a random powerup; in singleplayer missi
    805 bytes (125 words) - 10:44, 5 July 2023
  • ...When you're done, accept the changes, restart the client, and click the '''Skirmish''' button. ...tart the game. If everything goes well again, you will load in and start a skirmish! That means you're good to go and can make your first edit in... [[Conscrip
    10 KB (1,536 words) - 12:24, 25 October 2023
  • In skirmish/multiplay, human player always get the values from [Normal] difficulty sect
    2 KB (306 words) - 19:28, 13 February 2024
  • In this section of [[Rules|rules.ini]], the game's skirmish and LAN default settings, as well as minima and maxima for them are located
    1 KB (152 words) - 12:07, 9 February 2020
  • Here's an example of what flags go into the header (ripped from an 8 player skirmish map)
    1,001 bytes (104 words) - 18:47, 8 July 2021
  • ...er of the team to begin the auto-production process (the AI's behaviour in skirmish games). Should only be used on AI controlled houses.
    39 KB (6,281 words) - 22:44, 4 February 2024
  • For the purposes of multiplayer and skirmish, house types are the houses defined in the {{tt|[Houses]}} section in [[rul
    543 bytes (85 words) - 08:54, 31 January 2024