Warfare - Benny Edition¶
- AI: Group Size (AI Teams)
Define how many units will AI Teams Leader be able to have in their squads.
- AI: Group Size (Player)
Define how many units will Players be able to have in their squads.
- AI: Keep units on JIP
Decide whether units shall be kept over Join in Progress or not.
- AI: Teams
Decide whether AI Teams Leader shall be operational or not.
- Artillery: Calls
Decide whether Artillery Calls (Special Menu) is enabled or not.
- Artillery: Interface
Decide whether Artillery Interface is enabled on Artillery units or not.
- Artillery: Range
Define the Artillery firing range.
- Base: AI Commander
Decide whether AI Commander shall be enabled or not.
- Base: Allies
Decide whether Allies base shall be spawned at start or not.
- Base: Anti-Air Radar
Decide whether Anti-air radar shall be enabled or not, this will spot enemy air units above x meters.
- Base: Areas Limit
Decide whether bases shall be restricted to x areas or not.
- Base: Areas Limit Max.
Define the amount of possible base areas.
- Base: Auto Defenses
Decide whether defenses shall be automatically manned in range of a barrack or not.
- Base: Buildings Limit
Define the maximum buildings limit per type (Service Points = Limit * 2).
- Base: HQ Deployment Cost
Define the HQ Deployment cost.
- Base: Start Near towns
Decide whether East or West shall use spawn points near towns (spawn points further than 2km of a town range won't be used).
- Base: Starting Distance
Define the minimal distance between East and West spawn points.
- Base: Starting Locations
Define a special spawn scenario (West north | East south...).
- Economy: Income System
Decide whether the income shall be full or half.
- Economy: Starting Funds
Define the starting funds.
- Economy: Starting Supply
Define the starting supply.
- Economy: Supply System
Decide whether the game shall be using Supply Trucks or a Time-based supply system.
- Environment: Fast Time
Decide whether the game shall be running fast or not (Day-Night cycle within 4 hours).
- Environment: Time of Day
Define the starting Time of Day.
- Environment: Weather
Decide whether weather shall be enabled or not.
- Gameplay: Airport Hangars
Decide whether Airport hangars shall be available or not.
- Gameplay: Balancing
Decide whether the game shall use a balance system or not.
- Gameplay: Bodies deletion Delay
Define the amount of time required to delete an object (units/vehicles) after it's death.
- Gameplay: Empty Vehicles Lifespan
Define the amount of time that a vehicle can remain alive before being destroyed.
- Gameplay: Fast Travel
Decide whether fast travel from town/base to town/base shall be available or not.
- Gameplay: Friendly Fire (Buildings)
Decide whether base buildings shall be sensitive to friendly fire or not.
- Gameplay: Grass Distance
Define the Maximum Grass clutter distance.
- Gameplay: Kick Teamswappers
Decide whether teamswappers shall be kicked or not.
- Gameplay: Limited Boundaries
Decide whether the players can go outside of the map borders or not.
- Gameplay: Show Player UID
Decide whether player UID shall be shown upon Teamswap / Base Teamkills.
- Gameplay: Spacebar Scanning
Decide whether spacebar identification shall be available or not.
- Gameplay: Track AI on Map
Decide whether AI purchased units shall be displayed on map (Beside your owns).
- Gameplay: Track Players on Map
Decide whether AI Team leaders or Players shall be displayed on map.
- Gameplay: Upgrades
Decide whether upgrades shall be enabled or not.
- Gameplay: Victory Condition
Define the victory condition (Assassination = HQ Killed / All Towns, Annihilation = Total destruction, Supremacy = All factories destroyed / All Towns).
- Gameplay: View Distance
Define the maximum player view distance.
- Module: High Command
Decide whether High Command module shall be available or not for commanders.
- Module: ICBM
Decide whether Nuke shall be available or not.
- Module: Injury System (ISIS)
Decide whether the Injury System shall be available or not.
- Module: Volumetric Clouds
Decide whether the Volumetric clouds shall be available or not.
- Respawn: Camps
Decide whether camp respawn shall be eanbled or not.
- Respawn: Camps Rule
Decide if someone is able to respawn after being killed near a camp while an enemy was near or not.
- Respawn: Delay
Define the respawn delay.
- Respawn: Gear Remains
Decide whether the player shall keep it's loadout after respawning or not.
- Respawn: MASH
Decide whether MASH Respawn / Deployment shall be available.
- Respawn: Mobile
Decide whether mobile respawn shall be enabled or not (Ambulance).
- Respawn: Towns Range
Define the range needed to respawn in a friendly town.
- Restriction: Advanced Aircraft
Decide whether Advanced aircraft shall be enabled or not.
- Restriction: Camp Gear
Decide whether some gear shall be restricted or not in camps.
- Restriction: Kamov
Decide whether Kamov shall be available or not.
- Towns: Amount
Define the towns amount.
- Towns: Assault Teams
Decide whether Assault Teams shall be enabled or not (They'll attack both east and west bases, they spawn in resistance towns).
- Towns: Assault Teams Max.
Define the maximum amount of Assault Teams to be spawned.
- Towns: Occupation
Decide whether east or west town shall be defended or not.
- Towns: Occupation Difficulty
Define the difficulty of the occupation forces spawned in towns (Also affect the amount).
- Towns: Occupation Reinforcements
Decide whether occupied towns shall be reinforced or not.
- Towns: Patrols
Decide whether resistance patrols shall be spawned or not (patrols will spawn in resistance towns and patrol from town to town).
- Towns: Patrols Max.
Define the maximum amount of resistance patrols.
- Towns: Protection Range
Define the range in which HQ cannot be deployed from the depot.
- Towns: Purchase Militia
Decide whether Militia units shall be available to purchase in depots or not.
- Towns: Resistance
Define whether resistance shall be available in towns or not.
- Towns: Resistance Difficulty
Define the difficulty of the resistance forces spawned in towns (Also affect the amount).
- Towns: Resistance Reinforcements
Decide whether resistance towns shall be reinforced or not.
- Towns: Starting Mode
Define the town starting mode, it can either be normal, splitted or nearby.