whether to refresh hero resources on level up how close the player needs to get to auto lootable items to collect them the maximum distance a hero may be from a killed enemy and still receive XP for the kill GlossaryStageExperienceMultiplier 1.0 0.75 0.5 0.05 stage of its glossary entry (locked/basic entry unlocked - first additional paragraph unlocked - second.) multiplier applied to experience earned from killing a creep depending on the current maximum number of heroes allowed per tech level RevivalChargeCalculationComponentMultiplier 0 RevivalChargeCalculationComponentExponent 0 RevivalChargeCalculationComponentBase 7200 component used in revival charge formula require all prerequisite abilities for unlock common settings for the rpg part (campaign) of the gameĮxperienceCalculationComponentExponent 2.2ĮxperienceCalculationComponentMultiplier 150 is the mode available in the multiplayer menu? Points: Number of points awarded per second per sector held by a player during this stage of the match Start: Percentage of total match duration at which this stage starts (0-100) default duration of a domination match in seconds acceleration multiplier to apply to creatures while they are under direct control at which distance to a controlled charater creatures in the selection should try to stay (min, max) how many workers are automatically assigned to a building (possible values: None, One, Full) How much longer/shorter does it take to repair a building than to construct it factor for refunded resources when destroying a building factor for refunded resources when deconstructing a building HeroResourcePickupConversion Aria AriaCask HeroResourcePickupConversion RawSouls Souls HeroResourcePickupConversion Lenya LenyaPackage HeroResourcePickupConversion BlackAsh BlackAshPackage HeroResourcePickupConversion IronOre Iron when a resource of the first given type is picked up by a hero, it will automatically be converted to the second resource type Time in seconds a hero needs in order to pick up a dropped resource cache somewhere pickup of the output resources over the fulfillment of resource deliveries. Determines how full a building's output store can get before workers will start prioritising Whether to garrison free workers in the sector center when they are idle Otherwise, delivery priority will only affect the order of requests within a building If true, higher priority deliveries will always be fulfilled before lower priority ones. If true, high priority requests will always be processed in fixed order, even if other requests are handled simultaneously ResourceDeliveryOrder ByLastTargetDelivery will always be processed before the second request of any other building) the first request placed by each building but the relative order of requests is kept (i.e. Requests are processed based on the last time a worker fulfilled a delivery for each request, (this is probably a very stupid idea, but hey, try it if you don't believe me) Requests will be processed based on the last time a worker fulfilled a delivery for each request. prioritized by the order in which they have been made) the target building and resource store (on a per-building basis, the orders will still be Requests will be processed based on the last time a worker fulfilled any delivery for Requests will be processed in the order the have been placed (this was the original setting) Determines the order in which resource deliveries are processed to workers resources each player receives in their first outpost on the map common settings for the real time strategy part of the game To have more than enough ability points for all skills, replace the content of gameplay,exe in (SpellForce 3\bin_win32\configs) with this, which will give u 50 ability points upon leveling.
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