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Updated Getting started (markdown)
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@ -79,9 +79,9 @@ Mod settings:
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* You are required to have the selected mods already installed and operational prior to DCS Liberation campaign generation
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#
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### Difficulty and economy options
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### Difficulty and automation options
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Economy options:
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- *Player income multiplier* - defines the multiplier of the player per-round income which depends on the type and number of [objectives](Custom-Campaigns#objective-locations) held
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@ -98,7 +98,7 @@ Player assists:
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*The system currently will spend 50% on aircraft and 50% on ground unit purchases*
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Adjust difficulty and economic options as desired. Note that increasing Player/Enemy income can result in the campaign becoming busier as more units such as aircraft and vehicles will appear during play. If this affects FPS, try reducing the income multipliers.
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Adjust difficulty and economy options as desired. A greater budget and income multiplier for the enemy will increase campaign difficulty. Note that more purchasing power can result in the campaign becoming busier as more units such as aircraft and vehicles appear during play. If this affects FPS, try reducing the income multipliers.
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The player assists section allows the player to enable automatic economic management for their faction so they can focus on other aspects of the campaign. These options can be toggled later in the game settings. These options are described in detail in [the manual](Auto-purchase-options).
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