Difficulty Level:
Used primarily to set other options on the configuration panels.  May be used within the DLL to decide events not covered by game options.

Human Team Skill Level:
Determines the default skill level for human team AI combat units.  If Human Team Skill Progression is turned off, human team AI units will remain at this skill level.

Human Scav/Service Skill:
Determines the skill level for human team scavengers and service trucks.

Human Team Skill Progression:
When this option is on, all human team combat units start at the lowest skill level.  As they make kills, their individual skill level is increased.  How quickly the skill level is increased depends on the Difficulty Level.

Human Team Starting Force:
Determines what units the human team starts with other than the recycler.

Computer Team Skill Level:
Determines the skill level for computer team AI combat units.  The computer team units do not enjoy the advantage of skill level progression.

Computer Team Starting Force:
Determines how many units the computer team starts with other than the recycler.  The computer team always starts with some number of turrets and Missile Scouts or Sentries.  This option determines how many of each.

Computer Team Siege Response:
Determines how quickly the computer team will detect and respond to a siege.  The siege detection sensitivity has been decreased from that in the stock MPI DLL.  Human team units will have to approach the computer team recycler more closely to trigger a siege response.

Computer Team Scrap Boost:
Determines how much additional scrap the computer team gets and when.  At none, the computer team enjoys no scrap boost at all.  At normal, the computer team gets 1 unit of scrap.  At high, the computer team gets 2 units of scrap.  The scrap boost interval is modified by the Computer Team Starting Force option and the number of human players.

Rogue Assault Group:
Determines whether the computer team will periodically dispatch a rogue assault group composed of custom vehicles.  The rogue assault group leader carries a special weapon intended to inflict unusually heavy damage on human team units.  The rogue assault group dispatch interval is randomly determined and effected by the Difficulty Level.

Custom Units:
Determines whether the computer team will be augmented with custom units such as the Kraken missile tank, Gorb Tank, Hunter scout and Scorpion light tank.  The 'Min' (minimum) setting will restrict custom units to the Puma and Dragoon light tanks and Naja assault support tank, the Rocket Tower and Rocket Pod.  The 'Max' (maximum) setting will make all custom units available to the computer team.

Human Team Reinforcement Interval:
Determines when the human team receives reinforcement vehicles.

Computer Team Reinforcement Interval:
Determines when the computer team receives reinforcement vehicles.

Scion Interval Adjustment:
Determines how much of an adjustment the computer team receives as Scions to the computer team reinforcement interval.  Generally, this decreases the amount of time between reinforcement intervals for the Scions.

Auxiliary Service Support:
Computer team assault group leaders usually receive zero or one service truck as a follower.  When this option is set to high, assault group leaders will receive an extra service unit, meaning they'll have one or two instead.

Auxiliary Combat Support:
Computer team assault group leaders usually receive zero or one combat unit follower.  This option determines whether they will receive one (normal) or two extra combat units.

Custom Weapons Upgrades:
This option determines whether computer team combat units will receive weapon upgrades and how often.  Weapon upgrades are awarded only when the computer team has an armory.

Bomber Interval:
Determines how frequently the computer team bomber will make an attack run.

Fury Interval:
Determines how frequently the computer team will build a Fury for an attack run.  Furies are built only by Scions and only after the human team has built a Bomber Bay.

Group Leader Interval:
Determines how frequently the computer team's assault groups are dispatched on attack runs.

Leaderless Unit Interval:
Determines how quickly computer team combat units whose leaders have been destroyed will be dispatched to a new attack.

Patrol Unit Interval:
Determines how quickly patrol units are dispatched to a patrol path.

Surplus Unit Interval:
Determines how quickly surplus computer team combat units are dispatched to new attacks.

Service Unit Interval:
Determines how quickly computer team service units are reassigned to other assault group leaders.  If no assault group leaders are available, service units may be assigned to service the computer team recycler.

AI Plan Selection:
The game host can specify which AI strategy the computer team will start with, or allow the plan to be selected randomly.

Earthquake:
Determines whether earthquake-enabled maps will experience earthquake effects and how often.

Startup Set Pieces:
Determines whether the computer team starts with various set pieces, such as Rocket Towers, Rocket Pods or Furies.  Fury set-pieces will also spawn at the computer team reinforcement interval.

Anti-Assault Threshold:
Determines when the computer team will switch to an anti-assault strategy.  The threshold is based on a count of human team assault vehicles.

Human Team Insane Weapons:
Determines whether maps containing power-up path points will spawn Rave Cannon and Fountain power-ups.

Computer Team Insane Weapons:
Determines whether computer team combat units will receive Rave Cannon and Fountain weapon upgrades.  The Attila, Titan and Kraken will receive Rave Cannon and scouts will receive Fountain at random according to the Custom Weapons Upgrades option.  
