addOption(level3, new GameOption("maxtech_fire", "MaxTech Fire/Smoke Rules", "If checked, fires create smoke that drifts and dissipates, instead of remaining static.  In addition, smoke is split into light and heavy varieties.", false));
    public void initialize() {        // set up game options        OptionGroup base = new OptionGroup("Base Options");        addGroup(base);        addOption(base, new GameOption("friendly_fire", "Friendly fire", "If checked, the game considers mechs owned by a player, or on the same team as a player, as valid targets.\n\nDefaults to checked, but unchecks when a second player joins the server.", true));        addOption(base, new GameOption("skip_ineligable_movement", "Skip ineligable during movement", "If checked, the game will skip a unit during the movement phase if it is immobile or otherwise inactive.\n\nUnchecked by default.", false));        addOption(base, new GameOption("skip_ineligable_firing", "Skip ineligable during firing", "If checked, the game will skip a unit during the firing phase if it is inactive.\n\nUnchecked by default.", false));        addOption(base, new GameOption("skip_ineligable_physical", "Skip ineligable during physical", "If checked, the game will skip a unit during the physical phase if no attacks are possible or there are no valid targets.\n\nChecked by default.", true));        addOption(base, new GameOption("push_off_board", "Allow pushing off the map", "This options allows a mech to be pushed off the map and out of the game by push, charge or DFA attacks.\n\nChecked by default.", true));        addOption(base, new GameOption("check_victory", "Check for victory", "If checked, the server will enter the victory phase at the end of any turn where victory conditions are met.  Even if unchecked or conditions are not met, server admins can force victory with the /victory command.\n\nDefaults to checked.", true));        addOption(base, new GameOption("rng_type", "RNG Type", "Note: any type other than 0 or 1 is completely unofficial.\n\nValid types:\n0 - SunRandom: Sun regular RNG\n1 - CryptoRandom: Java crypto-strength RNG\n2 - Pool36Random: Pool of 36 values, randomly shuffled\n\nDefaults to 1.", 1));        addOption(base, new GameOption("team_initiative", "Teams roll initiative", "When checked, teams roll initiative as one group.  This team initative is used to order the units according to the normal method.  Player order on a team is determined by their own initiative.\n\nChecked by default", true));         addOption(base, new GameOption("is_eq_limits", "Ammo & Equipment Limits", "If checked, Inner Sphere units will be limited to ammo & equipment available at their build year.  Turning this option off will not remove invalid equipment.\n\nChecked by default", true));                 OptionGroup level2 = new OptionGroup("Optional Rules (Level 2)");        addGroup(level2);        addOption(level2, new GameOption("flamer_heat", "Flamers can deal heat instead of damage", "If checked, flamers can increase the heat of their target by 2 instead of dealing 2 damage.\n\nChecked by default.", true));		addOption(level2, new GameOption("fire", "Fire and smoke", "If checked, fires may be set accidentally or intentionally.\n\nChecked by default.", true));		addOption(level2, new GameOption("indirect_fire", "Indirect fire", "If checked, LRMs may be fire indirectly, and players may choose to spot for indirect fire instead of attacking.\n\nChecked by default.", true));		addOption(level2, new GameOption("minefields", "Minefields", "If checked, minefields can be used.\n\nChecked by default.", true));        OptionGroup level3 = new OptionGroup("Optional Rules (Level 3)");        addGroup(level3);        addOption(level3, new GameOption("double_blind", "Double blind", "If checked, enemy units will only be visible if they are in line of sight of one or more of your units.\n\nUnchecked by default.", false));        addOption(level3, new GameOption("team_vision", "Teams share vision", "If checked, teams will share vision in double-blind mode.  Only valid in double-blind mode.\n\nChecked by default.", true));        addOption(level3, new GameOption("floating_crits", "Through-armor criticals will 'float'", "If checked, rolls of '2' on hit location will result in a new location being rolled for a critical hit, instead of just hitting the local torso.\n\nUnchecked by default.", false));        addOption(level3, new GameOption("engine_explosions", "MaxTech engine explosions", "If checked, any time a mech takes 2 or more engine crits in one round, a roll of '12' will cause a cascading engine explosion.", false));        addOption(level3, new GameOption("pilot_advantages", "MaxTech pilot advantages", "If checked, players can add additional advantages to their pilots through the 'configure mech' window.", false));        addOption(level3, new GameOption("maxtech_physical_BTH", "MaxTech physical BTHs", "If checked, BTHs for physical attacks will use MaxTech levels. These levels take into account the piloting skill of the attacking unit.", false));        addOption(level3, new GameOption("maxtech_physical_psr", "MaxTech physical PSR weight difference", "If checked, after being kicked or pushed the PSR is modified by the weight classes of the two mechs. The PSR is modified by 1 point per weight class difference. The difference is added to the PSR if the attacker is heavier or subtracted if the attacker is lighter.", false));        addOption(level3, new GameOption("maxtech_round_damage", "MaxTech damage per round", "If checked, units will have +1 to their piloting skill roll for every 20 damage taken, not just the first damage. Also, BTH is altered by weight class. Lights get +1 to BTH where as assaults get -2. Mediums and heavies are in between.", false));        addOption(level3, new GameOption("maxtech_prone_fire", "MaxTech firing while prone", "If checked, mechs that are prone can fire if they are missing one arm. Standard rules disallow firing when prone and missing an arm. All weapons are +1 BTH and weapons mounted in propping arm can not be fired.", false));		addOption(level3, new GameOption("maxtech_target_modifiers", "MaxTech target movement modifiers", "If checked, the target movement modifiers table is enhanced by 3 additional steps (14-18 hexes => +5, 19-24 hexes => +6 25+ hexes => +7.", false));        addOption(level3, new GameOption("maxtech_leg_damage", "MaxTech Leg Damage Rule", "If checked, hip criticals are cummulative with other damage to legs, but reduce movement by 2 instead of halving. Destroying both hips does not reduce MPs to zero.", false));                OptionGroup ruleBreakers = new OptionGroup("Optional Rules (unofficial)");        addGroup(ruleBreakers);        addOption(ruleBreakers, new GameOption("no_tac", "No through-armor criticals", "If checked, rolls of '2' on hit location will only result in a torso hit, and no critical roll.  Only applies to mechs.  Supercedes the floating criticals option.\n\nUnchecked by default.", false));        addOption(ruleBreakers, new GameOption("no_immobile_vehicles", "Vehicles not immobilized by crits", "If checked, vehicles with a drive or engine hit will not be counted as 'immobile' for purposes of determining to-hit numbers.\n\nUnchecked by default.", false));        addOption(ruleBreakers, new GameOption("vehicles_can_eject", "Vehicles can be abandoned", "If checked, vehicle crews can leave their unit (effectively removing it from the game).\n\nUnchecked by default.", false));        addOption(ruleBreakers, new GameOption("inf_move_last", "Infantry move after Meks and Vehicles", "If checked, all Meks and Vehicles will move before the first Infantry unit.  The move order of Meks and Vehicles ignores the presence of Infantry.\n\nMutually exclusive with \"" + Game.INF_AND_PROTOS_MOVE_MULTI + " Infantry for every Mek or Vehicle\".\n\nUnchecked by default.", false));        addOption(ruleBreakers, new GameOption("inf_deploy_last", "Infantry deploy after Meks and Vehicles", "If checked, all Meks and Vehicles will deploy before the first Infantry unit.\n\nThe above option, \"Infantry move after Meks and Vehicles\" must also be checked to use this option.\n\nUnchecked by default.", false));        addOption(ruleBreakers, new GameOption("inf_move_multi", Game.INF_AND_PROTOS_MOVE_MULTI + " Infantry for every Mek or Vehicle", "If checked, " + Game.INF_AND_PROTOS_MOVE_MULTI + " infantry units will have to move in place of a single Mek or Vehicle.  If there are less than " + Game.INF_AND_PROTOS_MOVE_MULTI + " units remaining, they all must move.  The move order includes the presence of Infantry.\n\nMutually exclusive with \"Infantry move after Meks and Vehicles\".\n\nUnchecked by default.", false));        addOption(ruleBreakers, new GameOption("protos_move_last", "Protomechs move after Meks and Vehicles", "If checked, all Meks and Vehicles will move before the first Protomech.  The move order of Meks and Vehicles ignores the presence of Protomechs.\n\nMutually exclusive with \"" + Game.INF_AND_PROTOS_MOVE_MULTI + " Protomechs for every Mek or Vehicle\".\n\nUnchecked by default.", false));        addOption(ruleBreakers, new GameOption("protos_deploy_last", "Protomechs deploy after Meks and Vehicles", "If checked, all Meks and Vehicles will deploy before the first Protomech.\n\nThe above option, \"Protomechs move after Meks and Vehicles\" must also be checked to use this option.\n\nUnchecked by default.", false));        addOption(ruleBreakers, new GameOption("protos_move_multi", Game.INF_AND_PROTOS_MOVE_MULTI + " Protomechs for every Mek or Vehicle", "If checked, " + Game.INF_AND_PROTOS_MOVE_MULTI + " protomechs will have to move in place of a single Mek or Vehicle.  If there are less than " + Game.INF_AND_PROTOS_MOVE_MULTI + " protos remaining, they all must move.  The move order includes the presence of Protomechs.\n\nMutually exclusive with \"Protomechs move after Meks and Vehicles\".\n\nUnchecked by default.", false));        addOption(ruleBreakers, new GameOption("blind_drop", "Blind Drop", "If checked, the configuration of a Mech won't be shown in the Chatroom to your opponents.", false));         addOption(ruleBreakers, new GameOption("clan_ignore_eq_limits", "Ignore Clan Ammo Limitations", "If checked, Clan units can use ammo normally limited to IS units only; for example, Thunder-Augmented, Thunder-Inferno, and Thunder-Active LRM rounds.", false));        addOption(ruleBreakers, new GameOption("no_clan_physical", "No physical attacks for the clans", "If checked, clan Meks may not make physical attacks.\n\nUnchecked by default.", false));    }