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  1. RULES.INI
  2. ; If placed in game directory, it will override built in values. Values to be used as multipliers
  3. ; or percentages can be specified as either a simple floating point number (embed ".") or as a
  4. ; conventional percentage number (append "%"). Values used as cell distances or time delays
  5. ; are specified as simple floating point number. Distance values are expressed in cells. Time
  6. ; values are expressed in minutes.
  7.  
  8. [General]
  9.  
  10. ; crates
  11. CrateMinimum=1 ; crates are normally one per human player but never below this number
  12. CrateMaximum=255 ; crates can never exceed this quantity
  13. CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses
  14. CrateRegen=3 ; average minutes between random powerup crate regeneration
  15. UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly]
  16. WaterCrateChance=20% ; chance that a water crate will be generated rather than land crate [multiplay only]
  17. SoloCrateMoney=2000 ; money to give for money crate in solo play missions
  18. SilverCrate=HealBase ; solo play silver crate bonus
  19. WaterCrate=Money ; solo play water crate bonus
  20. WoodCrate=Money ; solo play wood crate bonus
  21.  
  22. ; special weapons
  23. ChronoDuration=3 ; time that a unit will remain chronoshifted before returning to start location
  24. ChronoKillCargo=yes ; Should cargo be destroyed when object is chronoshifted?
  25. ChronoTechLevel=12 ; Tech level at which Chrono facility can create Chrono effect
  26. GPSTechLevel=8 ; tech level at which GPS satelite becomes available
  27. GapRadius=10 ; radius of gap generator (cells)
  28. GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval
  29. IronCurtain=.75 ; minutes that Iron Curtain invulnerability lasts
  30. ParaTech=5 ; tech level when free para-infantry appears from airstrip
  31. ParabombTech=8 ; tech level that parabomb appears free with airfield
  32. RadarJamRadius=15 ; cell radius distance that mobile radar jammer is effective
  33. SpyPlaneTech=5 ; tech level when free spy plane appears from airstrip
  34. BadgerBombCount=1 ; number of badgers used to drop parabombs
  35.  
  36. ; Chrono side effects
  37. QuakeChance=20% ; percentage chance time quake will occur with each chronoshift use
  38. QuakeDamage=33% ; percentage damage to inflict when time quake occurs
  39. VortexChance=20% ; percent chance that chronal vortex occurs with each chronoshift use
  40. VortexDamage=200 ; damage inflicted by vortex discharge
  41. VortexRange=10 ; scan for victims up to this distance away [in cells]
  42. VortexSpeed=10 ; speed of vortex movement
  43.  
  44. ; repair and refit
  45. RefundPercent=50% ; percent of original cost to refund when building/unit is sold
  46. ReloadRate=.04 ; minutes to reload each ammo point for aircraft or helicopters
  47. RepairPercent=20% ; percent cost to fully repair as ratio of full cost
  48. RepairRate=.016 ; minutes between applying repair step
  49. RepairStep=7 ; hit points to heal per repair 'tick' for buildings
  50. URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost
  51. URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units
  52.  
  53. ; combat and damage
  54. TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft
  55. APMineDamage=1000 ; damage to inflict when anti-personnel mine explodes
  56. AVMineDamage=1200 ; damage to inflict when anti-vehicle mine explodes
  57. AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source)
  58. BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles
  59. BridgeStrength=1000 ; strength of bridge [smaller means more easily destroyed]
  60. C4Delay=.03 ; minutes to delay after placing C4 before building will explode
  61. Crush=1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
  62. ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
  63. FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found
  64. HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles
  65. MaxDamage=1000 ; maximum damage (after adjustments) per shot
  66. MinDamage=1 ; minimum damage (after adjustments) per shot
  67. OreExplosive=no ; Does the harvester explode big time when destroyed?
  68. PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry?
  69. PlayerReturnFire=no ; More aggressive return fire from player controlled objects?
  70. PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage?
  71. ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage
  72. TreeTargeting=no ; Automatically show target cursor when over trees?
  73. Incoming=10 ; If an incoming projectile is as slow or slower than this, then
  74. ; object in the target location will try to run away. Grenades and
  75. ; parachute bombs have this characteristic.
  76.  
  77. ; income and production
  78. BailCount=28 ; number of 'bails' carried by a harvester
  79. BuildSpeed=.8 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
  80. BuildupTime=.06 ; average minutes that building build-up animation runs
  81. GemValue=50 ; gem credits per 'bail' carried by a harvester
  82. GoldValue=25 ; gold credits per 'bail' carried by a harvester
  83. GrowthRate=2 ; minutes between ore (Tiberium) growth
  84. OreGrows=yes ; Does ore grow denser over time?
  85. OreSpreads=yes ; Does ore spread into adjacent areas?
  86. OreTruckRate=1 ; speed that harvester truck manages ore [larger means slower]
  87. SeparateAircraft=no ; Is first helicopter to be purchased separately from helipad?
  88. SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold
  89.  
  90. ; audio/visual map controls
  91. AllyReveal=yes ; Allies automatically reveal radar maps to each other?
  92. ConditionRed=25% ; when damaged to this percentage, health bar turns red
  93. ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow
  94. DropZoneRadius=4 ; distance around drop zone flair that map reveals itself
  95. EnemyHealth=yes ; Show enemy health bar graph when selected?
  96. Gravity=3 ; gravity constant for ballistic projectiles
  97. IdleActionFrequency=.1 ; average minutes between infantry performing idle actions
  98. MessageDelay=.6 ; time duration of multiplayer messages displayed over map
  99. MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only)
  100. NamedCivilians=no ; Show true names over civilians and civilian buildings?
  101. SavourDelay=.03 ; delay between scenario end and ending movie [keep the delay short]
  102. ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep]
  103. SpeakDelay=2 ; minutes between EVA repeating advice to the player
  104. TimerWarning=2 ; if mission timer is less than this many minutes, then display in red
  105. FlashLowPower=yes ; Flash the power bar when power is low?
  106.  
  107. ; computer and movement controls
  108. CurleyShuffle=no ; Should helicopter shuffle position between shots (as in C&C)?
  109. BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base
  110. BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat
  111. CloseEnough=2.75 ; If distance to destination less than this, then abort movement if otherwise blocked.
  112. DamageDelay=1 ; minutes between applying trivial structure damage when low on power
  113. GameSpeeBias=1 ; multiplier to overall game object movement speed
  114. LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied
  115. MineAware=yes ; Are friendly units smart enough to avoid friendly mines?
  116. Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action
  117. SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge
  118. SuspendDelay=2 ; minutes that suspended teams will remain suspended
  119. SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops
  120. TeamDelay=.6 ; interval between checking for and creating teams
  121.  
  122. ; misc
  123. FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings?
  124. MCVUndeploy=no ; Allow construction yard to undeploy back into MCV?
  125.  
  126.  
  127. ; ******* Theme Controls *******
  128. ; Controls when each theme becomes available in solo play. Each
  129. ; theme identifier is given a scenario and owner. The theme will
  130. ; become available at that scenario or later and for the specified
  131. ; owner only. If no owner is specified, it is presumed to be available
  132. ; for all sides.
  133. [ThemeControl]
  134. BIGF226M=1,Soviet
  135. CRUS226M=1,Allies
  136. FAC1226M=1,Soviet
  137. HELL226M=1
  138. FAC2226M=2,Soviet
  139. RUN1226M=2,Soviet
  140. TREN226M=3,Soviet
  141. WORK226M=3,Allies
  142. AWAIT=4
  143. DENSE_R=5,Soviet
  144. FOGGER1A=5,Allies
  145. MUD1A=6
  146. RADIO2=7,Soviet
  147. ROLLOUT=7,Allies
  148. SNAKE=8
  149. TERMINAT=9,Soviet
  150. TWIN=9,Allies
  151. VECTOR1A=10
  152. SMSH226M=11
  153.  
  154.  
  155. ; ******* Multiplayer Settings *******
  156. ; These are the multiplayer dialog default settings. Does not apply to
  157. ; Westwood chat, only to the in-game dialogs.
  158. [MultiplayerDefaults]
  159. Money=10000
  160. MaxMoney=10000
  161. ShadowGrow=no
  162. Bases=yes
  163. OreGrows=yes
  164. Crates=yes
  165. AIPlayers=no
  166. CaptureTheFlag=no
  167.  
  168.  
  169. ; ******* Special weapon charge times *******
  170. ; The time (minutes) for recharge of these special weapons.
  171. [Recharge]
  172. Chrono=7 ; chronosphere
  173. GPS=8 ; satellite radar
  174. IronCurtain=11 ; invulnerability device
  175. Nuke=13 ; nuclear missile
  176. ParaBomb=14 ; parachute bombs
  177. Paratrooper=7 ; paratroopers
  178. Saboteur=14 ; para-saboteur
  179. Sonar=10 ; sonar pulse
  180. SpyPlane=3 ; recon mission
  181.  
  182.  
  183. ; ******* Object Heap Maximums *******
  184. ; These are the absolute maximum number of these object types
  185. ; allowed in the game (at any one time).
  186. [Maximums]
  187. Players=8 ; ipx layer limits this to 8 maximum
  188. Aircraft=100
  189. Anim=100
  190. Building=500
  191. Bullet=50
  192. Factory=32 ; 32 is minimum for 8 player game
  193. Infantry=500
  194. Overlay=1 ; special case -- only needs one
  195. Projectile=20 ; projectile types, not actual projectiles
  196. Smudge=1 ; special case -- only needs one
  197. Team=60
  198. TeamType=60
  199. Template=1 ; special case -- only needs one
  200. Terrain=500 ; trees and rocks
  201. TrigType=80 ; trigger types
  202. Trigger=200 ; triggers themselves
  203. Unit=500
  204. Vessel=100
  205. Warhead=10 ; warhead types, not actual warheads
  206. Weapon=55 ; weapon types, not actual weapons
  207.  
  208.  
  209. ; ******* AI Controls *******
  210. ; Computer Skirmish-Mode behavior controls. The ratio values are based on the
  211. ; number of buildings in the computer base that should be of the type specified.
  212. ; The ratio total should exceed 100% so that the base will always try to grow as
  213. ; it vainly attempts to achieve the specified percentage composition.
  214.  
  215. ; Take note: The computer AI in Red Alert is merely a warmed over version
  216. ; of the AI experiment I wrote during the unallocated time in the month
  217. ; following C&C's release. It was more than adequate at that time (even
  218. ; difficult to beat), but since Red Alert is a very different game, the skirmish
  219. ; mode AI is somewhat under-effective. In order to improve the AI
  220. ; over this initial experiment, the following controls are provided. It might
  221. ; be possible to manipulate these values to achieve a greater challenge when
  222. ; playing the computer opponent.
  223. [AI]
  224. AttackInterval=3 ; average delay between computer attacks
  225. AttackDelay=5 ; average delay time before computer begins first attack
  226. PatrolScan=.016 ; minute interval between scanning for enemys while patrolling.
  227. CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount.
  228. PathDelay=.01 ; Delay (minutes) between retrying when path is blocked.
  229. OreNearScan=6 ; cell radius to scan when harvesting a single patch of ore
  230. OreFarScan=48 ; cells radius to scan when looking for a new ore patch to harvest
  231. AutocreateTime=5 ; average minutes between creating an 'autocreate' team
  232. InfantryReserve=3000 ; always build infantry if cash reserve is greater than this
  233. InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity
  234. PowerSurplus=50 ; build power plants until power surplus is at least this amount
  235. BaseSizeAdd=3 ; computer base size can be no larger than the largest human opponent, plus this quantity
  236. RefineryRatio=.16 ; ratio of base that should be composed of refineries
  237. RefineryLimit=4 ; never build more than this many refineries
  238. BarracksRatio=.16 ; ratio of base that should be composed of barracks
  239. BarracksLimit=2 ; never build more than this many barracks
  240. WarRatio=.1 ; ratio of base that should be composed of war factories
  241. WarLimit=2 ; never build more than this many war factories
  242. DefenseRatio=.4 ; ratio of base that should be defensive structures
  243. DefenseLimit=40 ; maximum number of defensive buildings to build
  244. AARatio=.14 ; ratio of base that should be anti-aircraft defense
  245. AALimit=10 ; maximum number of anti-aircraft buildings to build
  246. TeslaRatio=.16 ; ratio of base that should be telsa coils
  247. TeslaLimit=10 ; maximum number of tesla coils to build
  248. HelipadRatio=.12 ; ratio of base that should be composed of helipads
  249. HelipadLimit=5 ; maximum number of helipads to build
  250. AirstripRatio=.12 ; ratio of base that should be composed of airstrips
  251. AirstripLimit=5 ; maximum number of airstrips to build
  252. CompEasyBonus=yes ; When more than one human in game, computer player goes to "easy" mode?
  253. Paranoid=yes ; Will computer players ally with each other if the situation looks bleak?
  254. PowerEmergency=75% ; sell buildings to raise power level if it falls below this percentage
  255.  
  256.  
  257. ; ******* IQ setting for computer activity *******
  258. ; Each player (computer controlled or otherwise) is given an IQ rating that is used
  259. ; to control what the computer is allowed to automatically control. This is
  260. ; distinct from the difficulty setting. The higher the IQ setting, the more autonomous
  261. ; and intelligent the side will behave. Each ability is given a rating that
  262. ; indicates the IQ level (or above) that the ability will be granted. Because such
  263. ; abilities are automatically performed by the computer, giving a human controlled
  264. ; country a high IQ is not recommended. Otherwise the player's units will start to
  265. ; automatically "do their own thing"! A human controlled country is presumed to have
  266. ; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
  267. ; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to
  268. ; the maximum.
  269. [IQ]
  270. MaxIQLevels=5 ; the maximum number of discrete IQ levels
  271. SuperWeapons=4 ; super weapons are automatically fired by computer
  272. Production=5 ; building/unit production is automatically controlled by computer
  273. GuardArea=4 ; newly produced units start in guard area mode
  274. RepairSell=1 ; allowed to choose repair or sell of damaged buildings
  275. AutoCrush=2 ; automatically try to crush antogonists if possible
  276. Scatter=3 ; will scatter from incoming threats [grenades and such]
  277. ContentScan=4 ; will consider contents of transport when picking good target
  278. Aircraft=4 ; automatically replace aircraft or helicopters
  279. Harvester=2 ; automatically replace lost harvesters
  280. SellBack=2 ; allowed to sell buildings
  281.  
  282.  
  283. ; ******* Country Statistics *******
  284. ; Certain countries have special adjustments to their unit and building
  285. ; values. These are global values that affect ALL units and buildings owned
  286. ; by that country. This applies only to multiplayer games and skirmish mode. In
  287. ; normal game play, all values are "1.0".
  288.  
  289. ; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0)
  290. ; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0)
  291. ; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
  292. ; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0)
  293. ; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0)
  294. ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
  295. ; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0)
  296.  
  297. [England]
  298. Firepower=1.0
  299. Groundspeed=1.0
  300. Airspeed=1.0
  301. Armor=1.1
  302. ROF=1.0
  303. Cost=1.0
  304. BuildTime=1.0
  305.  
  306. [Germany]
  307. Firepower=1.1
  308. Groundspeed=1.0
  309. Airspeed=1.0
  310. Armor=1.0
  311. ROF=1.0
  312. Cost=1.0
  313. BuildTime=1.0
  314.  
  315. [France]
  316. Firepower=1.0
  317. Groundspeed=1.0
  318. Airspeed=1.0
  319. Armor=1.0
  320. ROF=1.1
  321. Cost=1.0
  322. BuildTime=1.0
  323.  
  324. [Ukraine]
  325. Firepower=1.0
  326. Groundspeed=1.1
  327. Airspeed=1.0
  328. Armor=1.0
  329. ROF=1.0
  330. Cost=1.0
  331. BuildTime=1.0
  332.  
  333. [USSR]
  334. Firepower=1.0
  335. Groundspeed=1.0
  336. Airspeed=1.0
  337. Armor=1.0
  338. ROF=1.0
  339. Cost=0.9
  340. BuildTime=1.0
  341.  
  342. [Greece]
  343. Firepower=1.0
  344. Groundspeed=1.0
  345. Airspeed=1.0
  346. Armor=1.0
  347. ROF=1.0
  348. Cost=1.0
  349. BuildTime=1.0
  350.  
  351. [Turkey]
  352. Firepower=1.0
  353. Groundspeed=1.0
  354. Airspeed=1.0
  355. Armor=1.0
  356. ROF=1.0
  357. Cost=1.0
  358. BuildTime=1.0
  359.  
  360. [Spain]
  361. Firepower=1.0
  362. Groundspeed=1.0
  363. Airspeed=1.0
  364. Armor=1.0
  365. ROF=1.0
  366. Cost=1.0
  367. BuildTime=1.0
  368.  
  369.  
  370. ; ******* Difficulty Settings *******
  371. ; Game difficulty is controlled by these factors. Some of these factors will
  372. ; only affect a computer player. The computer and the player are handicapped by
  373. ; individual settings. Thus the computer may be playing at 'difficult' level while the
  374. ; player may be playing at 'easy' level.
  375.  
  376. ; Airspeed = multiplier to speed for all air units (def=1.0)
  377. ; Armor = multiplier to armor strength for all units and buildings (def=1.0)
  378. ; Cost = multiplier to cost for all units and buildings (def=1.0)
  379. ; Firepower = multiplier to firepower for all weapons (def=1.0)
  380. ; Groundspeed = multiplier to speed for all ground units (def=1.0)
  381. ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
  382. ; BuildSlowdown = Should the computer build slower than the player (def=no)?
  383. ; <<< affects the computer player, not the human player >>>
  384. ; ContentScan = Should the contents of a transport be considered when picking best target (def=no)?
  385. ; RepairDelay = average delay (minutes) between initiating building repair
  386. ; BuildDelay = average delay (minutes) between initiating construction
  387. ; DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)?
  388.  
  389. [Easy]
  390. Firepower=1.2
  391. Groundspeed=1.2
  392. Airspeed=1.2
  393. BuildTime=.8
  394. Armor=1.2
  395. ROF=.8
  396. Cost=.8
  397. RepairDelay=.001
  398. BuildDelay=.001
  399. DestroyWalls=yes
  400. ContentScan=yes
  401.  
  402. [Normal]
  403. Firepower=1.0
  404. Groundspeed=1.0
  405. Airspeed=1.0
  406. BuildTime=1
  407. Armor=1.0
  408. ROF=1.0
  409. Cost=1.0
  410. RepairDelay=.02
  411. BuildDelay=.03
  412. BuildSlowdown=yes
  413. DestroyWalls=yes
  414. ContentScan=yes
  415.  
  416. [Difficult]
  417. Firepower=.8
  418. Groundspeed=.8
  419. Airspeed=.8
  420. BuildTime=1.0
  421. Armor=.8
  422. ROF=1.2
  423. Cost=1.0
  424. RepairDelay=.05
  425. BuildDelay=.1
  426. BuildSlowdown=yes
  427. DestroyWalls=no
  428.  
  429.  
  430. ; ******* Unit Statistics *******
  431. ; Specifies the characteristics of the various game objects.
  432.  
  433. ; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
  434. ; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none)
  435. ; Cloakable = Is it equipped with a cloaking device (def=no)?
  436. ; Cost = cost to build object (in credits)
  437. ; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
  438. ; GuardRange = distance to scan for enemies to attack (def=use weapon range)
  439. ; Image = name of graphic data to use for this object (def=same as object identifier)
  440. ; Invisible = Is completely and always invisible to enemy (def=no)?
  441. ; Owner = who can build this [Allies or Soviet] (def="allies,soviet", i.e., all)
  442. ; Points = point value for scoring purposes (def=0)
  443. ; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)
  444. ; Primary = primary weapon equipped with (def=none)
  445. ; Secondary = secondary weapon equipped with (def=none)
  446. ; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
  447. ; Reload = time delay between reloads (def=0)
  448. ; SelfHealing = Does the object heal automatically up to half strength (def=no)?
  449. ; Sight = sight range, in cells (def=1)
  450. ; Strength = strength (hit points) of this object
  451. ; TechLevel = tech level required to build this [-1 means can't build] (def=-1)
  452. ; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
  453. ; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?
  454. ; <<< applies only to infantry types >>>
  455. ; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
  456. ; Fraidycat = Is it inherently afraid and will panic easily (def=no)?
  457. ; Infiltrate = Can it enter a building like a spy or thief (def=no)?
  458. ; IsCanine = Should special case dog logic be applied to this?
  459. ; <<< applies only to moving units (not buildings) >>>
  460. ; Passengers = number of passengers it may carry (def=0)
  461. ; Speed = speed of this object [n/a for buildings] (def=0)
  462. ; <<< applies only to terrestrial driving vehicle types >>>
  463. ; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
  464. ; Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)?
  465. ; NoMovingFire = The vehicle must stop before it can fire (def=no)?
  466. ; <<< applies only to building types >>>
  467. ; BaseNormal = Considered for building adjacency checks (def=yes)?
  468. ; Adjacent = distance allowed to place from other buildings (def=1)
  469. ; Bib = Should the building have an attached bib (def=no)?
  470. ; Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
  471. ; Crewed = Does it contain a crew that can escape (def=no)?
  472. ; Power = power output [positive for output, negative for drain] (def=0)
  473. ; Powered = Does it require power to function (def=no)?
  474. ; Repairable = Can it be repaired (def=yes)?
  475. ; Storage = the number of credits this building can store (def=0)
  476. ; Unsellable = Cannot sell this building (even if it can be built)?
  477. ; WaterBound = Is this building placed on water only (def=no)?
  478.  
  479. ; ******* terrestrial driving vehicle types *******
  480. ; SCUD launcher
  481. [V2RL]
  482. Prerequisite=weap,dome
  483. Primary=SCUD
  484. Strength=150
  485. Armor=light
  486. TechLevel=4
  487. Sight=5
  488. Speed=7
  489. Owner=soviet
  490. Cost=700
  491. Points=40
  492. ROT=5
  493. Tracked=yes
  494. Ammo=1
  495. Crewed=yes
  496. NoMovingFire=yes
  497.  
  498. ; light tank
  499. [1TNK]
  500. Prerequisite=weap
  501. Primary=75mm
  502. Strength=300
  503. Armor=heavy
  504. TechLevel=4
  505. Sight=4
  506. Speed=9
  507. Owner=allies
  508. Cost=700
  509. Points=30
  510. ROT=5
  511. Tracked=yes
  512. Crewed=yes
  513.  
  514. ; heavy tank
  515. [3TNK]
  516. Prerequisite=weap
  517. Primary=105mm
  518. Secondary=105mm
  519. Strength=400
  520. Armor=heavy
  521. TechLevel=4
  522. Sight=5
  523. Speed=7
  524. Owner=soviet
  525. Cost=950
  526. Points=50
  527. ROT=5
  528. Tracked=yes
  529. Crewed=yes
  530.  
  531. ; medium tank
  532. [2TNK]
  533. Prerequisite=weap
  534. Primary=90mm
  535. Strength=400
  536. Armor=heavy
  537. TechLevel=6
  538. Sight=5
  539. Speed=8
  540. Owner=allies
  541. Cost=800
  542. Points=40
  543. ROT=5
  544. Tracked=yes
  545. Crewed=yes
  546.  
  547. ; Mammoth tank
  548. [4TNK]
  549. Prerequisite=weap,stek
  550. Primary=120mm
  551. Secondary=MammothTusk
  552. Strength=600
  553. Armor=heavy
  554. TechLevel=10
  555. Sight=6
  556. Speed=4
  557. Owner=soviet
  558. Cost=1700
  559. Points=60
  560. ROT=5
  561. Tracked=yes
  562. SelfHealing=yes
  563. Crewed=yes
  564.  
  565. ; mobile radar jammer
  566. [MRJ]
  567. Prerequisite=weap,dome
  568. Strength=110
  569. Armor=light
  570. TechLevel=12
  571. Sight=7
  572. Speed=9
  573. Owner=allies
  574. Cost=600
  575. Points=30
  576. ROT=5
  577. Tracked=yes
  578. Crewed=yes
  579.  
  580. ; mobile gap generator
  581. [MGG]
  582. Prerequisite=weap,atek
  583. Strength=110
  584. Armor=light
  585. TechLevel=11
  586. Sight=4
  587. Speed=9
  588. Owner=allies
  589. Cost=600
  590. Points=40
  591. ROT=5
  592. Crewed=yes
  593.  
  594. ; mobile artillery
  595. [ARTY]
  596. Prerequisite=weap
  597. Primary=155mm
  598. Strength=75
  599. Armor=light
  600. TechLevel=8
  601. Sight=5
  602. Speed=6
  603. Owner=allies
  604. Cost=600
  605. Points=35
  606. ROT=2
  607. Tracked=yes
  608. Crewed=yes
  609. NoMovingFire=yes
  610.  
  611. ; harvester
  612. [HARV]
  613. Prerequisite=weap,proc
  614. Strength=600
  615. Armor=heavy
  616. TechLevel=1
  617. Sight=4
  618. Speed=6
  619. Owner=allies,soviet
  620. Cost=1400
  621. Points=55
  622. ROT=5
  623. Tracked=yes
  624. Crewed=yes
  625. SelfHealing=yes
  626.  
  627. ; Mobile Construction Vehicle
  628. [MCV]
  629. Prerequisite=weap,fix
  630. Strength=600
  631. Armor=light
  632. TechLevel=11
  633. Sight=4
  634. Speed=6
  635. Owner=allies,soviet
  636. Cost=2500
  637. Points=60
  638. ROT=5
  639. Crewed=yes
  640.  
  641. ; Ranger (as in "Ford", not "W.W. II Commando")
  642. [JEEP]
  643. Prerequisite=weap
  644. Primary=M60mg
  645. Strength=150
  646. Armor=light
  647. TechLevel=3
  648. Sight=6
  649. Speed=10
  650. Owner=allies
  651. Cost=600
  652. Points=20
  653. ROT=10
  654. Crewed=yes
  655.  
  656. ; Armored Personnel Carrier
  657. [APC]
  658. Prerequisite=weap,tent
  659. Primary=M60mg
  660. Strength=200
  661. Armor=heavy
  662. TechLevel=5
  663. Sight=5
  664. Speed=10
  665. Owner=allies
  666. Cost=800
  667. Points=25
  668. ROT=5
  669. Tracked=yes
  670. Passengers=5
  671.  
  672. ; mine layer
  673. [MNLY]
  674. Prerequisite=weap,fix
  675. Strength=100
  676. Armor=heavy
  677. TechLevel=3
  678. Sight=5
  679. Speed=9
  680. Owner=allies,soviet
  681. Cost=800
  682. Points=50
  683. ROT=5
  684. Tracked=yes
  685. Ammo=5 ; number of mines carried
  686. Crewed=yes
  687.  
  688. ; convoy truck
  689. [TRUK]
  690. Strength=110
  691. Armor=light
  692. Owner=soviet,allies
  693. TechLevel=-1
  694. Sight=3
  695. Speed=10
  696. Cost=500
  697. Points=5
  698. ROT=5
  699. Passengers=1
  700.  
  701. ;warrior ant
  702. [ANT1]
  703. Image=ANT1
  704. Name=Warrior Ant
  705. Primary=Mandible
  706. Strength=125
  707. Armor=heavy
  708. TechLevel=-1
  709. Sight=3
  710. Speed=8
  711. Cost=700
  712. Points=40
  713. ROT=8
  714. Tracked=yes
  715. Crewed=no
  716. NoMovingFire=yes
  717. GuardRange=5
  718.  
  719. ;fire ant
  720. [ANT2]
  721. Image=ANT2
  722. Primary=FireballLauncher
  723. Name=Fire Ant
  724. Strength=75
  725. Armor=heavy
  726. TechLevel=-1
  727. Sight=3
  728. Speed=8
  729. Cost=700
  730. Points=40
  731. ROT=6
  732. Tracked=yes
  733. Crewed=no
  734. NoMovingFire=yes
  735.  
  736. ;scout ant
  737. [ANT3]
  738. Image=ANT3
  739. Name=Scout Ant
  740. Primary=TeslaZap
  741. Strength=85
  742. Armor=light
  743. TechLevel=1
  744. Sight=3
  745. Speed=7
  746. Cost=700
  747. Points=40
  748. ROT=9
  749. Tracked=yes
  750. Crewed=no
  751. NoMovingFire=yes
  752. GuardRange=5
  753.  
  754. ; ******* ship types *******
  755. ; submarine
  756. [SS]
  757. Prerequisite=spen
  758. Primary=TorpTube
  759. Strength=120
  760. Armor=light
  761. TechLevel=5
  762. Sight=6
  763. Speed=6
  764. Owner=soviet
  765. Cost=950
  766. Points=45
  767. ROT=7
  768. Cloakable=yes
  769.  
  770. ; destroyer
  771. [DD]
  772. Prerequisite=syrd
  773. Primary=Stinger
  774. Secondary=DepthCharge
  775. Strength=400
  776. Armor=heavy
  777. TechLevel=7
  778. Sight=6
  779. Speed=6
  780. Owner=allies
  781. Cost=1000
  782. Points=50
  783. ROT=7
  784. Sensors=Yes
  785.  
  786. ; cruiser
  787. [CA]
  788. Prerequisite=syrd,atek
  789. Primary=8Inch
  790. Secondary=8Inch
  791. Strength=700
  792. Armor=heavy
  793. TechLevel=10
  794. Sight=7
  795. Speed=4
  796. Owner=allies
  797. Cost=2000
  798. Points=60
  799. ROT=5
  800. Sensors=Yes
  801.  
  802. ; transport
  803. [LST]
  804. Strength=350
  805. Armor=heavy
  806. TechLevel=3
  807. Sight=6
  808. Speed=14
  809. Owner=allies,soviet
  810. Cost=700
  811. Points=25
  812. ROT=10
  813. Passengers=5
  814.  
  815. ; gun boat
  816. [PT]
  817. Prerequisite=syrd
  818. Primary=2Inch
  819. Secondary=DepthCharge
  820. Strength=200
  821. Armor=heavy
  822. TechLevel=5
  823. Sight=7
  824. Speed=9
  825. Owner=allies
  826. Cost=500
  827. Points=30
  828. ROT=7
  829. Sensors=Yes
  830.  
  831. ; ******* infantry types *******
  832. ; attack dog
  833. [DOG]
  834. Prerequisite=kenn
  835. Primary=DogJaw
  836. Strength=12
  837. ;Strength=5
  838. Armor=none
  839. TechLevel=3
  840. Sight=5
  841. Speed=4
  842. Owner=soviet
  843. Cost=200
  844. Points=5
  845. IsCanine=yes
  846. GuardRange=7
  847.  
  848. ; rifle soldier
  849. [E1]
  850. Primary=M1Carbine
  851. Strength=50
  852. Armor=none
  853. TechLevel=1
  854. Sight=4
  855. Speed=4
  856. Owner=allies,soviet
  857. Cost=100
  858. Points=5
  859.  
  860. ; grenadier
  861. [E2]
  862. Primary=Grenade
  863. Strength=50
  864. Armor=none
  865. TechLevel=1
  866. Sight=4
  867. Speed=5
  868. Owner=soviet
  869. Cost=160
  870. Points=10
  871. Explodes=yes
  872.  
  873. ; rocket soldier
  874. [E3]
  875. Primary=RedEye
  876. Secondary=Dragon
  877. Strength=45
  878. Armor=none
  879. TechLevel=2
  880. Sight=4
  881. Speed=3
  882. Owner=allies
  883. Cost=300
  884. Points=10
  885. DoubleOwned=yes
  886.  
  887. ; Flamethrower
  888. [E4]
  889. Prerequisite=stek
  890. Primary=Flamer
  891. Strength=40
  892. Armor=none
  893. TechLevel=6
  894. Sight=4
  895. Speed=3
  896. Owner=soviet
  897. Cost=300
  898. Points=15
  899. Explodes=yes
  900.  
  901. ; engineer
  902. [E6]
  903. Strength=25
  904. Armor=none
  905. TechLevel=5
  906. Sight=4
  907. Speed=4
  908. Owner=soviet,allies
  909. Cost=500
  910. Points=20
  911. Infiltrate=yes
  912.  
  913. ; spy
  914. [SPY]
  915. Prerequisite=dome
  916. Strength=25
  917. Armor=none
  918. TechLevel=6
  919. Sight=5
  920. Speed=4
  921. Owner=allies
  922. Cost=500
  923. Points=15
  924. Infiltrate=yes
  925.  
  926. ; thief
  927. [THF]
  928. Prerequisite=atek
  929. Strength=25
  930. Armor=none
  931. TechLevel=11
  932. Sight=5
  933. Speed=4
  934. Owner=allies
  935. Cost=500
  936. Points=10
  937. Infiltrate=yes
  938.  
  939. ; Tanya
  940. [E7]
  941. Prerequisite=atek
  942. Primary=Colt45
  943. Secondary=Colt45
  944. Strength=100
  945. Armor=none
  946. TechLevel=11
  947. Sight=6
  948. Speed=5
  949. Owner=allies,soviet
  950. Cost=1200
  951. Points=25
  952. Infiltrate=yes
  953. C4=yes
  954. DoubleOwned=yes
  955.  
  956. ; field medic
  957. [MEDI]
  958. Primary=Heal
  959. Strength=80
  960. Armor=none
  961. TechLevel=2
  962. Sight=3
  963. Speed=4
  964. Owner=allies
  965. Cost=800
  966. Points=15
  967.  
  968. ; field marshal
  969. [GNRL]
  970. Primary=Pistol
  971. Strength=80
  972. Armor=none
  973. TechLevel=-1
  974. Sight=3
  975. Speed=5
  976. Owner=allies,soviet
  977. Cost=0
  978. Points=15
  979. Infiltrate=yes
  980.  
  981. ; civilians
  982. [C1]
  983. Image=C1
  984. Primary=Pistol
  985. Strength=25
  986. Armor=none
  987. TechLevel=-1
  988. Sight=2
  989. Speed=5
  990. Owner=allies,soviet
  991. Cost=10
  992. Points=1
  993. Ammo=10
  994. Fraidycat=yes
  995.  
  996. [C2]
  997. Image=C1
  998. Strength=25
  999. Armor=none
  1000. TechLevel=-1
  1001. Sight=2
  1002. Speed=5
  1003. Owner=allies,soviet
  1004. Cost=10
  1005. Points=1
  1006. Fraidycat=yes
  1007.  
  1008. [C3]
  1009. Image=C2
  1010. Strength=25
  1011. Armor=none
  1012. TechLevel=-1
  1013. Sight=2
  1014. Speed=5
  1015. Owner=allies,soviet
  1016. Cost=10
  1017. Points=1
  1018. Fraidycat=yes
  1019.  
  1020. [C4]
  1021. Image=C2
  1022. Strength=25
  1023. Armor=none
  1024. TechLevel=-1
  1025. Sight=2
  1026. Speed=5
  1027. Owner=allies,soviet
  1028. Cost=10
  1029. Points=1
  1030. Fraidycat=yes
  1031.  
  1032. [C5]
  1033. Image=C2
  1034. Strength=25
  1035. Armor=none
  1036. TechLevel=-1
  1037. Sight=2
  1038. Speed=5
  1039. Owner=allies,soviet
  1040. Cost=10
  1041. Points=1
  1042. Fraidycat=yes
  1043.  
  1044. [C6]
  1045. Image=C1
  1046. Strength=25
  1047. Armor=none
  1048. TechLevel=-1
  1049. Sight=2
  1050. Speed=5
  1051. Owner=allies,soviet
  1052. Cost=10
  1053. Points=1
  1054. Fraidycat=yes
  1055.  
  1056. [C7]
  1057. Image=C1
  1058. Primary=Pistol
  1059. Strength=25
  1060. Armor=none
  1061. TechLevel=-1
  1062. Sight=2
  1063. Speed=5
  1064. Owner=allies,soviet
  1065. Cost=10
  1066. Points=1
  1067. Ammo=10
  1068. Fraidycat=yes
  1069.  
  1070. [C8]
  1071. Image=C1
  1072. Strength=25
  1073. Armor=none
  1074. TechLevel=-1
  1075. Sight=2
  1076. Speed=5
  1077. Owner=allies,soviet
  1078. Cost=10
  1079. Points=1
  1080. Fraidycat=yes
  1081.  
  1082. [C9]
  1083. Image=C1
  1084. Strength=25
  1085. Armor=none
  1086. TechLevel=-1
  1087. Sight=2
  1088. Speed=5
  1089. Owner=allies,soviet
  1090. Cost=10
  1091. Points=1
  1092. Fraidycat=yes
  1093.  
  1094. [C10]
  1095. Image=C1
  1096. Strength=25
  1097. Armor=none
  1098. TechLevel=-1
  1099. Sight=2
  1100. Speed=5
  1101. Owner=allies,soviet
  1102. Cost=10
  1103. Points=1
  1104. Fraidycat=yes
  1105.  
  1106. ; professor Einstein
  1107. [EINSTEIN]
  1108. Strength=25
  1109. Armor=none
  1110. TechLevel=-1
  1111. Sight=2
  1112. Speed=5
  1113. Owner=allies
  1114. Cost=10
  1115. Points=1
  1116. Fraidycat=yes
  1117.  
  1118. ; special agent
  1119. [DELPHI]
  1120. Primary=Pistol
  1121. Strength=25
  1122. Armor=none
  1123. TechLevel=-1
  1124. Sight=2
  1125. Speed=5
  1126. Owner=allies,soviet
  1127. Cost=10
  1128. Points=1
  1129. Ammo=10
  1130.  
  1131. ; special agent
  1132. [CHAN]
  1133. Strength=25
  1134. Armor=none
  1135. TechLevel=-1
  1136. Sight=2
  1137. Speed=5
  1138. Owner=allies,soviet
  1139. Cost=10
  1140. Points=1
  1141.  
  1142. ; ******* aircraft types *******
  1143. ; Badger bomber
  1144. [BADR]
  1145. Prerequisite=afld
  1146. Primary=ParaBomb
  1147. Strength=60
  1148. Armor=light
  1149. TechLevel=-1
  1150. Sight=0
  1151. Speed=16
  1152. Owner=soviet
  1153. Cost=10
  1154. Points=20
  1155. ROT=5
  1156. Ammo=5
  1157. Passengers=5
  1158.  
  1159. ; spy photo-recon plane
  1160. [U2]
  1161. Prerequisite=afld
  1162. Primary=Camera
  1163. Strength=2000
  1164. Armor=heavy
  1165. TechLevel=-1
  1166. Sight=0
  1167. Speed=40
  1168. Owner=soviet
  1169. Cost=10
  1170. Points=5
  1171. ROT=7
  1172. Ammo=1 ; snapshot film
  1173.  
  1174. ; jet attack plane
  1175. [MIG]
  1176. Prerequisite=afld
  1177. Primary=Maverick
  1178. Secondary=Maverick
  1179. Strength=50
  1180. Armor=light
  1181. TechLevel=10
  1182. Sight=0
  1183. Speed=20
  1184. Owner=soviet
  1185. Cost=1200
  1186. Points=50
  1187. ROT=5
  1188. Ammo=3
  1189. GuardRange=30
  1190.  
  1191. ; prop attack plane
  1192. [YAK]
  1193. Prerequisite=afld
  1194. Primary=ChainGun
  1195. Secondary=ChainGun
  1196. Strength=60
  1197. Armor=light
  1198. TechLevel=5
  1199. Sight=0
  1200. Speed=16
  1201. Owner=soviet
  1202. Cost=800
  1203. Points=25
  1204. ROT=5
  1205. Ammo=15
  1206. Crewed=yes
  1207. GuardRange=30
  1208.  
  1209. ; transport helicopter
  1210. [TRAN]
  1211. Prerequisite=hpad
  1212. Strength=90
  1213. Armor=light
  1214. TechLevel=11
  1215. Sight=0
  1216. Speed=12
  1217. Owner=soviet
  1218. Cost=1200
  1219. Points=35
  1220. ROT=5
  1221. Passengers=5
  1222.  
  1223. ; Longbow attack helicopter
  1224. [HELI]
  1225. Prerequisite=hpad
  1226. Primary=Hellfire
  1227. Secondary=Hellfire
  1228. Strength=225
  1229. Armor=heavy
  1230. TechLevel=9
  1231. Sight=0
  1232. Speed=16
  1233. Owner=allies
  1234. Cost=1200
  1235. Points=50
  1236. ROT=4
  1237. Ammo=6
  1238. Crewed=yes
  1239. GuardRange=30
  1240.  
  1241. ; Hind attack helicopter
  1242. [HIND]
  1243. Prerequisite=hpad
  1244. Primary=ChainGun
  1245. Strength=225
  1246. Armor=heavy
  1247. TechLevel=9
  1248. Sight=0
  1249. Speed=12
  1250. Owner=soviet
  1251. Cost=1200
  1252. Points=40
  1253. ROT=4
  1254. Ammo=12
  1255. Crewed=yes
  1256. GuardRange=30
  1257.  
  1258. ; ******* building types *******
  1259. ; Iron Curtain
  1260. [IRON]
  1261. Prerequisite=stek
  1262. Strength=400
  1263. Armor=wood
  1264. TechLevel=12
  1265. Sight=10
  1266. Owner=soviet
  1267. Cost=2800
  1268. Points=100
  1269. Power=-200
  1270. Powered=true
  1271. Capturable=true
  1272. Crewed=yes
  1273.  
  1274. ; forward command center
  1275. [FCOM]
  1276. Strength=400
  1277. Armor=wood
  1278. TechLevel=-1
  1279. Sight=10
  1280. Owner=soviet
  1281. Cost=0
  1282. Points=40
  1283. Power=-200
  1284. Bib=yes
  1285. Capturable=true
  1286. Crewed=yes
  1287.  
  1288. ; advanced tech center
  1289. [ATEK]
  1290. Prerequisite=weap,dome
  1291. Strength=400
  1292. Armor=wood
  1293. TechLevel=10
  1294. Sight=10
  1295. Owner=allies
  1296. Cost=1500
  1297. Points=85
  1298. Power=-200
  1299. Bib=yes
  1300. Capturable=true
  1301. Crewed=yes
  1302.  
  1303. ; paradox device
  1304. [PDOX]
  1305. Prerequisite=atek
  1306. Strength=400
  1307. Armor=wood
  1308. TechLevel=12
  1309. Sight=10
  1310. Owner=allies
  1311. Cost=2800
  1312. Points=100
  1313. Power=-200
  1314. Powered=true
  1315. Capturable=true
  1316. Crewed=yes
  1317.  
  1318. ; weapons factory
  1319. [WEAP]
  1320. Prerequisite=proc
  1321. Strength=1000
  1322. Armor=light
  1323. TechLevel=3
  1324. Sight=4
  1325. Owner=soviet,allies
  1326. Cost=2000
  1327. Points=80
  1328. Power=-30
  1329. Bib=yes
  1330. Capturable=true
  1331. Crewed=yes
  1332.  
  1333. ; ship yard
  1334. [SYRD]
  1335. Prerequisite=powr
  1336. Strength=1000
  1337. Armor=light
  1338. TechLevel=3
  1339. Sight=4
  1340. Owner=allies
  1341. Cost=650
  1342. Points=80
  1343. Power=-30
  1344. Adjacent=8
  1345. WaterBound=yes
  1346. Capturable=true
  1347. BaseNormal=no
  1348.  
  1349. ; sub pen
  1350. [SPEN]
  1351. Prerequisite=powr
  1352. Strength=1000
  1353. Armor=light
  1354. TechLevel=3
  1355. Sight=4
  1356. Owner=soviet
  1357. Cost=650
  1358. Points=80
  1359. Power=-30
  1360. Adjacent=8
  1361. WaterBound=yes
  1362. Capturable=true
  1363. BaseNormal=no
  1364.  
  1365. ; pill box
  1366. [PBOX]
  1367. Prerequisite=tent
  1368. Primary=Vulcan
  1369. Strength=400
  1370. Armor=wood
  1371. TechLevel=2
  1372. Sight=5
  1373. Owner=allies
  1374. Cost=400
  1375. Points=50
  1376. Power=-15
  1377. Sensors=yes
  1378. Crewed=yes
  1379.  
  1380. ; camouflaged pill box
  1381. [HBOX]
  1382. Prerequisite=tent
  1383. Primary=Vulcan
  1384. Strength=600
  1385. Armor=wood
  1386. TechLevel=3
  1387. Sight=5
  1388. Owner=allies
  1389. Cost=600
  1390. Points=60
  1391. Power=-15
  1392. Sensors=yes
  1393. Crewed=yes
  1394.  
  1395. ; Tesla coil
  1396. [TSLA]
  1397. Prerequisite=weap
  1398. Primary=TeslaZap
  1399. Strength=400
  1400. Armor=heavy
  1401. TechLevel=7
  1402. Sight=8
  1403. Owner=soviet
  1404. Cost=1500
  1405. Points=80
  1406. Power=-150
  1407. Ammo=3
  1408. Powered=true
  1409. Sensors=yes
  1410. Crewed=yes
  1411.  
  1412. ; gun turret
  1413. [GUN]
  1414. Prerequisite=tent
  1415. Primary=TurretGun
  1416. Strength=400
  1417. Armor=heavy
  1418. TechLevel=4
  1419. Sight=6
  1420. Owner=allies
  1421. Cost=600
  1422. Points=50
  1423. Power=-40
  1424. Sensors=yes
  1425. Crewed=yes
  1426. ROT=12
  1427.  
  1428. ; anti-aircraft artillery
  1429. [AGUN]
  1430. Prerequisite=dome
  1431. Primary=ZSU-23
  1432. Secondary=ZSU-23
  1433. Strength=400
  1434. Armor=heavy
  1435. TechLevel=5
  1436. Sight=6
  1437. Owner=allies
  1438. Cost=600
  1439. Points=50
  1440. Power=-50
  1441. Crewed=yes
  1442. ROT=15
  1443. Powered=true
  1444.  
  1445. ; flame turret
  1446. [FTUR]
  1447. Prerequisite=barr
  1448. Primary=FireballLauncher
  1449. Strength=400
  1450. Armor=heavy
  1451. TechLevel=2
  1452. Sight=6
  1453. Owner=soviet
  1454. Cost=600
  1455. Points=65
  1456. Power=-20
  1457. Sensors=yes
  1458. Explodes=no
  1459. Crewed=yes
  1460.  
  1461. ; construction yard
  1462. [FACT]
  1463. Strength=1000
  1464. Armor=heavy
  1465. TechLevel=-1
  1466. Sight=5
  1467. Owner=allies,soviet
  1468. Cost=2500
  1469. Points=80
  1470. Power=0
  1471. Bib=yes
  1472. Capturable=true
  1473. Crewed=yes
  1474.  
  1475. ; refinery
  1476. [PROC]
  1477. Prerequisite=powr
  1478. Strength=900
  1479. Armor=wood
  1480. TechLevel=1
  1481. Sight=6
  1482. Owner=allies,soviet
  1483. Cost=2000
  1484. Points=80
  1485. Power=-30
  1486. Storage=2000
  1487. Bib=yes
  1488. Capturable=true
  1489. Crewed=yes
  1490.  
  1491. ; storage silo
  1492. [SILO]
  1493. Prerequisite=proc
  1494. Strength=300
  1495. Armor=wood
  1496. TechLevel=1
  1497. Sight=4
  1498. Owner=allies,soviet
  1499. Cost=150
  1500. Points=25
  1501. Power=-10
  1502. Storage=1500
  1503. Capturable=true
  1504.  
  1505. ; helipad
  1506. [HPAD]
  1507. Prerequisite=dome
  1508. Strength=800
  1509. Armor=wood
  1510. TechLevel=9
  1511. Sight=5
  1512. Owner=allies,soviet
  1513. Cost=1500
  1514. Points=70
  1515. Power=-10
  1516. Bib=yes
  1517. Capturable=true
  1518. Crewed=yes
  1519.  
  1520. ; radar building
  1521. [DOME]
  1522. Prerequisite=proc
  1523. Strength=1000
  1524. Armor=wood
  1525. TechLevel=3
  1526. Sight=10
  1527. Owner=allies,soviet
  1528. Cost=1000
  1529. Points=60
  1530. Power=-40
  1531. Bib=yes
  1532. Powered=true
  1533. Capturable=true
  1534. Sensors=yes
  1535. Crewed=yes
  1536.  
  1537. ; gap generator
  1538. [GAP]
  1539. Prerequisite=atek
  1540. Strength=1000
  1541. Armor=wood
  1542. TechLevel=10
  1543. Sight=10
  1544. Owner=allies
  1545. Cost=500
  1546. Points=35
  1547. Power=-60
  1548. Powered=true
  1549. Capturable=true
  1550. Crewed=yes
  1551.  
  1552. ; Surface to Air Missile launcher
  1553. [SAM]
  1554. Prerequisite=dome
  1555. Primary=Nike
  1556. Strength=400
  1557. Armor=heavy
  1558. TechLevel=9
  1559. Sight=5
  1560. Owner=soviet
  1561. Cost=750
  1562. Points=50
  1563. Power=-20
  1564. Crewed=yes
  1565. ROT=30
  1566.  
  1567. ; big missile silo
  1568. [MSLO]
  1569. Prerequisite=stek
  1570. Primary=none
  1571. Strength=400
  1572. Armor=heavy
  1573. TechLevel=13
  1574. Sight=5
  1575. Owner=soviet,allies
  1576. Cost=2500
  1577. Points=90
  1578. Power=-100
  1579. Crewed=yes
  1580.  
  1581. ; airstrip
  1582. [AFLD]
  1583. Prerequisite=dome
  1584. Strength=1000
  1585. Armor=heavy
  1586. TechLevel=5
  1587. Sight=7
  1588. Owner=soviet
  1589. Cost=600
  1590. Points=70
  1591. Power=-30
  1592. Capturable=true
  1593. Crewed=yes
  1594.  
  1595. ; normal power plant
  1596. [POWR]
  1597. Prerequisite=fact
  1598. Strength=400
  1599. Armor=wood
  1600. TechLevel=1
  1601. Sight=4
  1602. Owner=allies,soviet
  1603. Cost=300
  1604. Points=40
  1605. Power=100
  1606. Bib=yes
  1607. Capturable=true
  1608. Crewed=yes
  1609.  
  1610. ; advanced power plant
  1611. [APWR]
  1612. Prerequisite=powr
  1613. Strength=700
  1614. Armor=wood
  1615. TechLevel=8
  1616. Sight=4
  1617. Owner=allies,soviet
  1618. Cost=500
  1619. Points=50
  1620. Power=200
  1621. Bib=yes
  1622. Capturable=true
  1623. Crewed=yes
  1624.  
  1625. ; Soviet tech center
  1626. [STEK]
  1627. Prerequisite=weap,dome
  1628. Strength=600
  1629. Armor=wood
  1630. TechLevel=6
  1631. Sight=4
  1632. Owner=soviet
  1633. Cost=1500
  1634. Points=85
  1635. Power=-100
  1636. Bib=yes
  1637. Capturable=true
  1638. Crewed=yes
  1639.  
  1640. ; hospital (obsolete?)
  1641. [HOSP]
  1642. Strength=400
  1643. Armor=wood
  1644. TechLevel=-1
  1645. Sight=4
  1646. Owner=
  1647. Cost=
  1648. Points=20
  1649. Power=-20
  1650. Bib=yes
  1651. Capturable=true
  1652. Crewed=yes
  1653.  
  1654. ; bio-research laboratory (obsolete?)
  1655. [BIO]
  1656. Strength=600
  1657. Armor=wood
  1658. TechLevel=-1
  1659. Sight=4
  1660. Owner=
  1661. Cost=
  1662. Points=30
  1663. Power=-40
  1664. Bib=yes
  1665. Crewed=yes
  1666.  
  1667. ; Soviet barracks
  1668. [BARR]
  1669. Prerequisite=powr
  1670. Strength=800
  1671. Armor=wood
  1672. TechLevel=1
  1673. Sight=5
  1674. Owner=soviet
  1675. Cost=300
  1676. Points=30
  1677. Power=-20
  1678. Bib=yes
  1679. Crewed=yes
  1680. Capturable=true
  1681.  
  1682. ; Allied training tent
  1683. [TENT]
  1684. Prerequisite=powr
  1685. Strength=800
  1686. Armor=wood
  1687. TechLevel=1
  1688. Sight=5
  1689. Owner=allies
  1690. Cost=300
  1691. Points=30
  1692. Power=-20
  1693. Bib=yes
  1694. Crewed=yes
  1695. Capturable=true
  1696.  
  1697. ; attack dog training facility
  1698. [KENN]
  1699. Prerequisite=barr
  1700. Strength=400
  1701. Armor=wood
  1702. TechLevel=3
  1703. Sight=4
  1704. Owner=soviet
  1705. Cost=200
  1706. Points=25
  1707. Power=-10
  1708.  
  1709. ; service depot
  1710. [FIX]
  1711. Prerequisite=weap
  1712. Strength=800
  1713. Armor=wood
  1714. TechLevel=3
  1715. Sight=5
  1716. Owner=allies,soviet
  1717. Cost=1200
  1718. Points=80
  1719. Power=-30
  1720. Capturable=true
  1721. Crewed=yes
  1722.  
  1723. ; sandbag wall
  1724. [SBAG]
  1725. Strength=1
  1726. Armor=none
  1727. TechLevel=2
  1728. Sight=0
  1729. Owner=allies
  1730. Cost=25
  1731. Points=1
  1732. Repairable=false
  1733. Adjacent=1
  1734.  
  1735. ; concrete wall
  1736. [BRIK]
  1737. Strength=1
  1738. Armor=none
  1739. TechLevel=8
  1740. Sight=0
  1741. Owner=allies,soviet
  1742. Cost=100
  1743. Points=5
  1744. Repairable=false
  1745. Adjacent=1
  1746.  
  1747. ; wire fence
  1748. [FENC]
  1749. Strength=1
  1750. Armor=none
  1751. TechLevel=2
  1752. Sight=0
  1753. Owner=soviet
  1754. Cost=25
  1755. Points=1
  1756. Repairable=false
  1757. Adjacent=1
  1758.  
  1759. ; auxiliary decorative building
  1760. [MISS]
  1761. Strength=400
  1762. Points=5
  1763. Armor=wood
  1764. Bib=yes
  1765. Capturable=true
  1766.  
  1767. ; chain link fence
  1768. [CYCL]
  1769. Strength=1
  1770. Points=1
  1771. Armor=none
  1772. Cost=75
  1773. Repariable=false
  1774. Adjacent=1
  1775. Sight=0
  1776.  
  1777. ; barb wire fence
  1778. [BARB]
  1779. Strength=1
  1780. Points=1
  1781. Armor=wood
  1782. Cost=25
  1783. Repariable=false
  1784. Adjacent=1
  1785. Sight=0
  1786.  
  1787. ; wood fence
  1788. [WOOD]
  1789. Strength=1
  1790. Points=1
  1791. Repariable=false
  1792. Adjacent=1
  1793. Sight=0
  1794.  
  1795. ; barrels
  1796. [BARL]
  1797. Strength=10
  1798. Repairable=false
  1799. Adjacent=0
  1800. BaseNormal=no
  1801.  
  1802. [BRL3]
  1803. Strength=10
  1804. Repairable=false
  1805. Adjacent=0
  1806. BaseNormal=no
  1807.  
  1808. ; anti-vehicle mine
  1809. [MINV]
  1810. Strength=1
  1811. Repairable=false
  1812. Adjacent=0
  1813. Invisible=yes
  1814. Unsellable=yes
  1815. BaseNormal=no
  1816.  
  1817. ; anti-personnel mine
  1818. [MINP]
  1819. Strength=1
  1820. Repairable=false
  1821. Adjacent=0
  1822. Invisible=yes
  1823. Unsellable=yes
  1824. BaseNormal=no
  1825.  
  1826. ; fakes
  1827. [FACF]
  1828. Image=FACT
  1829. Owner=allies
  1830. TechLevel=1
  1831. Strength=30
  1832. Cost=50
  1833. Sight=4
  1834. Power=-2
  1835. Points=15
  1836. Bib=yes
  1837. Capturable=true
  1838. BaseNormal=no
  1839.  
  1840. [WEAF]
  1841. Prerequisite=proc
  1842. Image=WEAP
  1843. Owner=allies
  1844. TechLevel=3
  1845. Cost=50
  1846. Strength=30
  1847. Sight=4
  1848. Points=15
  1849. Power=-2
  1850. Bib=yes
  1851. Capturable=true
  1852. BaseNormal=no
  1853.  
  1854. [SYRF]
  1855. Prerequisite=powr
  1856. Image=SYRD
  1857. Strength=30
  1858. TechLevel=3
  1859. Sight=4
  1860. Cost=50
  1861. Owner=allies
  1862. Power=-2
  1863. Points=15
  1864. WaterBound=yes
  1865. Capturable=true
  1866. BaseNormal=no
  1867. Adjacent=8
  1868.  
  1869. [SPEF]
  1870. Image=SPEN
  1871. Strength=30
  1872. TechLevel=-1
  1873. Sight=4
  1874. Cost=50
  1875. Owner=soviet
  1876. Power=-2
  1877. Points=15
  1878. WaterBound=yes
  1879. Capturable=true
  1880. BaseNormal=no
  1881. Adjacent=8
  1882.  
  1883. [DOMF]
  1884. Prerequisite=proc
  1885. Image=DOME
  1886. Strength=30
  1887. Sight=4
  1888. TechLevel=3
  1889. Cost=50
  1890. Owner=allies
  1891. Power=-2
  1892. Points=15
  1893. Bib=yes
  1894. Capturable=true
  1895. BaseNormal=no
  1896.  
  1897. ;ant buildings
  1898. [QUEE]
  1899. Name=Queen Ant
  1900. Prerequisite=powr
  1901. Primary=TeslaZap
  1902. Strength=800
  1903. Armor=wood
  1904. TechLevel=-1
  1905. Sight=5
  1906. Owner=allies,soviet
  1907. Cost=300
  1908. Points=100
  1909. Power=0
  1910. Bib=no
  1911. Crewed=no
  1912. Capturable=no
  1913. SelfHealing=yes
  1914.  
  1915. [LAR1]
  1916. Name=Larva
  1917. Strength=25
  1918. Repairable=false
  1919. Adjacent=0
  1920. BaseNormal=no
  1921.  
  1922. [LAR2]
  1923. Name=Larvae
  1924. Strength=50
  1925. Repairable=false
  1926. Adjacent=0
  1927. BaseNormal=no
  1928.  
  1929. ; civilian structures
  1930. [V01]
  1931. Strength=400
  1932. Points=5
  1933. Armor=wood
  1934. Repariable=false
  1935. Capturable=true
  1936.  
  1937. [V02]
  1938. Strength=400
  1939. Points=5
  1940. Armor=wood
  1941. Repariable=false
  1942.  
  1943. [V03]
  1944. Strength=400
  1945. Points=5
  1946. Armor=wood
  1947. Repariable=false
  1948.  
  1949. [V04]
  1950. Strength=400
  1951. Points=5
  1952. Armor=wood
  1953. Repariable=false
  1954.  
  1955. [V05]
  1956. Strength=400
  1957. Points=5
  1958. Armor=wood
  1959. Repariable=false
  1960.  
  1961. [V06]
  1962. Strength=400
  1963. Points=5
  1964. Armor=wood
  1965. Repariable=false
  1966.  
  1967. [V07]
  1968. Strength=400
  1969. Points=5
  1970. Armor=wood
  1971. Repariable=false
  1972.  
  1973. [V08]
  1974. Strength=400
  1975. Points=5
  1976. Armor=wood
  1977. Repariable=false
  1978.  
  1979. [V09]
  1980. Strength=400
  1981. Points=5
  1982. Armor=wood
  1983. Repariable=false
  1984.  
  1985. [V10]
  1986. Strength=400
  1987. Points=5
  1988. Armor=wood
  1989. Repariable=false
  1990.  
  1991. [V11]
  1992. Strength=400
  1993. Points=5
  1994. Armor=wood
  1995. Repariable=false
  1996.  
  1997. [V12]
  1998. Strength=400
  1999. Points=5
  2000. Armor=wood
  2001. Repariable=false
  2002.  
  2003. [V13]
  2004. Strength=400
  2005. Points=5
  2006. Armor=wood
  2007. Repariable=false
  2008.  
  2009. [V14]
  2010. Strength=400
  2011. Points=5
  2012. Armor=wood
  2013. Repariable=false
  2014.  
  2015. [V15]
  2016. Strength=400
  2017. Points=5
  2018. Armor=wood
  2019. Repariable=false
  2020.  
  2021. [V16]
  2022. Strength=400
  2023. Points=5
  2024. Armor=wood
  2025. Repariable=false
  2026.  
  2027. [V17]
  2028. Strength=400
  2029. Points=5
  2030. Armor=wood
  2031. Repariable=false
  2032.  
  2033. [V18]
  2034. Strength=400
  2035. Points=5
  2036. Armor=wood
  2037. Repariable=false
  2038.  
  2039. [V19]
  2040. Strength=400
  2041. Points=5
  2042. Armor=wood
  2043. Repariable=false
  2044.  
  2045. [V20]
  2046. Strength=400
  2047. Points=5
  2048. Armor=wood
  2049. Repariable=false
  2050.  
  2051. [V21]
  2052. Strength=400
  2053. Points=5
  2054. Armor=wood
  2055. Repariable=false
  2056.  
  2057. [V22]
  2058. Strength=400
  2059. Points=5
  2060. Armor=wood
  2061. Repariable=false
  2062.  
  2063. [V23]
  2064. Strength=400
  2065. Points=5
  2066. Armor=wood
  2067. Repariable=false
  2068.  
  2069. [V24]
  2070. Strength=400
  2071. Points=5
  2072. Armor=wood
  2073. Repariable=false
  2074.  
  2075. [V25]
  2076. Strength=400
  2077. Points=5
  2078. Armor=wood
  2079. Repariable=false
  2080.  
  2081. [V26]
  2082. Strength=400
  2083. Points=5
  2084. Armor=wood
  2085. Repariable=false
  2086.  
  2087. [V27]
  2088. Strength=400
  2089. Points=5
  2090. Armor=wood
  2091. Repariable=false
  2092.  
  2093. [V28]
  2094. Strength=400
  2095. Points=5
  2096. Armor=wood
  2097. Repariable=false
  2098.  
  2099. [V29]
  2100. Strength=400
  2101. Points=5
  2102. Armor=wood
  2103. Repariable=false
  2104.  
  2105. [V30]
  2106. Strength=400
  2107. Points=5
  2108. Armor=wood
  2109. Repariable=false
  2110.  
  2111. [V31]
  2112. Strength=400
  2113. Points=5
  2114. Armor=wood
  2115. Repariable=false
  2116.  
  2117. [V32]
  2118. Strength=400
  2119. Points=5
  2120. Armor=wood
  2121. Repariable=false
  2122.  
  2123. [V33]
  2124. Strength=400
  2125. Points=5
  2126. Armor=wood
  2127. Repariable=false
  2128.  
  2129. [V34]
  2130. Strength=400
  2131. Points=5
  2132. Armor=wood
  2133. Repariable=false
  2134.  
  2135. [V35]
  2136. Strength=400
  2137. Points=5
  2138. Armor=wood
  2139. Repariable=false
  2140.  
  2141. [V36]
  2142. Strength=400
  2143. Points=5
  2144. Armor=wood
  2145. Repariable=false
  2146.  
  2147. [V37]
  2148. Strength=400
  2149. Points=5
  2150. Armor=wood
  2151. Repariable=false
  2152.  
  2153.  
  2154. ; ******* Weapon Statistics *******
  2155. ; The weapons specified here are attached to the various combat
  2156. ; units and buildings.
  2157.  
  2158. ; Anim = animation to display as a firing effect
  2159. ; Burst = number of rapid succession shots from this weapon (def=1)
  2160. ; Camera = Reveals area around firer (def=no)?
  2161. ; Charges = Does it have charge-up-before-firing logic (def=no)?
  2162. ; Damage = the amount of damage (unattenuated) dealt with every bullet
  2163. ; Projectile = projectile characteristic to use
  2164. ; ROF = delay between shots [15 = 1 second at middle speed setting]
  2165. ; Range = maximum cell range
  2166. ; Report = sound to play when firing
  2167. ; Speed = speed of projectile to target (100 is maximum)
  2168. ; Warhead = warhead to attach to projectile
  2169. ; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
  2170. ; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
  2171.  
  2172. ; Tanya pistol
  2173. [Colt45]
  2174. Damage=50
  2175. ROF=5
  2176. Range=5.75
  2177. Projectile=Invisible
  2178. Speed=100
  2179. Warhead=HollowPoint
  2180. Report=GUN5
  2181.  
  2182. ; anti-aircraft multiple cannon
  2183. [ZSU-23]
  2184. Damage=25
  2185. ROF=10
  2186. Range=6
  2187. Projectile=Ack
  2188. Speed=100
  2189. Warhead=AP
  2190. Anim=GUNFIRE
  2191. Report=AACANON3
  2192.  
  2193. ; rapid fire machine gun
  2194. [Vulcan]
  2195. Damage=40
  2196. ROF=40
  2197. Range=5
  2198. Projectile=Invisible
  2199. Speed=100
  2200. Warhead=SA
  2201. Report=GUN13
  2202. Anim=MINIGUN
  2203.  
  2204. ; air-to-surface homing missile (launched from jet)
  2205. [Maverick]
  2206. Damage=50
  2207. ROF=3
  2208. Range=6
  2209. Projectile=HeatSeeker
  2210. Speed=30
  2211. Warhead=AP
  2212. Report=MISSILE7
  2213.  
  2214. ; camera
  2215. [Camera]
  2216. Damage=0
  2217. ROF=10
  2218. Range=2.75
  2219. Projectile=Inivisble
  2220. Speed=100
  2221. Warhead=Super
  2222. Camera=yes
  2223.  
  2224. ; fireball from flame turret
  2225. [FireballLauncher]
  2226. Damage=125
  2227. ROF=50
  2228. Range=4
  2229. Projectile=Fireball
  2230. Speed=12
  2231. Warhead=Fire
  2232.  
  2233. ; hand-held flame thrower type
  2234. [Flamer]
  2235. Damage=70
  2236. ROF=50
  2237. Range=3.5
  2238. Projectile=Fireball
  2239. Speed=12
  2240. Warhead=Fire
  2241.  
  2242. ; sniper rifle
  2243. [Sniper]
  2244. Damage=100
  2245. ROF=5
  2246. Range=3.75
  2247. Projectile=Invisible
  2248. Speed=100
  2249. Warhead=HollowPoint
  2250. Report=SILENCER
  2251.  
  2252. ; rapid fire aircraft gun
  2253. [ChainGun]
  2254. Damage=40
  2255. ROF=3
  2256. Range=5
  2257. Projectile=Invisible
  2258. Speed=100
  2259. Warhead=SA
  2260. Report=GUN13
  2261. Anim=MINIGUN
  2262.  
  2263. ; civilian pistol
  2264. [Pistol]
  2265. Damage=1
  2266. ROF=7
  2267. Range=1.75
  2268. Projectile=Invisible
  2269. Speed=100
  2270. Warhead=SA
  2271. Report=GUN27
  2272.  
  2273. ; rifle soldier weapons (multiple shots)
  2274. [M1Carbine]
  2275. Damage=15
  2276. ROF=20
  2277. Range=3
  2278. Projectile=Invisible
  2279. Speed=100
  2280. Warhead=SA
  2281. Report=GUN11
  2282.  
  2283. ; man-packed anti-tank missile (bazooka type)
  2284. [Dragon]
  2285. Damage=35
  2286. ROF=50
  2287. Range=5
  2288. Projectile=HeatSeeker
  2289. Speed=25
  2290. Warhead=AP
  2291. Report=MISSILE6
  2292.  
  2293. ; air-to-surface homing missile (launched from helicopter)
  2294. [Hellfire]
  2295. Damage=40
  2296. ROF=60
  2297. Range=4
  2298. Projectile=HeatSeeker
  2299. Speed=30
  2300. Warhead=AP
  2301. Report=MISSILE6
  2302.  
  2303. ; hand grenade
  2304. [Grenade]
  2305. Damage=50
  2306. ROF=60
  2307. Range=4
  2308. Projectile=Lobbed
  2309. Speed=5
  2310. Warhead=HE
  2311.  
  2312. ; small anti-armor cannon
  2313. [75mm]
  2314. Damage=25
  2315. ROF=40
  2316. Range=4
  2317. Projectile=Cannon
  2318. Speed=40
  2319. Warhead=AP
  2320. Report=CANNON2
  2321. Anim=GUNFIRE
  2322.  
  2323. ; light anti-armor cannon
  2324. [90mm]
  2325. Damage=30
  2326. ROF=50
  2327. Range=4.75
  2328. Projectile=Cannon
  2329. Speed=40
  2330. Warhead=AP
  2331. Report=CANNON1
  2332. Anim=GUNFIRE
  2333.  
  2334. ; medium anti-armor cannon
  2335. [105mm]
  2336. Damage=30
  2337. ROF=70
  2338. Range=4.75
  2339. Projectile=Cannon
  2340. Speed=40
  2341. Warhead=AP
  2342. Report=CANNON1
  2343. Anim=GUNFIRE
  2344.  
  2345. ; large anti-armor cannon
  2346. [120mm]
  2347. Damage=40
  2348. ROF=80
  2349. Range=4.75
  2350. Projectile=Cannon
  2351. Speed=40
  2352. Warhead=AP
  2353. Report=CANNON1
  2354. Anim=GUNFIRE
  2355. Burst=2
  2356.  
  2357. ; turret cannon
  2358. [TurretGun]
  2359. Damage=40
  2360. ROF=50
  2361. Range=6
  2362. Projectile=Cannon
  2363. Speed=40
  2364. Warhead=AP
  2365. Report=TURRET1
  2366. Anim=GUNFIRE
  2367.  
  2368. ; Vehicle carried anti-tank missile
  2369. [MammothTusk]
  2370. Damage=75
  2371. ROF=80
  2372. Range=5
  2373. Projectile=HeatSeeker
  2374. Speed=30
  2375. Warhead=HE
  2376. Report=MISSILE6
  2377. Burst=2
  2378.  
  2379. ; artillery cannon
  2380. [155mm]
  2381. Damage=150
  2382. ROF=65
  2383. Range=6
  2384. Projectile=Ballistic
  2385. Speed=12
  2386. Warhead=HE
  2387. Report=TANK5
  2388. Anim=GUNFIRE
  2389.  
  2390. ; vehicle mounted machine gun
  2391. [M60mg]
  2392. Damage=15
  2393. ROF=20
  2394. Range=4
  2395. Projectile=Invisible
  2396. Speed=100
  2397. Warhead=SA
  2398. Report=PILLBOX1
  2399. Anim=MINIGUN
  2400.  
  2401. ; napalm bomblets (dropped from plane)
  2402. [Napalm]
  2403. Damage=100
  2404. ROF=20
  2405. Range=4.5
  2406. Projectile=Bomblet
  2407. Speed=5
  2408. Warhead=Fire
  2409.  
  2410. ; Tesla coil zap
  2411. [TeslaZap]
  2412. Damage=100
  2413. ROF=120
  2414. Range=8.5
  2415. Projectile=Invisible
  2416. Speed=100
  2417. Warhead=Super
  2418. Report=TESLA1
  2419. Charges=yes
  2420.  
  2421. ; anti-aircraft missile (fired from SAM site)
  2422. [Nike]
  2423. Damage=50
  2424. ROF=20
  2425. Range=7.5
  2426. Projectile=AAMissile
  2427. Speed=50
  2428. Warhead=AP
  2429. Report=MISSILE1
  2430. Anim=SAMFIRE
  2431.  
  2432. ; man-packed surface to air missile
  2433. [RedEye]
  2434. Damage=50
  2435. ROF=50
  2436. Range=7.5
  2437. Projectile=AAMissile
  2438. Speed=50
  2439. Warhead=AP
  2440. Report=MISSILE1
  2441. Anim=SAMFIRE
  2442.  
  2443. ; 8 inch cruiser cannon
  2444. [8Inch]
  2445. Damage=500
  2446. ROF=160
  2447. Range=22
  2448. Projectile=Ballistic
  2449. Speed=6
  2450. Warhead=HE
  2451. Report=TURRET1
  2452. Anim=GUNFIRE
  2453. Supress=yes
  2454.  
  2455. ; gunboat mounted anti-aircraft rocket
  2456. [Stinger]
  2457. Damage=30
  2458. ROF=60
  2459. Range=9
  2460. Projectile=LaserGuided
  2461. Speed=20
  2462. Warhead=AP
  2463. Report=MISSILE6
  2464. Burst=2
  2465. TurboBoost=yes
  2466.  
  2467. ; torpedo tube
  2468. [TorpTube]
  2469. Damage=90
  2470. ROF=60
  2471. Range=9
  2472. Projectile=Torpedo
  2473. Speed=15
  2474. Warhead=AP
  2475. Report=TORPEDO1
  2476.  
  2477. ; destroyer mounted 2 inch cannon
  2478. [2Inch]
  2479. Damage=25
  2480. ROF=60
  2481. Range=5.5
  2482. Projectile=Cannon
  2483. Speed=25
  2484. Warhead=AP
  2485. Report=CANNON2
  2486. Anim=GUNFIRE
  2487.  
  2488. ; anti-submarine weapon
  2489. [DepthCharge]
  2490. Damage=80
  2491. ROF=60
  2492. Range=5
  2493. Projectile=Catapult
  2494. Speed=5
  2495. Warhead=AP
  2496.  
  2497. ; parachute bomb
  2498. [ParaBomb]
  2499. Damage=300
  2500. ROF=4
  2501. Range=4.5
  2502. Projectile=Parachute
  2503. Speed=5
  2504. Warhead=HE
  2505. Report=CHUTE1
  2506.  
  2507. ; dog bite
  2508. [DogJaw]
  2509. Damage=100
  2510. ROF=10
  2511. Range=2.2
  2512. Projectile=LeapDog
  2513. Speed=20
  2514. Warhead=Organic
  2515. Report=DOGG5P
  2516.  
  2517. ; medic healing
  2518. [Heal]
  2519. Damage=-50
  2520. ROF=80
  2521. Range=1.83
  2522. Projectile=Invisible
  2523. Speed=100
  2524. Warhead=Organic
  2525. Report=HEAL2
  2526.  
  2527. ; SCUD launcher
  2528. [SCUD]
  2529. Damage=600
  2530. ROF=400
  2531. Range=10
  2532. Projectile=FROG
  2533. Speed=25
  2534. Warhead=HE
  2535. Report=MISSILE1
  2536.  
  2537. ;ant weapon
  2538. [Mandible]
  2539. Damage=50
  2540. ROF=15
  2541. Range=1.5
  2542. Projectile=Invisible
  2543. Speed=100
  2544. Warhead=Super
  2545. Report=ANTBITE
  2546.  
  2547. ; ******* Projectile Statistics *******
  2548. ; Projectiles describe how and what image to use as the weapon flies
  2549. ; to its target. Think of the projectile as the "delivery method" used
  2550. ; to get the warhead to the desired target.
  2551.  
  2552. ; AA = Can this weapon fire upon flying aircraft (def=no)?
  2553. ; AG = Can this weapon fire upon ground objects (def=yes)?
  2554. ; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
  2555. ; Animates = Does it animate [this means smoke puffs] (def=no)?
  2556. ; Arcing = Does it have a ballistic trajectory (def=no)?
  2557. ; Arm = arming delay (def=0)
  2558. ; Degenerates = Does the bullet strength weaken as it travels (def=no)?
  2559. ; Dropping = Does it fall from a starting height (def=no)?
  2560. ; Frames = number of image frames for animation purposes (def=1)
  2561. ; Gigundo = Is the projectile larger than normal (def=no)?
  2562. ; High = Can it fly over walls (def=no)?
  2563. ; Image = image to use during flight
  2564. ; Inaccurate = Is it inherently inaccurate (def=no)?
  2565. ; Inviso = Is the projectile invisible as it travels (def=no)?
  2566. ; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
  2567. ; Proximity = Does it blow up when near its target (def=no)?
  2568. ; ROT = Rate Of Turn [non zero implies homing] (def=0)
  2569. ; Ranged = Can it run out of fuel (def=no)?
  2570. ; Rotates = Does the projectile have rotation specific imagery (def=no)?
  2571. ; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
  2572. ; Translucent = Are translucent colors used in artwork (def=no)?
  2573. ; UnderWater = Does the projectile travel under water?
  2574.  
  2575. ; invisible flight to target
  2576. [Invisible]
  2577. Inviso=yes
  2578. Image=none
  2579.  
  2580. ; special case for dog
  2581. [LeapDog]
  2582. Image=DOGBULLT
  2583. Translucent=yes
  2584. Rotates=yes
  2585. Proximity=yes
  2586. ROT=20
  2587.  
  2588. ; straight high-speed ballistic shot
  2589. [Cannon]
  2590. Image=120MM
  2591.  
  2592. ; anti aircraft artillery projectile
  2593. [Ack]
  2594. Image=none
  2595. Inviso=yes
  2596. AA=true
  2597. AG=false
  2598.  
  2599. ; Sub-surface projectile.
  2600. [Torpedo]
  2601. UnderWater=yes
  2602. Image=MISSILE
  2603. Rotates=yes
  2604. ASW=yes
  2605.  
  2606. ; Free Rocket Over Ground
  2607. [FROG]
  2608. Arm=10
  2609. High=yes
  2610. Shadow=no
  2611. Proximity=yes
  2612. Animates=yes
  2613. Ranged=yes
  2614. Inaccurate=yes
  2615. Image=V2
  2616. Rotates=yes
  2617.  
  2618. ; small homing missile (targets vehicles best)
  2619. [HeatSeeker]
  2620. Arm=2
  2621. High=yes
  2622. Shadow=no
  2623. Proximity=yes
  2624. Animates=yes
  2625. Ranged=yes
  2626. Inaccurate=yes
  2627. AA=yes
  2628. Image=DRAGON
  2629. ROT=5
  2630. Rotates=yes
  2631. Translucent=yes
  2632.  
  2633. ; small missile with deadly accuracy
  2634. [LaserGuided]
  2635. Arm=3
  2636. High=yes
  2637. Shadow=no
  2638. Proximity=yes
  2639. Animates=yes
  2640. Ranged=yes
  2641. AA=yes
  2642. Image=DRAGON
  2643. ROT=20
  2644. Rotates=yes
  2645. Translucent=yes
  2646.  
  2647. ; anti aircraft missile
  2648. [AAMissile]
  2649. Arm=3
  2650. High=yes
  2651. Shadow=no
  2652. Proximity=yes
  2653. Animates=yes
  2654. Ranged=yes
  2655. AA=yes
  2656. AG=no
  2657. Image=MISSILE
  2658. ROT=20
  2659. Rotates=yes
  2660. Translucent=yes
  2661.  
  2662. ; lobbed tumbling grenade
  2663. [Lobbed]
  2664. High=yes
  2665. Arcing=yes
  2666. Inaccurate=yes
  2667. Image=BOMB
  2668. Frames=8
  2669. Translucent=yes
  2670.  
  2671. ; Depth charge catapult
  2672. [Catapult]
  2673. High=yes
  2674. Arcing=yes
  2675. Inaccurate=yes
  2676. Image=BOMB
  2677. Frames=8
  2678. ASW=yes
  2679. AG=no
  2680. Translucent=yes
  2681.  
  2682. ; dropped from plane tumbling object
  2683. [Bomblet]
  2684. Arm=24
  2685. RangeLimit=24
  2686. High=yes
  2687. Dropping=yes
  2688. Image=BOMBLET
  2689. Frames=6
  2690. Translucent=yes
  2691.  
  2692. ; arcing ballistic projectile
  2693. [Ballistic]
  2694. High=yes
  2695. Arcing=yes
  2696. Inaccurate=yes
  2697. Image=120MM
  2698.  
  2699. ; parachute bomb
  2700. [Parachute]
  2701. Arm=24
  2702. RangeLimit=24
  2703. High=yes
  2704. Dropping=yes
  2705. Parachuted=yes
  2706. ;Image=PARABOMB
  2707.  
  2708. ; Allied free radar (GPS satellite)
  2709. [GPSSatellite]
  2710. Gigundo=yes
  2711. High=yes
  2712. Image=SPUTNIK
  2713. Frames=4
  2714.  
  2715. ; Nuclear missile, flying up
  2716. [NukeUp]
  2717. Gigundo=yes
  2718. High=yes
  2719. Image=ATOMICUP
  2720. Frames=4
  2721.  
  2722. ; Nuclear missile, flying down
  2723. [NukeDown]
  2724. Gigundo=yes
  2725. High=yes
  2726. Image=ATOMICDN
  2727. Frames=4
  2728.  
  2729. ; wizard's fireball
  2730. [Fireball]
  2731. Animates=yes
  2732. Image=FB1
  2733. Frames=8
  2734.  
  2735.  
  2736. ; ******* Warhead Characteristics *******
  2737. ; This is what gives the "rock, paper, scissors" character to the game.
  2738. ; It describes how the damage is to be applied to the target. The
  2739. ; values should take into consideration the 'area of effect'.
  2740. ; example: Although an armor piercing tank round would instantly
  2741. ; kill a soldier IF it hit, the anti-infantry rating is still
  2742. ; very low because the tank round has such a limited area of
  2743. ; effect, lacks pinpoint accuracy, and acknowledges the fact that
  2744. ; tanks pose little threat to infantry that take cover.
  2745.  
  2746. ; Spread = damage spread factor [larger means greater spread] (def=1)
  2747. ; [A value of 1 means the damage is halved every pixel distant from center point.
  2748. ; a value of 2 means damage is halved every 2 pixels, etc.]
  2749. ; Wall = Does this warhead damage concrete walls (def=no)?
  2750. ; Wood = Does this warhead damage wood walls (def=no)?
  2751. ; Ore = Does this warhead destroy ore (def=no)?
  2752. ; Verses = damage value verses various armor types (as percentage of full damage)...
  2753. ; -vs- none, wood (buildings), light armor, heavy armor, concrete
  2754. ; Explosion = which explosion set to use when warhead of this type impacts (def=0)
  2755. ; 0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke
  2756. ; InfDeath = which infantry death animation to use (def=0)
  2757. ; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
  2758.  
  2759. ; general multiple small arms fire
  2760. [SA]
  2761. Spread=3
  2762. Verses=100%,50%,60%,25%,25%
  2763. Explosion=2
  2764. InfDeath=1
  2765.  
  2766. ; high explosive (shrapnel)
  2767. [HE]
  2768. Spread=6
  2769. Wall=yes
  2770. Wood=yes
  2771. Verses=90%,75%,60%,25%,100%
  2772. Explosion=5
  2773. InfDeath=2
  2774.  
  2775. ; armor piercing (discarding sabot, narrow effect)
  2776. [AP]
  2777. Spread=3
  2778. Wall=yes
  2779. Wood=yes
  2780. Verses=30%,75%,75%,100%,50%
  2781. Explosion=4
  2782. InfDeath=3
  2783.  
  2784. ; napalm and fire in general
  2785. [Fire]
  2786. Spread=8
  2787. Wood=yes
  2788. Verses=90%,100%,60%,25%,50%
  2789. Explosion=3
  2790. InfDeath=4
  2791.  
  2792. ; anti-infantry rifle bullet (single shot -- very effective verses infantry)
  2793. [HollowPoint]
  2794. Spread=1
  2795. Verses=100%,5%,5%,5%,5%
  2796. Explosion=1
  2797. InfDeath=1
  2798.  
  2799. ; special case damage effect (do not use for regular weapons)
  2800. [Super]
  2801. Spread=1
  2802. Verses=100%,100%,100%,100%,100%
  2803. InfDeath=5
  2804.  
  2805. ; special case to only affect infantry (do not use for regular weapons)
  2806. [Organic]
  2807. Spread=0
  2808. Verses=100%,0%,0%,0%,0%
  2809. InfDeath=0
  2810.  
  2811. ; Nuclear warhead (same as fire)
  2812. [Nuke]
  2813. Spread=6
  2814. Wall=yes
  2815. Wood=yes
  2816. Ore=yes
  2817. Verses=90%,100%,60%,25%,50%
  2818. Explosion=6
  2819. InfDeath=4
  2820.  
  2821. ; ******* Land Characteristics *******
  2822. ; This section specifies the characteristics of the various
  2823. ; terrain types. The primary purpose is to differentiate the
  2824. ; movement capabilities.
  2825.  
  2826. ; Float = % of full speed for ships [0 means impassable] (def=100)
  2827. ; Foot = % of full speed for foot soldiers [0 means impassable] (def=100)
  2828. ; Track = % of full speed for tracked vehicles [0 means impassable] (def=100)
  2829. ; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100)
  2830. ; Buildable = Can buildings be built upon this terrain (def=no)?
  2831.  
  2832. ; clear grassy terrain
  2833. [Clear]
  2834. Foot=90%
  2835. Track=80%
  2836. Wheel=60%
  2837. Float=0%
  2838. Buildable=yes
  2839.  
  2840. ; rocky terrain
  2841. [Rough]
  2842. Foot=80%
  2843. Track=70%
  2844. Wheel=40%
  2845. Float=0%
  2846. Buildable=no
  2847.  
  2848. ; roads
  2849. [Road]
  2850. Foot=100%
  2851. Track=100%
  2852. Wheel=100%
  2853. Float=0%
  2854. Buildable=yes
  2855.  
  2856. ; open water
  2857. [Water]
  2858. Foot=0%
  2859. Track=0%
  2860. Wheel=0%
  2861. Float=100%
  2862. Buildable=no
  2863.  
  2864. ; cliffs
  2865. [Rock]
  2866. Foot=0%
  2867. Track=0%
  2868. Wheel=0%
  2869. Float=0%
  2870. Buildable=no
  2871.  
  2872. ; walls and other man made obstacles
  2873. [Wall]
  2874. Foot=0%
  2875. Track=0%
  2876. Wheel=0%
  2877. Float=0%
  2878. Buildable=no
  2879.  
  2880. ; ore (Tiberium)
  2881. [Ore]
  2882. Foot=90%
  2883. Track=70%
  2884. Wheel=50%
  2885. Float=0%
  2886. Buildable=no
  2887.  
  2888. ; sandy beach
  2889. [Beach]
  2890. Foot=80%
  2891. Track=70%
  2892. Wheel=40%
  2893. Float=0%
  2894. Buildable=no
  2895.  
  2896. ; craggy riverbed
  2897. [River]
  2898. Foot=0%
  2899. Track=0%
  2900. Wheel=0%
  2901. Float=0%
  2902. Buildable=no
  2903.  
  2904. ; ******* Random Crate Powerups *******
  2905. ; This specifies the chance for the specified crate powerup to appear
  2906. ; in a 'random' crate. The chance is expressed in the form of 'shares'
  2907. ; out of the total shares specified. The second parameter is the animation
  2908. ; to use when this crate is picked up. The third parameter, if present, specifies
  2909. ; the data value needed for that crate powerup. They mean different things
  2910. ; for the different powerups.
  2911. [Powerups]
  2912. Armor=10,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)
  2913. Cloak=0,STEALTH2 ; enable cloaking on nearby objects
  2914. Darkness=1,EMPULSE ; cloak entire radar map
  2915. Explosion=5,NONE,500 ; high explosive baddie (damage per explosion)
  2916. Firepower=10,FPOWER,2.0 ; firepower of nearby objects increased (firepower multiplier)
  2917. HealBase=1,INVUN ; all buildings to full strength
  2918. ICBM=1,MISSILE2 ; nuke missile one time shot
  2919. Money=50,DOLLAR,2000 ; a chunk o' cash (maximum cash)
  2920. Napalm=5,NONE,600 ; fire explosion baddie (damage)
  2921. ParaBomb=3,PARABOX ; para-bomb raid one time shot
  2922. Reveal=1,EARTH ; reveal entire radar map
  2923. Sonar=3,SONARBOX ; one time sonar pulse
  2924. Speed=10,SPEED,1.7 ; speed of nearby objects increased (speed multiplier)
  2925. Squad=20,NONE ; squad of random infantry
  2926. Unit=20,NONE ; vehicle
  2927. Invulnerability=3,INVULBOX,1.0 ; invulnerability (duration in minutes)
  2928. TimeQuake=3,TQUAKE ; time quake
  2929.  
  2930.  
  2931. ; ******* Mission Control *******
  2932. ; This specifies the various general behavior characteristics of
  2933. ; the missions that objects can be assigned. Each of the game objects must
  2934. ; be in a mission. The mission behavior is generally hard coded into
  2935. ; the program, but there are some behavior characteristics that can
  2936. ; be overridden. Don't modify these.
  2937.  
  2938. ; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)?
  2939. ; Zombie = Is forced to sit there like a zombie and never recovers (def=no)?
  2940. ; Recruitable = Can it be recruited into a team or base defense (def=yes)?
  2941. ; Paralyzed = Is the object frozen in place but can still fire and function (def=no)?
  2942. ; Retaliate = Is allowed to retaliate while on this mission (def=yes)?
  2943. ; Scatter = Is allowed to scatter from threats (def=yes)?
  2944. ; Rate = delay between normal processing (larger = faster game, less responsiveness)
  2945. ; AARate = anti-aircraft delay rate (if not specifed it uses regular rate).
  2946.  
  2947. ; Unit sits still and plays dead.
  2948. [Sleep]
  2949. Recruitable=no
  2950. Zombie=yes
  2951. Retaliate=no
  2952. Scatter=no
  2953. Rate=1
  2954.  
  2955. ; Unit doesn't fire and is not considered a threat.
  2956. [Harmless]
  2957. Recruitable=no
  2958. NoThreat=yes
  2959. Retaliate=no
  2960. Rate=.5
  2961.  
  2962. ; Just like guard mode, but cannot move.
  2963. [Sticky]
  2964. Recruitable=no
  2965. Paralyzed=yes
  2966. Scatter=no
  2967. Rate=.016
  2968.  
  2969. ; Special attack mission used by team logic.
  2970. [Attack]
  2971. Rate=.016
  2972. AARate=.016
  2973.  
  2974. ; Move to destination.
  2975. [Move]
  2976. Rate=.016
  2977.  
  2978. ; Special move to destination after all other queued moves occur.
  2979. [QMove]
  2980. Rate=.016
  2981.  
  2982. ; Run away (possibly leave the map).
  2983. [Retreat]
  2984. Recruitable=no
  2985. Retaliate=no
  2986. Rate=.1
  2987.  
  2988. ; Sit around and engage any enemy that wanders within weapon range.
  2989. [Guard]
  2990. Rate=.050
  2991. AARate=.016
  2992.  
  2993. ; Enter building or transport for loading purposes.
  2994. [Enter]
  2995. Retaliate=no
  2996. Recruitable=no
  2997. Rate=.016
  2998.  
  2999. ; Engineer entry logic.
  3000. [Capture]
  3001. Retaliate=no
  3002. Recruitable=no
  3003. Scatter=no
  3004. Rate=.016
  3005.  
  3006. ; Handle harvest ore - dump at refinery loop.
  3007. [Harvest]
  3008. Retaliate=no
  3009. Recruitable=no
  3010. Scatter=no
  3011. Rate=.016
  3012.  
  3013. ; Guard the general area where the unit starts at.
  3014. [Area Guard]
  3015. Recruitable=no
  3016. Rate=.080
  3017. AARate=.032
  3018.  
  3019. ; <unused>
  3020. [Return]
  3021.  
  3022. ; Stop moving and firing at the first available opportunity.
  3023. [Stop]
  3024.  
  3025. ; <unused>
  3026. [Ambush]
  3027.  
  3028. ; Scan for and attack any enemies whereever they may be.
  3029. [Hunt]
  3030. Recruitable=no
  3031. Retaliate=no
  3032. Rate=.016
  3033.  
  3034. ; While dropping off cargo (e.g., APC unloading passengers).
  3035. [Unload]
  3036. Recruitable=no
  3037. Retaliate=no
  3038. Scatter=no
  3039. Rate=.016
  3040.  
  3041. ; Tanya running to place bomb in building.
  3042. [Sabotage]
  3043. Recruitable=no
  3044. Rate=.016
  3045.  
  3046. ; Buildings use this when building up after initial placement.
  3047. [Construction]
  3048. Recruitable=no
  3049. Retaliate=no
  3050. Scatter=no
  3051.  
  3052. ; Buildings use this when deconstruction after being sold.
  3053. [Selling]
  3054. Recruitable=no
  3055. NoThreat=yes
  3056. Retaliate=no
  3057. Scatter=no
  3058.  
  3059. ; Service depot uses this mission to repair attached object.
  3060. [Repair]
  3061. Rate=.08
  3062.  
  3063. ; Special team override mission.
  3064. [Rescue]
  3065. Rate=.016
  3066.  
  3067. ; Missile silo special launch missile mission.
  3068. [Missile]
  3069. Rate=.1
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