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1 ; RULES.INI 2 ;This is one of MANY units in my conversion called Red Alert Operation: Annihilation 3 ;it will be out soon 4 5 [General] 6 7 ; crates 8 CrateMinimum=1 ; crates are normally one per human player but never below this number 9 CrateMaximum=255 ; crates can never exceed this quantity 10 CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses 11 CrateRegen=3 ; average minutes between random powerup crate regeneration 12 UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly] 13 WaterCrateChance=20% ; chance that a water crate will be generated rather than land crate [multiplay only] 14 SoloCrateMoney=2000 ; money to give for money crate in solo play missions 15 SilverCrate=HealBase ; solo play silver crate bonus 16 WaterCrate=Money ; solo play water crate bonus 17 WoodCrate=Money ; solo play wood crate bonus 18 19 ; special weapons 20 ChronoDuration=3 ; time that a unit will remain chronoshifted before returning to start location 21 ChronoKillCargo=yes ; Should cargo be destroyed when object is chronoshifted? 22 ChronoTechLevel=1 ; Tech level at which Chrono facility can create Chrono effect 23 GPSTechLevel=1 ; tech level at which GPS satelite becomes available 24 GapRadius=10 ; radius of gap generator (cells) 25 GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval 26 IronCurtain=.75 ; minutes that Iron Curtain invulnerability lasts 27 ParaTech=1 ; tech level when free para-infantry appears from airstrip 28 ParabombTech=8 ; tech level that parabomb appears free with airfield 29 RadarJamRadius=2 ; cell radius distance that mobile radar jammer is effective 30 SpyPlaneTech=1 ; tech level when free spy plane appears from airstrip 31 BadgerBombCount=1 ; number of badgers used to drop parabombs 32 33 ; Chrono side effects 34 QuakeChance=20% ; percentage chance time quake will occur with each chronoshift use 35 QuakeDamage=33% ; percentage damage to inflict when time quake occurs 36 VortexChance=20% ; percent chance that chronal vortex occurs with each chronoshift use 37 VortexDamage=200 ; damage inflicted by vortex discharge 38 VortexRange=10 ; scan for victims up to this distance away [in cells] 39 VortexSpeed=10 ; speed of vortex movement 40 41 ; repair and refit 42 RefundPercent=50% ; percent of original cost to refund when building/unit is sold 43 ReloadRate=.04 ; minutes to reload each ammo point for aircraft or helicopters 44 RepairPercent=20% ; percent cost to fully repair as ratio of full cost 45 RepairRate=.016 ; minutes between applying repair step 46 RepairStep=7 ; hit points to heal per repair 'tick' for buildings 47 URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost 48 URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units 49 50 ; combat and damage 51 TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft 52 APMineDamage=1000 ; damage to inflict when anti-personnel mine explodes 53 AVMineDamage=1200 ; damage to inflict when anti-vehicle mine explodes 54 AtomDamage=8000 ; damage points when nuclear bomb explodes (regardless of source) 55 BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles 56 BridgeStrength=1000 ; strength of bridge [smaller means more easily destroyed] 57 C4Delay=.03 ; minutes to delay after placing C4 before building will explode 58 Crush=1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only) 59 ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes] 60 FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found 61 HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles 62 MaxDamage=9999 ; maximum damage (after adjustments) per shot 63 MinDamage=1 ; minimum damage (after adjustments) per shot 64 OreExplosive=yes ; Does the harvester explode big time when destroyed? 65 PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry? 66 PlayerReturnFire=no ; More aggressive return fire from player controlled objects? 67 PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage? 68 ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage 69 TreeTargeting=yes ; Automatically show target cursor when over trees? 70 Incoming=10 ; If an incoming projectile is as slow or slower than this, then 71 ; object in the target location will try to run away. Grenades and 72 ; parachute bombs have this characteristic. 73 74 ; income and production 75 BailCount=28 ; number of 'bails' carried by a harvester 76 BuildSpeed=.1 ; general build speed [time (in minutes) to produce a 1000 credit cost item] 77 BuildupTime=.06 ; average minutes that building build-up animation runs 78 GemValue=50 ; gem credits per 'bail' carried by a harvester 79 GoldValue=25 ; gold credits per 'bail' carried by a harvester 80 GrowthRate=2 ; minutes between ore (Tiberium) growth 81 OreGrows=yes ; Does ore grow denser over time? 82 OreSpreads=yes ; Does ore spread into adjacent areas? 83 OreTruckRate=1 ; speed that harvester truck manages ore [larger means slower] 84 SeparateAircraft=no ; Is first helicopter to be purchased separately from helipad? 85 SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold 86 87 ; audio/visual map controls 88 AllyReveal=yes ; Allies automatically reveal radar maps to each other? 89 ConditionRed=25% ; when damaged to this percentage, health bar turns red 90 ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow 91 DropZoneRadius=4 ; distance around drop zone flair that map reveals itself 92 EnemyHealth=yes ; Show enemy health bar graph when selected? 93 Gravity=3 ; gravity constant for ballistic projectiles 94 IdleActionFrequency=.1 ; average minutes between infantry performing idle actions 95 MessageDelay=.6 ; time duration of multiplayer messages displayed over map 96 MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only) 97 NamedCivilians=yes ; Show true names over civilians and civilian buildings? 98 SavourDelay=.03 ; delay between scenario end and ending movie [keep the delay short] 99 ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep] 100 SpeakDelay=2 ; minutes between EVA repeating advice to the player 101 TimerWarning=2 ; if mission timer is less than this many minutes, then display in red 102 FlashLowPower=yes ; Flash the power bar when power is low? 103 104 ; computer and movement controls 105 CurleyShuffle=no ; Should helicopter shuffle position between shots (as in C&C)? 106 BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base 107 BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat 108 CloseEnough=2.75 ; If distance to destination less than this, then abort movement if otherwise blocked. 109 DamageDelay=1 ; minutes between applying trivial structure damage when low on power 110 GameSpeeBias=1 ; multiplier to overall game object movement speed 111 LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied 112 MineAware=yes ; Are friendly units smart enough to avoid friendly mines? 113 Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action 114 SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge 115 SuspendDelay=2 ; minutes that suspended teams will remain suspended 116 SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops 117 TeamDelay=.6 ; interval between checking for and creating teams 118 119 ; misc 120 FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings? 121 MCVUndeploy=yes ; Allow construction yard to undeploy back into MCV? 122 123 124 ; ******* Theme Controls ******* 125 ; Controls when each theme becomes available in solo play. Each 126 ; theme identifier is given a scenario and owner. The theme will 127 ; become available at that scenario or later and for the specified 128 ; owner only. If no owner is specified, it is presumed to be available 129 ; for all sides. 130 [ThemeControl] 131 BIGF226M=1,Soviet 132 CRUS226M=1,Allies 133 FAC1226M=1,Soviet 134 HELL226M=1 135 FAC2226M=2,Soviet 136 RUN1226M=2,Soviet 137 TREN226M=3,Soviet 138 WORK226M=3,Allies 139 AWAIT=4 140 DENSE_R=5,Soviet 141 FOGGER1A=5,Allies 142 MUD1A=6 143 RADIO2=7,Soviet 144 ROLLOUT=7,Allies 145 SNAKE=8 146 TERMINAT=9,Soviet 147 TWIN=9,Allies 148 VECTOR1A=10 149 SMSH226M=11 150 151 152 ; ******* Multiplayer Settings ******* 153 ; These are the multiplayer dialog default settings. Does not apply to 154 ; Westwood chat, only to the in-game dialogs. 155 [MultiplayerDefaults] 156 Money=10000 157 MaxMoney=10000 158 ShadowGrow=no 159 Bases=yes 160 OreGrows=yes 161 Crates=yes 162 AIPlayers=no 163 CaptureTheFlag=no 164 165 166 ; ******* Special weapon charge times ******* 167 ; The time (minutes) for recharge of these special weapons. 168 [Recharge] 169 Chrono=0 ; chronosphere 170 GPS=0 ; satellite radar 171 IronCurtain=11 ; invulnerability device 172 Nuke=0 ; nuclear missile 173 ParaBomb=50 ; parachute bombs 174 Paratrooper=0.5 ; paratroopers 175 Saboteur=0 ; para-saboteur 176 Sonar=10 ; sonar pulse 177 SpyPlane=0 ; recon mission 178 179 180 ; ******* Object Heap Maximums ******* 181 ; These are the absolute maximum number of these object types 182 ; allowed in the game (at any one time). 183 [Maximums] 184 Players=8 ; ipx layer limits this to 8 maximum 185 Aircraft=100 186 Anim=100 187 Building=500 188 Bullet=50 189 Factory=32 ; 32 is minimum for 8 player game 190 Infantry=500 191 Overlay=1 ; special case -- only needs one 192 Projectile=20 ; projectile types, not actual projectiles 193 Smudge=1 ; special case -- only needs one 194 Team=60 195 TeamType=60 196 Template=1 ; special case -- only needs one 197 Terrain=500 ; trees and rocks 198 TrigType=80 ; trigger types 199 Trigger=200 ; triggers themselves 200 Unit=500 201 Vessel=100 202 Warhead=10 ; warhead types, not actual warheads 203 Weapon=55 ; weapon types, not actual weapons 204 205 206 ; ******* AI Controls ******* 207 ; Computer Skirmish-Mode behavior controls. The ratio values are based on the 208 ; number of buildings in the computer base that should be of the type specified. 209 ; The ratio total should exceed 100% so that the base will always try to grow as 210 ; it vainly attempts to achieve the specified percentage composition. 211 212 ; Take note: The computer AI in Red Alert is merely a warmed over version 213 ; of the AI experiment I wrote during the unallocated time in the month 214 ; following C&C's release. It was more than adequate at that time (even 215 ; difficult to beat), but since Red Alert is a very different game, the skirmish 216 ; mode AI is somewhat under-effective. In order to improve the AI 217 ; over this initial experiment, the following controls are provided. It might 218 ; be possible to manipulate these values to achieve a greater challenge when 219 ; playing the computer opponent. 220 [AI] 221 AttackInterval=3 ; average delay between computer attacks 222 AttackDelay=5 ; average delay time before computer begins first attack 223 PatrolScan=.016 ; minute interval between scanning for enemys while patrolling. 224 CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount. 225 PathDelay=.01 ; Delay (minutes) between retrying when path is blocked. 226 OreNearScan=6 ; cell radius to scan when harvesting a single patch of ore 227 OreFarScan=48 ; cells radius to scan when looking for a new ore patch to harvest 228 AutocreateTime=5 ; average minutes between creating an 'autocreate' team 229 InfantryReserve=3000 ; always build infantry if cash reserve is greater than this 230 InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity 231 PowerSurplus=50 ; build power plants until power surplus is at least this amount 232 BaseSizeAdd=3 ; computer base size can be no larger than the largest human opponent, plus this quantity 233 RefineryRatio=.16 ; ratio of base that should be composed of refineries 234 RefineryLimit=4 ; never build more than this many refineries 235 BarracksRatio=.16 ; ratio of base that should be composed of barracks 236 BarracksLimit=2 ; never build more than this many barracks 237 WarRatio=.1 ; ratio of base that should be composed of war factories 238 WarLimit=2 ; never build more than this many war factories 239 DefenseRatio=.4 ; ratio of base that should be defensive structures 240 DefenseLimit=40 ; maximum number of defensive buildings to build 241 AARatio=.14 ; ratio of base that should be anti-aircraft defense 242 AALimit=10 ; maximum number of anti-aircraft buildings to build 243 TeslaRatio=.16 ; ratio of base that should be telsa coils 244 TeslaLimit=10 ; maximum number of tesla coils to build 245 HelipadRatio=.12 ; ratio of base that should be composed of helipads 246 HelipadLimit=5 ; maximum number of helipads to build 247 AirstripRatio=.12 ; ratio of base that should be composed of airstrips 248 AirstripLimit=5 ; maximum number of airstrips to build 249 CompEasyBonus=yes ; When more than one human in game, computer player goes to "easy" mode? 250 Paranoid=yes ; Will computer players ally with each other if the situation looks bleak? 251 PowerEmergency=75% ; sell buildings to raise power level if it falls below this percentage 252 253 254 ; ******* IQ setting for computer activity ******* 255 ; Each player (computer controlled or otherwise) is given an IQ rating that is used 256 ; to control what the computer is allowed to automatically control. This is 257 ; distinct from the difficulty setting. The higher the IQ setting, the more autonomous 258 ; and intelligent the side will behave. Each ability is given a rating that 259 ; indicates the IQ level (or above) that the ability will be granted. Because such 260 ; abilities are automatically performed by the computer, giving a human controlled 261 ; country a high IQ is not recommended. Otherwise the player's units will start to 262 ; automatically "do their own thing"! A human controlled country is presumed to have 263 ; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher. 264 ; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to 265 ; the maximum. 266 [IQ] 267 MaxIQLevels=5 ; the maximum number of discrete IQ levels 268 SuperWeapons=4 ; super weapons are automatically fired by computer 269 Production=5 ; building/unit production is automatically controlled by computer 270 GuardArea=4 ; newly produced units start in guard area mode 271 RepairSell=1 ; allowed to choose repair or sell of damaged buildings 272 AutoCrush=2 ; automatically try to crush antogonists if possible 273 Scatter=3 ; will scatter from incoming threats [grenades and such] 274 ContentScan=4 ; will consider contents of transport when picking good target 275 Aircraft=4 ; automatically replace aircraft or helicopters 276 Harvester=2 ; automatically replace lost harvesters 277 SellBack=2 ; allowed to sell buildings 278 279 280 ; ******* Country Statistics ******* 281 ; Certain countries have special adjustments to their unit and building 282 ; values. These are global values that affect ALL units and buildings owned 283 ; by that country. This applies only to multiplayer games and skirmish mode. In 284 ; normal game play, all values are "1.0". 285 286 ; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0) 287 ; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0) 288 ; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0) 289 ; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0) 290 ; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0) 291 ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0) 292 ; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0) 293 294 [England] 295 Firepower=1.0 296 Groundspeed=1.0 297 Airspeed=1.0 298 Armor=1.1 299 ROF=1.0 300 Cost=1.0 301 BuildTime=1.0 302 303 [Germany] 304 Firepower=1.1 305 Groundspeed=1.0 306 Airspeed=1.0 307 Armor=1.0 308 ROF=1.0 309 Cost=1.0 310 BuildTime=1.0 311 312 [France] 313 Firepower=1.0 314 Groundspeed=1.0 315 Airspeed=1.0 316 Armor=1.0 317 ROF=1.1 318 Cost=1.0 319 BuildTime=1.0 320 321 [Ukraine] 322 Firepower=1.0 323 Groundspeed=1.1 324 Airspeed=1.0 325 Armor=1.0 326 ROF=1.0 327 Cost=1.0 328 BuildTime=1.0 329 330 [USSR] 331 Firepower=1.0 332 Groundspeed=1.0 333 Airspeed=1.0 334 Armor=1.0 335 ROF=1.0 336 Cost=0.9 337 BuildTime=1.0 338 339 [Greece] 340 Firepower=1.0 341 Groundspeed=1.0 342 Airspeed=1.0 343 Armor=1.0 344 ROF=1.0 345 Cost=1.0 346 BuildTime=1.0 347 348 [Turkey] 349 Firepower=1.0 350 Groundspeed=1.0 351 Airspeed=1.0 352 Armor=1.0 353 ROF=1.0 354 Cost=1.0 355 BuildTime=1.0 356 357 [Spain] 358 Firepower=1.0 359 Groundspeed=1.0 360 Airspeed=1.0 361 Armor=1.0 362 ROF=1.0 363 Cost=1.0 364 BuildTime=1.0 365 366 367 ; ******* Difficulty Settings ******* 368 ; Game difficulty is controlled by these factors. Some of these factors will 369 ; only affect a computer player. The computer and the player are handicapped by 370 ; individual settings. Thus the computer may be playing at 'difficult' level while the 371 ; player may be playing at 'easy' level. 372 373 ; Airspeed = multiplier to speed for all air units (def=1.0) 374 ; Armor = multiplier to armor strength for all units and buildings (def=1.0) 375 ; Cost = multiplier to cost for all units and buildings (def=1.0) 376 ; Firepower = multiplier to firepower for all weapons (def=1.0) 377 ; Groundspeed = multiplier to speed for all ground units (def=1.0) 378 ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0) 379 ; BuildSlowdown = Should the computer build slower than the player (def=no)? 380 ; <<< affects the computer player, not the human player >>> 381 ; ContentScan = Should the contents of a transport be considered when picking best target (def=no)? 382 ; RepairDelay = average delay (minutes) between initiating building repair 383 ; BuildDelay = average delay (minutes) between initiating construction 384 ; DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)? 385 386 [Easy] 387 Firepower=1.2 388 Groundspeed=1.2 389 Airspeed=1.2 390 BuildTime=.1 391 Armor=1.2 392 ROF=.8 393 Cost=.0 394 RepairDelay=.001 395 BuildDelay=.001 396 DestroyWalls=yes 397 ContentScan=yes 398 399 [Normal] 400 Firepower=1.0 401 Groundspeed=1.0 402 Airspeed=1.0 403 BuildTime=1 404 Armor=1.0 405 ROF=1.0 406 Cost=1.0 407 RepairDelay=.02 408 BuildDelay=.03 409 BuildSlowdown=yes 410 DestroyWalls=yes 411 ContentScan=yes 412 413 [Difficult] 414 Firepower=.8 415 Groundspeed=.8 416 Airspeed=.8 417 BuildTime=1.0 418 Armor=.8 419 ROF=1.2 420 Cost=1.0 421 RepairDelay=.05 422 BuildDelay=.1 423 BuildSlowdown=yes 424 DestroyWalls=no 425 426 427 ; ******* Unit Statistics ******* 428 ; Specifies the characteristics of the various game objects. 429 430 ; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1) 431 ; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none) 432 ; Cloakable = Is it equipped with a cloaking device (def=no)? 433 ; Cost = cost to build object (in credits) 434 ; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)? 435 ; GuardRange = distance to scan for enemies to attack (def=use weapon range) 436 ; Image = name of graphic data to use for this object (def=same as object identifier) 437 ; Invisible = Is completely and always invisible to enemy (def=no)? 438 ; Owner = who can build this [Allies or Soviet] (def="allies,soviet", i.e., all) 439 ; Points = point value for scoring purposes (def=0) 440 ; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement) 441 ; Primary = primary weapon equipped with (def=none) 442 ; Secondary = secondary weapon equipped with (def=none) 443 ; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0) 444 ; Reload = time delay between reloads (def=0) 445 ; SelfHealing = Does the object heal automatically up to half strength (def=no)? 446 ; Sight = sight range, in cells (def=1) 447 ; Strength = strength (hit points) of this object 448 ; TechLevel = tech level required to build this [-1 means can't build] (def=-1) 449 ; Sensors = Has sensors to detect nearby cloaked objects (def=no)? 450 ; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)? 451 ; <<< applies only to infantry types >>> 452 ; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)? 453 ; Fraidycat = Is it inherently afraid and will panic easily (def=no)? 454 ; Infiltrate = Can it enter a building like a spy or thief (def=no)? 455 ; IsCanine = Should special case dog logic be applied to this? 456 ; <<< applies only to moving units (not buildings) >>> 457 ; Passengers = number of passengers it may carry (def=0) 458 ; Speed = speed of this object [n/a for buildings] (def=0) 459 ; <<< applies only to terrestrial driving vehicle types >>> 460 ; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)? 461 ; Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)? 462 ; NoMovingFire = The vehicle must stop before it can fire (def=no)? 463 ; <<< applies only to building types >>> 464 ; BaseNormal = Considered for building adjacency checks (def=yes)? 465 ; Adjacent = distance allowed to place from other buildings (def=1) 466 ; Bib = Should the building have an attached bib (def=no)? 467 ; Capturable = Can this building be infiltrated by a spy/engineer (def=no)? 468 ; Crewed = Does it contain a crew that can escape (def=no)? 469 ; Power = power output [positive for output, negative for drain] (def=0) 470 ; Powered = Does it require power to function (def=no)? 471 ; Repairable = Can it be repaired (def=yes)? 472 ; Storage = the number of credits this building can store (def=0) 473 ; Unsellable = Cannot sell this building (even if it can be built)? 474 ; WaterBound = Is this building placed on water only (def=no)? 475 476 ; ******* terrestrial driving vehicle types ******* 477 ; SCUD launcher 478 [V2RL] 479 Prerequisite=powr 480 Primary=SCUD 481 Strength=150 482 Armor=light 483 TechLevel=1 484 Sight=5 485 Speed=7 486 Owner=allies 487 Cost=700 488 Points=40 489 ROT=5 490 Tracked=yes 491 Ammo=1 492 Crewed=yes 493 NoMovingFire=yes 494 495 ; light tank 496 [1TNK] 497 Prerequisite=powr 498 Primary=75mm 499 Strength=300 500 Armor=heavy 501 TechLevel=1 502 Sight=4 503 Speed=9 504 Owner=allies 505 Cost=700 506 Points=30 507 ROT=5 508 Tracked=yes 509 Crewed=yes 510 511 ; heavy tank 512 [3TNK] 513 Prerequisite=powr 514 Primary=105mm 515 Secondary=105mm 516 Strength=400 517 Armor=heavy 518 TechLevel=1 519 Sight=5 520 Speed=7 521 Owner=allies 522 Cost=950 523 Points=50 524 ROT=5 525 Tracked=yes 526 Crewed=yes 527 528 ; medium tank 529 [2TNK] 530 Prerequisite=weap 531 Primary=90mm 532 Strength=400 533 Armor=heavy 534 TechLevel=6 535 Sight=5 536 Speed=8 537 Owner=allies 538 Cost=800 539 Points=40 540 ROT=5 541 Tracked=yes 542 Crewed=yes 543 544 ; Mammoth tank 545 [4TNK] 546 Prerequisite=powr 547 Primary=120mm 548 Secondary=MammothTusk 549 Strength=600 550 Armor=heavy 551 TechLevel=1 552 Sight=6 553 Speed=4 554 Owner=allies 555 Cost=1700 556 Points=60 557 ROT=5 558 Tracked=yes 559 SelfHealing=yes 560 Crewed=yes 561 562 ; mobile radar jammer 563 [MRJ] 564 Prerequisite=weap,dome 565 Strength=110 566 Armor=light 567 TechLevel=12 568 Sight=7 569 Speed=9 570 Owner=allies 571 Cost=600 572 Points=30 573 ROT=5 574 Tracked=yes 575 Crewed=yes 576 577 ; mobile gap generator 578 [MGG] 579 Prerequisite=weap,atek 580 Strength=110 581 Armor=light 582 TechLevel=11 583 Sight=4 584 Speed=9 585 Owner=allies 586 Cost=600 587 Points=40 588 ROT=5 589 Crewed=yes 590 591 ; mobile artillery 592 [ARTY] 593 Prerequisite=weap 594 Primary=155mm 595 Strength=75 596 Armor=light 597 TechLevel=1 598 Sight=5 599 Speed=6 600 Owner=allies 601 Cost=600 602 Points=35 603 ROT=2 604 Tracked=yes 605 Crewed=yes 606 NoMovingFire=yes 607 608 ; harvester 609 [HARV] 610 Prerequisite=weap,proc 611 Strength=600 612 Armor=heavy 613 TechLevel=1 614 Sight=4 615 Speed=6 616 Owner=allies,soviet 617 Cost=1400 618 Points=55 619 ROT=5 620 Tracked=yes 621 Crewed=yes 622 SelfHealing=yes 623 624 ; Mobile Construction Vehicle 625 [MCV] 626 Prerequisite=weap 627 Strength=600 628 Armor=light 629 TechLevel=1 630 Sight=4 631 Speed=10 632 Owner=allies 633 Cost=2500 634 Points=60 635 ROT=5 636 Crewed=yes 637 638 ; Ranger (as in "Ford", not "W.W. II Commando") 639 [JEEP] 640 Prerequisite=powr 641 Primary=MammothTusk 642 Strength=150 643 Armor=light 644 TechLevel=3 645 Sight=6 646 Speed=10 647 Owner=allies 648 Cost=600 649 Points=20 650 ROT=10 651 Crewed=yes 652 Passengers=5 653 654 ; Armored Personnel Carrier 655 [APC] 656 Prerequisite=powr 657 Primary=M60mg 658 Strength=200 659 Armor=heavy 660 TechLevel=5 661 Sight=5 662 Speed=10 663 Owner=allies 664 Cost=800 665 Points=25 666 ROT=5 667 Tracked=yes 668 Passengers=5 669 670 ; mine layer 671 [MNLY] 672 Prerequisite=weap,fix 673 Strength=100 674 Armor=heavy 675 TechLevel=3 676 Sight=5 677 Speed=9 678 Owner=allies,soviet 679 Cost=800 680 Points=50 681 ROT=5 682 Tracked=yes 683 Ammo=5 ; number of mines carried 684 Crewed=yes 685 686 ; convoy truck 687 [TRUK] 688 Strength=110 689 Armor=light 690 Owner=soviet,allies 691 TechLevel=-1 692 Sight=3 693 Speed=10 694 Cost=500 695 Points=5 696 ROT=5 697 Passengers=1 698 699 ; ******* ship types ******* 700 ; submarine 701 [SS] 702 Prerequisite=spen 703 Primary=TorpTube 704 Strength=120 705 Armor=light 706 TechLevel=5 707 Sight=6 708 Speed=6 709 Owner=soviet 710 Cost=950 711 Points=45 712 ROT=7 713 Cloakable=yes 714 715 ; destroyer 716 [DD] 717 Prerequisite=syrd 718 Primary=Stinger 719 Secondary=DepthCharge 720 Strength=400 721 Armor=heavy 722 TechLevel=7 723 Sight=6 724 Speed=6 725 Owner=allies 726 Cost=1000 727 Points=50 728 ROT=7 729 Sensors=Yes 730 731 ; cruiser 732 [CA] 733 Prerequisite=syrd,atek 734 Primary=8Inch 735 Secondary=8Inch 736 Strength=700 737 Armor=heavy 738 TechLevel=10 739 Sight=7 740 Speed=4 741 Owner=allies 742 Cost=2000 743 Points=60 744 ROT=5 745 Sensors=Yes 746 747 ; transport 748 [LST] 749 Strength=350 750 Armor=heavy 751 TechLevel=1 752 Sight=6 753 Speed=14 754 Owner=allies 755 Cost=700 756 Points=25 757 ROT=10 758 Passengers=20 759 760 ; gun boat 761 [PT] 762 Prerequisite=syrd 763 Primary=2Inch 764 Secondary=DepthCharge 765 Strength=200 766 Armor=heavy 767 TechLevel=5 768 Sight=7 769 Speed=9 770 Owner=allies 771 Cost=500 772 Points=30 773 ROT=7 774 Sensors=Yes 775 776 ; ******* infantry types ******* 777 ; attack dog 778 [DOG] 779 Prerequisite=powr 780 Primary=DogJaw 781 Strength=12 782 ;Strength=5 783 Armor=none 784 TechLevel=1 785 Sight=5 786 Speed=4 787 Owner=allies 788 Cost=200 789 Points=5 790 IsCanine=yes 791 GuardRange=7 792 793 ; rifle soldier 794 [E1] 795 Primary=M1Carbine 796 Strength=50 797 Armor=none 798 TechLevel=1 799 Sight=4 800 Speed=4 801 Owner=allies,soviet 802 Cost=100 803 Points=5 804 805 ; grenadier 806 [E2] 807 Primary=Grenade 808 Strength=1 809 Armor=none 810 TechLevel=1 811 Sight=4 812 Speed=5 813 Owner=allies 814 Cost=160 815 Points=10 816 Explodes=yes 817 818 ; rocket soldier 819 [E3] 820 Primary=RedEye 821 Secondary=Dragon 822 Strength=45 823 Armor=none 824 TechLevel=2 825 Sight=4 826 Speed=3 827 Owner=allies 828 Cost=300 829 Points=10 830 DoubleOwned=yes 831 832 ; Flamethrower 833 [E4] 834 Prerequisite=powr 835 Primary=Flamer 836 Secondary=TeslaZap 837 Strength=40 838 Armor=none 839 TechLevel=1 840 Sight=4 841 Speed=3 842 Owner=allies 843 Cost=300 844 Points=15 845 Explodes=yes 846 C4=Yes 847 848 ; engineer 849 [E6] 850 Strength=25 851 Armor=none 852 TechLevel=5 853 Sight=4 854 Speed=4 855 Owner=soviet,allies 856 Cost=500 857 Points=20 858 Infiltrate=yes 859 860 ; spy 861 [SPY] 862 Prerequisite=powr 863 Strength=25 864 Armor=none 865 TechLevel=1 866 Sight=5 867 Speed=4 868 Owner=allies 869 Cost=500 870 Points=15 871 Infiltrate=yes 872 873 ; thief 874 [THF] 875 Prerequisite=powr 876 Strength=25 877 Armor=none 878 TechLevel=1 879 Sight=5 880 Speed=4 881 Owner=allies 882 Cost=500 883 Points=10 884 Infiltrate=yes 885 886 ; Tanya 887 [E7] 888 Prerequisite=powr 889 Primary=Colt45 890 Secondary=Colt45 891 Strength=100 892 Armor=none 893 TechLevel=1 894 Sight=6 895 Speed=5 896 Owner=allies,soviet 897 Cost=1200 898 Points=25 899 Infiltrate=yes 900 C4=yes 901 DoubleOwned=yes 902 903 ; field medic 904 [MEDI] 905 Primary=Heal 906 Strength=80 907 Armor=none 908 TechLevel=2 909 Sight=3 910 Speed=4 911 Owner=allies 912 Cost=800 913 Points=15 914 915 ; field marshal 916 [GNRL] 917 Primary=Pistol 918 Strength=80 919 Armor=none 920 TechLevel=1 921 Sight=3 922 Speed=5 923 Owner=allies 924 Cost=0 925 Points=15 926 Infiltrate=yes 927 928 ; civilians 929 [C1] 930 Prerequisite=powr 931 Primary=Dragon 932 Image=C1 933 Primary=Pistol 934 Strength=25 935 Armor=none 936 TechLevel=1 937 Sight=2 938 Speed=5 939 Owner=allies 940 Cost=10 941 Points=1 942 Ammo=10 943 Fraidycat=yes 944 945 [C2] 946 Prerequisite=powr 947 Primary=sniper 948 Image=C1 949 Strength=25 950 Armor=none 951 TechLevel=-1 952 Sight=2 953 Speed=5 954 Owner=allies,soviet 955 Cost=10 956 Points=1 957 Fraidycat=yes 958 959 [C3] 960 Image=C2 961 Strength=25 962 Armor=none 963 TechLevel=-1 964 Sight=2 965 Speed=5 966 Owner=allies,soviet 967 Cost=10 968 Points=1 969 Fraidycat=yes 970 971 [C4] 972 Image=C2 973 Strength=25 974 Armor=none 975 TechLevel=-1 976 Sight=2 977 Speed=5 978 Owner=allies,soviet 979 Cost=10 980 Points=1 981 Fraidycat=yes 982 983 [C5] 984 Image=C2 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 Fraidycat=yes 994 995 [C6] 996 Image=C1 997 Strength=25 998 Armor=none 999 TechLevel=-1 1000 Sight=2 1001 Speed=5 1002 Owner=allies,soviet 1003 Cost=10 1004 Points=1 1005 Fraidycat=yes 1006 1007 [C7] 1008 Image=C1 1009 Primary=Pistol 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 Ammo=10 1019 Fraidycat=yes 1020 1021 [C8] 1022 Image=C1 1023 Strength=25 1024 Armor=none 1025 TechLevel=-1 1026 Sight=2 1027 Speed=5 1028 Owner=allies,soviet 1029 Cost=10 1030 Points=1 1031 Fraidycat=yes 1032 1033 [C9] 1034 Image=C1 1035 Strength=25 1036 Armor=none 1037 TechLevel=-1 1038 Sight=2 1039 Speed=5 1040 Owner=allies,soviet 1041 Cost=10 1042 Points=1 1043 Fraidycat=yes 1044 1045 [C10] 1046 Image=C1 1047 Strength=25 1048 Armor=none 1049 TechLevel=-1 1050 Sight=2 1051 Speed=5 1052 Owner=allies,soviet 1053 Cost=10 1054 Points=1 1055 Fraidycat=yes 1056 1057 ; professor Einstein 1058 [EINSTEIN] 1059 Strength=25 1060 Armor=none 1061 TechLevel=-1 1062 Sight=2 1063 Speed=5 1064 Owner=allies 1065 Cost=10 1066 Points=1 1067 Fraidycat=yes 1068 1069 ; special agent 1070 [DELPHI] 1071 Primary=Pistol 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 Ammo=10 1081 1082 ; special agent 1083 [CHAN] 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 1093 ; ******* aircraft types ******* 1094 ; Badger bomber 1095 [BADR] 1096 Prerequisite=powr 1097 Strength=1 1098 Armor=light 1099 TechLevel=-1 1100 Sight=50 1101 Speed=30 1102 Owner=soviet 1103 Cost=10 1104 Points=20 1105 ROT=5 1106 Ammo=0 1107 Passengers=100 1108 1109 ; spy photo-recon plane 1110 [U2] 1111 Image=PLHI 1112 Prerequisite=powr 1113 Primary=Camera 1114 Strength=2000 1115 Armor=heavy 1116 TechLevel=-1 1117 Sight=0 1118 Speed=60 1119 Owner=allies 1120 Cost=10 1121 Points=5 1122 ROT=7 1123 Ammo=1 ; snapshot film 1124 1125 ; jet attack plane 1126 [MIG] 1127 Prerequisite=powr 1128 Primary=Maverick 1129 Secondary=Maverick 1130 Strength=50 1131 Armor=light 1132 TechLevel=1 1133 Sight=0 1134 Speed=20 1135 Owner=allies 1136 Cost=1200 1137 Points=50 1138 ROT=5 1139 Ammo=99 1140 GuardRange=30 1141 1142 ; prop attack plane 1143 [YAK] 1144 Prerequisite=powr 1145 Primary=Parabomb 1146 Secondary=Parabomb 1147 Strength=900 1148 Armor=light 1149 TechLevel=1 1150 Sight=0 1151 Speed=30 1152 Owner=allies 1153 Cost=800 1154 Points=25 1155 ROT=2 1156 Ammo=-1 1157 Crewed=yes 1158 GuardRange=5 1159 Passengers=40 1160 1161 ; transport helicopter 1162 [TRAN] 1163 Image=PLHI 1164 Name=Transport Plane 1165 Prerequisite=powr 1166 Strength=90 1167 Armor=light 1168 TechLevel=1 1169 Sight=2 1170 Speed=40 1171 Owner=allies 1172 Cost=1200 1173 Points=35 1174 ROT=5 1175 Passengers=50 1176 1177 ; Longbow attack helicopter 1178 [HELI] 1179 Prerequisite=powr 1180 Primary=pistol 1181 Secondary=pistol 1182 Strength=1 1183 Armor=heavy 1184 TechLevel=1 1185 Sight=0 1186 Speed=16 1187 Owner=allies 1188 Cost=1200 1189 Points=50 1190 ROT=4 1191 Ammo=66 1192 Crewed=yes 1193 GuardRange=30 1194 1195 ; Hind attack helicopter 1196 [HIND] 1197 Prerequisite=powr 1198 Primary=grenade 1199 Strength=1 1200 Armor=heavy 1201 TechLevel=1 1202 Sight=0 1203 Speed=12 1204 Owner=allies 1205 Cost=999000 1206 Points=40 1207 ROT=4 1208 Ammo=50 1209 Crewed=yes 1210 GuardRange=10 1211 1212 ; ******* building types ******* 1213 ; Iron Curtain 1214 [IRON] 1215 Prerequisite=powr 1216 Strength=400 1217 Armor=wood 1218 TechLevel=1 1219 Sight=10 1220 Owner=allies 1221 Cost=2800 1222 Points=-100 1223 Power=-200 1224 Powered=true 1225 Capturable=true 1226 Crewed=yes 1227 1228 ; forward command center 1229 [FCOM] 1230 Primary=NukeDown 1231 Strength=400 1232 Armor=wood 1233 TechLevel=1 1234 Sight=10 1235 Owner=allies 1236 Cost=2000 1237 Points=40 1238 Power=200 1239 Bib=yes 1240 Capturable=true 1241 Crewed=yes 1242 1243 ; advanced tech center 1244 [ATEK] 1245 Prerequisite=powr 1246 Strength=400 1247 Armor=wood 1248 TechLevel=1 1249 Sight=10 1250 Owner=allies 1251 Cost=1500 1252 Points=85 1253 Power=200 1254 Bib=yes 1255 Capturable=true 1256 Crewed=yes 1257 1258 ; paradox device 1259 [PDOX] 1260 Prerequisite=powr 1261 Strength=400 1262 Armor=wood 1263 TechLevel=1 1264 Sight=10 1265 Owner=allies 1266 Cost=2800 1267 Points=100 1268 Power=200 1269 Powered=true 1270 Capturable=true 1271 Crewed=yes 1272 1273 ; weapons factory 1274 [WEAP] 1275 Prerequisite=powr 1276 Strength=1000 1277 Armor=light 1278 TechLevel=1 1279 Sight=4 1280 Owner=allies 1281 Cost=2000 1282 Points=80 1283 Power=30 1284 Bib=yes 1285 Capturable=true 1286 Crewed=yes 1287 1288 ; ship yard 1289 [SYRD] 1290 Prerequisite=powr 1291 Strength=1000 1292 Armor=light 1293 TechLevel=1 1294 Sight=4 1295 Owner=allies 1296 Cost=650 1297 Points=80 1298 Power=30 1299 Adjacent=8 1300 WaterBound=yes 1301 Capturable=true 1302 BaseNormal=no 1303 1304 ; sub pen 1305 [SPEN] 1306 Prerequisite=powr 1307 Strength=1000 1308 Armor=light 1309 TechLevel=1 1310 Sight=4 1311 Owner=allies 1312 Cost=650 1313 Points=80 1314 Power=30 1315 Adjacent=8 1316 WaterBound=yes 1317 Capturable=true 1318 BaseNormal=no 1319 1320 ; pill box 1321 [PBOX] 1322 Prerequisite=powr 1323 Primary=Vulcan 1324 Strength=400 1325 Armor=wood 1326 TechLevel=1 1327 Sight=5 1328 Owner=allies 1329 Cost=400 1330 Points=50 1331 Power=15 1332 Sensors=yes 1333 Crewed=yes 1334 1335 ; camouflaged pill box 1336 [HBOX] 1337 Prerequisite=tent 1338 Primary=Colt45 1339 Strength=600 1340 Armor=wood 1341 TechLevel=1 1342 Sight=5 1343 Owner=allies 1344 Cost=9000 1345 Points=60 1346 Power=15 1347 Sensors=yes 1348 Crewed=yes 1349 1350 ; Tesla coil 1351 [TSLA] 1352 Prerequisite=weap 1353 Primary=TeslaZap 1354 Strength=400 1355 Armor=heavy 1356 TechLevel=1 1357 Sight=8 1358 Owner=allies 1359 Cost=1500 1360 Points=80 1361 Power=150 1362 Ammo=0 1363 Powered=true 1364 Sensors=yes 1365 Crewed=yes 1366 1367 ; gun turret 1368 [GUN] 1369 Prerequisite=powr 1370 Primary=TurretGun 1371 Strength=400 1372 Armor=heavy 1373 TechLevel=1 1374 Sight=6 1375 Owner=allies 1376 Cost=600 1377 Points=50 1378 Power=40 1379 Sensors=yes 1380 Crewed=yes 1381 ROT=12 1382 1383 ; anti-aircraft artillery 1384 [AGUN] 1385 Prerequisite=powr 1386 Primary=ZSU-23 1387 Secondary=ZSU-23 1388 Strength=400 1389 Armor=heavy 1390 TechLevel=5 1391 Sight=6 1392 Owner=allies 1393 Cost=600 1394 Points=50 1395 Power=50 1396 Crewed=yes 1397 ROT=15 1398 Powered=true 1399 1400 ; flame turret 1401 [FTUR] 1402 Prerequisite=powr 1403 Primary=FireballLauncher 1404 Strength=400 1405 Armor=heavy 1406 TechLevel=1 1407 Sight=6 1408 Owner=allies 1409 Cost=600 1410 Points=65 1411 Power=20 1412 Sensors=yes 1413 Explodes=yes 1414 Crewed=yes 1415 1416 ; construction yard 1417 [FACT] 1418 Strength=1000 1419 Armor=heavy 1420 TechLevel=1 1421 Sight=5 1422 Owner=allies 1423 Cost=2500 1424 Power=50 1425 Points=80 1426 Power=0 1427 Bib=yes 1428 Capturable=true 1429 Crewed=yes 1430 1431 ; refinery 1432 [PROC] 1433 Prerequisite=powr 1434 Strength=900 1435 Armor=wood 1436 TechLevel=1 1437 Sight=6 1438 Owner=allies,soviet 1439 Cost=2000 1440 Points=80 1441 Power=-30 1442 Storage=2000 1443 Bib=yes 1444 Capturable=true 1445 Crewed=yes 1446 1447 ; storage silo 1448 [SILO] 1449 Prerequisite=proc 1450 Primary=NukeDown 1451 Strength=300 1452 Armor=wood 1453 TechLevel=1 1454 Sight=4 1455 Owner=allies 1456 Cost=150 1457 Points=25 1458 Power=-10 1459 Storage=1500 1460 Capturable=true 1461 1462 ; helipad 1463 [HPAD] 1464 Prerequisite=powr 1465 Strength=800 1466 Armor=wood 1467 TechLevel=1 1468 Sight=5 1469 Owner=allies,soviet 1470 Cost=1500 1471 Points=70 1472 Power=10 1473 Bib=yes 1474 Capturable=true 1475 Crewed=yes 1476 1477 ; radar building 1478 [DOME] 1479 Prerequisite=powr 1480 Strength=1000 1481 Armor=wood 1482 TechLevel=1 1483 Sight=10 1484 Owner=allies,soviet 1485 Cost=1000 1486 Points=60 1487 Power=40 1488 Bib=yes 1489 Powered=true 1490 Capturable=true 1491 Sensors=yes 1492 Crewed=yes 1493 1494 ; gap generator 1495 [GAP] 1496 Prerequisite=powr 1497 Strength=1000 1498 Armor=wood 1499 TechLevel=1 1500 Sight=10 1501 Owner=allies 1502 Cost=500 1503 Points=35 1504 Power=60 1505 Powered=true 1506 Capturable=true 1507 Crewed=yes 1508 1509 ; Surface to Air Missile launcher 1510 [SAM] 1511 Prerequisite=powr 1512 Primary=Nike 1513 Strength=400 1514 Armor=heavy 1515 TechLevel=9 1516 Sight=5 1517 Owner=allies 1518 Cost=750 1519 Points=50 1520 Power=-300 1521 Crewed=yes 1522 ROT=30 1523 1524 ; big missile silo 1525 [MSLO] 1526 Prerequisite=powr 1527 Primary=none 1528 Strength=400 1529 Armor=heavy 1530 TechLevel=1 1531 Sight=5 1532 Owner=allies 1533 Cost=2500 1534 Points=90 1535 Power=100 1536 Crewed=yes 1537 1538 ; airstrip 1539 [AFLD] 1540 Prerequisite=powr 1541 Strength=1000 1542 Armor=heavy 1543 TechLevel=5 1544 Sight=7 1545 Owner=allies 1546 Cost=600 1547 Points=70 1548 Power=30 1549 Capturable=true 1550 Crewed=yes 1551 1552 ; normal power plant 1553 [POWR] 1554 Prerequisite=fact 1555 Strength=400 1556 Armor=wood 1557 TechLevel=1 1558 Sight=4 1559 Owner=allies,soviet 1560 Cost=300 1561 Points=40 1562 Power=100 1563 Bib=yes 1564 Capturable=true 1565 Crewed=yes 1566 1567 ; advanced power plant 1568 [APWR] 1569 Prerequisite=powr 1570 Strength=700 1571 Armor=wood 1572 TechLevel=8 1573 Sight=4 1574 Owner=allies,soviet 1575 Cost=500 1576 Points=50 1577 Power=200 1578 Bib=yes 1579 Capturable=true 1580 Crewed=yes 1581 1582 ; Soviet tech center 1583 [STEK] 1584 Prerequisite=powr 1585 Strength=600 1586 Armor=wood 1587 TechLevel=1 1588 Sight=4 1589 Owner=allies 1590 Cost=1500 1591 Points=85 1592 Power=100 1593 Bib=yes 1594 Capturable=true 1595 Crewed=yes 1596 1597 ; hospital (obsolete?) 1598 [HOSP] 1599 Prerequisite=powr 1600 Primary:Heal 1601 Strength=400 1602 Armor=wood 1603 TechLevel=1 1604 Sight=4 1605 Owner=allies 1606 Cost=200 1607 Points=20 1608 Power=20 1609 Bib=yes 1610 Capturable=true 1611 Crewed=yes 1612 1613 ; bio-research laboratory (obsolete?) 1614 [BIO] 1615 Prerequisite=powr 1616 Strength=600 1617 Armor=wood 1618 TechLevel=1 1619 Sight=4 1620 Owner=allies 1621 Cost=200 1622 Points=30 1623 Power=40 1624 Bib=yes 1625 Crewed=yes 1626 1627 ; Soviet barracks 1628 [BARR] 1629 Prerequisite=powr 1630 Strength=800 1631 Armor=wood 1632 TechLevel=1 1633 Sight=5 1634 Owner=soviet 1635 Cost=900 1636 Points=30 1637 Power=-20 1638 Bib=yes 1639 Crewed=yes 1640 Capturable=true 1641 1642 ; Allied training tent 1643 [TENT] 1644 Prerequisite=powr 1645 Strength=800 1646 Armor=wood 1647 TechLevel=1 1648 Sight=5 1649 Owner=allies 1650 Cost=300 1651 Points=30 1652 Power=-20 1653 Bib=yes 1654 Crewed=yes 1655 Capturable=true 1656 1657 ; attack dog training facility 1658 [KENN] 1659 Prerequisite=powr 1660 Strength=400 1661 Armor=wood 1662 TechLevel=1 1663 Sight=4 1664 Owner=allies 1665 Cost=200 1666 Points=25 1667 Power=10 1668 1669 ; service depot 1670 [FIX] 1671 Prerequisite=powr 1672 Strength=800 1673 Armor=wood 1674 TechLevel=1 1675 Sight=5 1676 Owner=allies,soviet 1677 Cost=1200 1678 Points=80 1679 Power=30 1680 Capturable=true 1681 Crewed=yes 1682 1683 ; sandbag wall 1684 [SBAG] 1685 Strength=1 1686 Armor=none 1687 TechLevel=2 1688 Sight=0 1689 Owner=allies 1690 Cost=25 1691 Points=1 1692 Repairable=false 1693 Adjacent=1 1694 1695 ; concrete wall 1696 [BRIK] 1697 Strength=1 1698 Armor=none 1699 TechLevel=1 1700 Sight=0 1701 Owner=allies 1702 Cost=100 1703 Points=5 1704 Repairable=false 1705 Adjacent=1 1706 1707 ; wire fence 1708 [FENC] 1709 Strength=1 1710 Armor=none 1711 TechLevel=1 1712 Sight=0 1713 Owner=allies 1714 Cost=25 1715 Points=1 1716 Repairable=false 1717 Adjacent=1 1718 1719 ; auxiliary decorative building 1720 [MISS] 1721 Prerequisite=powr 1722 Strength=400 1723 Points=5 1724 Armor=wood 1725 owner=allies 1726 Bib=yes 1727 Capturable=true 1728 1729 ; chain link fence 1730 [CYCL] 1731 Strength=1 1732 Points=1 1733 Armor=none 1734 Cost=75 1735 Repariable=false 1736 Adjacent=1 1737 Sight=0 1738 1739 ; barb wire fence 1740 [BARB] 1741 Strength=1 1742 Points=1 1743 Armor=wood 1744 Cost=25 1745 Repariable=false 1746 Adjacent=1 1747 Sight=0 1748 1749 ; wood fence 1750 [WOOD] 1751 Strength=1 1752 Points=1 1753 Repariable=false 1754 Adjacent=1 1755 Sight=0 1756 1757 ; barrels 1758 [BARL] 1759 Strength=10 1760 Repairable=false 1761 Adjacent=0 1762 BaseNormal=no 1763 1764 [BRL3] 1765 Strength=10 1766 Repairable=false 1767 Adjacent=0 1768 BaseNormal=no 1769 1770 ; anti-vehicle mine 1771 [MINV] 1772 Strength=1 1773 Repairable=false 1774 Adjacent=0 1775 Invisible=yes 1776 Unsellable=yes 1777 BaseNormal=no 1778 1779 ; anti-personnel mine 1780 [MINP] 1781 Strength=1 1782 Repairable=false 1783 Adjacent=0 1784 Invisible=yes 1785 Unsellable=yes 1786 BaseNormal=no 1787 1788 ; fakes 1789 [FACF] 1790 Image=FACT 1791 Owner=allies 1792 TechLevel=1 1793 Strength=30 1794 Cost=50 1795 Sight=4 1796 Power=-2 1797 Points=15 1798 Bib=yes 1799 Capturable=true 1800 BaseNormal=no 1801 1802 [WEAF] 1803 Prerequisite=proc 1804 Image=WEAP 1805 Owner=allies 1806 TechLevel=3 1807 Cost=50 1808 Strength=30 1809 Sight=500 1810 Points=15 1811 Power=-2 1812 Bib=yes 1813 Capturable=true 1814 BaseNormal=no 1815 1816 [SYRF] 1817 Prerequisite=powr 1818 Image=SYRD 1819 Strength=30 1820 TechLevel=3 1821 Sight=4 1822 Cost=50 1823 Owner=allies 1824 Power=-2 1825 Points=15 1826 WaterBound=yes 1827 Capturable=true 1828 BaseNormal=no 1829 Adjacent=8 1830 1831 [SPEF] 1832 Image=SPEN 1833 Strength=30 1834 TechLevel=-1 1835 Sight=4 1836 Cost=50 1837 Owner=soviet 1838 Power=-2 1839 Points=15 1840 WaterBound=yes 1841 Capturable=true 1842 BaseNormal=no 1843 Adjacent=8 1844 1845 [DOMF] 1846 Prerequisite=proc 1847 Image=DOME 1848 Strength=30 1849 Sight=4 1850 TechLevel=3 1851 Cost=50 1852 Owner=allies 1853 Power=-2 1854 Points=15 1855 Bib=yes 1856 Capturable=true 1857 BaseNormal=no 1858 1859 ; civilian structures 1860 [V01] 1861 Prerequiste=powr 1862 Primary=Colt45 1863 Strength=400 1864 Techlevel=1 1865 Owner=allies 1866 Points=5 1867 Armor=wood 1868 Repariable=false 1869 Capturable=true 1870 1871 [V02] 1872 Strength=400 1873 Points=5 1874 Armor=wood 1875 Repariable=false 1876 1877 [V03] 1878 Strength=400 1879 Points=5 1880 Armor=wood 1881 Repariable=false 1882 1883 [V04] 1884 Strength=400 1885 Points=5 1886 Armor=wood 1887 Repariable=false 1888 1889 [V05] 1890 Strength=400 1891 Points=5 1892 Armor=wood 1893 Repariable=false 1894 1895 [V06] 1896 Strength=400 1897 Points=5 1898 Armor=wood 1899 Repariable=false 1900 1901 [V07] 1902 Strength=400 1903 Points=5 1904 Armor=wood 1905 Repariable=false 1906 1907 [V08] 1908 Strength=400 1909 Points=5 1910 Armor=wood 1911 Repariable=false 1912 1913 [V09] 1914 Strength=400 1915 Points=5 1916 Armor=wood 1917 Repariable=false 1918 1919 [V10] 1920 Strength=400 1921 Points=5 1922 Armor=wood 1923 Repariable=false 1924 1925 [V11] 1926 Strength=400 1927 Points=5 1928 Armor=wood 1929 Repariable=false 1930 1931 [V12] 1932 Strength=400 1933 Points=5 1934 Armor=wood 1935 Repariable=false 1936 1937 [V13] 1938 Strength=400 1939 Points=5 1940 Armor=wood 1941 Repariable=false 1942 1943 [V14] 1944 Strength=400 1945 Points=5 1946 Armor=wood 1947 Repariable=false 1948 1949 [V15] 1950 Strength=400 1951 Points=5 1952 Armor=wood 1953 Repariable=false 1954 1955 [V16] 1956 Strength=400 1957 Points=5 1958 Armor=wood 1959 Repariable=false 1960 1961 [V17] 1962 Strength=400 1963 Points=5 1964 Armor=wood 1965 Repariable=false 1966 1967 [V18] 1968 Strength=400 1969 Points=5 1970 Armor=wood 1971 Repariable=false 1972 1973 [V19] 1974 Strength=400 1975 Points=5 1976 Armor=wood 1977 Repariable=false 1978 1979 [V20] 1980 Strength=400 1981 Points=5 1982 Armor=wood 1983 Repariable=false 1984 1985 [V21] 1986 Strength=400 1987 Points=5 1988 Armor=wood 1989 Repariable=false 1990 1991 [V22] 1992 Strength=400 1993 Points=5 1994 Armor=wood 1995 Repariable=false 1996 1997 [V23] 1998 Strength=400 1999 Points=5 2000 Armor=wood 2001 Repariable=false 2002 2003 [V24] 2004 Strength=400 2005 Points=5 2006 Armor=wood 2007 Repariable=false 2008 2009 [V25] 2010 Strength=400 2011 Points=5 2012 Armor=wood 2013 Repariable=false 2014 2015 [V26] 2016 Strength=400 2017 Points=5 2018 Armor=wood 2019 Repariable=false 2020 2021 [V27] 2022 Strength=400 2023 Points=5 2024 Armor=wood 2025 Repariable=false 2026 2027 [V28] 2028 Strength=400 2029 Points=5 2030 Armor=wood 2031 Repariable=false 2032 2033 [V29] 2034 Strength=400 2035 Points=5 2036 Armor=wood 2037 Repariable=false 2038 2039 [V30] 2040 Strength=400 2041 Points=5 2042 Armor=wood 2043 Repariable=false 2044 2045 [V31] 2046 Strength=400 2047 Points=5 2048 Armor=wood 2049 Repariable=false 2050 2051 [V32] 2052 Strength=400 2053 Points=5 2054 Armor=wood 2055 Repariable=false 2056 2057 [V33] 2058 Strength=400 2059 Points=5 2060 Armor=wood 2061 Repariable=false 2062 2063 [V34] 2064 Strength=400 2065 Points=5 2066 Armor=wood 2067 Repariable=false 2068 2069 [V35] 2070 Strength=400 2071 Points=5 2072 Armor=wood 2073 Repariable=false 2074 2075 [V36] 2076 Strength=400 2077 Points=5 2078 Armor=wood 2079 Repariable=false 2080 2081 [V37] 2082 Strength=400 2083 Points=5 2084 Armor=wood 2085 Repariable=false 2086 2087 2088 ; ******* Weapon Statistics ******* 2089 ; The weapons specified here are attached to the various combat 2090 ; units and buildings. 2091 2092 ; Anim = animation to display as a firing effect 2093 ; Burst = number of rapid succession shots from this weapon (def=1) 2094 ; Camera = Reveals area around firer (def=no)? 2095 ; Charges = Does it have charge-up-before-firing logic (def=no)? 2096 ; Damage = the amount of damage (unattenuated) dealt with every bullet 2097 ; Projectile = projectile characteristic to use 2098 ; ROF = delay between shots [15 = 1 second at middle speed setting] 2099 ; Range = maximum cell range 2100 ; Report = sound to play when firing 2101 ; Speed = speed of projectile to target (100 is maximum) 2102 ; Warhead = warhead to attach to projectile 2103 ; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)? 2104 ; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft? 2105 2106 ; Tanya pistol 2107 [Colt45] 2108 Damage=500 2109 ROF=5 2110 Range=10.75 2111 Projectile=Invisible 2112 Speed=100 2113 Warhead=HollowPoint 2114 Report=GUN5 2115 2116 ; anti-aircraft multiple cannon 2117 [ZSU-23] 2118 Damage=25 2119 ROF=10 2120 Range=6 2121 Projectile=Ack 2122 Speed=100 2123 Warhead=AP 2124 Anim=GUNFIRE 2125 Report=AACANON3 2126 2127 ; rapid fire machine gun 2128 [Vulcan] 2129 Damage=40 2130 ROF=40 2131 Range=5 2132 Projectile=Invisible 2133 Speed=100 2134 Warhead=SA 2135 Report=GUN13 2136 Anim=MINIGUN 2137 2138 ; air-to-surface homing missile (launched from jet) 2139 [Maverick] 2140 Damage=50 2141 ROF=3 2142 Range=6 2143 Projectile=HeatSeeker 2144 Speed=30 2145 Warhead=AP 2146 Report=MISSILE7 2147 2148 ; camera 2149 [Camera] 2150 Damage=0 2151 ROF=10 2152 Range=5.75 2153 Projectile=Inivisble 2154 Speed=100 2155 Warhead=Super 2156 Camera=yes 2157 2158 ; fireball from flame turret 2159 [FireballLauncher] 2160 Damage=125 2161 ROF=50 2162 Range=4 2163 Projectile=Fireball 2164 Speed=12 2165 Warhead=Fire 2166 2167 ; hand-held flame thrower type 2168 [Flamer] 2169 Damage=70 2170 ROF=50 2171 Range=3.5 2172 Projectile=Fireball 2173 Speed=12 2174 Warhead=Fire 2175 2176 ; sniper rifle 2177 [Sniper] 2178 Damage=100 2179 ROF=5 2180 Range=3.75 2181 Projectile=Invisible 2182 Speed=100 2183 Warhead=HollowPoint 2184 Report=SILENCER 2185 2186 ; rapid fire aircraft gun 2187 [ChainGun] 2188 Damage=40 2189 ROF=3 2190 Range=5 2191 Projectile=Invisible 2192 Speed=100 2193 Warhead=SA 2194 Report=GUN13 2195 Anim=MINIGUN 2196 2197 ; civilian pistol 2198 [Pistol] 2199 Damage=1 2200 ROF=7 2201 Range=1.75 2202 Projectile=Invisible 2203 Speed=100 2204 Warhead=SA 2205 Report=GUN27 2206 2207 ; rifle soldier weapons (multiple shots) 2208 [M1Carbine] 2209 Damage=15 2210 ROF=20 2211 Range=3 2212 Projectile=Invisible 2213 Speed=100 2214 Warhead=SA 2215 Report=GUN11 2216 2217 ; man-packed anti-tank missile (bazooka type) 2218 [Dragon] 2219 Damage=35 2220 ROF=50 2221 Range=5 2222 Projectile=HeatSeeker 2223 Speed=25 2224 Warhead=AP 2225 Report=MISSILE6 2226 2227 ; air-to-surface homing missile (launched from helicopter) 2228 [Hellfire] 2229 Damage=40 2230 ROF=60 2231 Range=4 2232 Projectile=HeatSeeker 2233 Speed=30 2234 Warhead=AP 2235 Report=MISSILE6 2236 2237 ; hand grenade 2238 [Grenade] 2239 Damage=0 2240 ROF=1 2241 Range=4 2242 Projectile=Lobbed 2243 Speed=5 2244 Warhead=HE 2245 Dropping=yes 2246 Parachuted=yes 2247 2248 ; small anti-armor cannon 2249 [75mm] 2250 Damage=25 2251 ROF=40 2252 Range=4 2253 Projectile=Cannon 2254 Speed=40 2255 Warhead=AP 2256 Report=CANNON2 2257 Anim=GUNFIRE 2258 2259 ; light anti-armor cannon 2260 [90mm] 2261 Damage=30 2262 ROF=50 2263 Range=4.75 2264 Projectile=Cannon 2265 Speed=40 2266 Warhead=AP 2267 Report=CANNON1 2268 Anim=GUNFIRE 2269 2270 ; medium anti-armor cannon 2271 [105mm] 2272 Damage=30 2273 ROF=70 2274 Range=4.75 2275 Projectile=Cannon 2276 Speed=40 2277 Warhead=AP 2278 Report=CANNON1 2279 Anim=GUNFIRE 2280 2281 ; large anti-armor cannon 2282 [120mm] 2283 Damage=40 2284 ROF=80 2285 Range=4.75 2286 Projectile=Cannon 2287 Speed=40 2288 Warhead=AP 2289 Report=CANNON1 2290 Anim=GUNFIRE 2291 Burst=2 2292 2293 ; turret cannon 2294 [TurretGun] 2295 Damage=40 2296 ROF=50 2297 Range=6 2298 Projectile=Cannon 2299 Speed=40 2300 Warhead=AP 2301 Report=TURRET1 2302 Anim=GUNFIRE 2303 2304 ; Vehicle carried anti-tank missile 2305 [MammothTusk] 2306 Damage=75 2307 ROF=80 2308 Range=5 2309 Projectile=HeatSeeker 2310 Speed=30 2311 Warhead=HE 2312 Report=MISSILE6 2313 Burst=2 2314 2315 ; artillery cannon 2316 [155mm] 2317 Damage=150 2318 ROF=65 2319 Range=6 2320 Projectile=Ballistic 2321 Speed=12 2322 Warhead=HE 2323 Report=TANK5 2324 Anim=GUNFIRE 2325 2326 ; vehicle mounted machine gun 2327 [M60mg] 2328 Damage=15 2329 ROF=20 2330 Range=4 2331 Projectile=Invisible 2332 Speed=100 2333 Warhead=SA 2334 Report=PILLBOX1 2335 Anim=MINIGUN 2336 2337 ; napalm bomblets (dropped from plane) 2338 [Napalm] 2339 Damage=100 2340 ROF=20 2341 Range=4.5 2342 Projectile=Bomblet 2343 Speed=5 2344 Warhead=Fire 2345 2346 ; Tesla coil zap 2347 [TeslaZap] 2348 Damage=100 2349 ROF=120 2350 Range=8.5 2351 Projectile=Invisible 2352 Speed=100 2353 Warhead=Super 2354 Report=TESLA1 2355 Charges=yes 2356 2357 ; anti-aircraft missile (fired from SAM site) 2358 [Nike] 2359 Damage=50 2360 ROF=20 2361 Range=7.5 2362 Projectile=AAMissile 2363 Speed=50 2364 Warhead=AP 2365 Report=MISSILE1 2366 Anim=SAMFIRE 2367 2368 ; man-packed surface to air missile 2369 [RedEye] 2370 Damage=50 2371 ROF=50 2372 Range=7.5 2373 Projectile=AAMissile 2374 Speed=50 2375 Warhead=AP 2376 Report=MISSILE1 2377 Anim=SAMFIRE 2378 2379 ; 8 inch cruiser cannon 2380 [8Inch] 2381 Damage=500 2382 ROF=160 2383 Range=22 2384 Projectile=Ballistic 2385 Speed=6 2386 Warhead=HE 2387 Report=TURRET1 2388 Anim=GUNFIRE 2389 Supress=yes 2390 2391 ; gunboat mounted anti-aircraft rocket 2392 [Stinger] 2393 Damage=30 2394 ROF=60 2395 Range=9 2396 Projectile=LaserGuided 2397 Speed=20 2398 Warhead=AP 2399 Report=MISSILE6 2400 Burst=2 2401 TurboBoost=yes 2402 2403 ; torpedo tube 2404 [TorpTube] 2405 Damage=90 2406 ROF=60 2407 Range=9 2408 Projectile=Torpedo 2409 Speed=15 2410 Warhead=AP 2411 Report=TORPEDO1 2412 2413 ; destroyer mounted 2 inch cannon 2414 [2Inch] 2415 Damage=25 2416 ROF=60 2417 Range=5.5 2418 Projectile=Cannon 2419 Speed=25 2420 Warhead=AP 2421 Report=CANNON2 2422 Anim=GUNFIRE 2423 2424 ; anti-submarine weapon 2425 [DepthCharge] 2426 Damage=80 2427 ROF=60 2428 Range=5 2429 Projectile=Catapult 2430 Speed=5 2431 Warhead=AP 2432 2433 ; parachute bomb 2434 [ParaBomb] 2435 Damage=900 2436 ROF=1 2437 Range=4.5 2438 Projectile=Parachute 2439 Speed=5 2440 Warhead=HE 2441 Report=CHUTE1 2442 2443 ; dog bite 2444 [DogJaw] 2445 Damage=100 2446 ROF=10 2447 Range=2.2 2448 Projectile=LeapDog 2449 Speed=20 2450 Warhead=Organic 2451 Report=DOGG5P 2452 2453 ; medic healing 2454 [Heal] 2455 Damage=-50 2456 ROF=80 2457 Range=1.83 2458 Projectile=Invisible 2459 Speed=100 2460 Warhead=Organic 2461 Report=HEAL2 2462 2463 ; SCUD launcher 2464 [SCUD] 2465 Damage=600 2466 ROF=400 2467 Range=10 2468 Projectile=FROG 2469 Speed=25 2470 Warhead=HE 2471 Report=MISSILE1 2472 2473 2474 ; ******* Projectile Statistics ******* 2475 ; Projectiles describe how and what image to use as the weapon flies 2476 ; to its target. Think of the projectile as the "delivery method" used 2477 ; to get the warhead to the desired target. 2478 2479 ; AA = Can this weapon fire upon flying aircraft (def=no)? 2480 ; AG = Can this weapon fire upon ground objects (def=yes)? 2481 ; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)? 2482 ; Animates = Does it animate [this means smoke puffs] (def=no)? 2483 ; Arcing = Does it have a ballistic trajectory (def=no)? 2484 ; Arm = arming delay (def=0) 2485 ; Degenerates = Does the bullet strength weaken as it travels (def=no)? 2486 ; Dropping = Does it fall from a starting height (def=no)? 2487 ; Frames = number of image frames for animation purposes (def=1) 2488 ; Gigundo = Is the projectile larger than normal (def=no)? 2489 ; High = Can it fly over walls (def=no)? 2490 ; Image = image to use during flight 2491 ; Inaccurate = Is it inherently inaccurate (def=no)? 2492 ; Inviso = Is the projectile invisible as it travels (def=no)? 2493 ; Parachuted = Equipped with a parachute for dropping from plane (def=no)? 2494 ; Proximity = Does it blow up when near its target (def=no)? 2495 ; ROT = Rate Of Turn [non zero implies homing] (def=0) 2496 ; Ranged = Can it run out of fuel (def=no)? 2497 ; Rotates = Does the projectile have rotation specific imagery (def=no)? 2498 ; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes) 2499 ; Translucent = Are translucent colors used in artwork (def=no)? 2500 ; UnderWater = Does the projectile travel under water? 2501 2502 ; invisible flight to target 2503 [Invisible] 2504 Inviso=yes 2505 Image=none 2506 2507 ; special case for dog 2508 [LeapDog] 2509 Image=DOGBULLT 2510 Translucent=yes 2511 Rotates=yes 2512 Proximity=yes 2513 ROT=20 2514 2515 ; straight high-speed ballistic shot 2516 [Cannon] 2517 Image=120MM 2518 2519 ; anti aircraft artillery projectile 2520 [Ack] 2521 Image=none 2522 Inviso=yes 2523 AA=true 2524 AG=false 2525 2526 ; Sub-surface projectile. 2527 [Torpedo] 2528 UnderWater=yes 2529 Image=MISSILE 2530 Rotates=yes 2531 ASW=yes 2532 2533 ; Free Rocket Over Ground 2534 [FROG] 2535 Arm=10 2536 High=yes 2537 Shadow=no 2538 Proximity=yes 2539 Animates=yes 2540 Ranged=yes 2541 Inaccurate=yes 2542 Image=V2 2543 Rotates=yes 2544 2545 ; small homing missile (targets vehicles best) 2546 [HeatSeeker] 2547 Arm=2 2548 High=yes 2549 Shadow=no 2550 Proximity=yes 2551 Animates=yes 2552 Ranged=yes 2553 Inaccurate=yes 2554 AA=yes 2555 Image=DRAGON 2556 ROT=5 2557 Rotates=yes 2558 Translucent=yes 2559 2560 ; small missile with deadly accuracy 2561 [LaserGuided] 2562 Arm=3 2563 High=yes 2564 Shadow=no 2565 Proximity=yes 2566 Animates=yes 2567 Ranged=yes 2568 AA=yes 2569 Image=DRAGON 2570 ROT=20 2571 Rotates=yes 2572 Translucent=yes 2573 2574 ; anti aircraft missile 2575 [AAMissile] 2576 Arm=3 2577 High=yes 2578 Shadow=no 2579 Proximity=yes 2580 Animates=yes 2581 Ranged=yes 2582 AA=yes 2583 AG=no 2584 Image=MISSILE 2585 ROT=20 2586 Rotates=yes 2587 Translucent=yes 2588 2589 ; lobbed tumbling grenade 2590 [Lobbed] 2591 High=yes 2592 Arcing=yes 2593 Inaccurate=yes 2594 Image=BOMB 2595 Frames=8 2596 Translucent=yes 2597 2598 ; Depth charge catapult 2599 [Catapult] 2600 High=yes 2601 Arcing=yes 2602 Inaccurate=yes 2603 Image=BOMB 2604 Frames=8 2605 ASW=yes 2606 AG=no 2607 Translucent=yes 2608 2609 ; dropped from plane tumbling object 2610 [Bomblet] 2611 Arm=24 2612 RangeLimit=24 2613 High=yes 2614 Dropping=yes 2615 Image=BOMBLET 2616 Frames=6 2617 Translucent=yes 2618 2619 ; arcing ballistic projectile 2620 [Ballistic] 2621 High=yes 2622 Arcing=yes 2623 Inaccurate=yes 2624 Image=120MM 2625 2626 ; parachute bomb 2627 [Parachute] 2628 Arm=24 2629 RangeLimit=24 2630 High=yes 2631 Dropping=yes 2632 Parachuted=yes 2633 ;Image=PARABOMB 2634 2635 ; Allied free radar (GPS satellite) 2636 [GPSSatellite] 2637 Gigundo=yes 2638 High=yes 2639 Image=SPUTNIK 2640 Frames=4 2641 2642 ; Nuclear missile, flying up 2643 [NukeUp] 2644 Gigundo=yes 2645 High=yes 2646 Image=ATOMICUP 2647 Frames=4 2648 2649 ; Nuclear missile, flying down 2650 [NukeDown] 2651 Gigundo=yes 2652 High=yes 2653 Image=ATOMICDN 2654 Frames=4 2655 2656 ; wizard's fireball 2657 [Fireball] 2658 Animates=yes 2659 Image=FB1 2660 Frames=8 2661 2662 2663 ; ******* Warhead Characteristics ******* 2664 ; This is what gives the "rock, paper, scissors" character to the game. 2665 ; It describes how the damage is to be applied to the target. The 2666 ; values should take into consideration the 'area of effect'. 2667 ; example: Although an armor piercing tank round would instantly 2668 ; kill a soldier IF it hit, the anti-infantry rating is still 2669 ; very low because the tank round has such a limited area of 2670 ; effect, lacks pinpoint accuracy, and acknowledges the fact that 2671 ; tanks pose little threat to infantry that take cover. 2672 2673 ; Spread = damage spread factor [larger means greater spread] (def=1) 2674 ; [A value of 1 means the damage is halved every pixel distant from center point. 2675 ; a value of 2 means damage is halved every 2 pixels, etc.] 2676 ; Wall = Does this warhead damage concrete walls (def=no)? 2677 ; Wood = Does this warhead damage wood walls (def=no)? 2678 ; Ore = Does this warhead destroy ore (def=no)? 2679 ; Verses = damage value verses various armor types (as percentage of full damage)... 2680 ; -vs- none, wood (buildings), light armor, heavy armor, concrete 2681 ; Explosion = which explosion set to use when warhead of this type impacts (def=0) 2682 ; 0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke 2683 ; InfDeath = which infantry death animation to use (def=0) 2684 ; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro 2685 2686 ; general multiple small arms fire 2687 [SA] 2688 Spread=3 2689 Verses=100%,50%,60%,25%,25% 2690 Explosion=2 2691 InfDeath=1 2692 2693 ; high explosive (shrapnel) 2694 [HE] 2695 Spread=6 2696 Wall=yes 2697 Wood=yes 2698 Verses=90%,75%,60%,25%,100% 2699 Explosion=5 2700 InfDeath=2 2701 2702 ; armor piercing (discarding sabot, narrow effect) 2703 [AP] 2704 Spread=3 2705 Wall=yes 2706 Wood=yes 2707 Verses=30%,75%,75%,100%,50% 2708 Explosion=4 2709 InfDeath=3 2710 2711 ; napalm and fire in general 2712 [Fire] 2713 Spread=8 2714 Wood=yes 2715 Verses=90%,100%,60%,25%,50% 2716 Explosion=3 2717 InfDeath=4 2718 2719 ; anti-infantry rifle bullet (single shot -- very effective verses infantry) 2720 [HollowPoint] 2721 Spread=1 2722 Verses=100%,5%,5%,5%,5% 2723 Explosion=1 2724 InfDeath=1 2725 2726 ; special case damage effect (do not use for regular weapons) 2727 [Super] 2728 Spread=1 2729 Verses=100%,100%,100%,100%,100% 2730 InfDeath=5 2731 2732 ; special case to only affect infantry (do not use for regular weapons) 2733 [Organic] 2734 Spread=0 2735 Verses=100%,0%,0%,0%,0% 2736 InfDeath=0 2737 2738 ; Nuclear warhead (same as fire) 2739 [Nuke] 2740 Spread=6 2741 Wall=yes 2742 Wood=yes 2743 Ore=yes 2744 Verses=10%,10%,10%,15%,10% 2745 Explosion=6 2746 InfDeath=4 2747 2748 2749 ; ******* Land Characteristics ******* 2750 ; This section specifies the characteristics of the various 2751 ; terrain types. The primary purpose is to differentiate the 2752 ; movement capabilities. 2753 2754 ; Float = % of full speed for ships [0 means impassable] (def=100) 2755 ; Foot = % of full speed for foot soldiers [0 means impassable] (def=100) 2756 ; Track = % of full speed for tracked vehicles [0 means impassable] (def=100) 2757 ; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100) 2758 ; Buildable = Can buildings be built upon this terrain (def=no)? 2759 2760 ; clear grassy terrain 2761 [Clear] 2762 Foot=90% 2763 Track=80% 2764 Wheel=60% 2765 Float=0% 2766 Buildable=yes 2767 2768 ; rocky terrain 2769 [Rough] 2770 Foot=80% 2771 Track=70% 2772 Wheel=40% 2773 Float=0% 2774 Buildable=no 2775 2776 ; roads 2777 [Road] 2778 Foot=100% 2779 Track=100% 2780 Wheel=100% 2781 Float=0% 2782 Buildable=yes 2783 2784 ; open water 2785 [Water] 2786 Foot=0% 2787 Track=0% 2788 Wheel=0% 2789 Float=100% 2790 Buildable=no 2791 2792 ; cliffs 2793 [Rock] 2794 Foot=0% 2795 Track=0% 2796 Wheel=0% 2797 Float=0% 2798 Buildable=no 2799 2800 ; walls and other man made obstacles 2801 [Wall] 2802 Foot=0% 2803 Track=0% 2804 Wheel=0% 2805 Float=0% 2806 Buildable=no 2807 2808 ; ore (Tiberium) 2809 [Ore] 2810 Foot=90% 2811 Track=70% 2812 Wheel=50% 2813 Float=0% 2814 Buildable=no 2815 2816 ; sandy beach 2817 [Beach] 2818 Foot=80% 2819 Track=70% 2820 Wheel=40% 2821 Float=0% 2822 Buildable=no 2823 2824 ; craggy riverbed 2825 [River] 2826 Foot=0% 2827 Track=0% 2828 Wheel=0% 2829 Float=0% 2830 Buildable=no 2831 2832 2833 ; ******* Random Crate Powerups ******* 2834 ; This specifies the chance for the specified crate powerup to appear 2835 ; in a 'random' crate. The chance is expressed in the form of 'shares' 2836 ; out of the total shares specified. The second parameter is the animation 2837 ; to use when this crate is picked up. The third parameter, if present, specifies 2838 ; the data value needed for that crate powerup. They mean different things 2839 ; for the different powerups. 2840 [Powerups] 2841 Armor=10,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier) 2842 Cloak=0,STEALTH2 ; enable cloaking on nearby objects 2843 Darkness=1,EMPULSE ; cloak entire radar map 2844 Explosion=5,NONE,500 ; high explosive baddie (damage per explosion) 2845 Firepower=10,FPOWER,2.0 ; firepower of nearby objects increased (firepower multiplier) 2846 HealBase=1,INVUN ; all buildings to full strength 2847 ICBM=1,MISSILE2 ; nuke missile one time shot 2848 Money=50,DOLLAR,2000 ; a chunk o' cash (maximum cash) 2849 Napalm=5,NONE,600 ; fire explosion baddie (damage) 2850 ParaBomb=3,PARABOX ; para-bomb raid one time shot 2851 Reveal=1,EARTH ; reveal entire radar map 2852 Sonar=3,SONARBOX ; one time sonar pulse 2853 Speed=10,SPEED,1.7 ; speed of nearby objects increased (speed multiplier) 2854 Squad=20,NONE ; squad of random infantry 2855 Unit=20,NONE ; vehicle 2856 Invulnerability=3,INVULBOX,1.0 ; invulnerability (duration in minutes) 2857 TimeQuake=3,TQUAKE ; time quake 2858 2859 2860 ; ******* Mission Control ******* 2861 ; This specifies the various general behavior characteristics of 2862 ; the missions that objects can be assigned. Each of the game objects must 2863 ; be in a mission. The mission behavior is generally hard coded into 2864 ; the program, but there are some behavior characteristics that can 2865 ; be overridden. Don't modify these. 2866 2867 ; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)? 2868 ; Zombie = Is forced to sit there like a zombie and never recovers (def=no)? 2869 ; Recruitable = Can it be recruited into a team or base defense (def=yes)? 2870 ; Paralyzed = Is the object frozen in place but can still fire and function (def=no)? 2871 ; Retaliate = Is allowed to retaliate while on this mission (def=yes)? 2872 ; Scatter = Is allowed to scatter from threats (def=yes)? 2873 ; Rate = delay between normal processing (larger = faster game, less responsiveness) 2874 ; AARate = anti-aircraft delay rate (if not specifed it uses regular rate). 2875 2876 ; Unit sits still and plays dead. 2877 [Sleep] 2878 Recruitable=no 2879 Zombie=yes 2880 Retaliate=no 2881 Scatter=no 2882 Rate=1 2883 2884 ; Unit doesn't fire and is not considered a threat. 2885 [Harmless] 2886 Recruitable=no 2887 NoThreat=yes 2888 Retaliate=no 2889 Rate=.5 2890 2891 ; Just like guard mode, but cannot move. 2892 [Sticky] 2893 Recruitable=no 2894 Paralyzed=yes 2895 Scatter=no 2896 Rate=.016 2897 2898 ; Special attack mission used by team logic. 2899 [Attack] 2900 Rate=.016 2901 AARate=.016 2902 2903 ; Move to destination. 2904 [Move] 2905 Rate=.016 2906 2907 ; Special move to destination after all other queued moves occur. 2908 [QMove] 2909 Rate=.016 2910 2911 ; Run away (possibly leave the map). 2912 [Retreat] 2913 Recruitable=no 2914 Retaliate=no 2915 Rate=.1 2916 2917 ; Sit around and engage any enemy that wanders within weapon range. 2918 [Guard] 2919 Rate=.050 2920 AARate=.016 2921 2922 ; Enter building or transport for loading purposes. 2923 [Enter] 2924 Retaliate=no 2925 Recruitable=no 2926 Rate=.016 2927 2928 ; Engineer entry logic. 2929 [Capture] 2930 Retaliate=no 2931 Recruitable=no 2932 Scatter=no 2933 Rate=.016 2934 2935 ; Handle harvest ore - dump at refinery loop. 2936 [Harvest] 2937 Retaliate=no 2938 Recruitable=no 2939 Scatter=no 2940 Rate=.016 2941 2942 ; Guard the general area where the unit starts at. 2943 [Area Guard] 2944 Recruitable=no 2945 Rate=.080 2946 AARate=.032 2947 2948 ; <unused> 2949 [Return] 2950 2951 ; Stop moving and firing at the first available opportunity. 2952 [Stop] 2953 2954 ; <unused> 2955 [Ambush] 2956 2957 ; Scan for and attack any enemies whereever they may be. 2958 [Hunt] 2959 Recruitable=no 2960 Retaliate=no 2961 Rate=.016 2962 2963 ; While dropping off cargo (e.g., APC unloading passengers). 2964 [Unload] 2965 Recruitable=no 2966 Retaliate=no 2967 Scatter=no 2968 Rate=.016 2969 2970 ; Tanya running to place bomb in building. 2971 [Sabotage] 2972 Recruitable=no 2973 Rate=.016 2974 2975 ; Buildings use this when building up after initial placement. 2976 [Construction] 2977 Recruitable=no 2978 Retaliate=no 2979 Scatter=no 2980 2981 ; Buildings use this when deconstruction after being sold. 2982 [Selling] 2983 Recruitable=no 2984 NoThreat=yes 2985 Retaliate=no 2986 Scatter=no 2987 2988 ; Service depot uses this mission to repair attached object. 2989 [Repair] 2990 Rate=.08 2991 2992 ; Special team override mission. 2993 [Rescue] 2994 Rate=.016 2995 2996 ; Missile silo special launch missile mission. 2997 [Missile] 2998 Rate=.1 2999
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