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Text File  |  1996-12-08  |  60KB  |  2,717 lines

  1. ;**************************This file produced by DOUG*********************************
  2. ;**********Check out http://www.gold.ac.uk/~an401dws/duke3d.htm*********************
  3. ;********For RED ALERT Hacks, Cheats, and other odds and sods**********************
  4. ;********************Conatct me at an401dws@gold.ac.uk*******************************
  5. ;
  6. ;
  7. ;
  8. ;
  9. ; If placed in game directory, it will override built in values. Values to be used as multipliers
  10. ; or percentages can be specified as either a simple floating point number (embed ".") or as ;a
  11. ; conventional percentage number (append "%"). Values used as cell distances or time ;delays
  12. ; are specified as simple floating point number. Distance values are expressed in cells. Time
  13. ; values are expressed in minutes.
  14. [General]
  15. ; crates
  16. CrateMinimum=1          ; crates are normally one per human player but never below this number
  17. CrateMaximum=255        ; crates can never exceed this quantity
  18. CrateRadius=3.0         ; radius (cells) for area effect crate powerup bonuses
  19. CrateRegen=3            ; average minutes between random powerup crate regeneration
  20. UnitCrateType=none      ; specifies specific unit type for unit type crate ['none' means pick ;randomly]
  21. WaterCrateChance=20%    ; chance that a water crate will be generated rather than land crate [multiplay only]
  22. SoloCrateMoney=2000     ; money to give for money crate in solo play missions
  23. SilverCrate=HealBase    ; solo play silver crate bonus
  24. WaterCrate=Money        ; solo play water crate bonus
  25. WoodCrate=Money         ; solo play wood crate bonus
  26. ; special weapons
  27. ChronoDuration=3        ; time that a unit will remain chronoshifted before returning to start ;location
  28. ChronoKillCargo=no      ; Should cargo be destroyed when object is chronoshifted?
  29. ChronoTechLevel=12      ; Tech level at which Chrono facility can create Chrono effect
  30. GPSTechLevel=1          ; tech level at which GPS satelite becomes available
  31. GapRadius=10            ; radius of gap generator (cells)
  32. GapRegenInterval=.1     ; gap generators will regenerate their shroud at this time interval
  33. IronCurtain=.75         ; minutes that Iron Curtain invulnerability lasts
  34. ParaTech=5              ; tech level when free para-infantry appears from airstrip
  35. ParabombTech=8          ; tech level that parabomb appears free with airfield
  36. RadarJamRadius=15       ; cell radius distance that mobile radar jammer is effective
  37. SpyPlaneTech=5          ; tech level when free spy plane appears from airstrip
  38. BadgerBombCount=1       ; number of badgers used to drop parabombs
  39. ; Chrono side effects
  40. QuakeChance=20%         ; percentage chance time quake will occur with each chronoshift ;use
  41. QuakeDamage=33%         ; percentage damage to inflict when time quake occurs
  42. VortexChance=20%        ; percent chance that chronal vortex occurs with each chronoshift ;use
  43. VortexDamage=200        ; damage inflicted by vortex discharge
  44. VortexRange=10          ; scan for victims up to this distance away [in cells]
  45. VortexSpeed=10          ; speed of vortex movement
  46. ; repair and refit
  47. RefundPercent=50%       ; percent of original cost to refund when building/unit is sold
  48. ReloadRate=.01         ; minutes to reload each ammo point for aircraft or helicopters
  49. RepairPercent=20%       ; percent cost to fully repair as ratio of full cost
  50. RepairRate=.016         ; minutes between applying repair step
  51. RepairStep=7            ; hit points to heal per repair 'tick' for buildings
  52. URepairPercent=10%      ; [units only] percent cost to fully repair as ratio of full cost
  53. URepairStep=10          ; [units only] hit points to heal per repair 'tick' for units
  54. ; combat and damage
  55. TurboBoost=1.5          ; speed multiplier for turbo-boosted weapons when firing upon aircraft
  56. APMineDamage=9999       ; damage to inflict when anti-personnel mine explodes
  57. AVMineDamage=9999       ; damage to inflict when anti-vehicle mine explodes
  58. AtomDamage=3000      ; damage points when nuclear bomb explodes (regardless of ;source)
  59. BallisticScatter=1.0    ; maximum scatter distance (cells) for inaccurate ballistic projectiles
  60. BridgeStrength=1000     ; strength of bridge [smaller means more easily destroyed]
  61. C4Delay=.03             ; minutes to delay after placing C4 before building will explode
  62. Crush=0.1              ; if this close (cells) to crushable target, then crush instead of firing upon ;it (computer only)
  63. ExpSpread=.3            ; cell damage spread per 256 damage points for exploding object types ;[if Explodes=yes]
  64. FireSupress=2          ; radius from target to look for friendlies and thus discourage firing ;upon, if found
  65. HomingScatter=2.0       ; maximum scatter distance (cells) for inaccurate homing projectiles
  66. MaxDamage=1000          ; maximum damage (after adjustments) per shot
  67. MinDamage=1             ; minimum damage (after adjustments) per shot
  68. OreExplosive=no         ; Does the harvester explode big time when destroyed?
  69. PlayerAutoCrush=yes      ; Will player controlled units automatically try to crush enemy ;infantry?
  70. PlayerReturnFire=no     ; More aggressive return fire from player controlled objects?
  71. PlayerScatter=yes        ; Will player units scatter, of their own accord, from threats and ;damage?
  72. ProneDamage=50%         ; when infantry is prone, damage is reduced to this percentage
  73. TreeTargeting=yes        ; Automatically show target cursor when over trees?
  74. Incoming=10             ; If an incoming projectile is as slow or slower than this, then
  75. ; object in the target location will try to run away. Grenades and
  76. ; parachute bombs have this characteristic.
  77. ; income and production
  78. BailCount=28            ; number of 'bails' carried by a harvester
  79. BuildSpeed=.09          ; general build speed [time (in minutes) to produce a 1000 credit cost ;item]
  80. BuildupTime=.01         ; 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=0.5            ; 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. ; audio/visual map controls
  90. AllyReveal=yes          ; Allies automatically reveal radar maps to each other?
  91. ConditionRed=35%        ; when damaged to this percentage, health bar turns red
  92. ConditionYellow=50%     ; when damaged to this percentage, health bar turns yellow
  93. DropZoneRadius=4        ; distance around drop zone flair that map reveals itself
  94. EnemyHealth=yes         ; Show enemy health bar graph when selected?
  95. Gravity=3               ; gravity constant for ballistic projectiles
  96. IdleActionFrequency=1  ; average minutes between infantry performing idle actions
  97. MessageDelay=.6         ; time duration of multiplayer messages displayed over map
  98. MovieTime=.06           ; minutes that movie recorder will record when activated (debug ;version only)
  99. NamedCivilians=yes       ; Show true names over civilians and civilian buildings?
  100. SavourDelay=.03         ; delay between scenario end and ending movie [keep the delay short]
  101. ShroudRate=4            ; minutes between each shroud creep process [0 means no shadow ;creep]
  102. SpeakDelay=2            ; minutes between EVA repeating advice to the player
  103. TimerWarning=2          ; if mission timer is less than this many minutes, then display in red
  104. FlashLowPower=yes       ; Flash the power bar when power is low?
  105. ; computer and movement controls
  106. CurleyShuffle=no        ; Should helicopter shuffle position between shots (as in C&C)?
  107. BaseBias=2              ; multiplier to threat target value when enemy is close to friendly base
  108. BaseDefenseDelay=1    ; minutes delay between sending response teams to deal with ;base threat
  109. CloseEnough=2.75        ; If distance to destination less than this, then abort movement if ;otherwise blocked.
  110. DamageDelay=1           ; minutes between applying trivial structure damage when low on ;power
  111. GameSpeeBias=1          ; multiplier to overall game object movement speed
  112. LZScanRadius=16         ; maximum radius to scan for alternate landing zone if otherwise 
  113. MineAware=yes           ; Are friendly units smart enough to avoid friendly mines?
  114. Stray=1.0               ; radius distance (cells) that team members may stray without causing regroup action
  115. SubmergeDelay=.02       ; forced delay that subs will remain on surface before allowing to submerge
  116. SuspendDelay=2          ; minutes that suspended teams will remain suspended
  117. SuspendPriority=20      ; teams with less than this priority will suspend during base ;defenseops
  118. TeamDelay=.6            ; interval between checking for and creating teams
  119. ; misc
  120. FineDiffControl=yes     ; Allow 5 difficulty settings instead of only 3 settings?
  121. MCVUndeploy=no         ; Allow construction yard to undeploy back into MCV?
  122. ; ******* Theme Controls *******
  123. ; Controls when each theme becomes available in solo play. Each
  124. ; theme identifier is given a scenario and owner. The theme will
  125. ; become available at that scenario or later and for the specified
  126. ; owner only. If no owner is specified, it is presumed to be available
  127. ; for all sides.
  128. [ThemeControl]
  129. BIGF226M=1,Soviet
  130. CRUS226M=1,Allies
  131. FAC1226M=1,Soviet
  132. HELL226M=1
  133. FAC2226M=2,Soviet
  134. RUN1226M=2,Soviet
  135. TREN226M=3,Soviet
  136. WORK226M=3,Allies
  137. AWAIT=4
  138. DENSE_R=5,Soviet
  139. FOGGER1A=5,Allies
  140. MUD1A=6
  141. RADIO2=7,Soviet
  142. ROLLOUT=7,Allies
  143. SNAKE=8
  144. TERMINAT=9,Soviet
  145. TWIN=9,Allies
  146. VECTOR1A=10
  147. SMSH226M=11
  148. ; ******* Multiplayer Settings *******
  149. ; These are the multiplayer dialog default settings. Does not apply to
  150. ; Westwood chat, only to the in-game dialogs.
  151. [MultiplayerDefaults]
  152. Money=30000
  153. MaxMoney=30000
  154. ShadowGrow=no
  155. Bases=yes
  156. OreGrows=yes
  157. Crates=yes
  158. AIPlayers=no
  159. CaptureTheFlag=no
  160. ; ******* Special weapon charge times *******
  161. ; The time (minutes) for recharge of these special weapons.
  162. [Recharge]
  163. Chrono=1                ; chronosphere
  164. GPS=1                  ; satellite radar
  165. IronCurtain=1        ; invulnerability device
  166. Nuke=5              ; nuclear missile
  167. ParaBomb=14             ; parachute bombs
  168. Paratrooper=7           ; paratroopers
  169. Saboteur=14             ; para-saboteur
  170. Sonar=10                ; sonar pulse
  171. SpyPlane=1              ; recon mission
  172. ; ******* Object Heap Maximums *******
  173. ; These are the absolute maximum number of these object types
  174. ; allowed in the game (at any one time).
  175. [Maximums]
  176. Players=8                               ; ipx layer limits this to 8 maximum
  177. Aircraft=100
  178. Anim=100
  179. Building=500
  180. Bullet=50
  181. Factory=32              ; 32 is minimum for 8 player game
  182. Infantry=500
  183. Overlay=1               ; special case -- only needs one
  184. Projectile=20           ; projectile types, not actual projectiles
  185. Smudge=1                ; special case -- only needs one
  186. Team=60
  187. TeamType=60
  188. Template=1              ; special case -- only needs one
  189. Terrain=500             ; trees and rocks
  190. TrigType=80             ; trigger types
  191. Trigger=200             ; triggers themselves
  192. Unit=500
  193. Vessel=100
  194. Warhead=10              ; warhead types, not actual warheads
  195. Weapon=55               ; weapon types, not actual weapons
  196. ; ******* AI Controls *******
  197. ; Computer Skirmish-Mode behavior controls. The ratio values are based on the
  198. ; number of buildings in the computer base that should be of the type specified.
  199. ; The ratio total should exceed 100% so that the base will always try to grow as
  200. ; it vainly attempts to achieve the specified percentage composition.
  201. ; Take note: The computer AI in Red Alert is merely a warmed over version
  202. ; of the AI experiment I wrote during the unallocated time in the month
  203. ; following C&C's release. It was more than adequate at that time (even
  204. ; difficult to beat), but since Red Alert is a very different game, the skirmish
  205. ; mode AI is somewhat under-effective. In order to improve the AI
  206. ; over this initial experiment, the following controls are provided. It might
  207. ; be possible to manipulate these values to achieve a greater challenge when
  208. ; playing the computer opponent.
  209. [AI]
  210. AttackInterval=3        ; average delay between computer attacks
  211. AttackDelay=5           ; average delay time before computer begins first attack
  212. PatrolScan=.016         ; minute interval between scanning for enemys while patrolling.
  213. CreditReserve=100       ; Structure repair will not begin if available cash falls below this ;amount.
  214. PathDelay=.01           ; Delay (minutes) between retrying when path is blocked.
  215. OreNearScan=6           ; cell radius to scan when harvesting a single patch of ore
  216. OreFarScan=48          ; cells radius to scan when looking for a new ore patch to harvest
  217. AutocreateTime=5        ; average minutes between creating an 'autocreate' team
  218. InfantryReserve=3000    ; always build infantry if cash reserve is greater than this
  219. InfantryBaseMult=1      ; build infantry if building count times this number is less than current ;infantry quantity
  220. PowerSurplus=50         ; build power plants until power surplus is at least this amount
  221. BaseSizeAdd=3           ; computer base size can be no larger than the largest human ;opponent, plus this quantity
  222. RefineryRatio=.16       ; ratio of base that should be composed of refineries
  223. RefineryLimit=2        ; never build more than this many refineries
  224. BarracksRatio=.16       ; ratio of base that should be composed of barracks
  225. BarracksLimit=2         ; never build more than this many barracks
  226. WarRatio=.1             ; ratio of base that should be composed of war factories
  227. WarLimit=3             ; never build more than this many war factories
  228. DefenseRatio=.16         ; ratio of base that should be defensive structures
  229. DefenseLimit=10        ; maximum number of defensive buildings to build
  230. AARatio=.14             ; ratio of base that should be anti-aircraft defense
  231. AALimit=10              ; maximum number of anti-aircraft buildings to build
  232. TeslaRatio=.16          ; ratio of base that should be telsa coils
  233. TeslaLimit=10           ; maximum number of tesla coils to build
  234. HelipadRatio=.12        ; ratio of base that should be composed of helipads
  235. HelipadLimit=5          ; maximum number of helipads to build
  236. AirstripRatio=.12       ; ratio of base that should be composed of airstrips
  237. AirstripLimit=5         ; maximum number of airstrips to build
  238. CompEasyBonus=yes       ; When more than one human in game, computer player goes to ;easy" mode?
  239. Paranoid=yes            ; Will computer players ally with each other if the situation looks bleak?
  240. PowerEmergency=75%      ; sell buildings to raise power level if it falls below this percentage
  241. ; ******* IQ setting for computer activity *******
  242. ; Each player (computer controlled or otherwise) is given an IQ rating that is used
  243. ; to control what the computer is allowed to automatically control. This is
  244. ; distinct from the difficulty setting. The higher the IQ setting, the more autonomous
  245. ; and intelligent the side will behave. Each ability is given a rating that
  246. ; indicates the IQ level (or above) that the ability will be granted. Because such
  247. ; abilities are automatically performed by the computer, giving a human controlled
  248. ; country a high IQ is not recommended. Otherwise the player's units will start to
  249. ; automatically "do their own thing"! A human controlled country is presumed to have
  250. ; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
  251. ; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to
  252. ; the maximum.
  253. [IQ]
  254. MaxIQLevels=5           ; the maximum number of discrete IQ levels
  255. SuperWeapons=4          ; super weapons are automatically fired by computer
  256. Production=5            ; building/unit production is automatically controlled by computer
  257. GuardArea=4             ; newly produced units start in guard area mode
  258. RepairSell=1            ; allowed to choose repair or sell of damaged buildings
  259. AutoCrush=2             ; automatically try to crush antogonists if possible
  260. Scatter=3               ; will scatter from incoming threats [grenades and such]
  261. ContentScan=4           ; will consider contents of transport when picking good target
  262. Aircraft=4              ; automatically replace aircraft or helicopters
  263. Harvester=2             ; automatically replace lost harvesters
  264. SellBack=2              ; allowed to sell buildings
  265. ; ******* Country Statistics *******
  266. ; Certain countries have special adjustments to their unit and building
  267. ; values. These are global values that affect ALL units and buildings owned
  268. ; by that country. This applies only to multiplayer games and skirmish mode. In
  269. ; normal game play, all values are "1.0".
  270. ; Airspeed=multiplier to speed for all air units [larger means faster] (def=1.0)
  271. ; Armor=multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0)
  272. ; Cost=multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
  273. ; Firepower=multiplier to firepower for all weapons [larger means more damage] (def=1.0)
  274. ; Groundspeed=multiplier to speed for all ground units [larger means faster] (def=1.0)
  275. ; ROF=multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
  276. ; BuildTime=multiplier to general object build time [larger means longer to build] (def=1.0)
  277. [England]
  278. Firepower=1.0
  279. Groundspeed=1.0
  280. Airspeed=1.0
  281. Armor=1.1
  282. ROF=1.0
  283. Cost=1.0
  284. BuildTime=1.0
  285. [Germany]
  286. Firepower=1.1
  287. Groundspeed=1.0
  288. Airspeed=1.0
  289. Armor=1.0
  290. ROF=1.0
  291. Cost=1.0
  292. BuildTime=1.0
  293. [France]
  294. Firepower=1.0
  295. Groundspeed=1.0
  296. Airspeed=1.0
  297. Armor=1.0
  298. ROF=1.1
  299. Cost=1.0
  300. BuildTime=1.0
  301. [Ukraine]
  302. Firepower=1.0
  303. Groundspeed=1.1
  304. Airspeed=1.0
  305. Armor=1.0
  306. ROF=1.0
  307. Cost=1.0
  308. BuildTime=1.0
  309. [USSR]
  310. Firepower=1.0
  311. Groundspeed=1.0
  312. Airspeed=1.0
  313. Armor=1.0
  314. ROF=1.0
  315. Cost=0.9
  316. BuildTime=1.0
  317. [Greece]
  318. Firepower=1.0
  319. Groundspeed=1.0
  320. Airspeed=1.0
  321. Armor=1.0
  322. ROF=1.0
  323. Cost=1.0
  324. BuildTime=1.0
  325. [Turkey]
  326. Firepower=1.0
  327. Groundspeed=1.0
  328. Airspeed=1.0
  329. Armor=1.0
  330. ROF=1.0
  331. Cost=1.0
  332. BuildTime=1.0
  333. [Spain]
  334. Firepower=1.0
  335. Groundspeed=1.0
  336. Airspeed=1.0
  337. Armor=1.0
  338. ROF=1.0
  339. Cost=1.0
  340. BuildTime=1.0
  341. ; ******* Difficulty Settings *******
  342. ; Game difficulty is controlled by these factors. Some of these factors will
  343. ; only affect a computer player. The computer and the player are handicapped by
  344. ; individual settings. Thus the computer may be playing at 'difficult' level while the
  345. ; player may be playing at 'easy' level.
  346. ; Airspeed=multiplier to speed for all air units (def=1.0)
  347. ; Armor=multiplier to armor strength for all units and buildings (def=1.0)
  348. ; Cost=multiplier to cost for all units and buildings (def=1.0)
  349. ; Firepower=multiplier to firepower for all weapons (def=1.0)
  350. ; Groundspeed=multiplier to speed for all ground units (def=1.0)
  351. ; ROF=multiplier to Rate Of Fire for all weapons [larger means slower ROF](def=1.0)
  352. ; BuildSlowdown=Should the computer build slower than the player (def=no)?
  353. ;  <<< affects the computer player, not the human player >>>
  354. ;    ContentScan=Should the contents of a transport be considered when picking best target ;(def=no)?
  355. ;    RepairDelay=average delay (minutes) between initiating building repair
  356. ;    BuildDelay=average delay (minutes) between initiating construction
  357. ;    DestroyWalls=Allow scanning for nearby enemy walls and destroy them (def=yes)?
  358. [Easy]
  359. Firepower=1.2
  360. Groundspeed=1.2
  361. Airspeed=1.2
  362. BuildTime=.8
  363. Armor=1.2
  364. ROF=.8
  365. Cost=.8
  366. RepairDelay=.001
  367. BuildDelay=.001
  368. DestroyWalls=yes
  369. ContentScan=yes
  370. [Normal]
  371. Firepower=1.0
  372. Groundspeed=1.0
  373. Airspeed=1.0
  374. BuildTime=1
  375. Armor=1.0
  376. ROF=1.0
  377. Cost=1.0
  378. RepairDelay=.02
  379. BuildDelay=.03
  380. BuildSlowdown=no
  381. DestroyWalls=yes
  382. ContentScan=yes
  383. [Difficult]
  384. Firepower=.8
  385. Groundspeed=.8
  386. Airspeed=.8
  387. BuildTime=1.0
  388. Armor=.8
  389. ROF=1.2
  390. Cost=1.0
  391. RepairDelay=.05
  392. BuildDelay=.1
  393. BuildSlowdown=yes
  394. DestroyWalls=no
  395. ; ******* Unit Statistics *******
  396. ; Specifies the characteristics of the various game objects.
  397. ; Ammo=number of rounds carried between reloads [-1 means unlimited] (def=-1)
  398. ; Armor=the armor type of this object [none,wood,light,heavy,concrete] (def=none)
  399. ; Cloakable=Is it equipped with a cloaking device (def=no)?
  400. ; Cost=cost to build object (in credits)
  401. ; Explodes=Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
  402. ; GuardRange=distance to scan for enemies to attack (def=use weapon range)
  403. ; Image=name of graphic data to use for this object (def=same as object identifier)
  404. ; Invisible=Is completely and always invisible to enemy (def=no)?
  405. ; Owner=who can build this [Allies or Soviet] (def="allies,soviet", i.e., all)
  406. ; Points=point value for scoring purposes (def=0)
  407. ; Prerequisite=list of buildings needed before this can be manufactured (def=no requirement)
  408. ; Primary=primary weapon equipped with (def=none)
  409. ; Secondary=secondary weapon equipped with (def=none)
  410. ; ROT=Rate Of Turn for body (if present) and turret (if present) (def=0)
  411. ; Reload=time delay between reloads (def=0)
  412. ; SelfHealing=Does the object heal automatically up to half strength (def=no)?
  413. ; Sight=sight range, in cells (def=1)
  414. ; Strength=strength (hit points) of this object
  415. ; TechLevel=tech level required to build this [-1 means can't build] (def=-1)
  416. ; Sensors=Has sensors to detect nearby cloaked objects (def=no)?
  417. ; DoubleOwned=Can be built/owned by all countries in a multiplayer game (def=no)?
  418. ;  <<< applies only to infantry types >>>
  419. ;    C4=Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
  420. ;    Fraidycat=Is it inherently afraid and will panic easily (def=no)?
  421. ;    Infiltrate=Can it enter a building like a spy or thief (def=no)?
  422. ;    IsCanine=Should special case dog logic be applied to this?
  423. ;  <<< applies only to moving units (not buildings) >>>
  424. ;    Passengers=number of passengers it may carry (def=0)
  425. ;    Speed=speed of this object [n/a for buildings] (def=0)
  426. ;  <<< applies only to terrestrial driving vehicle types >>>
  427. ;    Crushable=Can it be crushed by a heavy tracked vehicle (def=no)?
  428. ;    Tracked=Is this vehicle tracked [as opposed to wheeled] (def=no)?
  429. ;    NoMovingFire=The vehicle must stop before it can fire (def=no)?
  430. ;  <<< applies only to building types >>>
  431. ;    BaseNormal=Considered for building adjacency checks (def=yes)?
  432. ;    Adjacent=distance allowed to place from other buildings (def=1)
  433. ;    Bib=Should the building have an attached bib (def=no)?
  434. ;    Capturable=Can this building be infiltrated by a spy/engineer (def=no)?
  435. ;    Crewed=Does it contain a crew that can escape (def=no)?
  436. ;    Power=power output [positive for output, negative for drain] (def=0)
  437. ;    Powered=Does it require power to function (def=no)?
  438. ;    Repairable=Can it be repaired (def=yes)?
  439. ;    Storage=the number of credits this building can store (def=0)
  440. ;    Unsellable=Cannot sell this building (even if it can be built)?
  441. ;    WaterBound=Is this building placed on water only (def=no)?
  442. ; ******* terrestrial driving vehicle types *******
  443. ; SCUD launcher
  444. [V2RL]
  445. Prerequisite=weap,dome
  446. Primary=SCUD
  447. Strength=150
  448. Armor=light
  449. TechLevel=1
  450. Sight=5
  451. Speed=14
  452. Owner=soviet,allies
  453. Cost=700
  454. Points=40
  455. ROT=10
  456. Tracked=yes
  457. Ammo=1
  458. Crewed=yes
  459. NoMovingFire=yes
  460. ; light tank
  461. [1TNK]
  462. Prerequisite=weap
  463. Primary=75mm
  464. Secondary=Vulcan    ;machine gun for the tank
  465. Strength=300
  466. Armor=heavy
  467. TechLevel=1
  468. Sight=4
  469. Speed=18
  470. Owner=allies
  471. Cost=700
  472. Points=30
  473. ROT=10
  474. Tracked=yes
  475. Crewed=yes
  476. ; heavy tank
  477. [3TNK]
  478. Prerequisite=weap
  479. Primary=105mm
  480. Secondary=105mm
  481. Strength=400
  482. Armor=heavy
  483. TechLevel=1
  484. Sight=5
  485. Speed=14
  486. Owner=soviet
  487. Cost=900
  488. Points=50
  489. ROT=10
  490. Tracked=yes
  491. Crewed=yes
  492. ; medium tank
  493. [2TNK]
  494. Prerequisite=weap
  495. Primary=90mm
  496. Secondary=Vulcan
  497. Strength=400
  498. Armor=heavy
  499. TechLevel=1
  500. Sight=5
  501. Speed=16
  502. Owner=allies
  503. Cost=800
  504. Points=40
  505. ROT=10
  506. Tracked=yes
  507. Crewed=yes
  508. ; Mammoth tank
  509. [4TNK]
  510. Prerequisite=weap,stek
  511. Primary=120mm
  512. Secondary=MammothTusk
  513. Strength=600
  514. Armor=heavy
  515. TechLevel=1
  516. Sight=6
  517. Speed=10
  518. Owner=soviet
  519. Cost=1700
  520. Points=60
  521. ROT=10
  522. Tracked=yes
  523. SelfHealing=yes
  524. Crewed=yes
  525. ; mobile radar jammer
  526. [MRJ]
  527. Prerequisite=weap,dome
  528. Strength=110
  529. Armor=light
  530. TechLevel=12
  531. Sight=7
  532. Speed=18
  533. Owner=allies
  534. Cost=600
  535. Points=30
  536. ROT=10
  537. Tracked=yes
  538. Crewed=yes
  539. ; mobile gap generator
  540. [MGG]
  541. Prerequisite=weap,atek
  542. Strength=110
  543. Armor=light
  544. TechLevel=11
  545. Sight=4
  546. Speed=18
  547. Owner=allies
  548. Cost=600
  549. Points=40
  550. ROT=10
  551. Crewed=yes
  552. ; mobile artillery
  553. [ARTY]
  554. Prerequisite=weap
  555. Primary=155mm
  556. Strength=75
  557. Armor=light
  558. TechLevel=1
  559. Sight=5
  560. Speed=12
  561. Owner=allies
  562. Cost=600
  563. Points=35
  564. ROT=4
  565. Tracked=yes
  566. Crewed=yes
  567. NoMovingFire=yes
  568. ; harvester
  569. [HARV]
  570. Prerequisite=weap,proc
  571. Strength=3000
  572. Armor=heavy
  573. TechLevel=1
  574. Sight=4
  575. Speed=30
  576. Owner=allies,soviet
  577. Cost=1400
  578. Points=55
  579. ROT=10
  580. Tracked=yes
  581. Crewed=yes
  582. SelfHealing=yes
  583. ; Mobile Construction Vehicle
  584. [MCV]
  585. Prerequisite=weap,fix
  586. Strength=600
  587. Armor=light
  588. TechLevel=11
  589. Sight=4
  590. Speed=6
  591. Owner=allies,soviet
  592. Cost=2500
  593. Points=60
  594. ROT=10
  595. Crewed=yes
  596. ; Ranger (as in "Ford", not "W.W. II Commando")
  597. [JEEP]
  598. Prerequisite=weap
  599. Primary=M60mg
  600. Strength=150
  601. Armor=light
  602. TechLevel=1
  603. Sight=6
  604. Speed=23
  605. Owner=allies
  606. Cost=600
  607. Points=20
  608. ROT=10
  609. Crewed=yes
  610. ; Armored Personnel Carrier
  611. [APC]
  612. Prerequisite=weap,tent
  613. Primary=M60mg
  614. Strength=200
  615. Armor=heavy
  616. TechLevel=1
  617. Sight=5
  618. Speed=21
  619. Owner=allies
  620. Cost=800
  621. Points=25
  622. ROT=10
  623. Tracked=yes
  624. Passengers=5
  625. ; mine layer
  626. [MNLY]
  627. Prerequisite=weap,fix
  628. Strength=100
  629. Armor=heavy
  630. TechLevel=1
  631. Sight=5
  632. Speed=18
  633. Owner=allies,soviet
  634. Cost=800
  635. Points=50
  636. ROT=30
  637. Tracked=yes
  638. Ammo=5         ; number of mines carried
  639. Crewed=yes
  640. ; convoy truck
  641. [TRUK]
  642. Strength=110
  643. Armor=light
  644. Owner=soviet,allies
  645. TechLevel=-1
  646. Sight=3
  647. Speed=20
  648. Points=5
  649. ROT=10
  650. Passengers=1
  651. ; ******* ship types *******
  652. ; submarine
  653. [SS]
  654. Prerequisite=spen
  655. Primary=TorpTube
  656. Strength=120
  657. Armor=light
  658. TechLevel=1
  659. Sight=6
  660. Speed=15
  661. Owner=soviet
  662. Cost=400
  663. Points=45
  664. ROT=7
  665. Cloakable=yes
  666. ; destroyer
  667. [DD]
  668. Prerequisite=syrd
  669. Primary=8inch
  670. Secondary=DepthCharge
  671. Strength=400
  672. Armor=heavy
  673. TechLevel=1
  674. Sight=6
  675. Speed=6
  676. Owner=allies
  677. Cost=1000
  678. Points=50
  679. ROT=7
  680. Sensors=Yes
  681. ; cruiser
  682. [CA]
  683. Prerequisite=syrd,atek
  684. Primary=8Inch
  685. Secondary=8Inch
  686. Strength=700
  687. Armor=heavy
  688. TechLevel=1
  689. Sight=7
  690. Speed=4
  691. Owner=allies
  692. Cost=2000
  693. Points=60
  694. ROT=5
  695. Sensors=Yes
  696. ; transport
  697. [LST]
  698. Strength=350
  699. Armor=heavy
  700. TechLevel=1
  701. Sight=6
  702. Speed=14
  703. Owner=allies,soviet
  704. Cost=700
  705. Points=25
  706. ROT=10
  707. Passengers=5
  708. ; gun boat
  709. [PT]
  710. Prerequisite=syrd
  711. Primary=8Inch
  712. Secondary=DepthCharge
  713. Strength=200
  714. Armor=heavy
  715. TechLevel=1
  716. Sight=7
  717. Speed=9
  718. Owner=allies
  719. Cost=500
  720. Points=30
  721. ROT=7
  722. Sensors=Yes
  723. ; ******* infantry types *******
  724. ; attack dog
  725. [DOG]
  726. Prerequisite=kenn
  727. Primary=DogJaw
  728. Strength=12
  729. ;Strength=5
  730. Armor=none
  731. TechLevel=1
  732. Sight=5
  733. Speed=4
  734. Owner=soviet
  735. Cost=200
  736. Points=5
  737. IsCanine=yes
  738. GuardRange=7
  739. ; rifle soldier
  740. [E1]
  741. Primary=M1Carbine
  742. Strength=50
  743. Armor=none
  744. TechLevel=1
  745. Sight=4
  746. Speed=8
  747. Owner=allies,soviet
  748. Cost=100
  749. Points=5
  750. ; grenadier
  751. [E2]
  752. Primary=Grenade
  753. Strength=50
  754. Armor=none
  755. TechLevel=1
  756. Sight=4
  757. Speed=10
  758. Owner=soviet
  759. Cost=160
  760. Points=10
  761. Explodes=yes
  762. ; rocket soldier
  763. [E3]
  764. Primary=RedEye
  765. Secondary=Dragon
  766. Strength=45
  767. Armor=none
  768. TechLevel=1
  769. Sight=4
  770. Speed=6
  771. Owner=allies
  772. Cost=300
  773. Points=10
  774. DoubleOwned=yes
  775. ; Flamethrower
  776. [E4]
  777. Prerequisite=weap
  778. Primary=Flamer
  779. Strength=40
  780. Armor=none
  781. TechLevel=1
  782. Sight=4
  783. Speed=6
  784. Owner=soviet
  785. Cost=300
  786. Points=15
  787. Explodes=yes
  788. ; engineer
  789.  
  790. [E6]
  791. Strength=25
  792. Armor=none
  793. TechLevel=1
  794. Sight=4
  795. Speed=10
  796. Owner=soviet,allies
  797. Cost=500
  798. Points=20
  799. Infiltrate=yes
  800. ; spy
  801. [SPY]
  802. Prerequisite=dome
  803. Strength=25
  804. Armor=none
  805. TechLevel=1
  806. Sight=5
  807. Speed=10
  808. Owner=allies
  809. Cost=500
  810. Points=15
  811. Infiltrate=yes
  812. ; thief
  813. [THF]
  814. Prerequisite=weap
  815. Strength=25
  816. Armor=none
  817. TechLevel=11
  818. Sight=5
  819. Speed=10
  820. Owner=allies
  821. Cost=500
  822. Points=10
  823. Infiltrate=yes
  824. ; Tanya
  825. [E7]
  826. Prerequisite=weap
  827. Primary=Colt45
  828. Secondary=Colt45
  829. Strength=100
  830. Armor=none
  831. TechLevel=11
  832. Sight=6
  833. Speed=12
  834. Owner=allies,soviet
  835. Cost=1200
  836. Points=25
  837. Infiltrate=yes
  838. C4=yes
  839. DoubleOwned=yes
  840. ; field medic
  841. [MEDI]
  842. Primary=Heal
  843. Strength=80
  844. Armor=none
  845. TechLevel=1
  846. Sight=3
  847. Speed=8
  848. Owner=allies
  849. Cost=800
  850. Points=15
  851. ; field marshal
  852. [GNRL]
  853. Primary=Pistol
  854. Strength=80
  855. Armor=none
  856. TechLevel=-1
  857. Sight=3
  858. Speed=10
  859. Owner=allies,soviet
  860. Cost=0
  861. Points=15
  862. Infiltrate=yes
  863. ; civilians
  864. [C1]
  865. Image=C1
  866. Primary=Pistol
  867. Strength=25
  868. Armor=none
  869. TechLevel=-1
  870. Sight=2
  871. Speed=5
  872. Owner=allies,soviet
  873. Cost=10
  874. Points=1
  875. Ammo=10
  876. Fraidycat=yes
  877. [C2]
  878. Image=C1
  879. Strength=25
  880. Armor=none
  881. TechLevel=-1
  882. Sight=2
  883. Speed=5
  884. Owner=allies,soviet
  885. Cost=10
  886. Points=1
  887. Fraidycat=yes
  888. [C3]
  889. Image=C2
  890. Strength=25
  891. Armor=none
  892. TechLevel=-1
  893. Sight=2
  894. Speed=5
  895. Owner=allies,soviet
  896. Cost=10
  897. Points=1
  898. Fraidycat=yes
  899. [C4]
  900. Image=C2
  901. Strength=25
  902. Armor=none
  903. TechLevel=-1
  904. Sight=2
  905. Speed=5
  906. Owner=allies,soviet
  907. Cost=10
  908. Points=1
  909. Fraidycat=yes
  910. [C5]
  911. Image=C2
  912. Strength=25
  913. Armor=none
  914. TechLevel=-1
  915. Sight=2
  916. Speed=5
  917. Owner=allies,soviet
  918. Cost=10
  919. Points=1
  920. Fraidycat=yes
  921. [C6]
  922. Image=C1
  923. Strength=25
  924. Armor=none
  925. TechLevel=-1
  926. Sight=2
  927. Speed=5
  928. Owner=allies,soviet
  929. Cost=10
  930. Points=1
  931. Fraidycat=yes
  932. [C7]
  933. Image=C1
  934. Primary=Pistol
  935. Strength=25
  936. Armor=none
  937. TechLevel=-1
  938. Sight=2
  939. Speed=5
  940. Owner=allies,soviet
  941. Cost=10
  942. Points=1
  943. Ammo=10
  944. Fraidycat=yes
  945. [C8]
  946. Image=C1
  947. Strength=25
  948. Armor=none
  949. TechLevel=-1
  950. Sight=2
  951. Speed=5
  952. Owner=allies,soviet
  953. Cost=10
  954. Points=1
  955. Fraidycat=yes
  956. [C9]
  957. Image=C1
  958. Strength=25
  959. Armor=none
  960. TechLevel=-1
  961. Sight=2
  962. Speed=5
  963. Owner=allies,soviet
  964. Cost=10
  965. Points=1
  966. Fraidycat=yes
  967. [C10]
  968. Image=C1
  969. Strength=25
  970. Armor=none
  971. TechLevel=-1
  972. Sight=2
  973. Speed=5
  974. Owner=allies,soviet
  975. Cost=10
  976. Points=1
  977. Fraidycat=yes
  978. ; professor Einstein
  979. [EINSTEIN]
  980. Strength=25
  981. Armor=none
  982. TechLevel=-1
  983. Sight=2
  984. Speed=10
  985. Owner=allies
  986. Cost=10
  987. Points=1
  988. Fraidycat=yes
  989. ; special agent
  990. [DELPHI]
  991. Primary=Pistol
  992. Strength=25
  993. Armor=none
  994. TechLevel=-1
  995. Sight=2
  996. Speed=10
  997. Owner=allies,soviet
  998. Cost=10
  999. Points=1
  1000. Ammo=10
  1001. ; special agent
  1002. [CHAN]
  1003. Strength=25
  1004. Armor=none
  1005. TechLevel=-1
  1006. Sight=2
  1007. Speed=10
  1008. Owner=allies,soviet
  1009. Cost=10
  1010. Points=1
  1011. ; ******* aircraft types *******
  1012. ; Badger bomber
  1013. [BADR]
  1014. Prerequisite=afld
  1015. Primary=ParaBomb
  1016. Strength=60
  1017. Armor=light
  1018. TechLevel=-1
  1019. Sight=0
  1020. Speed=30
  1021. Owner=soviet
  1022. Cost=10
  1023. Points=20
  1024. ROT=5
  1025. Ammo=5
  1026. Passengers=5
  1027. ; spy photo-recon plane
  1028. [U2]
  1029. Prerequisite=afld
  1030. Primary=Camera
  1031. Strength=2000
  1032. Armor=heavy
  1033. TechLevel=-1
  1034. Sight=0
  1035. Speed=40
  1036. Owner=soviet
  1037. Cost=10
  1038. Points=5
  1039. ROT=7
  1040. Ammo=1         ; snapshot film
  1041. ; jet attack plane
  1042. [MIG]
  1043. Prerequisite=afld
  1044. Primary=Maverick
  1045. Secondary=Maverick
  1046. Strength=50
  1047. Armor=light
  1048. TechLevel=1
  1049. Sight=0
  1050. Speed=35
  1051. Owner=soviet
  1052. Cost=1200
  1053. Points=50
  1054. ROT=5
  1055. Ammo=3
  1056. GuardRange=30
  1057. ; prop attack plane
  1058. [YAK]
  1059. Prerequisite=afld
  1060. Primary=ChainGun
  1061. Secondary=ChainGun
  1062. Strength=60
  1063. Armor=light
  1064. TechLevel=1
  1065. Sight=0
  1066. Speed=25
  1067. Owner=soviet
  1068. Cost=800
  1069. Points=25
  1070. ROT=5
  1071. Ammo=15
  1072. Crewed=yes
  1073. GuardRange=30
  1074. ; transport helicopter
  1075. [TRAN]
  1076. Prerequisite=hpad
  1077. Strength=90
  1078. Armor=light
  1079. TechLevel=11
  1080. Sight=0
  1081. Speed=25
  1082. Owner=soviet
  1083. Cost=1200
  1084. Points=35
  1085. ROT=5
  1086. Passengers=5
  1087. ; Longbow attack helicopter
  1088. [HELI]
  1089. Prerequisite=hpad
  1090. Primary=Hellfire
  1091. Secondary=Hellfire
  1092. Strength=225
  1093. Armor=heavy
  1094. TechLevel=1
  1095. Sight=0
  1096. Speed=30
  1097. Owner=allies
  1098. Cost=1200
  1099. Points=50
  1100. ROT=4
  1101. Ammo=6
  1102. Crewed=yes
  1103. GuardRange=30
  1104. ; Hind attack helicopter
  1105. [HIND]
  1106. Prerequisite=hpad
  1107. Primary=ChainGun
  1108. Strength=225
  1109. Armor=heavy
  1110. TechLevel=1
  1111. Sight=0
  1112. Speed=25
  1113. Owner=soviet
  1114. Cost=1200
  1115. Points=40
  1116. ROT=4
  1117. Ammo=12
  1118. Crewed=yes
  1119. GuardRange=30
  1120. ; ******* building types *******
  1121. ; Iron Curtain
  1122. [IRON]
  1123. Prerequisite=weap
  1124. Strength=400
  1125. Armor=wood
  1126. TechLevel=12
  1127. Sight=10
  1128. Owner=soviet,allies
  1129. Cost=2800
  1130. Points=100
  1131. Power=-200
  1132. Powered=true
  1133. Capturable=true
  1134. Crewed=yes
  1135. ; forward command center
  1136. [FCOM]
  1137. Strength=400
  1138. Armor=wood
  1139. TechLevel=-1
  1140. Sight=10
  1141. Owner=soviet,allies
  1142. Cost=0
  1143. Points=40
  1144. Power=-200
  1145. Bib=yes
  1146. Capturable=true
  1147. Crewed=yes
  1148. ; advanced tech center
  1149. [ATEK]
  1150. Prerequisite=weap,dome
  1151. Strength=400
  1152. Armor=wood
  1153. TechLevel=1
  1154. Sight=10
  1155. Owner=allies,soviet
  1156. Cost=1500
  1157. Points=85
  1158. Power=-200
  1159. Bib=yes
  1160. Capturable=true
  1161. Crewed=yes
  1162. ; paradox device
  1163. [PDOX]
  1164. Prerequisite=weap
  1165. Strength=400
  1166. Armor=wood
  1167. TechLevel=12
  1168. Sight=10
  1169. Owner=allies,soviet
  1170. Cost=2800
  1171. Points=100
  1172. Power=-200
  1173. Powered=true
  1174. Capturable=true
  1175. Crewed=yes
  1176. ; weapons factory
  1177. [WEAP]
  1178. Prerequisite=proc
  1179. Strength=1000
  1180. Armor=light
  1181. TechLevel=1
  1182. Sight=4
  1183. Owner=soviet,allies
  1184. Cost=2000
  1185. Points=80
  1186. Power=-30
  1187. Bib=yes
  1188. Capturable=true
  1189. Crewed=yes
  1190. ; ship yard
  1191. [SYRD]
  1192. Prerequisite=powr
  1193. Strength=1000
  1194. Armor=light
  1195. TechLevel=1
  1196. Sight=4
  1197. Owner=allies,soviet
  1198. Cost=650
  1199. Points=80
  1200. Power=-30
  1201. Adjacent=8
  1202. WaterBound=yes
  1203. Capturable=true
  1204. BaseNormal=no
  1205. ; sub pen
  1206. [SPEN]
  1207. Prerequisite=powr
  1208. Strength=1000
  1209. Armor=light
  1210. TechLevel=1
  1211. Sight=4
  1212. Owner=soviet,allies
  1213. Cost=650
  1214. Points=80
  1215. Power=-30
  1216. Adjacent=8
  1217. WaterBound=yes
  1218. Capturable=true
  1219. BaseNormal=no
  1220. ; pill box
  1221. [PBOX]
  1222. Prerequisite=tent
  1223. Primary=Vulcan
  1224. Strength=400
  1225. Armor=wood
  1226. TechLevel=1
  1227. Sight=5
  1228. Owner=allies,soviet
  1229. Cost=400
  1230. Points=50
  1231. Power=-15
  1232. Sensors=yes
  1233. Crewed=yes
  1234. ; camouflaged pill box
  1235. [HBOX]
  1236. Prerequisite=tent
  1237. Primary=Vulcan
  1238. Strength=600
  1239. Armor=wood
  1240. TechLevel=1
  1241. Sight=5
  1242. Owner=allies,soviet
  1243. Cost=600
  1244. Points=60
  1245. Power=-15
  1246. Sensors=yes
  1247. Crewed=yes
  1248. ; Tesla coil
  1249. [TSLA]
  1250. Prerequisite=weap
  1251. Primary=TeslaZap
  1252. Secondary=TeslaZap      ;A second zapper!
  1253. Strength=400
  1254. Armor=heavy
  1255. TechLevel=1
  1256. Sight=8
  1257. Owner=soviet,allies
  1258. Cost=1500
  1259. Points=80
  1260. Power=-200
  1261. Ammo=3
  1262. Powered=true
  1263. Sensors=yes
  1264. Crewed=yes
  1265. ; gun turret
  1266. [GUN]
  1267. Prerequisite=tent
  1268. Primary=TurretGun
  1269. Seconadary=TurretGun              ;this gives it an extra punch
  1270. Strength=400
  1271. Armor=heavy
  1272. TechLevel=1
  1273. Sight=6
  1274. Owner=allies,soviet
  1275. Cost=800
  1276. Points=50
  1277. Power=-30
  1278. Sensors=yes
  1279. Crewed=yes
  1280. ROT=12
  1281. ; anti-aircraft artillery
  1282. [AGUN]
  1283. Prerequisite=dome
  1284. Primary=ZSU-23
  1285. Secondary=ZSU-23
  1286. Strength=400
  1287. Armor=heavy
  1288. TechLevel=1
  1289. Sight=6
  1290. Owner=allies,soviet
  1291. Cost=600
  1292. Points=50
  1293. Power=-50
  1294. Crewed=yes
  1295. ROT=15
  1296. Powered=true
  1297. ; flame turret
  1298. [FTUR]
  1299. Prerequisite=barr
  1300. Primary=FireballLauncher
  1301. Strength=400
  1302. Armor=heavy
  1303. TechLevel=1
  1304. Sight=6
  1305. Owner=soviet,allies
  1306. Cost=600
  1307. Points=65
  1308. Power=-20
  1309. Sensors=yes
  1310. Explodes=no
  1311. Crewed=yes
  1312. ; construction yard
  1313. [FACT]
  1314. Strength=1000
  1315. Armor=heavy
  1316. TechLevel=-1
  1317. Sight=5
  1318. Owner=allies,soviet
  1319. Cost=2500
  1320. Points=80
  1321. Power=0
  1322. Bib=yes
  1323. Capturable=true
  1324. Crewed=yes
  1325. ; refinery
  1326. [PROC]
  1327. Prerequisite=powr
  1328. Strength=900
  1329. Armor=wood
  1330. TechLevel=1
  1331. Sight=6
  1332. Owner=allies,soviet
  1333. Cost=2000
  1334. Points=80
  1335. Power=-30
  1336. Storage=2000
  1337. Bib=yes
  1338. Capturable=true
  1339. Crewed=yes
  1340. ; storage silo
  1341. [SILO]
  1342. Prerequisite=proc
  1343. Strength=300
  1344. Armor=wood
  1345. TechLevel=1
  1346. Sight=4
  1347. Owner=allies,soviet
  1348. Cost=150
  1349. Points=25
  1350. Power=-10
  1351. Storage=1500
  1352. Capturable=true
  1353. ; helipad
  1354. [HPAD]
  1355. Prerequisite=dome
  1356. Strength=800
  1357. Armor=wood
  1358. TechLevel=1
  1359. Sight=5
  1360. Owner=allies,soviet
  1361. Cost=1500
  1362. Points=70
  1363. Power=-10
  1364. Bib=yes
  1365. Capturable=true
  1366. Crewed=yes
  1367. ; radar building
  1368. [DOME]
  1369. Prerequisite=proc
  1370. Strength=1000
  1371. Armor=wood
  1372. TechLevel=1
  1373. Sight=10
  1374. Owner=allies,soviet
  1375. Cost=1000
  1376. Points=60
  1377. Power=-40
  1378. Bib=yes
  1379. Powered=true
  1380. Capturable=true
  1381. Sensors=yes
  1382. Crewed=yes
  1383. ; gap generator
  1384. [GAP]
  1385. Prerequisite=weap
  1386. Strength=1000
  1387. Armor=wood
  1388. TechLevel=1
  1389. Sight=10
  1390. Owner=allies,soviet
  1391. Cost=500
  1392. Points=35
  1393. Power=-60
  1394. Powered=true
  1395. Capturable=true
  1396. Crewed=yes
  1397. ; Surface to Air Missile launcher
  1398. [SAM]
  1399. Prerequisite=dome
  1400. Primary=Nike
  1401. Strength=400
  1402. Armor=heavy
  1403. TechLevel=1
  1404. Sight=5
  1405. Owner=soviet,allies
  1406. Cost=750
  1407. Points=50
  1408. Power=-20
  1409. Crewed=yes
  1410. ROT=30
  1411. ; big missile silo
  1412. [MSLO]
  1413. Prerequisite=weap
  1414. Primary=none
  1415. Strength=400
  1416. Armor=heavy
  1417. TechLevel=13
  1418. Sight=5
  1419. Owner=soviet,allies
  1420. Cost=3000
  1421. Points=90
  1422. Power=-200
  1423. Crewed=yes
  1424. ; airstrip
  1425. [AFLD]
  1426. Prerequisite=dome
  1427. Strength=1000
  1428. Armor=heavy
  1429. TechLevel=1
  1430. Sight=7
  1431. Owner=soviet,allies
  1432. Cost=600
  1433. Points=70
  1434. Power=-30
  1435. Capturable=true
  1436. Crewed=yes
  1437. ; normal power plant
  1438. [POWR]
  1439. Prerequisite=fact
  1440. Strength=400
  1441. Armor=wood
  1442. TechLevel=1
  1443. Sight=4
  1444. Owner=allies,soviet
  1445. Cost=200
  1446. Points=40
  1447. Power=100
  1448. Bib=yes
  1449. Capturable=true
  1450. Crewed=yes
  1451. ; advanced power plant
  1452. [APWR]
  1453. Prerequisite=powr
  1454. Strength=700
  1455. Armor=wood
  1456. TechLevel=1
  1457. Sight=4
  1458. Owner=allies,soviet
  1459. Cost=500
  1460. Points=50
  1461. Power=200
  1462. Bib=yes
  1463. Capturable=true
  1464. Crewed=yes
  1465. ; Soviet tech center
  1466. [STEK]
  1467. Prerequisite=weap,dome
  1468. Strength=600
  1469. Armor=wood
  1470. TechLevel=1
  1471. Sight=4
  1472. Owner=soviet,allies
  1473. Cost=1500
  1474. Points=85
  1475. Power=-100
  1476. Bib=yes
  1477. Capturable=true
  1478. Crewed=yes
  1479. ; hospital (obsolete?)
  1480. [HOSP]
  1481. Strength=400
  1482. Armor=wood
  1483. TechLevel=-1
  1484. Sight=4
  1485. Owner=
  1486. Cost=
  1487. Points=20
  1488. Power=-20
  1489. Bib=yes
  1490. Capturable=true
  1491. Crewed=yes
  1492. ; bio-research laboratory (obsolete?)
  1493. [BIO]
  1494. Strength=600
  1495. Armor=wood
  1496. TechLevel=-1
  1497. Sight=4
  1498. Owner=
  1499. Cost=
  1500. Points=30
  1501. Power=-40
  1502. Bib=yes
  1503. Crewed=yes
  1504. ; Soviet barracks
  1505. [BARR]
  1506. Prerequisite=powr
  1507. Strength=800
  1508. Armor=wood
  1509. TechLevel=1
  1510. Sight=5
  1511. Owner=soviet,allies
  1512. Cost=300
  1513. Points=30
  1514. Power=-20
  1515. Bib=yes
  1516. Crewed=yes
  1517. Capturable=true
  1518. ; Allied training tent
  1519. [TENT]
  1520. Prerequisite=powr
  1521. Strength=800
  1522. Armor=wood
  1523. TechLevel=1
  1524. Sight=5
  1525. Owner=allies,soviet
  1526. Cost=300
  1527. Points=30
  1528. Power=-20
  1529. Bib=yes
  1530. Crewed=yes
  1531. Capturable=true
  1532. ; attack dog training facility
  1533. [KENN]
  1534. Prerequisite=barr
  1535. Strength=400
  1536. Armor=wood
  1537. TechLevel=1
  1538. Sight=4
  1539. Owner=soviet,allies
  1540. Cost=200
  1541. Points=25
  1542. Power=-10
  1543. ; service depot
  1544. [FIX]
  1545. Prerequisite=weap
  1546. Strength=800
  1547. Armor=wood
  1548. TechLevel=1
  1549. Sight=5
  1550. Owner=allies,soviet
  1551. Cost=1200
  1552. Points=80
  1553. Power=-30
  1554. Capturable=true
  1555. Crewed=yes
  1556. ; sandbag wall
  1557. [SBAG]
  1558. Strength=1
  1559. Armor=none
  1560. TechLevel=1
  1561. Sight=0
  1562. Owner=allies,soviet
  1563. Cost=25
  1564. Points=1
  1565. Repairable=false
  1566. Adjacent=1
  1567. ; concrete wall
  1568. [BRIK]
  1569. Strength=1
  1570. Armor=none
  1571. TechLevel=1
  1572. Sight=0
  1573. Owner=allies,soviet
  1574. Cost=100
  1575. Points=5
  1576. Repairable=false
  1577. Adjacent=1
  1578. ; wire fence
  1579. [FENC]
  1580. Strength=1
  1581. Armor=none
  1582. TechLevel=1
  1583. Sight=0
  1584. Owner=soviet
  1585. Cost=25
  1586. Points=1
  1587. Repairable=false
  1588. Adjacent=1
  1589. ; auxiliary decorative building
  1590. [MISS]
  1591. Strength=400
  1592. Points=5
  1593. Armor=wood
  1594. Bib=yes
  1595. Capturable=true
  1596. ; chain link fence
  1597.  
  1598. [CYCL]
  1599. Strength=1
  1600. Points=1
  1601. Armor=none
  1602. Cost=75
  1603. Repariable=false
  1604. Adjacent=1
  1605. Sight=0
  1606. ; barb wire fence
  1607. [BARB]
  1608. Strength=1
  1609. Points=1
  1610. Armor=wood
  1611. Cost=25
  1612. Repariable=false
  1613. Adjacent=1
  1614. Sight=0
  1615. ; wood fence
  1616. [WOOD]
  1617. Strength=1
  1618. Points=1
  1619. Repariable=false
  1620. Adjacent=1
  1621. Sight=0
  1622. ; barrels
  1623. [BARL]
  1624. Strength=10
  1625. Repairable=false
  1626. Adjacent=0
  1627. BaseNormal=no
  1628. [BRL3]
  1629. Strength=10
  1630. Repairable=false
  1631. Adjacent=0
  1632. BaseNormal=no
  1633. ; anti-vehicle mine
  1634. [MINV]
  1635. Strength=4
  1636. Repairable=false
  1637. Adjacent=0
  1638. Invisible=yes
  1639. Unsellable=yes
  1640. BaseNormal=no
  1641. ; anti-personnel mine
  1642. [MINP]
  1643. Strength=4
  1644. Repairable=false
  1645. Adjacent=0
  1646. Invisible=yes
  1647. Unsellable=yes
  1648. BaseNormal=no
  1649. ; fakes
  1650. [FACF]
  1651. Image=FACT
  1652. Owner=allies
  1653. TechLevel=1
  1654. Strength=30
  1655. Cost=50
  1656. Sight=4
  1657. Power=-2
  1658. Points=15
  1659. Bib=yes
  1660. Capturable=true
  1661. BaseNormal=no
  1662. [WEAF]
  1663. Prerequisite=proc
  1664. Image=WEAP
  1665. Owner=allies,soviet
  1666. TechLevel=1
  1667. Cost=50
  1668. Strength=30
  1669. Sight=4
  1670. Points=15
  1671. Power=-2
  1672. Bib=yes
  1673. Capturable=true
  1674. BaseNormal=no
  1675. [SYRF]
  1676. Prerequisite=powr
  1677. Image=SYRD
  1678. Strength=30
  1679. TechLevel=1
  1680. Sight=4
  1681. Cost=50
  1682. Owner=allies,soviet
  1683. Power=-2
  1684. Points=15
  1685. WaterBound=yes
  1686. Capturable=true
  1687. BaseNormal=no
  1688. Adjacent=8
  1689. [SPEF]
  1690. Image=SPEN
  1691. Strength=30
  1692. TechLevel=-1
  1693. Sight=4
  1694. Cost=50
  1695. Owner=soviet,allies
  1696. Power=-2
  1697. Points=15
  1698. WaterBound=yes
  1699. Capturable=true
  1700. BaseNormal=no
  1701. Adjacent=8
  1702. [DOMF]
  1703. Prerequisite=proc
  1704. Image=DOME
  1705. Strength=30
  1706. Sight=4
  1707. TechLevel=1
  1708. Cost=50
  1709. Owner=allies,soviet
  1710. Power=-2
  1711. Points=15
  1712. Bib=yes
  1713. Capturable=true
  1714. BaseNormal=no
  1715. ; civilian structures
  1716. [V01]
  1717. Strength=400
  1718. Points=5
  1719. Armor=wood
  1720. Repariable=false
  1721. Capturable=true
  1722. [V02]
  1723. Strength=400
  1724. Points=5
  1725. Armor=wood
  1726. Repariable=false
  1727. [V03]
  1728. Strength=400
  1729. Points=5
  1730. Armor=wood
  1731. Repariable=false
  1732. [V04]
  1733. Strength=400
  1734. Points=5
  1735. Armor=wood
  1736. Repariable=false
  1737. [V05]
  1738. Strength=400
  1739. Points=5
  1740. Armor=wood
  1741. Repariable=false
  1742. [V06]
  1743. Strength=400
  1744. Points=5
  1745. Armor=wood
  1746. Repariable=false
  1747. [V07]
  1748. Strength=400
  1749. Points=5
  1750. Armor=wood
  1751. Repariable=false
  1752. [V08]
  1753. Strength=400
  1754. Points=5
  1755. Armor=wood
  1756. Repariable=false
  1757. [V09]
  1758. Strength=400
  1759. Points=5
  1760. Armor=wood
  1761. Repariable=false
  1762. [V10]
  1763. Strength=400
  1764. Points=5
  1765. Armor=wood
  1766. Repariable=false
  1767. [V11]
  1768. Strength=400
  1769. Points=5
  1770. Armor=wood
  1771. Repariable=false
  1772. [V12]
  1773. Strength=400
  1774. Points=5
  1775. Armor=wood
  1776. Repariable=false
  1777. [V13]
  1778. Strength=400
  1779. Points=5
  1780. Armor=wood
  1781. Repariable=false
  1782. [V14]
  1783. Strength=400
  1784. Points=5
  1785. Armor=wood
  1786. Repariable=false
  1787. [V15]
  1788. Strength=400
  1789. Points=5
  1790. Armor=wood
  1791. Repariable=false
  1792. [V16]
  1793. Strength=400
  1794. Points=5
  1795. Armor=wood
  1796. Repariable=false
  1797. [V17]
  1798. Strength=400
  1799. Points=5
  1800. Armor=wood
  1801. Repariable=false
  1802. [V18]
  1803. Strength=400
  1804. Points=5
  1805. Armor=wood
  1806. Repariable=false
  1807. [V19]
  1808. Strength=400
  1809. Points=5
  1810. Armor=wood
  1811. Repariable=false
  1812. [V20]
  1813. Strength=400
  1814. Points=5
  1815. Armor=wood
  1816. Repariable=false
  1817. [V21]
  1818. Strength=400
  1819. Points=5
  1820. Armor=wood
  1821. Repariable=false
  1822. [V22]
  1823. Strength=400
  1824. Points=5
  1825. Armor=wood
  1826. Repariable=false
  1827. [V23]
  1828. Strength=400
  1829. Points=5
  1830. Armor=wood
  1831. Repariable=false
  1832. [V24]
  1833. Strength=400
  1834. Points=5
  1835. Armor=wood
  1836. Repariable=false
  1837. [V25]
  1838. Strength=400
  1839. Points=5
  1840. Armor=wood
  1841. Repariable=false
  1842. [V26]
  1843. Strength=400
  1844. Points=5
  1845. Armor=wood
  1846. Repariable=false
  1847. [V27]
  1848. Strength=400
  1849. Points=5
  1850. Armor=wood
  1851. Repariable=false
  1852. [V28]
  1853. Strength=400
  1854. Points=5
  1855. Armor=wood
  1856. Repariable=false
  1857. [V29]
  1858. Strength=400
  1859. Points=5
  1860. Armor=wood
  1861. Repariable=false
  1862. [V30]
  1863. Strength=400
  1864. Points=5
  1865. Armor=wood
  1866. Repariable=false
  1867. [V31]
  1868. Strength=400
  1869. Points=5
  1870. Armor=wood
  1871. Repariable=false
  1872. [V32]
  1873. Strength=400
  1874. Points=5
  1875. Armor=wood
  1876. Repariable=false
  1877. [V33]
  1878. Strength=400
  1879. Points=5
  1880. Armor=wood
  1881. Repariable=false
  1882. [V34]
  1883. Strength=400
  1884. Points=5
  1885. Armor=wood
  1886. Repariable=false
  1887. [V35]
  1888. Strength=400
  1889. Points=5
  1890. Armor=wood
  1891. Repariable=false
  1892. [V36]
  1893. Strength=400
  1894. Points=5
  1895. Armor=wood
  1896. Repariable=false
  1897. [V37]
  1898. Strength=400
  1899. Points=5
  1900. Armor=wood
  1901. Repariable=false
  1902. ; ******* Weapon Statistics *******
  1903. ; The weapons specified here are attached to the various combat
  1904. ; units and buildings.
  1905. ; Anim=animation to display as a firing effect
  1906. ; Burst=number of rapid succession shots from this weapon (def=1)
  1907. ; Camera=Reveals area around firer (def=no)?
  1908. ; Charges=Does it have charge-up-before-firing logic (def=no)?
  1909. ; Damage=the amount of damage (unattenuated) dealt with every bullet
  1910. ; Projectile=projectile characteristic to use
  1911. ; ROF=delay between shots [15 = 1 second at middle speed setting]
  1912. ; Range=maximum cell range
  1913. ; Report=sound to play when firing
  1914. ; Speed=speed of projectile to target (100 is maximum)
  1915. ; Warhead=warhead to attach to projectile
  1916. ; Supress=Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
  1917. ; TurboBoost=Should the weapon get a boosted speed bonus when firing upon aircraft?
  1918. ; Tanya pistol
  1919. [Colt45]
  1920. Damage=50
  1921. ROF=5
  1922. Range=5.75
  1923. Projectile=Invisible
  1924. Speed=100
  1925. Warhead=HollowPoint
  1926. Report=GUN5
  1927. ; anti-aircraft multiple cannon
  1928. [ZSU-23]
  1929. Damage=25
  1930. ROF=10
  1931. Range=6
  1932. Projectile=Ack
  1933. Speed=100
  1934. Warhead=AP
  1935. Anim=GUNFIRE
  1936. Report=AACANON3
  1937. ; rapid fire machine gun
  1938. [Vulcan]
  1939. Damage=40
  1940. ROF=40
  1941. Range=5
  1942. Projectile=Invisible
  1943. Speed=100
  1944. Warhead=SA
  1945. Report=GUN13
  1946. Anim=MINIGUN
  1947. ; air-to-surface homing missile (launched from jet)
  1948. [Maverick]
  1949. Damage=50
  1950. ROF=3
  1951. Range=6
  1952. Projectile=HeatSeeker
  1953. Speed=30
  1954. Warhead=AP
  1955. Report=MISSILE7
  1956. ; camera
  1957. [Camera]
  1958. Damage=0
  1959. ROF=10
  1960. Range=2.75
  1961. Projectile=Inivisble
  1962. Speed=100
  1963. Warhead=Super
  1964. Camera=yes
  1965. ; fireball from flame turret
  1966. [FireballLauncher]
  1967. Damage=125
  1968. ROF=50
  1969. Range=4
  1970. Projectile=Fireball
  1971. Speed=12
  1972. Warhead=Fire
  1973. ; hand-held flame thrower type
  1974. [Flamer]
  1975. Damage=70
  1976. ROF=50
  1977. Range=3.5
  1978. Projectile=Fireball
  1979. Speed=12
  1980. Warhead=Fire
  1981. ; sniper rifle
  1982. [Sniper]
  1983. Damage=100
  1984. ROF=5
  1985. Range=3.75
  1986. Projectile=Invisible
  1987. Speed=100
  1988. Warhead=HollowPoint
  1989. Report=SILENCER
  1990. ; rapid fire aircraft gun
  1991. [ChainGun]
  1992. Damage=40
  1993. ROF=3
  1994. Range=5
  1995. Projectile=Invisible
  1996. Speed=100
  1997. Warhead=SA
  1998. Report=GUN13
  1999. Anim=MINIGUN
  2000. ; civilian pistol
  2001. [Pistol]
  2002. Damage=1
  2003. ROF=7
  2004. Range=1.75
  2005. Projectile=Invisible
  2006. Speed=100
  2007. Warhead=SA
  2008. Report=GUN27
  2009. ; rifle soldier weapons (multiple shots)
  2010. [M1Carbine]
  2011. Damage=15
  2012. ROF=20
  2013. Range=3
  2014. Projectile=Invisible
  2015. Speed=100
  2016. Warhead=SA
  2017. Report=GUN11
  2018. ; man-packed anti-tank missile (bazooka type)
  2019. [Dragon]
  2020. Damage=35
  2021. ROF=50
  2022. Range=5
  2023. Projectile=HeatSeeker
  2024. Speed=25
  2025. Warhead=AP
  2026. Report=MISSILE6
  2027. ; air-to-surface homing missile (launched from helicopter)
  2028. [Hellfire]
  2029. Damage=40
  2030. ROF=60
  2031. Range=4
  2032. Projectile=HeatSeeker
  2033. Speed=30
  2034. Warhead=AP
  2035. Report=MISSILE6
  2036. ; hand grenade
  2037. [Grenade]
  2038. Damage=50
  2039. ROF=60
  2040. Range=4
  2041. Projectile=Lobbed
  2042. Speed=5
  2043. Warhead=HE
  2044. ; small anti-armor cannon
  2045. [75mm]
  2046. Damage=25
  2047. ROF=40
  2048. Range=4
  2049. Projectile=Cannon
  2050. Speed=40
  2051. Warhead=AP
  2052. Report=CANNON2
  2053. Anim=GUNFIRE
  2054. ; light anti-armor cannon
  2055. [90mm]
  2056. Damage=30
  2057. ROF=50
  2058. Range=4.75
  2059. Projectile=Cannon
  2060. Speed=40
  2061. Warhead=AP
  2062. Report=CANNON1
  2063. Anim=GUNFIRE
  2064. ; medium anti-armor cannon
  2065. [105mm]
  2066. Damage=30
  2067. ROF=70
  2068. Range=4.75
  2069. Projectile=Cannon
  2070. Speed=40
  2071. Warhead=AP
  2072. Report=CANNON1
  2073. Anim=GUNFIRE
  2074. ; large anti-armor cannon
  2075. [120mm]
  2076. Damage=40
  2077. ROF=80
  2078. Range=4.75
  2079. Projectile=Cannon
  2080. Speed=40
  2081. Warhead=AP
  2082. Report=CANNON1
  2083. Anim=GUNFIRE
  2084. Burst=2
  2085. ; turret cannon
  2086. [TurretGun]
  2087. Damage=40
  2088. ROF=50
  2089. Range=6
  2090. Projectile=Cannon
  2091. Speed=40
  2092. Warhead=AP
  2093. Report=TURRET1
  2094. Anim=GUNFIRE
  2095. ; Vehicle carried anti-tank missile
  2096. [MammothTusk]
  2097. Damage=75
  2098. ROF=80
  2099. Range=5
  2100. Projectile=HeatSeeker
  2101. Speed=30
  2102. Warhead=HE
  2103. Report=MISSILE6
  2104. Burst=2
  2105. ; artillery cannon
  2106. [155mm]
  2107. Damage=150
  2108. ROF=65
  2109. Range=6
  2110. Projectile=Ballistic
  2111. Speed=12
  2112. Warhead=HE
  2113. Report=TANK5
  2114. Anim=GUNFIRE
  2115. ; vehicle mounted machine gun
  2116. [M60mg]
  2117. Damage=15
  2118. ROF=20
  2119. Range=4
  2120. Projectile=Invisible
  2121. Speed=100
  2122. Warhead=SA
  2123. Report=PILLBOX1
  2124. Anim=MINIGUN
  2125. ; napalm bomblets (dropped from plane)
  2126. [Napalm]
  2127. Damage=100
  2128. ROF=20
  2129. Range=4.5
  2130. Projectile=Bomblet
  2131. Speed=5
  2132. Warhead=Fire
  2133. ; Tesla coil zap
  2134. [TeslaZap]
  2135. Damage=100
  2136. ROF=120
  2137. Range=8.5
  2138. Projectile=Invisible
  2139. Speed=100
  2140. Warhead=Super
  2141. Report=TESLA1
  2142. Charges=yes
  2143. ; anti-aircraft missile (fired from SAM site)
  2144. [Nike]
  2145. Damage=50
  2146. ROF=20
  2147. Range=7.5
  2148. Projectile=AAMissile
  2149. Speed=50
  2150. Warhead=AP
  2151. Report=MISSILE1
  2152. Anim=SAMFIRE
  2153. ; man-packed surface to air missile
  2154. [RedEye]
  2155. Damage=50
  2156. ROF=50
  2157. Range=7.5
  2158. Projectile=AAMissile
  2159. Speed=50
  2160. Warhead=AP
  2161. Report=MISSILE1
  2162. Anim=SAMFIRE
  2163. ; 8 inch cruiser cannon
  2164. [8Inch]
  2165. Damage=500
  2166. ROF=160
  2167. Range=22
  2168. Projectile=Ballistic
  2169. Speed=6
  2170. Warhead=HE
  2171. Report=TURRET1
  2172. Anim=GUNFIRE
  2173. Supress=yes
  2174. ; gunboat mounted anti-aircraft rocket
  2175. [Stinger]
  2176. Damage=30
  2177. ROF=60
  2178. Range=9
  2179. Projectile=LaserGuided
  2180. Speed=20
  2181. Warhead=AP
  2182. Report=MISSILE6
  2183. Burst=2
  2184. TurboBoost=yes
  2185. ; torpedo tube
  2186. [TorpTube]
  2187. Damage=90
  2188. ROF=60
  2189. Range=9
  2190. Projectile=Torpedo
  2191. Speed=15
  2192. Warhead=AP
  2193. Report=TORPEDO1
  2194. ; destroyer mounted 2 inch cannon
  2195. [2Inch]
  2196. Damage=25
  2197. ROF=60
  2198. Range=5.5
  2199. Projectile=Cannon
  2200. Speed=25
  2201. Warhead=AP
  2202. Report=CANNON2
  2203. Anim=GUNFIRE
  2204. ; anti-submarine weapon
  2205. [DepthCharge]
  2206. Damage=80
  2207. ROF=60
  2208. Range=5
  2209. Projectile=Catapult
  2210. Speed=5
  2211. Warhead=AP
  2212. ; parachute bomb
  2213. [ParaBomb]
  2214. Damage=300
  2215. ROF=4
  2216. Range=4.5
  2217. Projectile=Parachute
  2218. Speed=5
  2219. Warhead=HE
  2220. Report=CHUTE1
  2221. ; dog bite
  2222. [DogJaw]
  2223. Damage=100
  2224. ROF=10
  2225. Range=2.2
  2226. Projectile=LeapDog
  2227. Speed=20
  2228. Warhead=Organic
  2229. Report=DOGG5P
  2230. ; medic healing
  2231. [Heal]
  2232. Damage=-50
  2233. ROF=80
  2234. Range=1.83
  2235. Projectile=Invisible
  2236. Speed=100
  2237. Warhead=Organic
  2238. Report=HEAL2
  2239. ; SCUD launcher
  2240. [SCUD]
  2241. Damage=600
  2242. ROF=400
  2243. Range=10
  2244. Projectile=FROG
  2245. Speed=25
  2246. Warhead=HE
  2247. Report=MISSILE1
  2248. ; ******* Projectile Statistics *******
  2249. ; Projectiles describe how and what image to use as the weapon flies
  2250. ; to its target. Think of the projectile as the "delivery method" used
  2251. ; to get the warhead to the desired target.
  2252. ; AA=Can this weapon fire upon flying aircraft (def=no)?
  2253. ; AG=Can this weapon fire upon ground objects (def=yes)?
  2254. ; ASW=Is this an Anti-Submarine-Warfare projectile (def=no)?
  2255. ; Animates=Does it animate [this means smoke puffs] (def=no)?
  2256. ; Arcing=Does it have a ballistic trajectory (def=no)?
  2257. ; Arm=arming delay (def=0)
  2258. ; Degenerates=Does the bullet strength weaken as it travels (def=no)?
  2259. ; Dropping=Does it fall from a starting height (def=no)?
  2260. ; Frames=number of image frames for animation purposes (def=1)
  2261. ; Gigundo=Is the projectile larger than normal (def=no)?
  2262. ; High=Can it fly over walls (def=no)?
  2263. ; Image=image to use during flight
  2264. ; Inaccurate=Is it inherently inaccurate (def=no)?
  2265. ; Inviso=Is the projectile invisible as it travels (def=no)?
  2266. ; Parachuted=Equipped with a parachute for dropping from plane (def=no)?
  2267. ; Proximity=Does it blow up when near its target (def=no)?
  2268. ; ROT=Rate Of Turn [non zero implies homing] (def=0)
  2269. ; Ranged=Can it run out of fuel (def=no)?
  2270. ; Rotates=Does the projectile have rotation specific imagery (def=no)?
  2271. ; Shadow=If High, does this bullet need to have a shadow drawn? (def = yes)
  2272. ; Translucent=Are translucent colors used in artwork (def=no)?
  2273. ; UnderWater=Does the projectile travel under water?
  2274. ; invisible flight to target
  2275. [Invisible]
  2276. Inviso=yes
  2277. Image=none
  2278. ; special case for dog
  2279. [LeapDog]
  2280. Image=DOGBULLT
  2281. Translucent=yes
  2282. Rotates=yes
  2283. Proximity=yes
  2284. ROT=20
  2285. ; straight high-speed ballistic shot
  2286. [Cannon]
  2287. Image=120MM
  2288. ; anti aircraft artillery projectile
  2289. [Ack]
  2290. Image=none
  2291. Inviso=yes
  2292. AA=true
  2293. AG=false
  2294. ; Sub-surface projectile.
  2295. [Torpedo]
  2296. UnderWater=yes
  2297. Image=MISSILE
  2298. Rotates=yes
  2299. ASW=yes
  2300. ; Free Rocket Over Ground
  2301. [FROG]
  2302. Arm=10
  2303. High=yes
  2304. Shadow=no
  2305. Proximity=yes
  2306. Animates=yes
  2307. Ranged=yes
  2308. Inaccurate=yes
  2309. Image=V2
  2310. Rotates=yes
  2311. ; small homing missile (targets vehicles best)
  2312. [HeatSeeker]
  2313. Arm=2
  2314. High=yes
  2315. Shadow=no
  2316. Proximity=yes
  2317. Animates=yes
  2318. Ranged=yes
  2319. Inaccurate=yes
  2320. AA=yes
  2321. Image=DRAGON
  2322. ROT=5
  2323. Rotates=yes
  2324. Translucent=yes
  2325. ; small missile with deadly accuracy
  2326. [LaserGuided]
  2327. Arm=3
  2328. High=yes
  2329. Shadow=no
  2330. Proximity=yes
  2331. Animates=yes
  2332. Ranged=yes
  2333. AA=yes
  2334. Image=DRAGON
  2335. ROT=20
  2336. Rotates=yes
  2337. Translucent=yes
  2338. ; anti aircraft missile
  2339. [AAMissile]
  2340. Arm=3
  2341. High=yes
  2342. Shadow=no
  2343. Proximity=yes
  2344. Animates=yes
  2345. Ranged=yes
  2346. AA=yes
  2347. AG=no
  2348. Image=MISSILE
  2349. ROT=20
  2350. Rotates=yes
  2351. Translucent=yes
  2352. ; lobbed tumbling grenade
  2353. [Lobbed]
  2354. High=yes
  2355. Arcing=yes
  2356. Inaccurate=yes
  2357. Image=BOMB
  2358. Frames=8
  2359. Translucent=yes
  2360. ; Depth charge catapult
  2361. [Catapult]
  2362. High=yes
  2363. Arcing=yes
  2364. Inaccurate=yes
  2365. Image=BOMB
  2366. Frames=8
  2367. ASW=yes
  2368. AG=no
  2369. Translucent=yes
  2370. ; dropped from plane tumbling object
  2371. [Bomblet]
  2372. Arm=24
  2373. RangeLimit=24
  2374. High=yes
  2375. Dropping=yes
  2376. Image=BOMBLET
  2377. Frames=6
  2378. Translucent=yes
  2379. ; arcing ballistic projectile
  2380. [Ballistic]
  2381. High=yes
  2382. Arcing=yes
  2383. Inaccurate=yes
  2384. Image=120MM
  2385. ; parachute bomb
  2386. [Parachute]
  2387. Arm=24
  2388. RangeLimit=24
  2389. High=yes
  2390. Dropping=yes
  2391. Parachuted=yes
  2392. ;Image=PARABOMB
  2393. ; Allied free radar (GPS satellite)
  2394. [GPSSatellite]
  2395. Gigundo=yes
  2396. High=yes
  2397. Image=SPUTNIK
  2398. Frames=4
  2399. ; Nuclear missile, flying up
  2400. [NukeUp]
  2401. Gigundo=yes
  2402. High=yes
  2403. Image=ATOMICUP
  2404. Frames=4
  2405. ; Nuclear missile, flying down
  2406. [NukeDown]
  2407. Gigundo=yes
  2408. High=yes
  2409. Image=ATOMICDN
  2410. Frames=4
  2411. ; wizard's fireball
  2412. [Fireball]
  2413. Animates=yes
  2414. Image=FB1
  2415. Frames=8
  2416. ; ******* Warhead Characteristics *******
  2417. ; This is what gives the "rock, paper, scissors" character to the game.
  2418. ; It describes how the damage is to be applied to the target. The
  2419. ; values should take into consideration the 'area of effect'.
  2420. ; example: Although an armor piercing tank round would instantly
  2421. ; kill a soldier IF it hit, the anti-infantry rating is still
  2422. ; very low because the tank round has such a limited area of
  2423. ; effect, lacks pinpoint accuracy, and acknowledges the fact that
  2424. ; tanks pose little threat to infantry that take cover.
  2425. ; Spread=damage spread factor [larger means greater spread] (def=1)
  2426. ;          [A value of 1 means the damage is halved every pixel distant from center point.
  2427. ;          a value of 2 means damage is halved every 2 pixels, etc.]
  2428. ; Wall=Does this warhead damage concrete walls (def=no)?
  2429. ; Wood=Does this warhead damage wood walls (def=no)?
  2430. ; Ore=Does this warhead destroy ore (def=no)?
  2431. ; Verses=damage value verses various armor types (as percentage of full damage)...
  2432. ;           -vs- none, wood (buildings), light armor, heavy armor, concrete
  2433. ; Explosion=which explosion set to use when warhead of this type impacts (def=0)
  2434. ;             0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke
  2435. ; InfDeath=which infantry death animation to use (def=0)
  2436. ;             0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
  2437. ; general multiple small arms fire
  2438. [SA]
  2439. Spread=3
  2440. Verses=100%,50%,60%,25%,25%
  2441. Explosion=2
  2442. InfDeath=1
  2443. ; high explosive (shrapnel)
  2444. [HE]
  2445. Spread=6
  2446. Wall=yes
  2447. Wood=yes
  2448. Verses=90%,75%,60%,25%,100%
  2449. Explosion=5
  2450. InfDeath=2
  2451. ; armor piercing (discarding sabot, narrow effect)
  2452. [AP]
  2453. Spread=3
  2454. Wall=yes
  2455. Wood=yes
  2456. Verses=30%,75%,75%,100%,50%
  2457. Explosion=4
  2458. InfDeath=3
  2459. ; napalm and fire in general
  2460. [Fire]
  2461. Spread=8
  2462. Wood=yes
  2463. Verses=90%,100%,60%,25%,50%
  2464. Explosion=3
  2465. InfDeath=4
  2466. ; anti-infantry rifle bullet (single shot -- very effective verses infantry)
  2467. [HollowPoint]
  2468. Spread=1
  2469. Verses=100%,5%,5%,5%,5%
  2470. Explosion=1
  2471. InfDeath=1
  2472. ; special case damage effect (do not use for regular weapons)
  2473. [Super]
  2474. Spread=1
  2475. Verses=100%,100%,100%,100%,100%
  2476. InfDeath=5
  2477. ; special case to only affect infantry (do not use for regular weapons)
  2478. [Organic]
  2479. Spread=0
  2480. Verses=100%,0%,0%,0%,0%
  2481. InfDeath=0
  2482. ; Nuclear warhead (same as fire)
  2483. [Nuke]
  2484. Spread=20
  2485. Wall=yes
  2486. Wood=yes
  2487. Ore=yes
  2488. Verses=90%,100%,60%,25%,50%
  2489. Explosion=6
  2490. InfDeath=5
  2491. ; ******* Land Characteristics *******
  2492. ; This section specifies the characteristics of the various
  2493. ; terrain types. The primary purpose is to differentiate the
  2494. ; movement capabilities.
  2495. ; Float=% of full speed for ships [0 means impassable] (def=100)
  2496. ; Foot=% of full speed for foot soldiers [0 means impassable] (def=100)
  2497. ; Track=% of full speed for tracked vehicles [0 means impassable] (def=100)
  2498. ; Wheel=% of full speed for wheeled vehicles [0 means impassable] (def=100)
  2499. ; Buildable=Can buildings be built upon this terrain (def=no)?
  2500. ; clear grassy terrain
  2501. [Clear]
  2502. Foot=90%
  2503. Track=80%
  2504. Wheel=60%
  2505. Float=0%
  2506. Buildable=yes
  2507. ; rocky terrain
  2508. [Rough]
  2509. Foot=80%
  2510. Track=70%
  2511. Wheel=40%
  2512. Float=0%
  2513. Buildable=no
  2514. ; roads
  2515. [Road]
  2516. Foot=100%
  2517. Track=100%
  2518. Wheel=100%
  2519. Float=0%
  2520. Buildable=yes
  2521. ; open water
  2522. [Water]
  2523. Foot=0%
  2524. Track=0%
  2525. Wheel=0%
  2526. Float=100%
  2527. Buildable=no
  2528. ; cliffs
  2529. [Rock]
  2530. Foot=0%
  2531. Track=0%
  2532. Wheel=0%
  2533. Float=0%
  2534. Buildable=no
  2535. ; walls and other man made obstacles
  2536. [Wall]
  2537. Foot=0%
  2538. Track=0%
  2539. Wheel=0%
  2540. Float=0%
  2541. Buildable=no
  2542. ; ore (Tiberium)
  2543. [Ore]
  2544. Foot=90%
  2545. Track=70%
  2546. Wheel=50%
  2547. Float=0%
  2548. Buildable=no
  2549. ; sandy beach
  2550. [Beach]
  2551. Foot=80%
  2552. Track=70%
  2553. Wheel=40%
  2554. Float=0%
  2555. Buildable=no
  2556. ; craggy riverbed
  2557. [River]
  2558. Foot=0%
  2559. Track=0%
  2560. Wheel=0%
  2561. Float=0%
  2562. Buildable=no
  2563. ; ******* Random Crate Powerups *******
  2564. ; This specifies the chance for the specified crate powerup to appear
  2565. ; in a 'random' crate. The chance is expressed in the form of 'shares'
  2566. ; out of the total shares specified. The second parameter is the animation
  2567. ; to use when this crate is picked up. The third parameter, if present, specifies
  2568. ; the data value needed for that crate powerup. They mean different things
  2569. ; for the different powerups.
  2570. [Powerups]
  2571. Armor=10,ARMOR,2.0              ; armor of nearby objects increased (armor multiplier)
  2572. Cloak=0,STEALTH2                ; enable cloaking on nearby objects
  2573. Darkness=1,EMPULSE              ; cloak entire radar map
  2574. Explosion=5,NONE,500            ; high explosive baddie (damage per explosion)
  2575. Firepower=10,FPOWER,2.0         ; firepower of nearby objects increased (firepower multiplier)
  2576. HealBase=1,INVUN                ; all buildings to full strength
  2577. ICBM=1,MISSILE2                 ; nuke missile one time shot
  2578. Money=50,DOLLAR,2000            ; a chunk o' cash (maximum cash)
  2579. Napalm=5,NONE,600               ; fire explosion baddie (damage)
  2580. ParaBomb=3,PARABOX              ; para-bomb raid one time shot
  2581. Reveal=1,EARTH                  ; reveal entire radar map
  2582. Sonar=3,SONARBOX                ; one time sonar pulse
  2583. Speed=10,SPEED,1.7              ; speed of nearby objects increased (speed multiplier)
  2584. Squad=20,NONE                   ; squad of random infantry
  2585. Unit=20,NONE                    ; vehicle
  2586. Invulnerability=3,INVULBOX,1.0  ; invulnerability (duration in minutes)
  2587. TimeQuake=3,TQUAKE              ; time quake
  2588. ; ******* Mission Control *******
  2589. ; This specifies the various general behavior characteristics of
  2590. ; the missions that objects can be assigned. Each of the game objects must
  2591. ; be in a mission. The mission behavior is generally hard coded into
  2592. ; the program, but there are some behavior characteristics that can
  2593. ; be overridden. Don't modify these.
  2594. ; NoThreat=Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)?
  2595. ; Zombie=Is forced to sit there like a zombie and never recovers (def=no)?
  2596. ; Recruitable=Can it be recruited into a team or base defense (def=yes)?
  2597. ; Paralyzed=Is the object frozen in place but can still fire and function (def=no)?
  2598. ; Retaliate=Is allowed to retaliate while on this mission (def=yes)?
  2599. ; Scatter=Is allowed to scatter from threats (def=yes)?
  2600. ; Rate=delay between normal processing (larger = faster game, less responsiveness)
  2601. ; AARate=anti-aircraft delay rate (if not specifed it uses regular rate).
  2602. ; Unit sits still and plays dead.
  2603. [Sleep]
  2604. Recruitable=no
  2605. Zombie=yes
  2606. Retaliate=no
  2607. Scatter=no
  2608. Rate=1
  2609. ; Unit doesn't fire and is not considered a threat.
  2610. [Harmless]
  2611. Recruitable=no
  2612. NoThreat=yes
  2613. Retaliate=no
  2614. Rate=.5
  2615. ; Just like guard mode, but cannot move.
  2616. [Sticky]
  2617. Recruitable=no
  2618. Paralyzed=yes
  2619. Scatter=no
  2620. Rate=.016
  2621. ; Special attack mission used by team logic.
  2622. [Attack]
  2623. Rate=.016
  2624. AARate=.016
  2625. ; Move to destination.
  2626. [Move]
  2627. Rate=.016
  2628. ; Special move to destination after all other queued moves occur.
  2629. [QMove]
  2630. Rate=.016
  2631. ; Run away (possibly leave the map).
  2632. [Retreat]
  2633. Recruitable=no
  2634. Retaliate=no
  2635. Rate=.1
  2636. ; Sit around and engage any enemy that wanders within weapon range.
  2637. [Guard]
  2638. Rate=.050
  2639. AARate=.016
  2640. ; Enter building or transport for loading purposes.
  2641. [Enter]
  2642. Retaliate=no
  2643. Recruitable=no
  2644. Rate=.016
  2645. ; Engineer entry logic.
  2646. [Capture]
  2647. Retaliate=no
  2648. Recruitable=no
  2649. Scatter=no
  2650. Rate=.016
  2651. ; Handle harvest ore - dump at refinery loop.
  2652. [Harvest]
  2653. Retaliate=no
  2654. Recruitable=no
  2655. Scatter=no
  2656. Rate=.016
  2657. ; Guard the general area where the unit starts at.
  2658. [Area Guard]
  2659. Recruitable=no
  2660. Rate=.080
  2661. AARate=.032
  2662. ; <unused>
  2663. [Return]
  2664. ; Stop moving and firing at the first available opportunity.
  2665. [Stop]
  2666. ; <unused>
  2667. [Ambush]
  2668. ; Scan for and attack any enemies whereever they may be.
  2669. [Hunt]
  2670. Recruitable=no
  2671. Retaliate=no
  2672. Rate=.016
  2673. ; While dropping off cargo (e.g., APC unloading passengers).
  2674. [Unload]
  2675. Recruitable=no
  2676. Retaliate=no
  2677. Scatter=no
  2678. Rate=.016
  2679. ; Tanya running to place bomb in building.
  2680. [Sabotage]
  2681. Recruitable=no
  2682. Rate=.016
  2683. ; Buildings use this when building up after initial placement.
  2684. [Construction]
  2685. Recruitable=no
  2686. Retaliate=no
  2687. Scatter=no
  2688. ; Buildings use this when deconstruction after being sold.
  2689. [Selling]
  2690. Recruitable=no
  2691. NoThreat=yes
  2692. Retaliate=no
  2693. Scatter=no
  2694. ; Service depot uses this mission to repair attached object.
  2695. [Repair]
  2696. Rate=.08
  2697. ; Special team override mission.
  2698. [Rescue]
  2699. Rate=.016
  2700. ; Missile silo special launch missile mission.
  2701. [Missile]
  2702. Rate=.1
  2703.  
  2704. wer=10,FPOWER,2.0       Ç
  2705.  
  2706.  
  2707.  
  2708.  
  2709. G
  2710. d
  2711. w
  2712. à
  2713. æ
  2714. ÿ
  2715. ß
  2716.