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Text File  |  1996-12-23  |  60KB  |  2,979 lines

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