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INI File  |  1997-01-01  |  65KB  |  3,170 lines

  1. ; If placed in game directory, it will override built in values. Values to be used as multipliers
  2. ; or percentages can be specified as either a simple floating point number (embed ".") or as a
  3. ; conventional percentage number (append "%"). Values used as cell distances or time delays
  4. ; are specified as simple floating point number. Distance values are expressed in cells. Time
  5. ; values are expressed in minutes.
  6.  
  7. [General]
  8.  
  9. ; crates
  10. CrateMinimum=1          ; crates are normally one per human player but never below this number
  11. CrateMaximum=255        ; crates can never exceed this quantity
  12. CrateRadius=3.0         ; radius (cells) for area effect crate powerup bonuses
  13. CrateRegen=3            ; average minutes between random powerup crate regeneration
  14. UnitCrateType=none      ; specifies specific unit type for unit type crate ['none' means pick randomly]
  15. WaterCrateChance=20%    ; chance that a water crate will be generated rather than land crate [multiplay only]
  16. SoloCrateMoney=2000     ; money to give for money crate in solo play missions
  17. SilverCrate=HealBase    ; solo play silver crate bonus
  18. WaterCrate=Money        ; solo play water crate bonus
  19. WoodCrate=Money         ; solo play wood crate bonus
  20.  
  21. ; special weapons
  22. ChronoDuration=3        ; time that a unit will remain chronoshifted before returning to start location
  23. ChronoKillCargo=yes     ; Should cargo be destroyed when object is chronoshifted?
  24. ChronoTechLevel=12      ; Tech level at which Chrono facility can create Chrono effect
  25. GPSTechLevel=8          ; tech level at which GPS satelite becomes available
  26. GapRadius=10            ; radius of gap generator (cells)
  27. GapRegenInterval=.1     ; gap generators will regenerate their shroud at this time interval
  28. IronCurtain=.75         ; minutes that Iron Curtain invulnerability lasts
  29. ParaTech=5              ; tech level when free para-infantry appears from airstrip
  30. ParabombTech=8          ; tech level that parabomb appears free with airfield
  31. RadarJamRadius=15       ; cell radius distance that mobile radar jammer is effective
  32. SpyPlaneTech=5          ; tech level when free spy plane appears from airstrip
  33. BadgerBombCount=1       ; number of badgers used to drop parabombs
  34.  
  35. ; Chrono side effects
  36. QuakeChance=20%         ; percentage chance time quake will occur with each chronoshift use
  37. QuakeDamage=33%         ; percentage damage to inflict when time quake occurs
  38. VortexChance=20%        ; percent chance that chronal vortex occurs with each chronoshift use
  39. VortexDamage=200        ; damage inflicted by vortex discharge
  40. VortexRange=10          ; scan for victims up to this distance away [in cells]
  41. VortexSpeed=10          ; speed of vortex movement
  42.  
  43. ; repair and refit
  44. RefundPercent=50%       ; percent of original cost to refund when building/unit is sold
  45. ReloadRate=.04          ; minutes to reload each ammo point for aircraft or helicopters
  46. RepairPercent=20%       ; percent cost to fully repair as ratio of full cost
  47. RepairRate=.016         ; minutes between applying repair step
  48. RepairStep=7            ; hit points to heal per repair 'tick' for buildings
  49. URepairPercent=20%      ; [units only] percent cost to fully repair as ratio of full cost
  50. URepairStep=10          ; [units only] hit points to heal per repair 'tick' for units
  51.  
  52. ; combat and damage
  53. TurboBoost=1.5          ; speed multiplier for turbo-boosted weapons when firing upon aircraft
  54. APMineDamage=1000       ; damage to inflict when anti-personnel mine explodes
  55. AVMineDamage=1200       ; damage to inflict when anti-vehicle mine explodes
  56. AtomDamage=1000         ; damage points when nuclear bomb explodes (regardless of source)
  57. BallisticScatter=1.0    ; maximum scatter distance (cells) for inaccurate ballistic projectiles
  58. BridgeStrength=1000     ; strength of bridge [smaller means more easily destroyed]
  59. C4Delay=.03             ; minutes to delay after placing C4 before building will explode
  60. Crush=1.5               ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
  61. ExpSpread=.3            ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
  62. FireSupress=1           ; radius from target to look for friendlies and thus discourage firing upon, if found
  63. HomingScatter=2.0       ; maximum scatter distance (cells) for inaccurate homing projectiles
  64. MaxDamage=1000          ; maximum damage (after adjustments) per shot
  65. MinDamage=1             ; minimum damage (after adjustments) per shot
  66. OreExplosive=no         ; Does the harvester explode big time when destroyed?
  67. PlayerAutoCrush=no      ; Will player controlled units automatically try to crush enemy infantry?
  68. PlayerReturnFire=no     ; More aggressive return fire from player controlled objects?
  69. PlayerScatter=no        ; Will player units scatter, of their own accord, from threats and damage?
  70. ProneDamage=50%         ; when infantry is prone, damage is reduced to this percentage
  71. TreeTargeting=no        ; Automatically show target cursor when over trees?
  72. Incoming=10             ; If an incoming projectile is as slow or slower than this, then
  73.                         ; object in the target location will try to run away. Grenades and
  74.                         ; parachute bombs have this characteristic.
  75.  
  76. ; income and production
  77. BailCount=28            ; number of 'bails' carried by a harvester
  78. BuildSpeed=.8           ; general build speed [time (in minutes) to produce a 1000 credit cost item]
  79. BuildupTime=.06         ; average minutes that building build-up animation runs
  80. GemValue=50             ; gem credits per 'bail' carried by a harvester
  81. GoldValue=25            ; gold credits per 'bail' carried by a harvester
  82. GrowthRate=2            ; minutes between ore (Tiberium) growth
  83. OreGrows=yes            ; Does ore grow denser over time?
  84. OreSpreads=yes          ; Does ore spread into adjacent areas?
  85. OreTruckRate=1          ; speed that harvester truck manages ore [larger means slower]
  86. SeparateAircraft=no     ; Is first helicopter to be purchased separately from helipad?
  87. SurvivorRate=.4         ; fraction of building cost to be converted to survivors when sold
  88.  
  89. ; audio/visual map controls
  90. AllyReveal=yes          ; Allies automatically reveal radar maps to each other?
  91. ConditionRed=25%        ; 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=no       ; 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.  
  106. ; computer and movement controls
  107. CurleyShuffle=no        ; Should helicopter shuffle position between shots (as in C&C)?
  108. BaseBias=2              ; multiplier to threat target value when enemy is close to friendly base
  109. BaseDefenseDelay=.25    ; minutes delay between sending response teams to deal with base threat
  110. CloseEnough=2.75        ; If distance to destination less than this, then abort movement if otherwise blocked.
  111. DamageDelay=1           ; minutes between applying trivial structure damage when low on power
  112. GameSpeeBias=1          ; multiplier to overall game object movement speed
  113. LZScanRadius=16         ; maximum radius to scan for alternate landing zone if otherwise occupied
  114. MineAware=yes           ; Are friendly units smart enough to avoid friendly mines?
  115. Stray=2.0               ; radius distance (cells) that team members may stray without causing regroup action
  116. SubmergeDelay=.02       ; forced delay that subs will remain on surface before allowing to submerge
  117. SuspendDelay=2          ; minutes that suspended teams will remain suspended
  118. SuspendPriority=20      ; teams with less than this priority will suspend during base defense ops
  119. TeamDelay=.6            ; interval between checking for and creating teams
  120.  
  121. ; misc
  122. FineDiffControl=no      ; Allow 5 difficulty settings instead of only 3 settings?
  123. MCVUndeploy=no          ; Allow construction yard to undeploy back into MCV?
  124.  
  125.  
  126. ; ******* Theme Controls *******
  127. ; Controls when each theme becomes available in solo play. Each
  128. ; theme identifier is given a scenario and owner. The theme will
  129. ; become available at that scenario or later and for the specified
  130. ; owner only. If no owner is specified, it is presumed to be available
  131. ; for all sides.
  132. [ThemeControl]
  133. BIGF226M=1,Soviet
  134. CRUS226M=1,Allies
  135. FAC1226M=1,Soviet
  136. HELL226M=1
  137. FAC2226M=2,Soviet
  138. RUN1226M=2,Soviet
  139. TREN226M=3,Soviet
  140. WORK226M=3,Allies
  141. AWAIT=4
  142. DENSE_R=5,Soviet
  143. FOGGER1A=5,Allies
  144. MUD1A=6
  145. RADIO2=7,Soviet
  146. ROLLOUT=7,Allies
  147. SNAKE=8
  148. TERMINAT=9,Soviet
  149. TWIN=9,Allies
  150. VECTOR1A=10
  151. SMSH226M=11
  152.  
  153.  
  154. ; ******* Multiplayer Settings *******
  155. ; These are the multiplayer dialog default settings. Does not apply to
  156. ; Westwood chat, only to the in-game dialogs.
  157. [MultiplayerDefaults]
  158. Money=10000
  159. MaxMoney=10000
  160. ShadowGrow=no
  161. Bases=yes
  162. OreGrows=yes
  163. Crates=yes
  164. AIPlayers=no
  165. CaptureTheFlag=no
  166.  
  167.  
  168. ; ******* Special weapon charge times *******
  169. ; The time (minutes) for recharge of these special weapons.
  170. [Recharge]
  171. Chrono=7                ; chronosphere
  172. GPS=8                   ; satellite radar
  173. IronCurtain=11          ; invulnerability device
  174. Nuke=13                 ; nuclear missile
  175. ParaBomb=14             ; parachute bombs
  176. Paratrooper=7           ; paratroopers
  177. Saboteur=14             ; para-saboteur
  178. Sonar=10                ; sonar pulse
  179. SpyPlane=3              ; recon mission
  180.  
  181.  
  182. ; ******* Object Heap Maximums *******
  183. ; These are the absolute maximum number of these object types
  184. ; allowed in the game (at any one time).
  185. [Maximums]
  186. Players=8                ; ipx layer limits this to 8 maximum
  187. Aircraft=100
  188. Anim=100
  189. Building=500
  190. Bullet=50
  191. Factory=32              ; 32 is minimum for 8 player game
  192. Infantry=500
  193. Overlay=1               ; special case -- only needs one
  194. Projectile=20           ; projectile types, not actual projectiles
  195. Smudge=1                ; special case -- only needs one
  196. Team=60
  197. TeamType=60
  198. Template=1              ; special case -- only needs one
  199. Terrain=500             ; trees and rocks
  200. TrigType=80             ; trigger types
  201. Trigger=200             ; triggers themselves
  202. Unit=500
  203. Vessel=100
  204. Warhead=10              ; warhead types, not actual warheads
  205. Weapon=55               ; weapon types, not actual weapons
  206.  
  207.  
  208. ; ******* AI Controls *******
  209. ; Computer Skirmish-Mode behavior controls. The ratio values are based on the
  210. ; number of buildings in the computer base that should be of the type specified.
  211. ; The ratio total should exceed 100% so that the base will always try to grow as
  212. ; it vainly attempts to achieve the specified percentage composition.
  213.  
  214. ; Take note: The computer AI in Red Alert is merely a warmed over version
  215. ; of the AI experiment I wrote during the unallocated time in the month
  216. ; following C&C's release. It was more than adequate at that time (even
  217. ; difficult to beat), but since Red Alert is a very different game, the skirmish
  218. ; mode AI is somewhat under-effective. In order to improve the AI
  219. ; over this initial experiment, the following controls are provided. It might
  220. ; be possible to manipulate these values to achieve a greater challenge when
  221. ; playing the computer opponent.
  222. [AI]
  223. AttackInterval=3        ; average delay between computer attacks
  224. AttackDelay=5           ; average delay time before computer begins first attack
  225. PatrolScan=.016         ; minute interval between scanning for enemys while patrolling.
  226. CreditReserve=100       ; Structure repair will not begin if available cash falls below this amount.
  227. PathDelay=.01           ; Delay (minutes) between retrying when path is blocked.
  228. OreNearScan=6           ; cell radius to scan when harvesting a single patch of ore
  229. OreFarScan=48           ; cells radius to scan when looking for a new ore patch to harvest
  230. AutocreateTime=5        ; average minutes between creating an 'autocreate' team
  231. InfantryReserve=3000    ; always build infantry if cash reserve is greater than this
  232. InfantryBaseMult=1      ; build infantry if building count times this number is less than current infantry quantity
  233. PowerSurplus=50         ; build power plants until power surplus is at least this amount
  234. BaseSizeAdd=3           ; computer base size can be no larger than the largest human opponent, plus this quantity
  235. RefineryRatio=.16       ; ratio of base that should be composed of refineries
  236. RefineryLimit=4         ; never build more than this many refineries
  237. BarracksRatio=.16       ; ratio of base that should be composed of barracks
  238. BarracksLimit=2         ; never build more than this many barracks
  239. WarRatio=.1             ; ratio of base that should be composed of war factories
  240. WarLimit=2              ; never build more than this many war factories
  241. DefenseRatio=.4         ; ratio of base that should be defensive structures
  242. DefenseLimit=40         ; maximum number of defensive buildings to build
  243. AARatio=.14             ; ratio of base that should be anti-aircraft defense
  244. AALimit=10              ; maximum number of anti-aircraft buildings to build
  245. TeslaRatio=.16          ; ratio of base that should be telsa coils
  246. TeslaLimit=10           ; maximum number of tesla coils to build
  247. HelipadRatio=.12        ; ratio of base that should be composed of helipads
  248. HelipadLimit=5          ; maximum number of helipads to build
  249. AirstripRatio=.12       ; ratio of base that should be composed of airstrips
  250. AirstripLimit=5         ; maximum number of airstrips to build
  251. CompEasyBonus=yes       ; When more than one human in game, computer player goes to "easy" mode?
  252. Paranoid=yes            ; Will computer players ally with each other if the situation looks bleak?
  253. PowerEmergency=75%      ; sell buildings to raise power level if it falls below this percentage
  254.  
  255.  
  256. ; ******* IQ setting for computer activity *******
  257. ; Each player (computer controlled or otherwise) is given an IQ rating that is used
  258. ; to control what the computer is allowed to automatically control. This is
  259. ; distinct from the difficulty setting. The higher the IQ setting, the more autonomous
  260. ; and intelligent the side will behave. Each ability is given a rating that
  261. ; indicates the IQ level (or above) that the ability will be granted. Because such
  262. ; abilities are automatically performed by the computer, giving a human controlled
  263. ; country a high IQ is not recommended. Otherwise the player's units will start to
  264. ; automatically "do their own thing"! A human controlled country is presumed to have
  265. ; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
  266. ; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to
  267. ; the maximum.
  268. [IQ]
  269. MaxIQLevels=5           ; the maximum number of discrete IQ levels
  270. SuperWeapons=4          ; super weapons are automatically fired by computer
  271. Production=5            ; building/unit production is automatically controlled by computer
  272. GuardArea=4             ; newly produced units start in guard area mode
  273. RepairSell=1            ; allowed to choose repair or sell of damaged buildings
  274. AutoCrush=2             ; automatically try to crush antogonists if possible
  275. Scatter=3               ; will scatter from incoming threats [grenades and such]
  276. ContentScan=4           ; will consider contents of transport when picking good target
  277. Aircraft=4              ; automatically replace aircraft or helicopters
  278. Harvester=2             ; automatically replace lost harvesters
  279. SellBack=2              ; allowed to sell buildings
  280.  
  281.  
  282. ; ******* Country Statistics *******
  283. ; Certain countries have special adjustments to their unit and building
  284. ; values. These are global values that affect ALL units and buildings owned
  285. ; by that country. This applies only to multiplayer games and skirmish mode. In
  286. ; normal game play, all values are "1.0".
  287.  
  288. ; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0)
  289. ; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0)
  290. ; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
  291. ; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0)
  292. ; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0)
  293. ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
  294. ; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0)
  295.  
  296. [England]
  297. Firepower=1.0
  298. Groundspeed=1.0
  299. Airspeed=1.0
  300. Armor=1.1
  301. ROF=1.0
  302. Cost=1.0
  303. BuildTime=1.0
  304.  
  305. [Germany]
  306. Firepower=1.1
  307. Groundspeed=1.0
  308. Airspeed=1.0
  309. Armor=1.0
  310. ROF=1.0
  311. Cost=1.0
  312. BuildTime=1.0
  313.  
  314. [France]
  315. Firepower=1.0
  316. Groundspeed=1.0
  317. Airspeed=1.0
  318. Armor=1.0
  319. ROF=1.1
  320. Cost=1.0
  321. BuildTime=1.0
  322.  
  323. [Ukraine]
  324. Firepower=1.0
  325. Groundspeed=1.1
  326. Airspeed=1.0
  327. Armor=1.0
  328. ROF=1.0
  329. Cost=1.0
  330. BuildTime=1.0
  331.  
  332. [USSR]
  333. Firepower=1.0
  334. Groundspeed=1.0
  335. Airspeed=1.0
  336. Armor=1.0
  337. ROF=1.0
  338. Cost=0.9
  339. BuildTime=1.0
  340.  
  341. [Greece]
  342. Firepower=1.0
  343. Groundspeed=1.0
  344. Airspeed=1.0
  345. Armor=1.0
  346. ROF=1.0
  347. Cost=1.0
  348. BuildTime=1.0
  349.  
  350. [Turkey]
  351. Firepower=1.0
  352. Groundspeed=1.0
  353. Airspeed=1.0
  354. Armor=1.0
  355. ROF=1.0
  356. Cost=1.0
  357. BuildTime=1.0
  358.  
  359. [Spain]
  360. Firepower=1.0
  361. Groundspeed=1.0
  362. Airspeed=1.0
  363. Armor=1.0
  364. ROF=1.0
  365. Cost=1.0
  366. BuildTime=1.0
  367.  
  368.  
  369. ; ******* Difficulty Settings *******
  370. ; Game difficulty is controlled by these factors. Some of these factors will
  371. ; only affect a computer player. The computer and the player are handicapped by
  372. ; individual settings. Thus the computer may be playing at 'difficult' level while the
  373. ; player may be playing at 'easy' level.
  374.  
  375. ; Airspeed = multiplier to speed for all air units (def=1.0)
  376. ; Armor = multiplier to armor strength for all units and buildings (def=1.0)
  377. ; Cost = multiplier to cost for all units and buildings (def=1.0)
  378. ; Firepower = multiplier to firepower for all weapons (def=1.0)
  379. ; Groundspeed = multiplier to speed for all ground units (def=1.0)
  380. ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
  381. ; BuildSlowdown = Should the computer build slower than the player (def=no)?
  382. ;  <<< affects the computer player, not the human player >>>
  383. ;    ContentScan = Should the contents of a transport be considered when picking best target (def=no)?
  384. ;    RepairDelay = average delay (minutes) between initiating building repair
  385. ;    BuildDelay = average delay (minutes) between initiating construction
  386. ;    DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)?
  387.  
  388. [Easy]
  389. Firepower=1.2
  390. Groundspeed=1.2
  391. Airspeed=1.2
  392. BuildTime=.8
  393. Armor=1.2
  394. ROF=.8
  395. Cost=.8
  396. RepairDelay=.001
  397. BuildDelay=.001
  398. DestroyWalls=yes
  399. ContentScan=yes
  400.  
  401. [Normal]
  402. Firepower=1.0
  403. Groundspeed=1.0
  404. Airspeed=1.0
  405. BuildTime=1
  406. Armor=1.0
  407. ROF=1.0
  408. Cost=1.0
  409. RepairDelay=.02
  410. BuildDelay=.03
  411. BuildSlowdown=yes
  412. DestroyWalls=yes
  413. ContentScan=yes
  414.  
  415. [Difficult]
  416. Firepower=.8
  417. Groundspeed=.8
  418. Airspeed=.8
  419. BuildTime=1.0
  420. Armor=.8
  421. ROF=1.2
  422. Cost=1.0
  423. RepairDelay=.05
  424. BuildDelay=.1
  425. BuildSlowdown=yes
  426. DestroyWalls=no
  427.  
  428.  
  429. ; ******* Unit Statistics *******
  430. ; Specifies the characteristics of the various game objects.
  431.  
  432. ; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
  433. ; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none)
  434. ; Cloakable = Is it equipped with a cloaking device (def=no)?
  435. ; Cost = cost to build object (in credits)
  436. ; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
  437. ; GuardRange = distance to scan for enemies to attack (def=use weapon range)
  438. ; Image = name of graphic data to use for this object (def=same as object identifier)
  439. ; Invisible = Is completely and always invisible to enemy (def=no)?
  440. ; Owner = who can build this [Allies or Soviet] (def="allies,soviet", i.e., all)
  441. ; Points = point value for scoring purposes (def=0)
  442. ; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)
  443. ; Primary = primary weapon equipped with (def=none)
  444. ; Secondary = secondary weapon equipped with (def=none)
  445. ; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
  446. ; Reload = time delay between reloads (def=0)
  447. ; SelfHealing = Does the object heal automatically up to half strength (def=no)?
  448. ; Sight = sight range, in cells (def=1)
  449. ; Strength = strength (hit points) of this object
  450. ; TechLevel = tech level required to build this [-1 means can't build] (def=-1)
  451. ; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
  452. ; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?
  453. ;  <<< applies only to infantry types >>>
  454. ;    C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
  455. ;    Fraidycat = Is it inherently afraid and will panic easily (def=no)?
  456. ;    Infiltrate = Can it enter a building like a spy or thief (def=no)?
  457. ;    IsCanine = Should special case dog logic be applied to this?
  458. ;  <<< applies only to moving units (not buildings) >>>
  459. ;    Passengers = number of passengers it may carry (def=0)
  460. ;    Speed = speed of this object [n/a for buildings] (def=0)
  461. ;  <<< applies only to terrestrial driving vehicle types >>>
  462. ;    Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
  463. ;    Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)?
  464. ;    NoMovingFire = The vehicle must stop before it can fire (def=no)?
  465. ;  <<< applies only to building types >>>
  466. ;    BaseNormal = Considered for building adjacency checks (def=yes)?
  467. ;    Adjacent = distance allowed to place from other buildings (def=1)
  468. ;    Bib = Should the building have an attached bib (def=no)?
  469. ;    Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
  470. ;    Crewed = Does it contain a crew that can escape (def=no)?
  471. ;    Power = power output [positive for output, negative for drain] (def=0)
  472. ;    Powered = Does it require power to function (def=no)?
  473. ;    Repairable = Can it be repaired (def=yes)?
  474. ;    Storage = the number of credits this building can store (def=0)
  475. ;    Unsellable = Cannot sell this building (even if it can be built)?
  476. ;    WaterBound = Is this building placed on water only (def=no)?
  477.  
  478. ; ******* terrestrial driving vehicle types *******
  479. ; SCUD launcher
  480. [V2RL]
  481. Prerequisite=weap,dome
  482. Primary=SCUD
  483. Strength=150
  484. Armor=light
  485. TechLevel=4
  486. Sight=5
  487. Speed=7
  488. Owner=soviet
  489. Cost=700
  490. Points=40
  491. ROT=5
  492. Tracked=yes
  493. Ammo=1
  494. Crewed=yes
  495. NoMovingFire=yes
  496.  
  497. ; light tank
  498. [1TNK]
  499. Prerequisite=weap
  500. Primary=75mm
  501. Strength=300
  502. Armor=heavy
  503. TechLevel=4
  504. Sight=4
  505. Speed=9
  506. Owner=allies
  507. Cost=700
  508. Points=30
  509. ROT=5
  510. Tracked=yes
  511. Crewed=yes
  512.  
  513. ; heavy tank
  514. [3TNK]
  515. Prerequisite=weap
  516. Primary=105mm
  517. Secondary=105mm
  518. Strength=400
  519. Armor=heavy
  520. TechLevel=4
  521. Sight=5
  522. Speed=7
  523. Owner=soviet
  524. Cost=950
  525. Points=50
  526. ROT=5
  527. Tracked=yes
  528. Crewed=yes
  529.  
  530. ; medium tank
  531. [2TNK]
  532. Prerequisite=weap
  533. Primary=90mm
  534. Strength=400
  535. Armor=heavy
  536. TechLevel=6
  537. Sight=5
  538. Speed=8
  539. Owner=allies
  540. Cost=800
  541. Points=40
  542. ROT=5
  543. Tracked=yes
  544. Crewed=yes
  545.  
  546. ; Mammoth tank
  547. [4TNK]
  548. Prerequisite=weap,stek
  549. Primary=120mm
  550. Secondary=MammothTusk
  551. Strength=600
  552. Armor=heavy
  553. TechLevel=10
  554. Sight=6
  555. Speed=4
  556. Owner=soviet
  557. Cost=1700
  558. Points=60
  559. ROT=5
  560. Tracked=yes
  561. SelfHealing=yes
  562. Crewed=yes
  563.  
  564. ; mobile radar jammer
  565. [MRJ]
  566. Prerequisite=weap,dome
  567. Strength=110
  568. Armor=light
  569. TechLevel=12
  570. Sight=7
  571. Speed=9
  572. Owner=allies
  573. Cost=600
  574. Points=30
  575. ROT=5
  576. Tracked=yes
  577. Crewed=yes
  578.  
  579. ; mobile gap generator
  580. [MGG]
  581. Prerequisite=weap,atek
  582. Strength=110
  583. Armor=light
  584. TechLevel=11
  585. Sight=4
  586. Speed=9
  587. Owner=allies
  588. Cost=600
  589. Points=40
  590. ROT=5
  591. Crewed=yes
  592.  
  593. ; mobile artillery
  594. [ARTY]
  595. Prerequisite=weap
  596. Primary=155mm
  597. Strength=75
  598. Armor=light
  599. TechLevel=8
  600. Sight=5
  601. Speed=6
  602. Owner=allies
  603. Cost=600
  604. Points=35
  605. ROT=2
  606. Tracked=yes
  607. Crewed=yes
  608. NoMovingFire=yes
  609.  
  610. ; harvester
  611. [HARV]
  612. Prerequisite=weap,proc
  613. Strength=600
  614. Armor=heavy
  615. TechLevel=1
  616. Sight=4
  617. Speed=6
  618. Owner=allies,soviet
  619. Cost=1400
  620. Points=55
  621. ROT=5
  622. Tracked=yes
  623. Crewed=yes
  624. SelfHealing=yes
  625.  
  626. ; Mobile Construction Vehicle
  627. [MCV]
  628. Prerequisite=weap,fix
  629. Strength=600
  630. Armor=light
  631. TechLevel=11
  632. Sight=4
  633. Speed=6
  634. Owner=allies,soviet
  635. Cost=2500
  636. Points=60
  637. ROT=5
  638. Crewed=yes
  639.  
  640. ; Ranger (as in "Ford", not "W.W. II Commando")
  641. [JEEP]
  642. Prerequisite=weap
  643. Primary=M60mg
  644. Strength=150
  645. Armor=light
  646. TechLevel=3
  647. Sight=6
  648. Speed=10
  649. Owner=allies
  650. Cost=600
  651. Points=20
  652. ROT=10
  653. Crewed=yes
  654.  
  655. ; Armored Personnel Carrier
  656. [APC]
  657. Prerequisite=weap,tent
  658. Primary=M60mg
  659. Strength=200
  660. Armor=heavy
  661. TechLevel=5
  662. Sight=5
  663. Speed=10
  664. Owner=allies
  665. Cost=800
  666. Points=25
  667. ROT=5
  668. Tracked=yes
  669. Passengers=5
  670.  
  671. ; mine layer
  672. [MNLY]
  673. Prerequisite=weap,fix
  674. Strength=100
  675. Armor=heavy
  676. TechLevel=3
  677. Sight=5
  678. Speed=9
  679. Owner=allies,soviet
  680. Cost=800
  681. Points=50
  682. ROT=5
  683. Tracked=yes
  684. Ammo=5         ; number of mines carried
  685. Crewed=yes
  686.  
  687. ; convoy truck
  688. [TRUK]
  689. Strength=110
  690. Armor=light
  691. Owner=soviet,allies
  692. TechLevel=-1
  693. Sight=3
  694. Speed=10
  695. Cost=500
  696. Points=5
  697. ROT=5
  698. Passengers=1
  699.  
  700. ; ******* ship types *******
  701. ; submarine
  702. [SS]
  703. Prerequisite=spen
  704. Primary=TorpTube
  705. Strength=120
  706. Armor=light
  707. TechLevel=5
  708. Sight=6
  709. Speed=6
  710. Owner=soviet
  711. Cost=950
  712. Points=45
  713. ROT=7
  714. Cloakable=yes
  715.  
  716. ; destroyer
  717. [DD]
  718. Prerequisite=syrd
  719. Primary=Stinger
  720. Secondary=DepthCharge
  721. Strength=400
  722. Armor=heavy
  723. TechLevel=7
  724. Sight=6
  725. Speed=6
  726. Owner=allies
  727. Cost=1000
  728. Points=50
  729. ROT=7
  730. Sensors=Yes
  731.  
  732. ; cruiser
  733. [CA]
  734. Prerequisite=syrd,atek
  735. Primary=8Inch
  736. Secondary=8Inch
  737. Strength=700
  738. Armor=heavy
  739. TechLevel=10
  740. Sight=7
  741. Speed=4
  742. Owner=allies
  743. Cost=2000
  744. Points=60
  745. ROT=5
  746. Sensors=Yes
  747.  
  748. ; transport
  749. [LST]
  750. Strength=350
  751. Armor=heavy
  752. TechLevel=3
  753. Sight=6
  754. Speed=14
  755. Owner=allies,soviet
  756. Cost=700
  757. Points=25
  758. ROT=10
  759. Passengers=5
  760.  
  761. ; gun boat
  762. [PT]
  763. Prerequisite=syrd
  764. Primary=2Inch
  765. Secondary=DepthCharge
  766. Strength=200
  767. Armor=heavy
  768. TechLevel=5
  769. Sight=7
  770. Speed=9
  771. Owner=allies
  772. Cost=500
  773. Points=30
  774. ROT=7
  775. Sensors=Yes
  776.  
  777. ; ******* infantry types *******
  778. ; attack dog
  779. [DOG]
  780. Prerequisite=kenn
  781. Primary=DogJaw
  782. Strength=12
  783. ;Strength=5
  784. Armor=none
  785. TechLevel=3
  786. Sight=5
  787. Speed=4
  788. Owner=soviet
  789. Cost=200
  790. Points=5
  791. IsCanine=yes
  792. GuardRange=7
  793.  
  794. ; rifle soldier
  795. [E1]
  796. Primary=M1Carbine
  797. Strength=50
  798. Armor=none
  799. TechLevel=1
  800. Sight=4
  801. Speed=4
  802. Owner=allies,soviet
  803. Cost=100
  804. Points=5
  805.  
  806. ; grenadier
  807. [E2]
  808. Primary=Grenade
  809. Strength=50
  810. Armor=none
  811. TechLevel=1
  812. Sight=4
  813. Speed=5
  814. Owner=soviet
  815. Cost=160
  816. Points=10
  817. Explodes=yes
  818.  
  819. ; rocket soldier
  820. [E3]
  821. Primary=RedEye
  822. Secondary=Dragon
  823. Strength=45
  824. Armor=none
  825. TechLevel=2
  826. Sight=4
  827. Speed=3
  828. Owner=allies
  829. Cost=300
  830. Points=10
  831. DoubleOwned=yes
  832.  
  833. ; Flamethrower
  834. [E4]
  835. Prerequisite=stek
  836. Primary=Flamer
  837. Strength=40
  838. Armor=none
  839. TechLevel=6
  840. Sight=4
  841. Speed=3
  842. Owner=soviet
  843. Cost=300
  844. Points=15
  845. Explodes=yes
  846.  
  847. ; engineer
  848. [E6]
  849. Strength=25
  850. Armor=none
  851. TechLevel=5
  852. Sight=4
  853. Speed=4
  854. Owner=soviet,allies
  855. Cost=500
  856. Points=20
  857. Infiltrate=yes
  858.  
  859. ; spy
  860. [SPY]
  861. Prerequisite=dome
  862. Strength=25
  863. Armor=none
  864. TechLevel=6
  865. Sight=5
  866. Speed=4
  867. Owner=allies
  868. Cost=500
  869. Points=15
  870. Infiltrate=yes
  871.  
  872. ; thief
  873. [THF]
  874. Prerequisite=atek
  875. Strength=25
  876. Armor=none
  877. TechLevel=11
  878. Sight=5
  879. Speed=4
  880. Owner=allies
  881. Cost=500
  882. Points=10
  883. Infiltrate=yes
  884.  
  885. ; Tanya
  886. [E7]
  887. Prerequisite=atek
  888. Primary=Colt45
  889. Secondary=Colt45
  890. Strength=100
  891. Armor=none
  892. TechLevel=11
  893. Sight=6
  894. Speed=5
  895. Owner=allies,soviet
  896. Cost=1200
  897. Points=25
  898. Infiltrate=yes
  899. C4=yes
  900. DoubleOwned=yes
  901.  
  902. ; field medic
  903. [MEDI]
  904. Primary=Heal
  905. Strength=80
  906. Armor=none
  907. TechLevel=2
  908. Sight=3
  909. Speed=4
  910. Owner=allies
  911. Cost=800
  912. Points=15
  913.  
  914. ; field marshal
  915. [GNRL]
  916. Primary=Pistol
  917. Strength=80
  918. Armor=none
  919. TechLevel=-1
  920. Sight=3
  921. Speed=5
  922. Owner=allies,soviet
  923. Cost=0
  924. Points=15
  925. Infiltrate=yes
  926.  
  927. ; civilians
  928. [C1]
  929. Image=C1
  930. Primary=Pistol
  931. Strength=25
  932. Armor=none
  933. TechLevel=-1
  934. Sight=2
  935. Speed=5
  936. Owner=allies,soviet
  937. Cost=10
  938. Points=1
  939. Ammo=10
  940. Fraidycat=yes
  941.  
  942. [C2]
  943. Image=C1
  944. Strength=25
  945. Armor=none
  946. TechLevel=-1
  947. Sight=2
  948. Speed=5
  949. Owner=allies,soviet
  950. Cost=10
  951. Points=1
  952. Fraidycat=yes
  953.  
  954. [C3]
  955. Image=C2
  956. Strength=25
  957. Armor=none
  958. TechLevel=-1
  959. Sight=2
  960. Speed=5
  961. Owner=allies,soviet
  962. Cost=10
  963. Points=1
  964. Fraidycat=yes
  965.  
  966. [C4]
  967. Image=C2
  968. Strength=25
  969. Armor=none
  970. TechLevel=-1
  971. Sight=2
  972. Speed=5
  973. Owner=allies,soviet
  974. Cost=10
  975. Points=1
  976. Fraidycat=yes
  977.  
  978. [C5]
  979. Image=C2
  980. Strength=25
  981. Armor=none
  982. TechLevel=-1
  983. Sight=2
  984. Speed=5
  985. Owner=allies,soviet
  986. Cost=10
  987. Points=1
  988. Fraidycat=yes
  989.  
  990. [C6]
  991. Image=C1
  992. Strength=25
  993. Armor=none
  994. TechLevel=-1
  995. Sight=2
  996. Speed=5
  997. Owner=allies,soviet
  998. Cost=10
  999. Points=1
  1000. Fraidycat=yes
  1001.  
  1002. [C7]
  1003. Image=C1
  1004. Primary=Pistol
  1005. Strength=25
  1006. Armor=none
  1007. TechLevel=-1
  1008. Sight=2
  1009. Speed=5
  1010. Owner=allies,soviet
  1011. Cost=10
  1012. Points=1
  1013. Ammo=10
  1014. Fraidycat=yes
  1015.  
  1016. [C8]
  1017. Image=C1
  1018. Strength=25
  1019. Armor=none
  1020. TechLevel=-1
  1021. Sight=2
  1022. Speed=5
  1023. Owner=allies,soviet
  1024. Cost=10
  1025. Points=1
  1026. Fraidycat=yes
  1027.  
  1028. [C9]
  1029. Image=C1
  1030. Strength=25
  1031. Armor=none
  1032. TechLevel=-1
  1033. Sight=2
  1034. Speed=5
  1035. Owner=allies,soviet
  1036. Cost=10
  1037. Points=1
  1038. Fraidycat=yes
  1039.  
  1040. [C10]
  1041. Image=C1
  1042. Strength=25
  1043. Armor=none
  1044. TechLevel=-1
  1045. Sight=2
  1046. Speed=5
  1047. Owner=allies,soviet
  1048. Cost=10
  1049. Points=1
  1050. Fraidycat=yes
  1051.  
  1052. ; professor Einstein
  1053. [EINSTEIN]
  1054. Strength=25
  1055. Armor=none
  1056. TechLevel=-1
  1057. Sight=2
  1058. Speed=5
  1059. Owner=allies
  1060. Cost=10
  1061. Points=1
  1062. Fraidycat=yes
  1063.  
  1064. ; special agent
  1065. [DELPHI]
  1066. Primary=Pistol
  1067. Strength=25
  1068. Armor=none
  1069. TechLevel=-1
  1070. Sight=2
  1071. Speed=5
  1072. Owner=allies,soviet
  1073. Cost=10
  1074. Points=1
  1075. Ammo=10
  1076.  
  1077. ; special agent
  1078. [CHAN]
  1079. Strength=25
  1080. Armor=none
  1081. TechLevel=-1
  1082. Sight=2
  1083. Speed=5
  1084. Owner=allies,soviet
  1085. Cost=10
  1086. Points=1
  1087.  
  1088. ; ******* aircraft types *******
  1089. ; Badger bomber
  1090. [BADR]
  1091. Prerequisite=afld
  1092. Primary=ParaBomb
  1093. Strength=60
  1094. Armor=light
  1095. TechLevel=-1
  1096. Sight=0
  1097. Speed=16
  1098. Owner=soviet
  1099. Cost=10
  1100. Points=20
  1101. ROT=5
  1102. Ammo=5
  1103. Passengers=5
  1104.  
  1105. ; spy photo-recon plane
  1106. [U2]
  1107. Prerequisite=afld
  1108. Primary=Camera
  1109. Strength=2000
  1110. Armor=heavy
  1111. TechLevel=-1
  1112. Sight=0
  1113. Speed=40
  1114. Owner=soviet
  1115. Cost=10
  1116. Points=5
  1117. ROT=7
  1118. Ammo=1         ; snapshot film
  1119.  
  1120. ; jet attack plane
  1121. [MIG]
  1122. Prerequisite=afld
  1123. Primary=Maverick
  1124. Secondary=Maverick
  1125. Strength=50
  1126. Armor=light
  1127. TechLevel=10
  1128. Sight=0
  1129. Speed=20
  1130. Owner=soviet
  1131. Cost=1200
  1132. Points=50
  1133. ROT=5
  1134. Ammo=3
  1135. GuardRange=30
  1136.  
  1137. ; prop attack plane
  1138. [YAK]
  1139. Prerequisite=afld
  1140. Primary=ChainGun
  1141. Secondary=ChainGun
  1142. Strength=60
  1143. Armor=light
  1144. TechLevel=5
  1145. Sight=0
  1146. Speed=16
  1147. Owner=soviet
  1148. Cost=800
  1149. Points=25
  1150. ROT=5
  1151. Ammo=15
  1152. Crewed=yes
  1153. GuardRange=30
  1154.  
  1155. ; transport helicopter
  1156. [TRAN]
  1157. Prerequisite=hpad
  1158. Strength=90
  1159. Armor=light
  1160. TechLevel=11
  1161. Sight=0
  1162. Speed=12
  1163. Owner=soviet
  1164. Cost=1200
  1165. Points=35
  1166. ROT=5
  1167. Passengers=5
  1168.  
  1169. ; Longbow attack helicopter
  1170. [HELI]
  1171. Prerequisite=hpad
  1172. Primary=Hellfire
  1173. Secondary=Hellfire
  1174. Strength=225
  1175. Armor=heavy
  1176. TechLevel=9
  1177. Sight=0
  1178. Speed=16
  1179. Owner=allies
  1180. Cost=1200
  1181. Points=50
  1182. ROT=4
  1183. Ammo=6
  1184. Crewed=yes
  1185. GuardRange=30
  1186.  
  1187. ; Hind attack helicopter
  1188. [HIND]
  1189. Prerequisite=hpad
  1190. Primary=ChainGun
  1191. Strength=225
  1192. Armor=heavy
  1193. TechLevel=9
  1194. Sight=0
  1195. Speed=12
  1196. Owner=soviet
  1197. Cost=1200
  1198. Points=40
  1199. ROT=4
  1200. Ammo=12
  1201. Crewed=yes
  1202. GuardRange=30
  1203.  
  1204. ; ******* building types *******
  1205. ; Iron Curtain
  1206. [IRON]
  1207. Prerequisite=stek
  1208. Strength=400
  1209. Armor=wood
  1210. TechLevel=12
  1211. Sight=10
  1212. Owner=soviet
  1213. Cost=2800
  1214. Points=100
  1215. Power=-200
  1216. Powered=true
  1217. Capturable=true
  1218. Crewed=yes
  1219.  
  1220. ; forward command center
  1221. [FCOM]
  1222. Strength=400
  1223. Armor=wood
  1224. TechLevel=-1
  1225. Sight=10
  1226. Owner=soviet
  1227. Cost=0
  1228. Points=40
  1229. Power=-200
  1230. Bib=yes
  1231. Capturable=true
  1232. Crewed=yes
  1233.  
  1234. ; advanced tech center
  1235. [ATEK]
  1236. Prerequisite=weap,dome
  1237. Strength=400
  1238. Armor=wood
  1239. TechLevel=10
  1240. Sight=10
  1241. Owner=allies
  1242. Cost=1500
  1243. Points=85
  1244. Power=-200
  1245. Bib=yes
  1246. Capturable=true
  1247. Crewed=yes
  1248.  
  1249. ; paradox device
  1250. [PDOX]
  1251. Prerequisite=atek
  1252. Strength=400
  1253. Armor=wood
  1254. TechLevel=12
  1255. Sight=10
  1256. Owner=allies
  1257. Cost=2800
  1258. Points=100
  1259. Power=-200
  1260. Powered=true
  1261. Capturable=true
  1262. Crewed=yes
  1263.  
  1264. ; weapons factory
  1265. [WEAP]
  1266. Prerequisite=proc
  1267. Strength=1000
  1268. Armor=light
  1269. TechLevel=3
  1270. Sight=4
  1271. Owner=soviet,allies
  1272. Cost=2000
  1273. Points=80
  1274. Power=-30
  1275. Bib=yes
  1276. Capturable=true
  1277. Crewed=yes
  1278.  
  1279. ; ship yard
  1280. [SYRD]
  1281. Prerequisite=powr
  1282. Strength=1000
  1283. Armor=light
  1284. TechLevel=3
  1285. Sight=4
  1286. Owner=allies
  1287. Cost=650
  1288. Points=80
  1289. Power=-30
  1290. Adjacent=8
  1291. WaterBound=yes
  1292. Capturable=true
  1293. BaseNormal=no
  1294.  
  1295. ; sub pen
  1296. [SPEN]
  1297. Prerequisite=powr
  1298. Strength=1000
  1299. Armor=light
  1300. TechLevel=3
  1301. Sight=4
  1302. Owner=soviet
  1303. Cost=650
  1304. Points=80
  1305. Power=-30
  1306. Adjacent=8
  1307. WaterBound=yes
  1308. Capturable=true
  1309. BaseNormal=no
  1310.  
  1311. ; pill box
  1312. [PBOX]
  1313. Prerequisite=tent
  1314. Primary=Vulcan
  1315. Strength=400
  1316. Armor=wood
  1317. TechLevel=2
  1318. Sight=5
  1319. Owner=allies
  1320. Cost=400
  1321. Points=50
  1322. Power=-15
  1323. Sensors=yes
  1324. Crewed=yes
  1325.  
  1326. ; camouflaged pill box
  1327. [HBOX]
  1328. Prerequisite=tent
  1329. Primary=Vulcan
  1330. Strength=600
  1331. Armor=wood
  1332. TechLevel=3
  1333. Sight=5
  1334. Owner=allies
  1335. Cost=600
  1336. Points=60
  1337. Power=-15
  1338. Sensors=yes
  1339. Crewed=yes
  1340.  
  1341. ; Tesla coil
  1342. [TSLA]
  1343. Prerequisite=weap
  1344. Primary=TeslaZap
  1345. Strength=400
  1346. Armor=heavy
  1347. TechLevel=7
  1348. Sight=8
  1349. Owner=soviet
  1350. Cost=1500
  1351. Points=80
  1352. Power=-150
  1353. Ammo=3
  1354. Powered=true
  1355. Sensors=yes
  1356. Crewed=yes
  1357.  
  1358. ; gun turret
  1359. [GUN]
  1360. Prerequisite=tent
  1361. Primary=TurretGun
  1362. Strength=400
  1363. Armor=heavy
  1364. TechLevel=4
  1365. Sight=6
  1366. Owner=allies
  1367. Cost=600
  1368. Points=50
  1369. Power=-40
  1370. Sensors=yes
  1371. Crewed=yes
  1372. ROT=12
  1373.  
  1374. ; anti-aircraft artillery
  1375. [AGUN]
  1376. Prerequisite=dome
  1377. Primary=ZSU-23
  1378. Secondary=ZSU-23
  1379. Strength=400
  1380. Armor=heavy
  1381. TechLevel=5
  1382. Sight=6
  1383. Owner=allies
  1384. Cost=600
  1385. Points=50
  1386. Power=-50
  1387. Crewed=yes
  1388. ROT=15
  1389. Powered=true
  1390.  
  1391. ; flame turret
  1392. [FTUR]
  1393. Prerequisite=barr
  1394. Primary=FireballLauncher
  1395. Strength=400
  1396. Armor=heavy
  1397. TechLevel=2
  1398. Sight=6
  1399. Owner=soviet
  1400. Cost=600
  1401. Points=65
  1402. Power=-20
  1403. Sensors=yes
  1404. Explodes=no
  1405. Crewed=yes
  1406.  
  1407. ; construction yard
  1408. [FACT]
  1409. Strength=1000
  1410. Armor=heavy
  1411. TechLevel=-1
  1412. Sight=5
  1413. Owner=allies,soviet
  1414. Cost=2500
  1415. Points=80
  1416. Power=0
  1417. Bib=yes
  1418. Capturable=true
  1419. Crewed=yes
  1420.  
  1421. ; refinery
  1422. [PROC]
  1423. Prerequisite=powr
  1424. Strength=900
  1425. Armor=wood
  1426. TechLevel=1
  1427. Sight=6
  1428. Owner=allies,soviet
  1429. Cost=2000
  1430. Points=80
  1431. Power=-30
  1432. Storage=2000
  1433. Bib=yes
  1434. Capturable=true
  1435. Crewed=yes
  1436.  
  1437. ; storage silo
  1438. [SILO]
  1439. Prerequisite=proc
  1440. Strength=300
  1441. Armor=wood
  1442. TechLevel=1
  1443. Sight=4
  1444. Owner=allies,soviet
  1445. Cost=150
  1446. Points=25
  1447. Power=-10
  1448. Storage=1500
  1449. Capturable=true
  1450.  
  1451. ; helipad
  1452. [HPAD]
  1453. Prerequisite=dome
  1454. Strength=800
  1455. Armor=wood
  1456. TechLevel=9
  1457. Sight=5
  1458. Owner=allies,soviet
  1459. Cost=1500
  1460. Points=70
  1461. Power=-10
  1462. Bib=yes
  1463. Capturable=true
  1464. Crewed=yes
  1465.  
  1466. ; radar building
  1467. [DOME]
  1468. Prerequisite=proc
  1469. Strength=1000
  1470. Armor=wood
  1471. TechLevel=3
  1472. Sight=10
  1473. Owner=allies,soviet
  1474. Cost=1000
  1475. Points=60
  1476. Power=-40
  1477. Bib=yes
  1478. Powered=true
  1479. Capturable=true
  1480. Sensors=yes
  1481. Crewed=yes
  1482.  
  1483. ; gap generator
  1484. [GAP]
  1485. Prerequisite=atek
  1486. Strength=1000
  1487. Armor=wood
  1488. TechLevel=10
  1489. Sight=10
  1490. Owner=allies
  1491. Cost=500
  1492. Points=35
  1493. Power=-60
  1494. Powered=true
  1495. Capturable=true
  1496. Crewed=yes
  1497.  
  1498. ; Surface to Air Missile launcher
  1499. [SAM]
  1500. Prerequisite=dome
  1501. Primary=Nike
  1502. Strength=400
  1503. Armor=heavy
  1504. TechLevel=9
  1505. Sight=5
  1506. Owner=soviet
  1507. Cost=750
  1508. Points=50
  1509. Power=-20
  1510. Crewed=yes
  1511. ROT=30
  1512.  
  1513. ; big missile silo
  1514. [MSLO]
  1515. Prerequisite=stek
  1516. Primary=none
  1517. Strength=400
  1518. Armor=heavy
  1519. TechLevel=13
  1520. Sight=5
  1521. Owner=soviet,allies
  1522. Cost=2500
  1523. Points=90
  1524. Power=-100
  1525. Crewed=yes
  1526.  
  1527. ; airstrip
  1528. [AFLD]
  1529. Prerequisite=dome
  1530. Strength=1000
  1531. Armor=heavy
  1532. TechLevel=5
  1533. Sight=7
  1534. Owner=soviet
  1535. Cost=600
  1536. Points=70
  1537. Power=-30
  1538. Capturable=true
  1539. Crewed=yes
  1540.  
  1541. ; normal power plant
  1542. [POWR]
  1543. Prerequisite=fact
  1544. Strength=400
  1545. Armor=wood
  1546. TechLevel=1
  1547. Sight=4
  1548. Owner=allies,soviet
  1549. Cost=300
  1550. Points=40
  1551. Power=100
  1552. Bib=yes
  1553. Capturable=true
  1554. Crewed=yes
  1555.  
  1556. ; advanced power plant
  1557. [APWR]
  1558. Prerequisite=powr
  1559. Strength=700
  1560. Armor=wood
  1561. TechLevel=8
  1562. Sight=4
  1563. Owner=allies,soviet
  1564. Cost=500
  1565. Points=50
  1566. Power=200
  1567. Bib=yes
  1568. Capturable=true
  1569. Crewed=yes
  1570.  
  1571. ; Soviet tech center
  1572. [STEK]
  1573. Prerequisite=weap,dome
  1574. Strength=600
  1575. Armor=wood
  1576. TechLevel=6
  1577. Sight=4
  1578. Owner=soviet
  1579. Cost=1500
  1580. Points=85
  1581. Power=-100
  1582. Bib=yes
  1583. Capturable=true
  1584. Crewed=yes
  1585.  
  1586. ; hospital (obsolete?)
  1587. [HOSP]
  1588. Strength=400
  1589. Armor=wood
  1590. TechLevel=-1
  1591. Sight=4
  1592. Owner=
  1593. Cost=
  1594. Points=20
  1595. Power=-20
  1596. Bib=yes
  1597. Capturable=true
  1598. Crewed=yes
  1599.  
  1600. ; bio-research laboratory (obsolete?)
  1601. [BIO]
  1602. Strength=600
  1603. Armor=wood
  1604. TechLevel=-1
  1605. Sight=4
  1606. Owner=
  1607. Cost=
  1608. Points=30
  1609. Power=-40
  1610. Bib=yes
  1611. Crewed=yes
  1612.  
  1613. ; Soviet barracks
  1614. [BARR]
  1615. Prerequisite=powr
  1616. Strength=800
  1617. Armor=wood
  1618. TechLevel=1
  1619. Sight=5
  1620. Owner=soviet
  1621. Cost=300
  1622. Points=30
  1623. Power=-20
  1624. Bib=yes
  1625. Crewed=yes
  1626. Capturable=true
  1627.  
  1628. ; Allied training tent
  1629. [TENT]
  1630. Prerequisite=powr
  1631. Strength=800
  1632. Armor=wood
  1633. TechLevel=1
  1634. Sight=5
  1635. Owner=allies
  1636. Cost=300
  1637. Points=30
  1638. Power=-20
  1639. Bib=yes
  1640. Crewed=yes
  1641. Capturable=true
  1642.  
  1643. ; attack dog training facility
  1644. [KENN]
  1645. Prerequisite=barr
  1646. Strength=400
  1647. Armor=wood
  1648. TechLevel=3
  1649. Sight=4
  1650. Owner=soviet
  1651. Cost=200
  1652. Points=25
  1653. Power=-10
  1654.  
  1655. ; service depot
  1656. [FIX]
  1657. Prerequisite=weap
  1658. Strength=800
  1659. Armor=wood
  1660. TechLevel=3
  1661. Sight=5
  1662. Owner=allies,soviet
  1663. Cost=1200
  1664. Points=80
  1665. Power=-30
  1666. Capturable=true
  1667. Crewed=yes
  1668.  
  1669. ; sandbag wall
  1670. [SBAG]
  1671. Strength=1
  1672. Armor=none
  1673. TechLevel=2
  1674. Sight=0
  1675. Owner=allies
  1676. Cost=25
  1677. Points=1
  1678. Repairable=false
  1679. Adjacent=1
  1680.  
  1681. ; concrete wall
  1682. [BRIK]
  1683. Strength=1
  1684. Armor=none
  1685. TechLevel=8
  1686. Sight=0
  1687. Owner=allies,soviet
  1688. Cost=100
  1689. Points=5
  1690. Repairable=false
  1691. Adjacent=1
  1692.  
  1693. ; wire fence
  1694. [FENC]
  1695. Strength=1
  1696. Armor=none
  1697. TechLevel=2
  1698. Sight=0
  1699. Owner=soviet
  1700. Cost=25
  1701. Points=1
  1702. Repairable=false
  1703. Adjacent=1
  1704.  
  1705. ; auxiliary decorative building
  1706. [MISS]
  1707. Strength=400
  1708. Points=5
  1709. Armor=wood
  1710. Bib=yes
  1711. Capturable=true
  1712.  
  1713. ; chain link fence
  1714. [CYCL]
  1715. Strength=1
  1716. Points=1
  1717. Armor=none
  1718. Cost=75
  1719. Repariable=false
  1720. Adjacent=1
  1721. Sight=0
  1722.  
  1723. ; barb wire fence
  1724. [BARB]
  1725. Strength=1
  1726. Points=1
  1727. Armor=wood
  1728. Cost=25
  1729. Repariable=false
  1730. Adjacent=1
  1731. Sight=0
  1732.  
  1733. ; wood fence
  1734. [WOOD]
  1735. Strength=1
  1736. Points=1
  1737. Repariable=false
  1738. Adjacent=1
  1739. Sight=0
  1740.  
  1741. ; barrels
  1742. [BARL]
  1743. Strength=10
  1744. Repairable=false
  1745. Adjacent=0
  1746. BaseNormal=no
  1747.  
  1748. [BRL3]
  1749. Strength=10
  1750. Repairable=false
  1751. Adjacent=0
  1752. BaseNormal=no
  1753.  
  1754. ; anti-vehicle mine
  1755. [MINV]
  1756. Strength=1
  1757. Repairable=false
  1758. Adjacent=0
  1759. Invisible=yes
  1760. Unsellable=yes
  1761. BaseNormal=no
  1762.  
  1763. ; anti-personnel mine
  1764. [MINP]
  1765. Strength=1
  1766. Repairable=false
  1767. Adjacent=0
  1768. Invisible=yes
  1769. Unsellable=yes
  1770. BaseNormal=no
  1771.  
  1772. ; fakes
  1773. [FACF]
  1774. Image=FACT
  1775. Owner=allies
  1776. TechLevel=1
  1777. Strength=30
  1778. Cost=50
  1779. Sight=4
  1780. Power=-2
  1781. Points=15
  1782. Bib=yes
  1783. Capturable=true
  1784. BaseNormal=no
  1785.  
  1786. [WEAF]
  1787. Prerequisite=proc
  1788. Image=WEAP
  1789. Owner=allies
  1790. TechLevel=3
  1791. Cost=50
  1792. Strength=30
  1793. Sight=4
  1794. Points=15
  1795. Power=-2
  1796. Bib=yes
  1797. Capturable=true
  1798. BaseNormal=no
  1799.  
  1800. [SYRF]
  1801. Prerequisite=powr
  1802. Image=SYRD
  1803. Strength=30
  1804. TechLevel=3
  1805. Sight=4
  1806. Cost=50
  1807. Owner=allies
  1808. Power=-2
  1809. Points=15
  1810. WaterBound=yes
  1811. Capturable=true
  1812. BaseNormal=no
  1813. Adjacent=8
  1814.  
  1815. [SPEF]
  1816. Image=SPEN
  1817. Strength=30
  1818. TechLevel=-1
  1819. Sight=4
  1820. Cost=50
  1821. Owner=soviet
  1822. Power=-2
  1823. Points=15
  1824. WaterBound=yes
  1825. Capturable=true
  1826. BaseNormal=no
  1827. Adjacent=8
  1828.  
  1829. [DOMF]
  1830. Prerequisite=proc
  1831. Image=DOME
  1832. Strength=30
  1833. Sight=4
  1834. TechLevel=3
  1835. Cost=50
  1836. Owner=allies
  1837. Power=-2
  1838. Points=15
  1839. Bib=yes
  1840. Capturable=true
  1841. BaseNormal=no
  1842.  
  1843. ; civilian structures
  1844. [V01]
  1845. Strength=400
  1846. Points=5
  1847. Armor=wood
  1848. Repariable=false
  1849. Capturable=true
  1850.  
  1851. [V02]
  1852. Strength=400
  1853. Points=5
  1854. Armor=wood
  1855. Repariable=false
  1856.  
  1857. [V03]
  1858. Strength=400
  1859. Points=5
  1860. Armor=wood
  1861. Repariable=false
  1862.  
  1863. [V04]
  1864. Strength=400
  1865. Points=5
  1866. Armor=wood
  1867. Repariable=false
  1868.  
  1869. [V05]
  1870. Strength=400
  1871. Points=5
  1872. Armor=wood
  1873. Repariable=false
  1874.  
  1875. [V06]
  1876. Strength=400
  1877. Points=5
  1878. Armor=wood
  1879. Repariable=false
  1880.  
  1881. [V07]
  1882. Strength=400
  1883. Points=5
  1884. Armor=wood
  1885. Repariable=false
  1886.  
  1887. [V08]
  1888. Strength=400
  1889. Points=5
  1890. Armor=wood
  1891. Repariable=false
  1892.  
  1893. [V09]
  1894. Strength=400
  1895. Points=5
  1896. Armor=wood
  1897. Repariable=false
  1898.  
  1899. [V10]
  1900. Strength=400
  1901. Points=5
  1902. Armor=wood
  1903. Repariable=false
  1904.  
  1905. [V11]
  1906. Strength=400
  1907. Points=5
  1908. Armor=wood
  1909. Repariable=false
  1910.  
  1911. [V12]
  1912. Strength=400
  1913. Points=5
  1914. Armor=wood
  1915. Repariable=false
  1916.  
  1917. [V13]
  1918. Strength=400
  1919. Points=5
  1920. Armor=wood
  1921. Repariable=false
  1922.  
  1923. [V14]
  1924. Strength=400
  1925. Points=5
  1926. Armor=wood
  1927. Repariable=false
  1928.  
  1929. [V15]
  1930. Strength=400
  1931. Points=5
  1932. Armor=wood
  1933. Repariable=false
  1934.  
  1935. [V16]
  1936. Strength=400
  1937. Points=5
  1938. Armor=wood
  1939. Repariable=false
  1940.  
  1941. [V17]
  1942. Strength=400
  1943. Points=5
  1944. Armor=wood
  1945. Repariable=false
  1946.  
  1947. [V18]
  1948. Strength=400
  1949. Points=5
  1950. Armor=wood
  1951. Repariable=false
  1952.  
  1953. [V19]
  1954. Strength=400
  1955. Points=5
  1956. Armor=wood
  1957. Repariable=false
  1958.  
  1959. [V20]
  1960. Strength=400
  1961. Points=5
  1962. Armor=wood
  1963. Repariable=false
  1964.  
  1965. [V21]
  1966. Strength=400
  1967. Points=5
  1968. Armor=wood
  1969. Repariable=false
  1970.  
  1971. [V22]
  1972. Strength=400
  1973. Points=5
  1974. Armor=wood
  1975. Repariable=false
  1976.  
  1977. [V23]
  1978. Strength=400
  1979. Points=5
  1980. Armor=wood
  1981. Repariable=false
  1982.  
  1983. [V24]
  1984. Strength=400
  1985. Points=5
  1986. Armor=wood
  1987. Repariable=false
  1988.  
  1989. [V25]
  1990. Strength=400
  1991. Points=5
  1992. Armor=wood
  1993. Repariable=false
  1994.  
  1995. [V26]
  1996. Strength=400
  1997. Points=5
  1998. Armor=wood
  1999. Repariable=false
  2000.  
  2001. [V27]
  2002. Strength=400
  2003. Points=5
  2004. Armor=wood
  2005. Repariable=false
  2006.  
  2007. [V28]
  2008. Strength=400
  2009. Points=5
  2010. Armor=wood
  2011. Repariable=false
  2012.  
  2013. [V29]
  2014. Strength=400
  2015. Points=5
  2016. Armor=wood
  2017. Repariable=false
  2018.  
  2019. [V30]
  2020. Strength=400
  2021. Points=5
  2022. Armor=wood
  2023. Repariable=false
  2024.  
  2025. [V31]
  2026. Strength=400
  2027. Points=5
  2028. Armor=wood
  2029. Repariable=false
  2030.  
  2031. [V32]
  2032. Strength=400
  2033. Points=5
  2034. Armor=wood
  2035. Repariable=false
  2036.  
  2037. [V33]
  2038. Strength=400
  2039. Points=5
  2040. Armor=wood
  2041. Repariable=false
  2042.  
  2043. [V34]
  2044. Strength=400
  2045. Points=5
  2046. Armor=wood
  2047. Repariable=false
  2048.  
  2049. [V35]
  2050. Strength=400
  2051. Points=5
  2052. Armor=wood
  2053. Repariable=false
  2054.  
  2055. [V36]
  2056. Strength=400
  2057. Points=5
  2058. Armor=wood
  2059. Repariable=false
  2060.  
  2061. [V37]
  2062. Strength=400
  2063. Points=5
  2064. Armor=wood
  2065. Repariable=false
  2066.  
  2067.  
  2068. ; ******* Weapon Statistics *******
  2069. ; The weapons specified here are attached to the various combat
  2070. ; units and buildings.
  2071.  
  2072. ; Anim = animation to display as a firing effect
  2073. ; Burst = number of rapid succession shots from this weapon (def=1)
  2074. ; Camera = Reveals area around firer (def=no)?
  2075. ; Charges = Does it have charge-up-before-firing logic (def=no)?
  2076. ; Damage = the amount of damage (unattenuated) dealt with every bullet
  2077. ; Projectile = projectile characteristic to use
  2078. ; ROF = delay between shots [15 = 1 second at middle speed setting]
  2079. ; Range = maximum cell range
  2080. ; Report = sound to play when firing
  2081. ; Speed = speed of projectile to target (100 is maximum)
  2082. ; Warhead = warhead to attach to projectile
  2083. ; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
  2084. ; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
  2085.  
  2086. ; Tanya pistol
  2087. [Colt45]
  2088. Damage=50
  2089. ROF=5
  2090. Range=5.75
  2091. Projectile=Invisible
  2092. Speed=100
  2093. Warhead=HollowPoint
  2094. Report=GUN5
  2095.  
  2096. ; anti-aircraft multiple cannon
  2097. [ZSU-23]
  2098. Damage=25
  2099. ROF=10
  2100. Range=6
  2101. Projectile=Ack
  2102. Speed=100
  2103. Warhead=AP
  2104. Anim=GUNFIRE
  2105. Report=AACANON3
  2106.  
  2107. ; rapid fire machine gun
  2108. [Vulcan]
  2109. Damage=40
  2110. ROF=40
  2111. Range=5
  2112. Projectile=Invisible
  2113. Speed=100
  2114. Warhead=SA
  2115. Report=GUN13
  2116. Anim=MINIGUN
  2117.  
  2118. ; air-to-surface homing missile (launched from jet)
  2119. [Maverick]
  2120. Damage=50
  2121. ROF=3
  2122. Range=6
  2123. Projectile=HeatSeeker
  2124. Speed=30
  2125. Warhead=AP
  2126. Report=MISSILE7
  2127.  
  2128. ; camera
  2129. [Camera]
  2130. Damage=0
  2131. ROF=10
  2132. Range=2.75
  2133. Projectile=Inivisble
  2134. Speed=100
  2135. Warhead=Super
  2136. Camera=yes
  2137.  
  2138. ; fireball from flame turret
  2139. [FireballLauncher]
  2140. Damage=125
  2141. ROF=50
  2142. Range=4
  2143. Projectile=Fireball
  2144. Speed=12
  2145. Warhead=Fire
  2146.  
  2147. ; hand-held flame thrower type
  2148. [Flamer]
  2149. Damage=70
  2150. ROF=50
  2151. Range=3.5
  2152. Projectile=Fireball
  2153. Speed=12
  2154. Warhead=Fire
  2155.  
  2156. ; sniper rifle
  2157. [Sniper]
  2158. Damage=100
  2159. ROF=5
  2160. Range=3.75
  2161. Projectile=Invisible
  2162. Speed=100
  2163. Warhead=HollowPoint
  2164. Report=SILENCER
  2165.  
  2166. ; rapid fire aircraft gun
  2167. [ChainGun]
  2168. Damage=40
  2169. ROF=3
  2170. Range=5
  2171. Projectile=Invisible
  2172. Speed=100
  2173. Warhead=SA
  2174. Report=GUN13
  2175. Anim=MINIGUN
  2176.  
  2177. ; civilian pistol
  2178. [Pistol]
  2179. Damage=1
  2180. ROF=7
  2181. Range=1.75
  2182. Projectile=Invisible
  2183. Speed=100
  2184. Warhead=SA
  2185. Report=GUN27
  2186.  
  2187. ; rifle soldier weapons (multiple shots)
  2188. [M1Carbine]
  2189. Damage=15
  2190. ROF=20
  2191. Range=3
  2192. Projectile=Invisible
  2193. Speed=100
  2194. Warhead=SA
  2195. Report=GUN11
  2196.  
  2197. ; man-packed anti-tank missile (bazooka type)
  2198. [Dragon]
  2199. Damage=35
  2200. ROF=50
  2201. Range=5
  2202. Projectile=HeatSeeker
  2203. Speed=25
  2204. Warhead=AP
  2205. Report=MISSILE6
  2206.  
  2207. ; air-to-surface homing missile (launched from helicopter)
  2208. [Hellfire]
  2209. Damage=40
  2210. ROF=60
  2211. Range=4
  2212. Projectile=HeatSeeker
  2213. Speed=30
  2214. Warhead=AP
  2215. Report=MISSILE6
  2216.  
  2217. ; hand grenade
  2218. [Grenade]
  2219. Damage=50
  2220. ROF=60
  2221. Range=4
  2222. Projectile=Lobbed
  2223. Speed=5
  2224. Warhead=HE
  2225.  
  2226. ; small anti-armor cannon
  2227. [75mm]
  2228. Damage=25
  2229. ROF=40
  2230. Range=4
  2231. Projectile=Cannon
  2232. Speed=40
  2233. Warhead=AP
  2234. Report=CANNON2
  2235. Anim=GUNFIRE
  2236.  
  2237. ; light anti-armor cannon
  2238. [90mm]
  2239. Damage=30
  2240. ROF=50
  2241. Range=4.75
  2242. Projectile=Cannon
  2243. Speed=40
  2244. Warhead=AP
  2245. Report=CANNON1
  2246. Anim=GUNFIRE
  2247.  
  2248. ; medium anti-armor cannon
  2249. [105mm]
  2250. Damage=30
  2251. ROF=70
  2252. Range=4.75
  2253. Projectile=Cannon
  2254. Speed=40
  2255. Warhead=AP
  2256. Report=CANNON1
  2257. Anim=GUNFIRE
  2258.  
  2259. ; large anti-armor cannon
  2260. [120mm]
  2261. Damage=40
  2262. ROF=80
  2263. Range=4.75
  2264. Projectile=Cannon
  2265. Speed=40
  2266. Warhead=AP
  2267. Report=CANNON1
  2268. Anim=GUNFIRE
  2269. Burst=2
  2270.  
  2271. ; turret cannon
  2272. [TurretGun]
  2273. Damage=40
  2274. ROF=50
  2275. Range=6
  2276. Projectile=Cannon
  2277. Speed=40
  2278. Warhead=AP
  2279. Report=TURRET1
  2280. Anim=GUNFIRE
  2281.  
  2282. ; Vehicle carried anti-tank missile
  2283. [MammothTusk]
  2284. Damage=75
  2285. ROF=80
  2286. Range=5
  2287. Projectile=HeatSeeker
  2288. Speed=30
  2289. Warhead=HE
  2290. Report=MISSILE6
  2291. Burst=2
  2292.  
  2293. ; artillery cannon
  2294. [155mm]
  2295. Damage=150
  2296. ROF=65
  2297. Range=6
  2298. Projectile=Ballistic
  2299. Speed=12
  2300. Warhead=HE
  2301. Report=TANK5
  2302. Anim=GUNFIRE
  2303.  
  2304. ; vehicle mounted machine gun
  2305. [M60mg]
  2306. Damage=15
  2307. ROF=20
  2308. Range=4
  2309. Projectile=Invisible
  2310. Speed=100
  2311. Warhead=SA
  2312. Report=PILLBOX1
  2313. Anim=MINIGUN
  2314.  
  2315. ; napalm bomblets (dropped from plane)
  2316. [Napalm]
  2317. Damage=100
  2318. ROF=20
  2319. Range=4.5
  2320. Projectile=Bomblet
  2321. Speed=5
  2322. Warhead=Fire
  2323.  
  2324. ; Tesla coil zap
  2325. [TeslaZap]
  2326. Damage=100
  2327. ROF=120
  2328. Range=8.5
  2329. Projectile=Invisible
  2330. Speed=100
  2331. Warhead=Super
  2332. Report=TESLA1
  2333. Charges=yes
  2334.  
  2335. ; anti-aircraft missile (fired from SAM site)
  2336. [Nike]
  2337. Damage=50
  2338. ROF=20
  2339. Range=7.5
  2340. Projectile=AAMissile
  2341. Speed=50
  2342. Warhead=AP
  2343. Report=MISSILE1
  2344. Anim=SAMFIRE
  2345.  
  2346. ; man-packed surface to air missile
  2347. [RedEye]
  2348. Damage=50
  2349. ROF=50
  2350. Range=7.5
  2351. Projectile=AAMissile
  2352. Speed=50
  2353. Warhead=AP
  2354. Report=MISSILE1
  2355. Anim=SAMFIRE
  2356.  
  2357. ; 8 inch cruiser cannon
  2358. [8Inch]
  2359. Damage=500
  2360. ROF=160
  2361. Range=22
  2362. Projectile=Ballistic
  2363. Speed=6
  2364. Warhead=HE
  2365. Report=TURRET1
  2366. Anim=GUNFIRE
  2367. Supress=yes
  2368.  
  2369. ; gunboat mounted anti-aircraft rocket
  2370. [Stinger]
  2371. Damage=30
  2372. ROF=60
  2373. Range=9
  2374. Projectile=LaserGuided
  2375. Speed=20
  2376. Warhead=AP
  2377. Report=MISSILE6
  2378. Burst=2
  2379. TurboBoost=yes
  2380.  
  2381. ; torpedo tube
  2382. [TorpTube]
  2383. Damage=90
  2384. ROF=60
  2385. Range=9
  2386. Projectile=Torpedo
  2387. Speed=15
  2388. Warhead=AP
  2389. Report=TORPEDO1
  2390.  
  2391. ; destroyer mounted 2 inch cannon
  2392. [2Inch]
  2393. Damage=25
  2394. ROF=60
  2395. Range=5.5
  2396. Projectile=Cannon
  2397. Speed=25
  2398. Warhead=AP
  2399. Report=CANNON2
  2400. Anim=GUNFIRE
  2401.  
  2402. ; anti-submarine weapon
  2403. [DepthCharge]
  2404. Damage=80
  2405. ROF=60
  2406. Range=5
  2407. Projectile=Catapult
  2408. Speed=5
  2409. Warhead=AP
  2410.  
  2411. ; parachute bomb
  2412. [ParaBomb]
  2413. Damage=300
  2414. ROF=4
  2415. Range=4.5
  2416. Projectile=Parachute
  2417. Speed=5
  2418. Warhead=HE
  2419. Report=CHUTE1
  2420.  
  2421. ; dog bite
  2422. [DogJaw]
  2423. Damage=100
  2424. ROF=10
  2425. Range=2.2
  2426. Projectile=LeapDog
  2427. Speed=20
  2428. Warhead=Organic
  2429. Report=DOGG5P
  2430.  
  2431. ; medic healing
  2432. [Heal]
  2433. Damage=-50
  2434. ROF=80
  2435. Range=1.83
  2436. Projectile=Invisible
  2437. Speed=100
  2438. Warhead=Organic
  2439. Report=HEAL2
  2440.  
  2441. ; SCUD launcher
  2442. [SCUD]
  2443. Damage=600
  2444. ROF=400
  2445. Range=10
  2446. Projectile=FROG
  2447. Speed=25
  2448. Warhead=HE
  2449. Report=MISSILE1
  2450.  
  2451.  
  2452. ; ******* Projectile Statistics *******
  2453. ; Projectiles describe how and what image to use as the weapon flies
  2454. ; to its target. Think of the projectile as the "delivery method" used
  2455. ; to get the warhead to the desired target.
  2456.  
  2457. ; AA = Can this weapon fire upon flying aircraft (def=no)?
  2458. ; AG = Can this weapon fire upon ground objects (def=yes)?
  2459. ; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
  2460. ; Animates = Does it animate [this means smoke puffs] (def=no)?
  2461. ; Arcing = Does it have a ballistic trajectory (def=no)?
  2462. ; Arm = arming delay (def=0)
  2463. ; Degenerates = Does the bullet strength weaken as it travels (def=no)?
  2464. ; Dropping = Does it fall from a starting height (def=no)?
  2465. ; Frames = number of image frames for animation purposes (def=1)
  2466. ; Gigundo = Is the projectile larger than normal (def=no)?
  2467. ; High = Can it fly over walls (def=no)?
  2468. ; Image = image to use during flight
  2469. ; Inaccurate = Is it inherently inaccurate (def=no)?
  2470. ; Inviso = Is the projectile invisible as it travels (def=no)?
  2471. ; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
  2472. ; Proximity = Does it blow up when near its target (def=no)?
  2473. ; ROT = Rate Of Turn [non zero implies homing] (def=0)
  2474. ; Ranged = Can it run out of fuel (def=no)?
  2475. ; Rotates = Does the projectile have rotation specific imagery (def=no)?
  2476. ; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
  2477. ; Translucent = Are translucent colors used in artwork (def=no)?
  2478. ; UnderWater = Does the projectile travel under water?
  2479.  
  2480. ; invisible flight to target
  2481. [Invisible]
  2482. Inviso=yes
  2483. Image=none
  2484.  
  2485. ; special case for dog
  2486. [LeapDog]
  2487. Image=DOGBULLT
  2488. Translucent=yes
  2489. Rotates=yes
  2490. Proximity=yes
  2491. ROT=20
  2492.  
  2493. ; straight high-speed ballistic shot
  2494. [Cannon]
  2495. Image=120MM
  2496.  
  2497. ; anti aircraft artillery projectile
  2498. [Ack]
  2499. Image=none
  2500. Inviso=yes
  2501. AA=true
  2502. AG=false
  2503.  
  2504. ; Sub-surface projectile.
  2505. [Torpedo]
  2506. UnderWater=yes
  2507. Image=MISSILE
  2508. Rotates=yes
  2509. ASW=yes
  2510.  
  2511. ; Free Rocket Over Ground
  2512. [FROG]
  2513. Arm=10
  2514. High=yes
  2515. Shadow=no
  2516. Proximity=yes
  2517. Animates=yes
  2518. Ranged=yes
  2519. Inaccurate=yes
  2520. Image=V2
  2521. Rotates=yes
  2522.  
  2523. ; small homing missile (targets vehicles best)
  2524. [HeatSeeker]
  2525. Arm=2
  2526. High=yes
  2527. Shadow=no
  2528. Proximity=yes
  2529. Animates=yes
  2530. Ranged=yes
  2531. Inaccurate=yes
  2532. AA=yes
  2533. Image=DRAGON
  2534. ROT=5
  2535. Rotates=yes
  2536. Translucent=yes
  2537.  
  2538. ; small missile with deadly accuracy
  2539. [LaserGuided]
  2540. Arm=3
  2541. High=yes
  2542. Shadow=no
  2543. Proximity=yes
  2544. Animates=yes
  2545. Ranged=yes
  2546. AA=yes
  2547. Image=DRAGON
  2548. ROT=20
  2549. Rotates=yes
  2550. Translucent=yes
  2551.  
  2552. ; anti aircraft missile
  2553. [AAMissile]
  2554. Arm=3
  2555. High=yes
  2556. Shadow=no
  2557. Proximity=yes
  2558. Animates=yes
  2559. Ranged=yes
  2560. AA=yes
  2561. AG=no
  2562. Image=MISSILE
  2563. ROT=20
  2564. Rotates=yes
  2565. Translucent=yes
  2566.  
  2567. ; lobbed tumbling grenade
  2568. [Lobbed]
  2569. High=yes
  2570. Arcing=yes
  2571. Inaccurate=yes
  2572. Image=BOMB
  2573. Frames=8
  2574. Translucent=yes
  2575.  
  2576. ; Depth charge catapult
  2577. [Catapult]
  2578. High=yes
  2579. Arcing=yes
  2580. Inaccurate=yes
  2581. Image=BOMB
  2582. Frames=8
  2583. ASW=yes
  2584. AG=no
  2585. Translucent=yes
  2586.  
  2587. ; dropped from plane tumbling object
  2588. [Bomblet]
  2589. Arm=24
  2590. RangeLimit=24
  2591. High=yes
  2592. Dropping=yes
  2593. Image=BOMBLET
  2594. Frames=6
  2595. Translucent=yes
  2596.  
  2597. ; arcing ballistic projectile
  2598. [Ballistic]
  2599. High=yes
  2600. Arcing=yes
  2601. Inaccurate=yes
  2602. Image=120MM
  2603.  
  2604. ; parachute bomb
  2605. [Parachute]
  2606. Arm=24
  2607. RangeLimit=24
  2608. High=yes
  2609. Dropping=yes
  2610. Parachuted=yes
  2611. ;Image=PARABOMB
  2612.  
  2613. ; Allied free radar (GPS satellite)
  2614. [GPSSatellite]
  2615. Gigundo=yes
  2616. High=yes
  2617. Image=SPUTNIK
  2618. Frames=4
  2619.  
  2620. ; Nuclear missile, flying up
  2621. [NukeUp]
  2622. Gigundo=yes
  2623. High=yes
  2624. Image=ATOMICUP
  2625. Frames=4
  2626.  
  2627. ; Nuclear missile, flying down
  2628. [NukeDown]
  2629. Gigundo=yes
  2630. High=yes
  2631. Image=ATOMICDN
  2632. Frames=4
  2633.  
  2634. ; wizard's fireball
  2635. [Fireball]
  2636. Animates=yes
  2637. Image=FB1
  2638. Frames=8
  2639.  
  2640.  
  2641. ; ******* Warhead Characteristics *******
  2642. ; This is what gives the "rock, paper, scissors" character to the game.
  2643. ; It describes how the damage is to be applied to the target. The
  2644. ; values should take into consideration the 'area of effect'.
  2645. ; example: Although an armor piercing tank round would instantly
  2646. ; kill a soldier IF it hit, the anti-infantry rating is still
  2647. ; very low because the tank round has such a limited area of
  2648. ; effect, lacks pinpoint accuracy, and acknowledges the fact that
  2649. ; tanks pose little threat to infantry that take cover.
  2650.  
  2651. ; Spread = damage spread factor [larger means greater spread] (def=1)
  2652. ;          [A value of 1 means the damage is halved every pixel distant from center point.
  2653. ;          a value of 2 means damage is halved every 2 pixels, etc.]
  2654. ; Wall = Does this warhead damage concrete walls (def=no)?
  2655. ; Wood = Does this warhead damage wood walls (def=no)?
  2656. ; Ore = Does this warhead destroy ore (def=no)?
  2657. ; Verses = damage value verses various armor types (as percentage of full damage)...
  2658. ;           -vs- none, wood (buildings), light armor, heavy armor, concrete
  2659. ; Explosion = which explosion set to use when warhead of this type impacts (def=0)
  2660. ;             0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke
  2661. ; InfDeath = which infantry death animation to use (def=0)
  2662. ;             0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
  2663.  
  2664. ; general multiple small arms fire
  2665. [SA]
  2666. Spread=3
  2667. Verses=100%,50%,60%,25%,25%
  2668. Explosion=2
  2669. InfDeath=1
  2670.  
  2671. ; high explosive (shrapnel)
  2672. [HE]
  2673. Spread=6
  2674. Wall=yes
  2675. Wood=yes
  2676. Verses=90%,75%,60%,25%,100%
  2677. Explosion=5
  2678. InfDeath=2
  2679.  
  2680. ; armor piercing (discarding sabot, narrow effect)
  2681. [AP]
  2682. Spread=3
  2683. Wall=yes
  2684. Wood=yes
  2685. Verses=30%,75%,75%,100%,50%
  2686. Explosion=4
  2687. InfDeath=3
  2688.  
  2689. ; napalm and fire in general
  2690. [Fire]
  2691. Spread=8
  2692. Wood=yes
  2693. Verses=90%,100%,60%,25%,50%
  2694. Explosion=3
  2695. InfDeath=4
  2696.  
  2697. ; anti-infantry rifle bullet (single shot -- very effective verses infantry)
  2698. [HollowPoint]
  2699. Spread=1
  2700. Verses=100%,5%,5%,5%,5%
  2701. Explosion=1
  2702. InfDeath=1
  2703.  
  2704. ; special case damage effect (do not use for regular weapons)
  2705. [Super]
  2706. Spread=1
  2707. Verses=100%,100%,100%,100%,100%
  2708. InfDeath=5
  2709.  
  2710. ; special case to only affect infantry (do not use for regular weapons)
  2711. [Organic]
  2712. Spread=0
  2713. Verses=100%,0%,0%,0%,0%
  2714. InfDeath=0
  2715.  
  2716. ; Nuclear warhead (same as fire)
  2717. [Nuke]
  2718. Spread=6
  2719. Wall=yes
  2720. Wood=yes
  2721. Ore=yes
  2722. Verses=90%,100%,60%,25%,50%
  2723. Explosion=6
  2724. InfDeath=4
  2725.  
  2726.  
  2727. ; ******* Land Characteristics *******
  2728. ; This section specifies the characteristics of the various
  2729. ; terrain types. The primary purpose is to differentiate the
  2730. ; movement capabilities.
  2731.  
  2732. ; Float = % of full speed for ships [0 means impassable] (def=100)
  2733. ; Foot = % of full speed for foot soldiers [0 means impassable] (def=100)
  2734. ; Track = % of full speed for tracked vehicles [0 means impassable] (def=100)
  2735. ; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100)
  2736. ; Buildable = Can buildings be built upon this terrain (def=no)?
  2737.  
  2738. ; clear grassy terrain
  2739. [Clear]
  2740. Foot=90%
  2741. Track=80%
  2742. Wheel=60%
  2743. Float=0%
  2744. Buildable=yes
  2745.  
  2746. ; rocky terrain
  2747. [Rough]
  2748. Foot=80%
  2749. Track=70%
  2750. Wheel=40%
  2751. Float=0%
  2752. Buildable=no
  2753.  
  2754. ; roads
  2755. [Road]
  2756. Foot=100%
  2757. Track=100%
  2758. Wheel=100%
  2759. Float=0%
  2760. Buildable=yes
  2761.  
  2762. ; open water
  2763. [Water]
  2764. Foot=0%
  2765. Track=0%
  2766. Wheel=0%
  2767. Float=100%
  2768. Buildable=no
  2769.  
  2770. ; cliffs
  2771. [Rock]
  2772. Foot=0%
  2773. Track=0%
  2774. Wheel=0%
  2775. Float=0%
  2776. Buildable=no
  2777.  
  2778. ; walls and other man made obstacles
  2779. [Wall]
  2780. Foot=0%
  2781. Track=0%
  2782. Wheel=0%
  2783. Float=0%
  2784. Buildable=no
  2785.  
  2786. ; ore (Tiberium)
  2787. [Ore]
  2788. Foot=90%
  2789. Track=70%
  2790. Wheel=50%
  2791. Float=0%
  2792. Buildable=no
  2793.  
  2794. ; sandy beach
  2795. [Beach]
  2796. Foot=80%
  2797. Track=70%
  2798. Wheel=40%
  2799. Float=0%
  2800. Buildable=no
  2801.  
  2802. ; craggy riverbed
  2803. [River]
  2804. Foot=0%
  2805. Track=0%
  2806. Wheel=0%
  2807. Float=0%
  2808. Buildable=no
  2809.  
  2810.  
  2811. ; ******* Random Crate Powerups *******
  2812. ; This specifies the chance for the specified crate powerup to appear
  2813. ; in a 'random' crate. The chance is expressed in the form of 'shares'
  2814. ; out of the total shares specified. The second parameter is the animation
  2815. ; to use when this crate is picked up. The third parameter, if present, specifies
  2816. ; the data value needed for that crate powerup. They mean different things
  2817. ; for the different powerups.
  2818. [Powerups]
  2819. Armor=10,ARMOR,2.0              ; armor of nearby objects increased (armor multiplier)
  2820. Cloak=0,STEALTH2                ; enable cloaking on nearby objects
  2821. Darkness=1,EMPULSE              ; cloak entire radar map
  2822. Explosion=5,NONE,500            ; high explosive baddie (damage per explosion)
  2823. Firepower=10,FPOWER,2.0         ; firepower of nearby objects increased (firepower multiplier)
  2824. HealBase=1,INVUN                ; all buildings to full strength
  2825. ICBM=1,MISSILE2                 ; nuke missile one time shot
  2826. Money=50,DOLLAR,2000            ; a chunk o' cash (maximum cash)
  2827. Napalm=5,NONE,600               ; fire explosion baddie (damage)
  2828. ParaBomb=3,PARABOX              ; para-bomb raid one time shot
  2829. Reveal=1,EARTH                  ; reveal entire radar map
  2830. Sonar=3,SONARBOX                ; one time sonar pulse
  2831. Speed=10,SPEED,1.7              ; speed of nearby objects increased (speed multiplier)
  2832. Squad=20,NONE                   ; squad of random infantry
  2833. Unit=20,NONE                    ; vehicle
  2834. Invulnerability=3,INVULBOX,1.0  ; invulnerability (duration in minutes)
  2835. TimeQuake=3,TQUAKE              ; time quake
  2836.  
  2837.  
  2838. ; ******* Mission Control *******
  2839. ; This specifies the various general behavior characteristics of
  2840. ; the missions that objects can be assigned. Each of the game objects must
  2841. ; be in a mission. The mission behavior is generally hard coded into
  2842. ; the program, but there are some behavior characteristics that can
  2843. ; be overridden. Don't modify these.
  2844.  
  2845. ; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)?
  2846. ; Zombie = Is forced to sit there like a zombie and never recovers (def=no)?
  2847. ; Recruitable = Can it be recruited into a team or base defense (def=yes)?
  2848. ; Paralyzed = Is the object frozen in place but can still fire and function (def=no)?
  2849. ; Retaliate = Is allowed to retaliate while on this mission (def=yes)?
  2850. ; Scatter = Is allowed to scatter from threats (def=yes)?
  2851. ; Rate = delay between normal processing (larger = faster game, less responsiveness)
  2852. ; AARate = anti-aircraft delay rate (if not specifed it uses regular rate).
  2853.  
  2854. ; Unit sits still and plays dead.
  2855. [Sleep]
  2856. Recruitable=no
  2857. Zombie=yes
  2858. Retaliate=no
  2859. Scatter=no
  2860. Rate=1
  2861.  
  2862. ; Unit doesn't fire and is not considered a threat.
  2863. [Harmless]
  2864. Recruitable=no
  2865. NoThreat=yes
  2866. Retaliate=no
  2867. Rate=.5
  2868.  
  2869. ; Just like guard mode, but cannot move.
  2870. [Sticky]
  2871. Recruitable=no
  2872. Paralyzed=yes
  2873. Scatter=no
  2874. Rate=.016
  2875.  
  2876. ; Special attack mission used by team logic.
  2877. [Attack]
  2878. Rate=.016
  2879. AARate=.016
  2880.  
  2881. ; Move to destination.
  2882. [Move]
  2883. Rate=.016
  2884.  
  2885. ; Special move to destination after all other queued moves occur.
  2886. [QMove]
  2887. Rate=.016
  2888.  
  2889. ; Run away (possibly leave the map).
  2890. [Retreat]
  2891. Recruitable=no
  2892. Retaliate=no
  2893. Rate=.1
  2894.  
  2895. ; Sit around and engage any enemy that wanders within weapon range.
  2896. [Guard]
  2897. Rate=.050
  2898. AARate=.016
  2899.  
  2900. ; Enter building or transport for loading purposes.
  2901. [Enter]
  2902. Retaliate=no
  2903. Recruitable=no
  2904. Rate=.016
  2905.  
  2906. ; Engineer entry logic.
  2907. [Capture]
  2908. Retaliate=no
  2909. Recruitable=no
  2910. Scatter=no
  2911. Rate=.016
  2912.  
  2913. ; Handle harvest ore - dump at refinery loop.
  2914. [Harvest]
  2915. Retaliate=no
  2916. Recruitable=no
  2917. Scatter=no
  2918. Rate=.016
  2919.  
  2920. ; Guard the general area where the unit starts at.
  2921. [Area Guard]
  2922. Recruitable=no
  2923. Rate=.080
  2924. AARate=.032
  2925.  
  2926. ; <unused>
  2927. [Return]
  2928.  
  2929. ; Stop moving and firing at the first available opportunity.
  2930. [Stop]
  2931.  
  2932. ; <unused>
  2933. [Ambush]
  2934.  
  2935. ; Scan for and attack any enemies whereever they may be.
  2936. [Hunt]
  2937. Recruitable=no
  2938. Retaliate=no
  2939. Rate=.016
  2940.  
  2941. ; While dropping off cargo (e.g., APC unloading passengers).
  2942. [Unload]
  2943. Recruitable=no
  2944. Retaliate=no
  2945. Scatter=no
  2946. Rate=.016
  2947.  
  2948. ; Tanya running to place bomb in building.
  2949. [Sabotage]
  2950. Recruitable=no
  2951. Rate=.016
  2952.  
  2953. ; Buildings use this when building up after initial placement.
  2954. [Construction]
  2955. Recruitable=no
  2956. Retaliate=no
  2957. Scatter=no
  2958.  
  2959. ; Buildings use this when deconstruction after being sold.
  2960. [Selling]
  2961. Recruitable=no
  2962. NoThreat=yes
  2963. Retaliate=no
  2964. Scatter=no
  2965.  
  2966. ; Service depot uses this mission to repair attached object.
  2967. [Repair]
  2968. Rate=.08
  2969.  
  2970. ; Special team override mission.
  2971. [Rescue]
  2972. Rate=.016
  2973.  
  2974. ; Missile silo special launch missile mission.
  2975. [Missile]
  2976. Rate=.1
  2977.  
  2978.                Executive Producer       Brett W. Sperry
  2979.                            Producer       Ed Del Castillo
  2980.  
  2981.            Original Concept     Brett W. Sperry
  2982.                                    Joe Bostic
  2983.  
  2984.              Original Story       Ron Smith
  2985.                                    Ed Del Castillo
  2986.  
  2987.           Lead Game Programmers       Joe Bostic
  2988.                                    Barry Green
  2989.                                    Steve Tall
  2990.  
  2991.                     Game Programmers       Bill Randolph
  2992.                      Phil Gorrow
  2993.                      Maria del Mar McCready Legg
  2994.  
  2995.            Internet Programmers     Jeff Brown
  2996.                                    David Aldridge
  2997.                                    Matt Thorn
  2998.  
  2999.          Translation Programmer     Victor Grippi
  3000.  
  3001.              Technical Direction       Steve Wetherill
  3002.                                    Eric Wang
  3003.  
  3004.                              Designers       Adam Isgreen
  3005.                                    Michael Lightner
  3006.                                    Erik Yeo
  3007.  
  3008.                        Lead Artists       Chris Demers
  3009.                                    Matthew Hansel
  3010.                                    Joseph B. Hewitt IV
  3011.  
  3012.                             Artists       David T. Potter
  3013.                                    Damon Redmond
  3014.                      Paul Wesberry
  3015.                                    Brian White
  3016.  
  3017.                            Screenplay       Ron Smith
  3018.                                    Adam Isgreen
  3019.                                    John Scott Lewinski
  3020.  
  3021.              Video Post Production       Felix Kupis
  3022.                                    Kevin Becquet
  3023.  
  3024.          Movie Compression Director      Tim C. Fritz
  3025.               Compression Assistant      Patrick Connelly
  3026.  
  3027.                  Audio Direction       Paul S. Mudra
  3028.                            Soundtrack       Frank Klepacki
  3029.                      Sound Effects       Dwight K. Okahara
  3030.  
  3031.                        QA Direction       Glenn Sperry
  3032.  
  3033.           Quality Assurance       James Adkins
  3034.                      John Archer
  3035.                      Lloyd Bell
  3036.                      Chris Bleven
  3037.                      D'Andre Cambell
  3038.                      Errol Campbell
  3039.                      Phillip Castro
  3040.                      Steve Corcoran
  3041.                      Kenny Dunne
  3042.                      Randy Greenback
  3043.                      Abe Hernandez
  3044.                      Chris Holloway
  3045.                                          Troy Leonard
  3046.                                          Ben Lublin
  3047.                      Levi Luke
  3048.                      Isaiah Myers
  3049.                      Richard Rasmussen
  3050.                      Chris Rubyor
  3051.                                          Robert Scheel
  3052.                                          Albert Springfield
  3053.                      Mike Smith
  3054.                      Tyler Thackery
  3055.  
  3056.                            Box Design       Matthew Hansel
  3057.                                    Thomas Puckett Inc.
  3058.  
  3059.               Manual Design       Victoria Hart
  3060.  
  3061.  
  3062.         Special thanks to all our friends and supporters
  3063.         within the Virgin empire. Additional thanks to
  3064.         Tracy Chapman for a new beginning and Greg
  3065.         Hjelstrom for the amazing chronal vortex.
  3066.  
  3067.  
  3068.  
  3069.  
  3070.                       The Cast
  3071.  
  3072.     Allied Side
  3073.                           Von Esling       Arthur Roberts
  3074.                             Stavros       Barry Kramer
  3075.             Albert Einstein     John Milford
  3076.                               Tanya       Lynne Litteer
  3077.                       Interrogator       Dom Magwili
  3078.                             Announcer       Gwen Castaldi
  3079.  
  3080.  
  3081.                 Allied Soldiers
  3082.                  Finale     Ricky Russell
  3083.                                   Nick Paulos
  3084.                                   Scott Ryan Talley
  3085.  
  3086.              Commanders     Joe Bostic
  3087.                                   Chris Demers
  3088.                                   Barry Green
  3089.                                   Matthew Hansel
  3090.                                   Adam Isgreen
  3091.                                   Frank Klepacki
  3092.                                   Mike Lightner
  3093.                                   Bill Randolph
  3094.                                   Philip E. Shelburne
  3095.                                   Eric Wang
  3096.  
  3097.  
  3098.  
  3099.          Soviet Side
  3100.                Josef Stalin     Eugene Dynarski
  3101.                           Kukov       Craig Cavanah
  3102.                              Gradenko       Alan Terry
  3103.                               Nadia       Andrea Robinson
  3104.                                Kane       Joe Kucan
  3105.  
  3106.  
  3107.                 Soviet Soldiers       John Archer
  3108.                      Mike Grayford
  3109.                      Frank Klepacki
  3110.                      Felix Kupis
  3111.                      Chris Rubyor
  3112.                                   Erik Yeo
  3113.  
  3114.  
  3115.  
  3116.          Ingame Voices
  3117.                          E.V.A.       Martin Alper
  3118.                                 Tanya       Lanae Freeborn
  3119.            Infantry & Units     Mike Grayford
  3120.                                   Adam Isgreen
  3121.                      Frank Klepacki
  3122.                                   Troy Leonard
  3123.                      Dwight Okahara
  3124.                                   Chris Rubyor
  3125.                         Eric Wang
  3126.                                          Erik Yeo
  3127.  
  3128.  
  3129.  
  3130.  
  3131.          Production Crew
  3132.  
  3133.             Directed By     Joseph D. Kucan
  3134.  
  3135.              Costume Design       Christie Moeller
  3136.  
  3137.              Make-up & Hair       Cindy Cline
  3138.  
  3139.              Sound Engineer       Paul S. Mudra
  3140.  
  3141.                     Casting       Marilee Lear, C.S.A.
  3142.  
  3143.                   Video     Kevin Becquet
  3144.  
  3145.                    Lighting       Eric Gooch
  3146.  
  3147.           Lead Production Assistant      Paul Bastardo
  3148.  
  3149.               Production Assistants       Rick Appin
  3150.                                        Patience Becquet
  3151.                      Pat Connelly
  3152.                                        Jeff Fillhaber
  3153.                                        Richard Rasmussen
  3154.  
  3155.                            Sfx Make-up       Philip E. Shelburne
  3156.  
  3157.         Special Footage Courtesy Of      NBC News Archives Films
  3158.                                        Fabulous Footage
  3159.  
  3160.  
  3161.  
  3162.  
  3163.                 For the latest news, goodies, and updates,
  3164.                 visit our web site at www.westwood.com
  3165.  
  3166.  
  3167.  
  3168.  
  3169.  
  3170.