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RULES.INI
< prev
Wrap
INI File
|
1997-01-01
|
65KB
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3,170 lines
; If placed in game directory, it will override built in values. Values to be used as multipliers
; or percentages can be specified as either a simple floating point number (embed ".") or as a
; conventional percentage number (append "%"). Values used as cell distances or time delays
; are specified as simple floating point number. Distance values are expressed in cells. Time
; values are expressed in minutes.
[General]
; crates
CrateMinimum=1 ; crates are normally one per human player but never below this number
CrateMaximum=255 ; crates can never exceed this quantity
CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses
CrateRegen=3 ; average minutes between random powerup crate regeneration
UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly]
WaterCrateChance=20% ; chance that a water crate will be generated rather than land crate [multiplay only]
SoloCrateMoney=2000 ; money to give for money crate in solo play missions
SilverCrate=HealBase ; solo play silver crate bonus
WaterCrate=Money ; solo play water crate bonus
WoodCrate=Money ; solo play wood crate bonus
; special weapons
ChronoDuration=3 ; time that a unit will remain chronoshifted before returning to start location
ChronoKillCargo=yes ; Should cargo be destroyed when object is chronoshifted?
ChronoTechLevel=12 ; Tech level at which Chrono facility can create Chrono effect
GPSTechLevel=8 ; tech level at which GPS satelite becomes available
GapRadius=10 ; radius of gap generator (cells)
GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval
IronCurtain=.75 ; minutes that Iron Curtain invulnerability lasts
ParaTech=5 ; tech level when free para-infantry appears from airstrip
ParabombTech=8 ; tech level that parabomb appears free with airfield
RadarJamRadius=15 ; cell radius distance that mobile radar jammer is effective
SpyPlaneTech=5 ; tech level when free spy plane appears from airstrip
BadgerBombCount=1 ; number of badgers used to drop parabombs
; Chrono side effects
QuakeChance=20% ; percentage chance time quake will occur with each chronoshift use
QuakeDamage=33% ; percentage damage to inflict when time quake occurs
VortexChance=20% ; percent chance that chronal vortex occurs with each chronoshift use
VortexDamage=200 ; damage inflicted by vortex discharge
VortexRange=10 ; scan for victims up to this distance away [in cells]
VortexSpeed=10 ; speed of vortex movement
; repair and refit
RefundPercent=50% ; percent of original cost to refund when building/unit is sold
ReloadRate=.04 ; minutes to reload each ammo point for aircraft or helicopters
RepairPercent=20% ; percent cost to fully repair as ratio of full cost
RepairRate=.016 ; minutes between applying repair step
RepairStep=7 ; hit points to heal per repair 'tick' for buildings
URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost
URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units
; combat and damage
TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft
APMineDamage=1000 ; damage to inflict when anti-personnel mine explodes
AVMineDamage=1200 ; damage to inflict when anti-vehicle mine explodes
AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source)
BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles
BridgeStrength=1000 ; strength of bridge [smaller means more easily destroyed]
C4Delay=.03 ; minutes to delay after placing C4 before building will explode
Crush=1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found
HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles
MaxDamage=1000 ; maximum damage (after adjustments) per shot
MinDamage=1 ; minimum damage (after adjustments) per shot
OreExplosive=no ; Does the harvester explode big time when destroyed?
PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry?
PlayerReturnFire=no ; More aggressive return fire from player controlled objects?
PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage?
ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage
TreeTargeting=no ; Automatically show target cursor when over trees?
Incoming=10 ; If an incoming projectile is as slow or slower than this, then
; object in the target location will try to run away. Grenades and
; parachute bombs have this characteristic.
; income and production
BailCount=28 ; number of 'bails' carried by a harvester
BuildSpeed=.8 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
BuildupTime=.06 ; average minutes that building build-up animation runs
GemValue=50 ; gem credits per 'bail' carried by a harvester
GoldValue=25 ; gold credits per 'bail' carried by a harvester
GrowthRate=2 ; minutes between ore (Tiberium) growth
OreGrows=yes ; Does ore grow denser over time?
OreSpreads=yes ; Does ore spread into adjacent areas?
OreTruckRate=1 ; speed that harvester truck manages ore [larger means slower]
SeparateAircraft=no ; Is first helicopter to be purchased separately from helipad?
SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold
; audio/visual map controls
AllyReveal=yes ; Allies automatically reveal radar maps to each other?
ConditionRed=25% ; when damaged to this percentage, health bar turns red
ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow
DropZoneRadius=4 ; distance around drop zone flair that map reveals itself
EnemyHealth=yes ; Show enemy health bar graph when selected?
Gravity=3 ; gravity constant for ballistic projectiles
IdleActionFrequency=.1 ; average minutes between infantry performing idle actions
MessageDelay=.6 ; time duration of multiplayer messages displayed over map
MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only)
NamedCivilians=no ; Show true names over civilians and civilian buildings?
SavourDelay=.03 ; delay between scenario end and ending movie [keep the delay short]
ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep]
SpeakDelay=2 ; minutes between EVA repeating advice to the player
TimerWarning=2 ; if mission timer is less than this many minutes, then display in red
FlashLowPower=yes ; Flash the power bar when power is low?
; computer and movement controls
CurleyShuffle=no ; Should helicopter shuffle position between shots (as in C&C)?
BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base
BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat
CloseEnough=2.75 ; If distance to destination less than this, then abort movement if otherwise blocked.
DamageDelay=1 ; minutes between applying trivial structure damage when low on power
GameSpeeBias=1 ; multiplier to overall game object movement speed
LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied
MineAware=yes ; Are friendly units smart enough to avoid friendly mines?
Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action
SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge
SuspendDelay=2 ; minutes that suspended teams will remain suspended
SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops
TeamDelay=.6 ; interval between checking for and creating teams
; misc
FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings?
MCVUndeploy=no ; Allow construction yard to undeploy back into MCV?
; ******* Theme Controls *******
; Controls when each theme becomes available in solo play. Each
; theme identifier is given a scenario and owner. The theme will
; become available at that scenario or later and for the specified
; owner only. If no owner is specified, it is presumed to be available
; for all sides.
[ThemeControl]
BIGF226M=1,Soviet
CRUS226M=1,Allies
FAC1226M=1,Soviet
HELL226M=1
FAC2226M=2,Soviet
RUN1226M=2,Soviet
TREN226M=3,Soviet
WORK226M=3,Allies
AWAIT=4
DENSE_R=5,Soviet
FOGGER1A=5,Allies
MUD1A=6
RADIO2=7,Soviet
ROLLOUT=7,Allies
SNAKE=8
TERMINAT=9,Soviet
TWIN=9,Allies
VECTOR1A=10
SMSH226M=11
; ******* Multiplayer Settings *******
; These are the multiplayer dialog default settings. Does not apply to
; Westwood chat, only to the in-game dialogs.
[MultiplayerDefaults]
Money=10000
MaxMoney=10000
ShadowGrow=no
Bases=yes
OreGrows=yes
Crates=yes
AIPlayers=no
CaptureTheFlag=no
; ******* Special weapon charge times *******
; The time (minutes) for recharge of these special weapons.
[Recharge]
Chrono=7 ; chronosphere
GPS=8 ; satellite radar
IronCurtain=11 ; invulnerability device
Nuke=13 ; nuclear missile
ParaBomb=14 ; parachute bombs
Paratrooper=7 ; paratroopers
Saboteur=14 ; para-saboteur
Sonar=10 ; sonar pulse
SpyPlane=3 ; recon mission
; ******* Object Heap Maximums *******
; These are the absolute maximum number of these object types
; allowed in the game (at any one time).
[Maximums]
Players=8 ; ipx layer limits this to 8 maximum
Aircraft=100
Anim=100
Building=500
Bullet=50
Factory=32 ; 32 is minimum for 8 player game
Infantry=500
Overlay=1 ; special case -- only needs one
Projectile=20 ; projectile types, not actual projectiles
Smudge=1 ; special case -- only needs one
Team=60
TeamType=60
Template=1 ; special case -- only needs one
Terrain=500 ; trees and rocks
TrigType=80 ; trigger types
Trigger=200 ; triggers themselves
Unit=500
Vessel=100
Warhead=10 ; warhead types, not actual warheads
Weapon=55 ; weapon types, not actual weapons
; ******* AI Controls *******
; Computer Skirmish-Mode behavior controls. The ratio values are based on the
; number of buildings in the computer base that should be of the type specified.
; The ratio total should exceed 100% so that the base will always try to grow as
; it vainly attempts to achieve the specified percentage composition.
; Take note: The computer AI in Red Alert is merely a warmed over version
; of the AI experiment I wrote during the unallocated time in the month
; following C&C's release. It was more than adequate at that time (even
; difficult to beat), but since Red Alert is a very different game, the skirmish
; mode AI is somewhat under-effective. In order to improve the AI
; over this initial experiment, the following controls are provided. It might
; be possible to manipulate these values to achieve a greater challenge when
; playing the computer opponent.
[AI]
AttackInterval=3 ; average delay between computer attacks
AttackDelay=5 ; average delay time before computer begins first attack
PatrolScan=.016 ; minute interval between scanning for enemys while patrolling.
CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount.
PathDelay=.01 ; Delay (minutes) between retrying when path is blocked.
OreNearScan=6 ; cell radius to scan when harvesting a single patch of ore
OreFarScan=48 ; cells radius to scan when looking for a new ore patch to harvest
AutocreateTime=5 ; average minutes between creating an 'autocreate' team
InfantryReserve=3000 ; always build infantry if cash reserve is greater than this
InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity
PowerSurplus=50 ; build power plants until power surplus is at least this amount
BaseSizeAdd=3 ; computer base size can be no larger than the largest human opponent, plus this quantity
RefineryRatio=.16 ; ratio of base that should be composed of refineries
RefineryLimit=4 ; never build more than this many refineries
BarracksRatio=.16 ; ratio of base that should be composed of barracks
BarracksLimit=2 ; never build more than this many barracks
WarRatio=.1 ; ratio of base that should be composed of war factories
WarLimit=2 ; never build more than this many war factories
DefenseRatio=.4 ; ratio of base that should be defensive structures
DefenseLimit=40 ; maximum number of defensive buildings to build
AARatio=.14 ; ratio of base that should be anti-aircraft defense
AALimit=10 ; maximum number of anti-aircraft buildings to build
TeslaRatio=.16 ; ratio of base that should be telsa coils
TeslaLimit=10 ; maximum number of tesla coils to build
HelipadRatio=.12 ; ratio of base that should be composed of helipads
HelipadLimit=5 ; maximum number of helipads to build
AirstripRatio=.12 ; ratio of base that should be composed of airstrips
AirstripLimit=5 ; maximum number of airstrips to build
CompEasyBonus=yes ; When more than one human in game, computer player goes to "easy" mode?
Paranoid=yes ; Will computer players ally with each other if the situation looks bleak?
PowerEmergency=75% ; sell buildings to raise power level if it falls below this percentage
; ******* IQ setting for computer activity *******
; Each player (computer controlled or otherwise) is given an IQ rating that is used
; to control what the computer is allowed to automatically control. This is
; distinct from the difficulty setting. The higher the IQ setting, the more autonomous
; and intelligent the side will behave. Each ability is given a rating that
; indicates the IQ level (or above) that the ability will be granted. Because such
; abilities are automatically performed by the computer, giving a human controlled
; country a high IQ is not recommended. Otherwise the player's units will start to
; automatically "do their own thing"! A human controlled country is presumed to have
; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to
; the maximum.
[IQ]
MaxIQLevels=5 ; the maximum number of discrete IQ levels
SuperWeapons=4 ; super weapons are automatically fired by computer
Production=5 ; building/unit production is automatically controlled by computer
GuardArea=4 ; newly produced units start in guard area mode
RepairSell=1 ; allowed to choose repair or sell of damaged buildings
AutoCrush=2 ; automatically try to crush antogonists if possible
Scatter=3 ; will scatter from incoming threats [grenades and such]
ContentScan=4 ; will consider contents of transport when picking good target
Aircraft=4 ; automatically replace aircraft or helicopters
Harvester=2 ; automatically replace lost harvesters
SellBack=2 ; allowed to sell buildings
; ******* Country Statistics *******
; Certain countries have special adjustments to their unit and building
; values. These are global values that affect ALL units and buildings owned
; by that country. This applies only to multiplayer games and skirmish mode. In
; normal game play, all values are "1.0".
; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0)
; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0)
; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0)
; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0)
; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0)
[England]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.1
ROF=1.0
Cost=1.0
BuildTime=1.0
[Germany]
Firepower=1.1
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0
[France]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.1
Cost=1.0
BuildTime=1.0
[Ukraine]
Firepower=1.0
Groundspeed=1.1
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0
[USSR]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=0.9
BuildTime=1.0
[Greece]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0
[Turkey]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0
[Spain]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0
; ******* Difficulty Settings *******
; Game difficulty is controlled by these factors. Some of these factors will
; only affect a computer player. The computer and the player are handicapped by
; individual settings. Thus the computer may be playing at 'difficult' level while the
; player may be playing at 'easy' level.
; Airspeed = multiplier to speed for all air units (def=1.0)
; Armor = multiplier to armor strength for all units and buildings (def=1.0)
; Cost = multiplier to cost for all units and buildings (def=1.0)
; Firepower = multiplier to firepower for all weapons (def=1.0)
; Groundspeed = multiplier to speed for all ground units (def=1.0)
; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
; BuildSlowdown = Should the computer build slower than the player (def=no)?
; <<< affects the computer player, not the human player >>>
; ContentScan = Should the contents of a transport be considered when picking best target (def=no)?
; RepairDelay = average delay (minutes) between initiating building repair
; BuildDelay = average delay (minutes) between initiating construction
; DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)?
[Easy]
Firepower=1.2
Groundspeed=1.2
Airspeed=1.2
BuildTime=.8
Armor=1.2
ROF=.8
Cost=.8
RepairDelay=.001
BuildDelay=.001
DestroyWalls=yes
ContentScan=yes
[Normal]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
BuildTime=1
Armor=1.0
ROF=1.0
Cost=1.0
RepairDelay=.02
BuildDelay=.03
BuildSlowdown=yes
DestroyWalls=yes
ContentScan=yes
[Difficult]
Firepower=.8
Groundspeed=.8
Airspeed=.8
BuildTime=1.0
Armor=.8
ROF=1.2
Cost=1.0
RepairDelay=.05
BuildDelay=.1
BuildSlowdown=yes
DestroyWalls=no
; ******* Unit Statistics *******
; Specifies the characteristics of the various game objects.
; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none)
; Cloakable = Is it equipped with a cloaking device (def=no)?
; Cost = cost to build object (in credits)
; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
; GuardRange = distance to scan for enemies to attack (def=use weapon range)
; Image = name of graphic data to use for this object (def=same as object identifier)
; Invisible = Is completely and always invisible to enemy (def=no)?
; Owner = who can build this [Allies or Soviet] (def="allies,soviet", i.e., all)
; Points = point value for scoring purposes (def=0)
; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)
; Primary = primary weapon equipped with (def=none)
; Secondary = secondary weapon equipped with (def=none)
; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
; Reload = time delay between reloads (def=0)
; SelfHealing = Does the object heal automatically up to half strength (def=no)?
; Sight = sight range, in cells (def=1)
; Strength = strength (hit points) of this object
; TechLevel = tech level required to build this [-1 means can't build] (def=-1)
; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?
; <<< applies only to infantry types >>>
; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
; Fraidycat = Is it inherently afraid and will panic easily (def=no)?
; Infiltrate = Can it enter a building like a spy or thief (def=no)?
; IsCanine = Should special case dog logic be applied to this?
; <<< applies only to moving units (not buildings) >>>
; Passengers = number of passengers it may carry (def=0)
; Speed = speed of this object [n/a for buildings] (def=0)
; <<< applies only to terrestrial driving vehicle types >>>
; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
; Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)?
; NoMovingFire = The vehicle must stop before it can fire (def=no)?
; <<< applies only to building types >>>
; BaseNormal = Considered for building adjacency checks (def=yes)?
; Adjacent = distance allowed to place from other buildings (def=1)
; Bib = Should the building have an attached bib (def=no)?
; Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
; Crewed = Does it contain a crew that can escape (def=no)?
; Power = power output [positive for output, negative for drain] (def=0)
; Powered = Does it require power to function (def=no)?
; Repairable = Can it be repaired (def=yes)?
; Storage = the number of credits this building can store (def=0)
; Unsellable = Cannot sell this building (even if it can be built)?
; WaterBound = Is this building placed on water only (def=no)?
; ******* terrestrial driving vehicle types *******
; SCUD launcher
[V2RL]
Prerequisite=weap,dome
Primary=SCUD
Strength=150
Armor=light
TechLevel=4
Sight=5
Speed=7
Owner=soviet
Cost=700
Points=40
ROT=5
Tracked=yes
Ammo=1
Crewed=yes
NoMovingFire=yes
; light tank
[1TNK]
Prerequisite=weap
Primary=75mm
Strength=300
Armor=heavy
TechLevel=4
Sight=4
Speed=9
Owner=allies
Cost=700
Points=30
ROT=5
Tracked=yes
Crewed=yes
; heavy tank
[3TNK]
Prerequisite=weap
Primary=105mm
Secondary=105mm
Strength=400
Armor=heavy
TechLevel=4
Sight=5
Speed=7
Owner=soviet
Cost=950
Points=50
ROT=5
Tracked=yes
Crewed=yes
; medium tank
[2TNK]
Prerequisite=weap
Primary=90mm
Strength=400
Armor=heavy
TechLevel=6
Sight=5
Speed=8
Owner=allies
Cost=800
Points=40
ROT=5
Tracked=yes
Crewed=yes
; Mammoth tank
[4TNK]
Prerequisite=weap,stek
Primary=120mm
Secondary=MammothTusk
Strength=600
Armor=heavy
TechLevel=10
Sight=6
Speed=4
Owner=soviet
Cost=1700
Points=60
ROT=5
Tracked=yes
SelfHealing=yes
Crewed=yes
; mobile radar jammer
[MRJ]
Prerequisite=weap,dome
Strength=110
Armor=light
TechLevel=12
Sight=7
Speed=9
Owner=allies
Cost=600
Points=30
ROT=5
Tracked=yes
Crewed=yes
; mobile gap generator
[MGG]
Prerequisite=weap,atek
Strength=110
Armor=light
TechLevel=11
Sight=4
Speed=9
Owner=allies
Cost=600
Points=40
ROT=5
Crewed=yes
; mobile artillery
[ARTY]
Prerequisite=weap
Primary=155mm
Strength=75
Armor=light
TechLevel=8
Sight=5
Speed=6
Owner=allies
Cost=600
Points=35
ROT=2
Tracked=yes
Crewed=yes
NoMovingFire=yes
; harvester
[HARV]
Prerequisite=weap,proc
Strength=600
Armor=heavy
TechLevel=1
Sight=4
Speed=6
Owner=allies,soviet
Cost=1400
Points=55
ROT=5
Tracked=yes
Crewed=yes
SelfHealing=yes
; Mobile Construction Vehicle
[MCV]
Prerequisite=weap,fix
Strength=600
Armor=light
TechLevel=11
Sight=4
Speed=6
Owner=allies,soviet
Cost=2500
Points=60
ROT=5
Crewed=yes
; Ranger (as in "Ford", not "W.W. II Commando")
[JEEP]
Prerequisite=weap
Primary=M60mg
Strength=150
Armor=light
TechLevel=3
Sight=6
Speed=10
Owner=allies
Cost=600
Points=20
ROT=10
Crewed=yes
; Armored Personnel Carrier
[APC]
Prerequisite=weap,tent
Primary=M60mg
Strength=200
Armor=heavy
TechLevel=5
Sight=5
Speed=10
Owner=allies
Cost=800
Points=25
ROT=5
Tracked=yes
Passengers=5
; mine layer
[MNLY]
Prerequisite=weap,fix
Strength=100
Armor=heavy
TechLevel=3
Sight=5
Speed=9
Owner=allies,soviet
Cost=800
Points=50
ROT=5
Tracked=yes
Ammo=5 ; number of mines carried
Crewed=yes
; convoy truck
[TRUK]
Strength=110
Armor=light
Owner=soviet,allies
TechLevel=-1
Sight=3
Speed=10
Cost=500
Points=5
ROT=5
Passengers=1
; ******* ship types *******
; submarine
[SS]
Prerequisite=spen
Primary=TorpTube
Strength=120
Armor=light
TechLevel=5
Sight=6
Speed=6
Owner=soviet
Cost=950
Points=45
ROT=7
Cloakable=yes
; destroyer
[DD]
Prerequisite=syrd
Primary=Stinger
Secondary=DepthCharge
Strength=400
Armor=heavy
TechLevel=7
Sight=6
Speed=6
Owner=allies
Cost=1000
Points=50
ROT=7
Sensors=Yes
; cruiser
[CA]
Prerequisite=syrd,atek
Primary=8Inch
Secondary=8Inch
Strength=700
Armor=heavy
TechLevel=10
Sight=7
Speed=4
Owner=allies
Cost=2000
Points=60
ROT=5
Sensors=Yes
; transport
[LST]
Strength=350
Armor=heavy
TechLevel=3
Sight=6
Speed=14
Owner=allies,soviet
Cost=700
Points=25
ROT=10
Passengers=5
; gun boat
[PT]
Prerequisite=syrd
Primary=2Inch
Secondary=DepthCharge
Strength=200
Armor=heavy
TechLevel=5
Sight=7
Speed=9
Owner=allies
Cost=500
Points=30
ROT=7
Sensors=Yes
; ******* infantry types *******
; attack dog
[DOG]
Prerequisite=kenn
Primary=DogJaw
Strength=12
;Strength=5
Armor=none
TechLevel=3
Sight=5
Speed=4
Owner=soviet
Cost=200
Points=5
IsCanine=yes
GuardRange=7
; rifle soldier
[E1]
Primary=M1Carbine
Strength=50
Armor=none
TechLevel=1
Sight=4
Speed=4
Owner=allies,soviet
Cost=100
Points=5
; grenadier
[E2]
Primary=Grenade
Strength=50
Armor=none
TechLevel=1
Sight=4
Speed=5
Owner=soviet
Cost=160
Points=10
Explodes=yes
; rocket soldier
[E3]
Primary=RedEye
Secondary=Dragon
Strength=45
Armor=none
TechLevel=2
Sight=4
Speed=3
Owner=allies
Cost=300
Points=10
DoubleOwned=yes
; Flamethrower
[E4]
Prerequisite=stek
Primary=Flamer
Strength=40
Armor=none
TechLevel=6
Sight=4
Speed=3
Owner=soviet
Cost=300
Points=15
Explodes=yes
; engineer
[E6]
Strength=25
Armor=none
TechLevel=5
Sight=4
Speed=4
Owner=soviet,allies
Cost=500
Points=20
Infiltrate=yes
; spy
[SPY]
Prerequisite=dome
Strength=25
Armor=none
TechLevel=6
Sight=5
Speed=4
Owner=allies
Cost=500
Points=15
Infiltrate=yes
; thief
[THF]
Prerequisite=atek
Strength=25
Armor=none
TechLevel=11
Sight=5
Speed=4
Owner=allies
Cost=500
Points=10
Infiltrate=yes
; Tanya
[E7]
Prerequisite=atek
Primary=Colt45
Secondary=Colt45
Strength=100
Armor=none
TechLevel=11
Sight=6
Speed=5
Owner=allies,soviet
Cost=1200
Points=25
Infiltrate=yes
C4=yes
DoubleOwned=yes
; field medic
[MEDI]
Primary=Heal
Strength=80
Armor=none
TechLevel=2
Sight=3
Speed=4
Owner=allies
Cost=800
Points=15
; field marshal
[GNRL]
Primary=Pistol
Strength=80
Armor=none
TechLevel=-1
Sight=3
Speed=5
Owner=allies,soviet
Cost=0
Points=15
Infiltrate=yes
; civilians
[C1]
Image=C1
Primary=Pistol
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Ammo=10
Fraidycat=yes
[C2]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
[C3]
Image=C2
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
[C4]
Image=C2
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
[C5]
Image=C2
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
[C6]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
[C7]
Image=C1
Primary=Pistol
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Ammo=10
Fraidycat=yes
[C8]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
[C9]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
[C10]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
; professor Einstein
[EINSTEIN]
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies
Cost=10
Points=1
Fraidycat=yes
; special agent
[DELPHI]
Primary=Pistol
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Ammo=10
; special agent
[CHAN]
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
; ******* aircraft types *******
; Badger bomber
[BADR]
Prerequisite=afld
Primary=ParaBomb
Strength=60
Armor=light
TechLevel=-1
Sight=0
Speed=16
Owner=soviet
Cost=10
Points=20
ROT=5
Ammo=5
Passengers=5
; spy photo-recon plane
[U2]
Prerequisite=afld
Primary=Camera
Strength=2000
Armor=heavy
TechLevel=-1
Sight=0
Speed=40
Owner=soviet
Cost=10
Points=5
ROT=7
Ammo=1 ; snapshot film
; jet attack plane
[MIG]
Prerequisite=afld
Primary=Maverick
Secondary=Maverick
Strength=50
Armor=light
TechLevel=10
Sight=0
Speed=20
Owner=soviet
Cost=1200
Points=50
ROT=5
Ammo=3
GuardRange=30
; prop attack plane
[YAK]
Prerequisite=afld
Primary=ChainGun
Secondary=ChainGun
Strength=60
Armor=light
TechLevel=5
Sight=0
Speed=16
Owner=soviet
Cost=800
Points=25
ROT=5
Ammo=15
Crewed=yes
GuardRange=30
; transport helicopter
[TRAN]
Prerequisite=hpad
Strength=90
Armor=light
TechLevel=11
Sight=0
Speed=12
Owner=soviet
Cost=1200
Points=35
ROT=5
Passengers=5
; Longbow attack helicopter
[HELI]
Prerequisite=hpad
Primary=Hellfire
Secondary=Hellfire
Strength=225
Armor=heavy
TechLevel=9
Sight=0
Speed=16
Owner=allies
Cost=1200
Points=50
ROT=4
Ammo=6
Crewed=yes
GuardRange=30
; Hind attack helicopter
[HIND]
Prerequisite=hpad
Primary=ChainGun
Strength=225
Armor=heavy
TechLevel=9
Sight=0
Speed=12
Owner=soviet
Cost=1200
Points=40
ROT=4
Ammo=12
Crewed=yes
GuardRange=30
; ******* building types *******
; Iron Curtain
[IRON]
Prerequisite=stek
Strength=400
Armor=wood
TechLevel=12
Sight=10
Owner=soviet
Cost=2800
Points=100
Power=-200
Powered=true
Capturable=true
Crewed=yes
; forward command center
[FCOM]
Strength=400
Armor=wood
TechLevel=-1
Sight=10
Owner=soviet
Cost=0
Points=40
Power=-200
Bib=yes
Capturable=true
Crewed=yes
; advanced tech center
[ATEK]
Prerequisite=weap,dome
Strength=400
Armor=wood
TechLevel=10
Sight=10
Owner=allies
Cost=1500
Points=85
Power=-200
Bib=yes
Capturable=true
Crewed=yes
; paradox device
[PDOX]
Prerequisite=atek
Strength=400
Armor=wood
TechLevel=12
Sight=10
Owner=allies
Cost=2800
Points=100
Power=-200
Powered=true
Capturable=true
Crewed=yes
; weapons factory
[WEAP]
Prerequisite=proc
Strength=1000
Armor=light
TechLevel=3
Sight=4
Owner=soviet,allies
Cost=2000
Points=80
Power=-30
Bib=yes
Capturable=true
Crewed=yes
; ship yard
[SYRD]
Prerequisite=powr
Strength=1000
Armor=light
TechLevel=3
Sight=4
Owner=allies
Cost=650
Points=80
Power=-30
Adjacent=8
WaterBound=yes
Capturable=true
BaseNormal=no
; sub pen
[SPEN]
Prerequisite=powr
Strength=1000
Armor=light
TechLevel=3
Sight=4
Owner=soviet
Cost=650
Points=80
Power=-30
Adjacent=8
WaterBound=yes
Capturable=true
BaseNormal=no
; pill box
[PBOX]
Prerequisite=tent
Primary=Vulcan
Strength=400
Armor=wood
TechLevel=2
Sight=5
Owner=allies
Cost=400
Points=50
Power=-15
Sensors=yes
Crewed=yes
; camouflaged pill box
[HBOX]
Prerequisite=tent
Primary=Vulcan
Strength=600
Armor=wood
TechLevel=3
Sight=5
Owner=allies
Cost=600
Points=60
Power=-15
Sensors=yes
Crewed=yes
; Tesla coil
[TSLA]
Prerequisite=weap
Primary=TeslaZap
Strength=400
Armor=heavy
TechLevel=7
Sight=8
Owner=soviet
Cost=1500
Points=80
Power=-150
Ammo=3
Powered=true
Sensors=yes
Crewed=yes
; gun turret
[GUN]
Prerequisite=tent
Primary=TurretGun
Strength=400
Armor=heavy
TechLevel=4
Sight=6
Owner=allies
Cost=600
Points=50
Power=-40
Sensors=yes
Crewed=yes
ROT=12
; anti-aircraft artillery
[AGUN]
Prerequisite=dome
Primary=ZSU-23
Secondary=ZSU-23
Strength=400
Armor=heavy
TechLevel=5
Sight=6
Owner=allies
Cost=600
Points=50
Power=-50
Crewed=yes
ROT=15
Powered=true
; flame turret
[FTUR]
Prerequisite=barr
Primary=FireballLauncher
Strength=400
Armor=heavy
TechLevel=2
Sight=6
Owner=soviet
Cost=600
Points=65
Power=-20
Sensors=yes
Explodes=no
Crewed=yes
; construction yard
[FACT]
Strength=1000
Armor=heavy
TechLevel=-1
Sight=5
Owner=allies,soviet
Cost=2500
Points=80
Power=0
Bib=yes
Capturable=true
Crewed=yes
; refinery
[PROC]
Prerequisite=powr
Strength=900
Armor=wood
TechLevel=1
Sight=6
Owner=allies,soviet
Cost=2000
Points=80
Power=-30
Storage=2000
Bib=yes
Capturable=true
Crewed=yes
; storage silo
[SILO]
Prerequisite=proc
Strength=300
Armor=wood
TechLevel=1
Sight=4
Owner=allies,soviet
Cost=150
Points=25
Power=-10
Storage=1500
Capturable=true
; helipad
[HPAD]
Prerequisite=dome
Strength=800
Armor=wood
TechLevel=9
Sight=5
Owner=allies,soviet
Cost=1500
Points=70
Power=-10
Bib=yes
Capturable=true
Crewed=yes
; radar building
[DOME]
Prerequisite=proc
Strength=1000
Armor=wood
TechLevel=3
Sight=10
Owner=allies,soviet
Cost=1000
Points=60
Power=-40
Bib=yes
Powered=true
Capturable=true
Sensors=yes
Crewed=yes
; gap generator
[GAP]
Prerequisite=atek
Strength=1000
Armor=wood
TechLevel=10
Sight=10
Owner=allies
Cost=500
Points=35
Power=-60
Powered=true
Capturable=true
Crewed=yes
; Surface to Air Missile launcher
[SAM]
Prerequisite=dome
Primary=Nike
Strength=400
Armor=heavy
TechLevel=9
Sight=5
Owner=soviet
Cost=750
Points=50
Power=-20
Crewed=yes
ROT=30
; big missile silo
[MSLO]
Prerequisite=stek
Primary=none
Strength=400
Armor=heavy
TechLevel=13
Sight=5
Owner=soviet,allies
Cost=2500
Points=90
Power=-100
Crewed=yes
; airstrip
[AFLD]
Prerequisite=dome
Strength=1000
Armor=heavy
TechLevel=5
Sight=7
Owner=soviet
Cost=600
Points=70
Power=-30
Capturable=true
Crewed=yes
; normal power plant
[POWR]
Prerequisite=fact
Strength=400
Armor=wood
TechLevel=1
Sight=4
Owner=allies,soviet
Cost=300
Points=40
Power=100
Bib=yes
Capturable=true
Crewed=yes
; advanced power plant
[APWR]
Prerequisite=powr
Strength=700
Armor=wood
TechLevel=8
Sight=4
Owner=allies,soviet
Cost=500
Points=50
Power=200
Bib=yes
Capturable=true
Crewed=yes
; Soviet tech center
[STEK]
Prerequisite=weap,dome
Strength=600
Armor=wood
TechLevel=6
Sight=4
Owner=soviet
Cost=1500
Points=85
Power=-100
Bib=yes
Capturable=true
Crewed=yes
; hospital (obsolete?)
[HOSP]
Strength=400
Armor=wood
TechLevel=-1
Sight=4
Owner=
Cost=
Points=20
Power=-20
Bib=yes
Capturable=true
Crewed=yes
; bio-research laboratory (obsolete?)
[BIO]
Strength=600
Armor=wood
TechLevel=-1
Sight=4
Owner=
Cost=
Points=30
Power=-40
Bib=yes
Crewed=yes
; Soviet barracks
[BARR]
Prerequisite=powr
Strength=800
Armor=wood
TechLevel=1
Sight=5
Owner=soviet
Cost=300
Points=30
Power=-20
Bib=yes
Crewed=yes
Capturable=true
; Allied training tent
[TENT]
Prerequisite=powr
Strength=800
Armor=wood
TechLevel=1
Sight=5
Owner=allies
Cost=300
Points=30
Power=-20
Bib=yes
Crewed=yes
Capturable=true
; attack dog training facility
[KENN]
Prerequisite=barr
Strength=400
Armor=wood
TechLevel=3
Sight=4
Owner=soviet
Cost=200
Points=25
Power=-10
; service depot
[FIX]
Prerequisite=weap
Strength=800
Armor=wood
TechLevel=3
Sight=5
Owner=allies,soviet
Cost=1200
Points=80
Power=-30
Capturable=true
Crewed=yes
; sandbag wall
[SBAG]
Strength=1
Armor=none
TechLevel=2
Sight=0
Owner=allies
Cost=25
Points=1
Repairable=false
Adjacent=1
; concrete wall
[BRIK]
Strength=1
Armor=none
TechLevel=8
Sight=0
Owner=allies,soviet
Cost=100
Points=5
Repairable=false
Adjacent=1
; wire fence
[FENC]
Strength=1
Armor=none
TechLevel=2
Sight=0
Owner=soviet
Cost=25
Points=1
Repairable=false
Adjacent=1
; auxiliary decorative building
[MISS]
Strength=400
Points=5
Armor=wood
Bib=yes
Capturable=true
; chain link fence
[CYCL]
Strength=1
Points=1
Armor=none
Cost=75
Repariable=false
Adjacent=1
Sight=0
; barb wire fence
[BARB]
Strength=1
Points=1
Armor=wood
Cost=25
Repariable=false
Adjacent=1
Sight=0
; wood fence
[WOOD]
Strength=1
Points=1
Repariable=false
Adjacent=1
Sight=0
; barrels
[BARL]
Strength=10
Repairable=false
Adjacent=0
BaseNormal=no
[BRL3]
Strength=10
Repairable=false
Adjacent=0
BaseNormal=no
; anti-vehicle mine
[MINV]
Strength=1
Repairable=false
Adjacent=0
Invisible=yes
Unsellable=yes
BaseNormal=no
; anti-personnel mine
[MINP]
Strength=1
Repairable=false
Adjacent=0
Invisible=yes
Unsellable=yes
BaseNormal=no
; fakes
[FACF]
Image=FACT
Owner=allies
TechLevel=1
Strength=30
Cost=50
Sight=4
Power=-2
Points=15
Bib=yes
Capturable=true
BaseNormal=no
[WEAF]
Prerequisite=proc
Image=WEAP
Owner=allies
TechLevel=3
Cost=50
Strength=30
Sight=4
Points=15
Power=-2
Bib=yes
Capturable=true
BaseNormal=no
[SYRF]
Prerequisite=powr
Image=SYRD
Strength=30
TechLevel=3
Sight=4
Cost=50
Owner=allies
Power=-2
Points=15
WaterBound=yes
Capturable=true
BaseNormal=no
Adjacent=8
[SPEF]
Image=SPEN
Strength=30
TechLevel=-1
Sight=4
Cost=50
Owner=soviet
Power=-2
Points=15
WaterBound=yes
Capturable=true
BaseNormal=no
Adjacent=8
[DOMF]
Prerequisite=proc
Image=DOME
Strength=30
Sight=4
TechLevel=3
Cost=50
Owner=allies
Power=-2
Points=15
Bib=yes
Capturable=true
BaseNormal=no
; civilian structures
[V01]
Strength=400
Points=5
Armor=wood
Repariable=false
Capturable=true
[V02]
Strength=400
Points=5
Armor=wood
Repariable=false
[V03]
Strength=400
Points=5
Armor=wood
Repariable=false
[V04]
Strength=400
Points=5
Armor=wood
Repariable=false
[V05]
Strength=400
Points=5
Armor=wood
Repariable=false
[V06]
Strength=400
Points=5
Armor=wood
Repariable=false
[V07]
Strength=400
Points=5
Armor=wood
Repariable=false
[V08]
Strength=400
Points=5
Armor=wood
Repariable=false
[V09]
Strength=400
Points=5
Armor=wood
Repariable=false
[V10]
Strength=400
Points=5
Armor=wood
Repariable=false
[V11]
Strength=400
Points=5
Armor=wood
Repariable=false
[V12]
Strength=400
Points=5
Armor=wood
Repariable=false
[V13]
Strength=400
Points=5
Armor=wood
Repariable=false
[V14]
Strength=400
Points=5
Armor=wood
Repariable=false
[V15]
Strength=400
Points=5
Armor=wood
Repariable=false
[V16]
Strength=400
Points=5
Armor=wood
Repariable=false
[V17]
Strength=400
Points=5
Armor=wood
Repariable=false
[V18]
Strength=400
Points=5
Armor=wood
Repariable=false
[V19]
Strength=400
Points=5
Armor=wood
Repariable=false
[V20]
Strength=400
Points=5
Armor=wood
Repariable=false
[V21]
Strength=400
Points=5
Armor=wood
Repariable=false
[V22]
Strength=400
Points=5
Armor=wood
Repariable=false
[V23]
Strength=400
Points=5
Armor=wood
Repariable=false
[V24]
Strength=400
Points=5
Armor=wood
Repariable=false
[V25]
Strength=400
Points=5
Armor=wood
Repariable=false
[V26]
Strength=400
Points=5
Armor=wood
Repariable=false
[V27]
Strength=400
Points=5
Armor=wood
Repariable=false
[V28]
Strength=400
Points=5
Armor=wood
Repariable=false
[V29]
Strength=400
Points=5
Armor=wood
Repariable=false
[V30]
Strength=400
Points=5
Armor=wood
Repariable=false
[V31]
Strength=400
Points=5
Armor=wood
Repariable=false
[V32]
Strength=400
Points=5
Armor=wood
Repariable=false
[V33]
Strength=400
Points=5
Armor=wood
Repariable=false
[V34]
Strength=400
Points=5
Armor=wood
Repariable=false
[V35]
Strength=400
Points=5
Armor=wood
Repariable=false
[V36]
Strength=400
Points=5
Armor=wood
Repariable=false
[V37]
Strength=400
Points=5
Armor=wood
Repariable=false
; ******* Weapon Statistics *******
; The weapons specified here are attached to the various combat
; units and buildings.
; Anim = animation to display as a firing effect
; Burst = number of rapid succession shots from this weapon (def=1)
; Camera = Reveals area around firer (def=no)?
; Charges = Does it have charge-up-before-firing logic (def=no)?
; Damage = the amount of damage (unattenuated) dealt with every bullet
; Projectile = projectile characteristic to use
; ROF = delay between shots [15 = 1 second at middle speed setting]
; Range = maximum cell range
; Report = sound to play when firing
; Speed = speed of projectile to target (100 is maximum)
; Warhead = warhead to attach to projectile
; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
; Tanya pistol
[Colt45]
Damage=50
ROF=5
Range=5.75
Projectile=Invisible
Speed=100
Warhead=HollowPoint
Report=GUN5
; anti-aircraft multiple cannon
[ZSU-23]
Damage=25
ROF=10
Range=6
Projectile=Ack
Speed=100
Warhead=AP
Anim=GUNFIRE
Report=AACANON3
; rapid fire machine gun
[Vulcan]
Damage=40
ROF=40
Range=5
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN13
Anim=MINIGUN
; air-to-surface homing missile (launched from jet)
[Maverick]
Damage=50
ROF=3
Range=6
Projectile=HeatSeeker
Speed=30
Warhead=AP
Report=MISSILE7
; camera
[Camera]
Damage=0
ROF=10
Range=2.75
Projectile=Inivisble
Speed=100
Warhead=Super
Camera=yes
; fireball from flame turret
[FireballLauncher]
Damage=125
ROF=50
Range=4
Projectile=Fireball
Speed=12
Warhead=Fire
; hand-held flame thrower type
[Flamer]
Damage=70
ROF=50
Range=3.5
Projectile=Fireball
Speed=12
Warhead=Fire
; sniper rifle
[Sniper]
Damage=100
ROF=5
Range=3.75
Projectile=Invisible
Speed=100
Warhead=HollowPoint
Report=SILENCER
; rapid fire aircraft gun
[ChainGun]
Damage=40
ROF=3
Range=5
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN13
Anim=MINIGUN
; civilian pistol
[Pistol]
Damage=1
ROF=7
Range=1.75
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN27
; rifle soldier weapons (multiple shots)
[M1Carbine]
Damage=15
ROF=20
Range=3
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN11
; man-packed anti-tank missile (bazooka type)
[Dragon]
Damage=35
ROF=50
Range=5
Projectile=HeatSeeker
Speed=25
Warhead=AP
Report=MISSILE6
; air-to-surface homing missile (launched from helicopter)
[Hellfire]
Damage=40
ROF=60
Range=4
Projectile=HeatSeeker
Speed=30
Warhead=AP
Report=MISSILE6
; hand grenade
[Grenade]
Damage=50
ROF=60
Range=4
Projectile=Lobbed
Speed=5
Warhead=HE
; small anti-armor cannon
[75mm]
Damage=25
ROF=40
Range=4
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON2
Anim=GUNFIRE
; light anti-armor cannon
[90mm]
Damage=30
ROF=50
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Anim=GUNFIRE
; medium anti-armor cannon
[105mm]
Damage=30
ROF=70
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Anim=GUNFIRE
; large anti-armor cannon
[120mm]
Damage=40
ROF=80
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Anim=GUNFIRE
Burst=2
; turret cannon
[TurretGun]
Damage=40
ROF=50
Range=6
Projectile=Cannon
Speed=40
Warhead=AP
Report=TURRET1
Anim=GUNFIRE
; Vehicle carried anti-tank missile
[MammothTusk]
Damage=75
ROF=80
Range=5
Projectile=HeatSeeker
Speed=30
Warhead=HE
Report=MISSILE6
Burst=2
; artillery cannon
[155mm]
Damage=150
ROF=65
Range=6
Projectile=Ballistic
Speed=12
Warhead=HE
Report=TANK5
Anim=GUNFIRE
; vehicle mounted machine gun
[M60mg]
Damage=15
ROF=20
Range=4
Projectile=Invisible
Speed=100
Warhead=SA
Report=PILLBOX1
Anim=MINIGUN
; napalm bomblets (dropped from plane)
[Napalm]
Damage=100
ROF=20
Range=4.5
Projectile=Bomblet
Speed=5
Warhead=Fire
; Tesla coil zap
[TeslaZap]
Damage=100
ROF=120
Range=8.5
Projectile=Invisible
Speed=100
Warhead=Super
Report=TESLA1
Charges=yes
; anti-aircraft missile (fired from SAM site)
[Nike]
Damage=50
ROF=20
Range=7.5
Projectile=AAMissile
Speed=50
Warhead=AP
Report=MISSILE1
Anim=SAMFIRE
; man-packed surface to air missile
[RedEye]
Damage=50
ROF=50
Range=7.5
Projectile=AAMissile
Speed=50
Warhead=AP
Report=MISSILE1
Anim=SAMFIRE
; 8 inch cruiser cannon
[8Inch]
Damage=500
ROF=160
Range=22
Projectile=Ballistic
Speed=6
Warhead=HE
Report=TURRET1
Anim=GUNFIRE
Supress=yes
; gunboat mounted anti-aircraft rocket
[Stinger]
Damage=30
ROF=60
Range=9
Projectile=LaserGuided
Speed=20
Warhead=AP
Report=MISSILE6
Burst=2
TurboBoost=yes
; torpedo tube
[TorpTube]
Damage=90
ROF=60
Range=9
Projectile=Torpedo
Speed=15
Warhead=AP
Report=TORPEDO1
; destroyer mounted 2 inch cannon
[2Inch]
Damage=25
ROF=60
Range=5.5
Projectile=Cannon
Speed=25
Warhead=AP
Report=CANNON2
Anim=GUNFIRE
; anti-submarine weapon
[DepthCharge]
Damage=80
ROF=60
Range=5
Projectile=Catapult
Speed=5
Warhead=AP
; parachute bomb
[ParaBomb]
Damage=300
ROF=4
Range=4.5
Projectile=Parachute
Speed=5
Warhead=HE
Report=CHUTE1
; dog bite
[DogJaw]
Damage=100
ROF=10
Range=2.2
Projectile=LeapDog
Speed=20
Warhead=Organic
Report=DOGG5P
; medic healing
[Heal]
Damage=-50
ROF=80
Range=1.83
Projectile=Invisible
Speed=100
Warhead=Organic
Report=HEAL2
; SCUD launcher
[SCUD]
Damage=600
ROF=400
Range=10
Projectile=FROG
Speed=25
Warhead=HE
Report=MISSILE1
; ******* Projectile Statistics *******
; Projectiles describe how and what image to use as the weapon flies
; to its target. Think of the projectile as the "delivery method" used
; to get the warhead to the desired target.
; AA = Can this weapon fire upon flying aircraft (def=no)?
; AG = Can this weapon fire upon ground objects (def=yes)?
; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
; Animates = Does it animate [this means smoke puffs] (def=no)?
; Arcing = Does it have a ballistic trajectory (def=no)?
; Arm = arming delay (def=0)
; Degenerates = Does the bullet strength weaken as it travels (def=no)?
; Dropping = Does it fall from a starting height (def=no)?
; Frames = number of image frames for animation purposes (def=1)
; Gigundo = Is the projectile larger than normal (def=no)?
; High = Can it fly over walls (def=no)?
; Image = image to use during flight
; Inaccurate = Is it inherently inaccurate (def=no)?
; Inviso = Is the projectile invisible as it travels (def=no)?
; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
; Proximity = Does it blow up when near its target (def=no)?
; ROT = Rate Of Turn [non zero implies homing] (def=0)
; Ranged = Can it run out of fuel (def=no)?
; Rotates = Does the projectile have rotation specific imagery (def=no)?
; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
; Translucent = Are translucent colors used in artwork (def=no)?
; UnderWater = Does the projectile travel under water?
; invisible flight to target
[Invisible]
Inviso=yes
Image=none
; special case for dog
[LeapDog]
Image=DOGBULLT
Translucent=yes
Rotates=yes
Proximity=yes
ROT=20
; straight high-speed ballistic shot
[Cannon]
Image=120MM
; anti aircraft artillery projectile
[Ack]
Image=none
Inviso=yes
AA=true
AG=false
; Sub-surface projectile.
[Torpedo]
UnderWater=yes
Image=MISSILE
Rotates=yes
ASW=yes
; Free Rocket Over Ground
[FROG]
Arm=10
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
Inaccurate=yes
Image=V2
Rotates=yes
; small homing missile (targets vehicles best)
[HeatSeeker]
Arm=2
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
Inaccurate=yes
AA=yes
Image=DRAGON
ROT=5
Rotates=yes
Translucent=yes
; small missile with deadly accuracy
[LaserGuided]
Arm=3
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
AA=yes
Image=DRAGON
ROT=20
Rotates=yes
Translucent=yes
; anti aircraft missile
[AAMissile]
Arm=3
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
AA=yes
AG=no
Image=MISSILE
ROT=20
Rotates=yes
Translucent=yes
; lobbed tumbling grenade
[Lobbed]
High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
Frames=8
Translucent=yes
; Depth charge catapult
[Catapult]
High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
Frames=8
ASW=yes
AG=no
Translucent=yes
; dropped from plane tumbling object
[Bomblet]
Arm=24
RangeLimit=24
High=yes
Dropping=yes
Image=BOMBLET
Frames=6
Translucent=yes
; arcing ballistic projectile
[Ballistic]
High=yes
Arcing=yes
Inaccurate=yes
Image=120MM
; parachute bomb
[Parachute]
Arm=24
RangeLimit=24
High=yes
Dropping=yes
Parachuted=yes
;Image=PARABOMB
; Allied free radar (GPS satellite)
[GPSSatellite]
Gigundo=yes
High=yes
Image=SPUTNIK
Frames=4
; Nuclear missile, flying up
[NukeUp]
Gigundo=yes
High=yes
Image=ATOMICUP
Frames=4
; Nuclear missile, flying down
[NukeDown]
Gigundo=yes
High=yes
Image=ATOMICDN
Frames=4
; wizard's fireball
[Fireball]
Animates=yes
Image=FB1
Frames=8
; ******* Warhead Characteristics *******
; This is what gives the "rock, paper, scissors" character to the game.
; It describes how the damage is to be applied to the target. The
; values should take into consideration the 'area of effect'.
; example: Although an armor piercing tank round would instantly
; kill a soldier IF it hit, the anti-infantry rating is still
; very low because the tank round has such a limited area of
; effect, lacks pinpoint accuracy, and acknowledges the fact that
; tanks pose little threat to infantry that take cover.
; Spread = damage spread factor [larger means greater spread] (def=1)
; [A value of 1 means the damage is halved every pixel distant from center point.
; a value of 2 means damage is halved every 2 pixels, etc.]
; Wall = Does this warhead damage concrete walls (def=no)?
; Wood = Does this warhead damage wood walls (def=no)?
; Ore = Does this warhead destroy ore (def=no)?
; Verses = damage value verses various armor types (as percentage of full damage)...
; -vs- none, wood (buildings), light armor, heavy armor, concrete
; Explosion = which explosion set to use when warhead of this type impacts (def=0)
; 0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke
; InfDeath = which infantry death animation to use (def=0)
; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
; general multiple small arms fire
[SA]
Spread=3
Verses=100%,50%,60%,25%,25%
Explosion=2
InfDeath=1
; high explosive (shrapnel)
[HE]
Spread=6
Wall=yes
Wood=yes
Verses=90%,75%,60%,25%,100%
Explosion=5
InfDeath=2
; armor piercing (discarding sabot, narrow effect)
[AP]
Spread=3
Wall=yes
Wood=yes
Verses=30%,75%,75%,100%,50%
Explosion=4
InfDeath=3
; napalm and fire in general
[Fire]
Spread=8
Wood=yes
Verses=90%,100%,60%,25%,50%
Explosion=3
InfDeath=4
; anti-infantry rifle bullet (single shot -- very effective verses infantry)
[HollowPoint]
Spread=1
Verses=100%,5%,5%,5%,5%
Explosion=1
InfDeath=1
; special case damage effect (do not use for regular weapons)
[Super]
Spread=1
Verses=100%,100%,100%,100%,100%
InfDeath=5
; special case to only affect infantry (do not use for regular weapons)
[Organic]
Spread=0
Verses=100%,0%,0%,0%,0%
InfDeath=0
; Nuclear warhead (same as fire)
[Nuke]
Spread=6
Wall=yes
Wood=yes
Ore=yes
Verses=90%,100%,60%,25%,50%
Explosion=6
InfDeath=4
; ******* Land Characteristics *******
; This section specifies the characteristics of the various
; terrain types. The primary purpose is to differentiate the
; movement capabilities.
; Float = % of full speed for ships [0 means impassable] (def=100)
; Foot = % of full speed for foot soldiers [0 means impassable] (def=100)
; Track = % of full speed for tracked vehicles [0 means impassable] (def=100)
; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100)
; Buildable = Can buildings be built upon this terrain (def=no)?
; clear grassy terrain
[Clear]
Foot=90%
Track=80%
Wheel=60%
Float=0%
Buildable=yes
; rocky terrain
[Rough]
Foot=80%
Track=70%
Wheel=40%
Float=0%
Buildable=no
; roads
[Road]
Foot=100%
Track=100%
Wheel=100%
Float=0%
Buildable=yes
; open water
[Water]
Foot=0%
Track=0%
Wheel=0%
Float=100%
Buildable=no
; cliffs
[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=no
; walls and other man made obstacles
[Wall]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=no
; ore (Tiberium)
[Ore]
Foot=90%
Track=70%
Wheel=50%
Float=0%
Buildable=no
; sandy beach
[Beach]
Foot=80%
Track=70%
Wheel=40%
Float=0%
Buildable=no
; craggy riverbed
[River]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=no
; ******* Random Crate Powerups *******
; This specifies the chance for the specified crate powerup to appear
; in a 'random' crate. The chance is expressed in the form of 'shares'
; out of the total shares specified. The second parameter is the animation
; to use when this crate is picked up. The third parameter, if present, specifies
; the data value needed for that crate powerup. They mean different things
; for the different powerups.
[Powerups]
Armor=10,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)
Cloak=0,STEALTH2 ; enable cloaking on nearby objects
Darkness=1,EMPULSE ; cloak entire radar map
Explosion=5,NONE,500 ; high explosive baddie (damage per explosion)
Firepower=10,FPOWER,2.0 ; firepower of nearby objects increased (firepower multiplier)
HealBase=1,INVUN ; all buildings to full strength
ICBM=1,MISSILE2 ; nuke missile one time shot
Money=50,DOLLAR,2000 ; a chunk o' cash (maximum cash)
Napalm=5,NONE,600 ; fire explosion baddie (damage)
ParaBomb=3,PARABOX ; para-bomb raid one time shot
Reveal=1,EARTH ; reveal entire radar map
Sonar=3,SONARBOX ; one time sonar pulse
Speed=10,SPEED,1.7 ; speed of nearby objects increased (speed multiplier)
Squad=20,NONE ; squad of random infantry
Unit=20,NONE ; vehicle
Invulnerability=3,INVULBOX,1.0 ; invulnerability (duration in minutes)
TimeQuake=3,TQUAKE ; time quake
; ******* Mission Control *******
; This specifies the various general behavior characteristics of
; the missions that objects can be assigned. Each of the game objects must
; be in a mission. The mission behavior is generally hard coded into
; the program, but there are some behavior characteristics that can
; be overridden. Don't modify these.
; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)?
; Zombie = Is forced to sit there like a zombie and never recovers (def=no)?
; Recruitable = Can it be recruited into a team or base defense (def=yes)?
; Paralyzed = Is the object frozen in place but can still fire and function (def=no)?
; Retaliate = Is allowed to retaliate while on this mission (def=yes)?
; Scatter = Is allowed to scatter from threats (def=yes)?
; Rate = delay between normal processing (larger = faster game, less responsiveness)
; AARate = anti-aircraft delay rate (if not specifed it uses regular rate).
; Unit sits still and plays dead.
[Sleep]
Recruitable=no
Zombie=yes
Retaliate=no
Scatter=no
Rate=1
; Unit doesn't fire and is not considered a threat.
[Harmless]
Recruitable=no
NoThreat=yes
Retaliate=no
Rate=.5
; Just like guard mode, but cannot move.
[Sticky]
Recruitable=no
Paralyzed=yes
Scatter=no
Rate=.016
; Special attack mission used by team logic.
[Attack]
Rate=.016
AARate=.016
; Move to destination.
[Move]
Rate=.016
; Special move to destination after all other queued moves occur.
[QMove]
Rate=.016
; Run away (possibly leave the map).
[Retreat]
Recruitable=no
Retaliate=no
Rate=.1
; Sit around and engage any enemy that wanders within weapon range.
[Guard]
Rate=.050
AARate=.016
; Enter building or transport for loading purposes.
[Enter]
Retaliate=no
Recruitable=no
Rate=.016
; Engineer entry logic.
[Capture]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016
; Handle harvest ore - dump at refinery loop.
[Harvest]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016
; Guard the general area where the unit starts at.
[Area Guard]
Recruitable=no
Rate=.080
AARate=.032
; <unused>
[Return]
; Stop moving and firing at the first available opportunity.
[Stop]
; <unused>
[Ambush]
; Scan for and attack any enemies whereever they may be.
[Hunt]
Recruitable=no
Retaliate=no
Rate=.016
; While dropping off cargo (e.g., APC unloading passengers).
[Unload]
Recruitable=no
Retaliate=no
Scatter=no
Rate=.016
; Tanya running to place bomb in building.
[Sabotage]
Recruitable=no
Rate=.016
; Buildings use this when building up after initial placement.
[Construction]
Recruitable=no
Retaliate=no
Scatter=no
; Buildings use this when deconstruction after being sold.
[Selling]
Recruitable=no
NoThreat=yes
Retaliate=no
Scatter=no
; Service depot uses this mission to repair attached object.
[Repair]
Rate=.08
; Special team override mission.
[Rescue]
Rate=.016
; Missile silo special launch missile mission.
[Missile]
Rate=.1
Executive Producer Brett W. Sperry
Producer Ed Del Castillo
Original Concept Brett W. Sperry
Joe Bostic
Original Story Ron Smith
Ed Del Castillo
Lead Game Programmers Joe Bostic
Barry Green
Steve Tall
Game Programmers Bill Randolph
Phil Gorrow
Maria del Mar McCready Legg
Internet Programmers Jeff Brown
David Aldridge
Matt Thorn
Translation Programmer Victor Grippi
Technical Direction Steve Wetherill
Eric Wang
Designers Adam Isgreen
Michael Lightner
Erik Yeo
Lead Artists Chris Demers
Matthew Hansel
Joseph B. Hewitt IV
Artists David T. Potter
Damon Redmond
Paul Wesberry
Brian White
Screenplay Ron Smith
Adam Isgreen
John Scott Lewinski
Video Post Production Felix Kupis
Kevin Becquet
Movie Compression Director Tim C. Fritz
Compression Assistant Patrick Connelly
Audio Direction Paul S. Mudra
Soundtrack Frank Klepacki
Sound Effects Dwight K. Okahara
QA Direction Glenn Sperry
Quality Assurance James Adkins
John Archer
Lloyd Bell
Chris Bleven
D'Andre Cambell
Errol Campbell
Phillip Castro
Steve Corcoran
Kenny Dunne
Randy Greenback
Abe Hernandez
Chris Holloway
Troy Leonard
Ben Lublin
Levi Luke
Isaiah Myers
Richard Rasmussen
Chris Rubyor
Robert Scheel
Albert Springfield
Mike Smith
Tyler Thackery
Box Design Matthew Hansel
Thomas Puckett Inc.
Manual Design Victoria Hart
Special thanks to all our friends and supporters
within the Virgin empire. Additional thanks to
Tracy Chapman for a new beginning and Greg
Hjelstrom for the amazing chronal vortex.
The Cast
Allied Side
Von Esling Arthur Roberts
Stavros Barry Kramer
Albert Einstein John Milford
Tanya Lynne Litteer
Interrogator Dom Magwili
Announcer Gwen Castaldi
Allied Soldiers
Finale Ricky Russell
Nick Paulos
Scott Ryan Talley
Commanders Joe Bostic
Chris Demers
Barry Green
Matthew Hansel
Adam Isgreen
Frank Klepacki
Mike Lightner
Bill Randolph
Philip E. Shelburne
Eric Wang
Soviet Side
Josef Stalin Eugene Dynarski
Kukov Craig Cavanah
Gradenko Alan Terry
Nadia Andrea Robinson
Kane Joe Kucan
Soviet Soldiers John Archer
Mike Grayford
Frank Klepacki
Felix Kupis
Chris Rubyor
Erik Yeo
Ingame Voices
E.V.A. Martin Alper
Tanya Lanae Freeborn
Infantry & Units Mike Grayford
Adam Isgreen
Frank Klepacki
Troy Leonard
Dwight Okahara
Chris Rubyor
Eric Wang
Erik Yeo
Production Crew
Directed By Joseph D. Kucan
Costume Design Christie Moeller
Make-up & Hair Cindy Cline
Sound Engineer Paul S. Mudra
Casting Marilee Lear, C.S.A.
Video Kevin Becquet
Lighting Eric Gooch
Lead Production Assistant Paul Bastardo
Production Assistants Rick Appin
Patience Becquet
Pat Connelly
Jeff Fillhaber
Richard Rasmussen
Sfx Make-up Philip E. Shelburne
Special Footage Courtesy Of NBC News Archives Films
Fabulous Footage
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