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INI File  |  1996-12-05  |  60KB  |  2,978 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.