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INI File  |  1996-11-25  |  51KB  |  2,731 lines

  1. ; RULES.INI
  2. ; If placed in game directory, it will override built in values. Values to be used as multipliers
  3. ; or percentages can be specified as either a simple floating point number (embed ".") or as a
  4. ; conventional percentage number (append "%"). Values used as cell distances or time delays
  5. ; are specified as simple floating point number. Distance values are expressed in cells. Time
  6. ; values are expressed in minutes.
  7.  
  8. [General]
  9. TeamDelay=.6            ; interval between checking for and creating teams
  10. SubmergeDelay=.02       ; forced delay that subs will remain on surface before allowing to submerge
  11. GameSpeeBias=1          ; multiplier to overall game object movement speed
  12. BaseBias=2              ; multiplier to threat target value when enemy is close to friendly base
  13. ExpSpread=.3            ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
  14. APMineDamage=1000       ; damage to inflict when anti-personnel mine explodes
  15. AVMineDamage=1200       ; damage to inflict when anti-vehicle mine explodes
  16. AllyReveal=yes          ; Allies automatically reveal radar maps to each other?
  17. AtomDamage=1000         ; damage points when nuclear bomb explodes (regardless of source)
  18. BailCount=28            ; number of 'bails' carried by a harvester
  19. BallisticScatter=1.0    ; maximum scatter distance (cells) for inaccurate ballistic projectiles
  20. BaseDefenseDelay=.25    ; minutes delay between sending response teams to deal with base threat
  21. BridgeStrength=1000     ; strength of bridge [smaller means more easily destroyed]
  22. BuildSpeed=.5           ; general build speed [time (in minutes) to produce a 1000 credit cost item]
  23. BuildupTime=.06         ; average minutes that building build-up animation runs
  24. C4Delay=.03             ; minutes to delay after placing C4 before building will explode
  25. ChronoTechLevel=4       ; Tech level at which Chrono facility can create Chrono effect
  26. CloseEnough=2.75        ; If distance to destination less than this, then abort movement if otherwise blocked.
  27. ConditionRed=25%        ; when damaged to this percentage, health bar turns red
  28. ConditionYellow=50%     ; when damaged to this percentage, health bar turns yellow
  29. CrateMinimum=3          ; crates are normally one per human player but never below this number
  30. CrateRadius=3.0         ; radius (cells) for area effect crate powerup bonuses
  31. CrateRegen=3            ; average minutes between random powerup crate regeneration
  32. Crush=1.5               ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
  33. DamageDelay=1           ; minutes between applying trivial structure damage when low on power
  34. DropZoneRadius=4        ; distance around drop zone flair that map reveals itself
  35. EnemyHealth=yes         ; Show enemy health bar graph when selected?
  36. FireSupress=1           ; radius from target to look for friendlies and thus discourage firing upon, if found
  37. GapRadius=10            ; radius of gap generator (cells)
  38. GemValue=110            ; gem credits per 'bail' carried by a harvester
  39. GoldValue=35            ; gold credits per 'bail' carried by a harvester
  40. Gravity=3               ; gravity constant for ballistic projectiles
  41. GrowthRate=10           ; rate of ore (Tiberium) growth [larger means faster]
  42. HomingScatter=2.0       ; maximum scatter distance (cells) for inaccurate homing projectiles
  43. IdleActionFrequency=.1  ; average minutes between infantry performing idle actions
  44. IronCurtain=.5          ; minutes that Iron Curtain invulnerability lasts
  45. LZScanRadius=16         ; maximum radius to scan for alternate landing zone if otherwise occupied
  46. MCVUndeploy=no          ; Allow construction yard to undeploy back into MCV?
  47. MaxDamage=1000          ; maximum damage (after adjustments) per shot
  48. MessageDelay=.6         ; time duration of multiplayer messages displayed over map
  49. MinDamage=1             ; minimum damage (after adjustments) per shot
  50. MineAware=yes           ; Are friendly units smart enough to avoid friendly mines?
  51. MovieTime=.06           ; minutes that movie recorder will record when activated (debug version only)
  52. NamedCivilians=no       ; Show true names over civilians and civilian buildings?
  53. OreGrows=yes            ; Does ore grow denser over time?
  54. OreSpreads=yes          ; Does ore spread into adjacent areas?
  55. OreTruckRate=1          ; speed that harvester truck manages ore [larger means slower]
  56. ParaTech=10             ; tech level when free para-infantry appears from airstrip
  57. PlayerAutoCrush=no      ; Will player controlled units automatically try to crush enemy infantry?
  58. PlayerReturnFire=no     ; More aggressive return fire from player controlled objects?
  59. PlayerScatter=no        ; Will player units scatter, of their own accord, from threats and damage?
  60. ProneDamage=50%         ; when infantry is prone, damage is reduced to this percentage
  61. QuakeDamage=33%         ; percentage damage to inflict when time quake occurs
  62. RadarJamRadius=10       ; cell radius distance that mobile radar jammer is effective
  63. RefundPercent=50%       ; percent of original cost to refund when building/unit is sold
  64. ReloadRate=.04          ; minutes to reload each ammo point for aircraft or helicopters
  65. RepairPercent=20%       ; percent cost to fully repair as ratio of full cost
  66. RepairRate=.016         ; minutes between applying repair step
  67. RepairStep=7            ; hit points to heal per repair 'tick' for buildings
  68. SavourDelay=.03         ; delay between scenario end and ending movie [keep the delay short]
  69. SeparateAircraft=no     ; Is first aircraft to be purchased separately from helipad/airstrip?
  70. ShroudRate=4            ; minutes between each shroud creep process [0 means no shadow creep]
  71. SilverCrate=HealBase    ; solo play silver crate bonus
  72. SpeakDelay=2            ; minutes between EVA repeating advice to the player
  73. SpyPlaneTech=4          ; tech level when free spy plane appears from airstrip
  74. Stray=2.0               ; radius distance (cells) that team members may stray without causing regroup action
  75. SurvivorRate=.5         ; fraction of building cost to be converted to survivors when sold
  76. SuspendDelay=2          ; minutes that suspended teams will remain suspended
  77. SuspendPriority=20      ; teams with less than this priority will suspend during base defense ops
  78. TimerWarning=2          ; if mission timer is less than this many minutes, then display in red
  79. TreeTargeting=no        ; Automatically show target cursor when over trees?
  80. URepairPercent=20%      ; [units only] percent cost to fully repair as ratio of full cost
  81. URepairStep=10          ; [units only] hit points to heal per repair 'tick' for units
  82. WaterCrate=Money        ; solo play water crate bonus
  83. WoodCrate=Money         ; solo play wood crate bonus
  84. VortexRange=10          ; scan for victims up to this distance away [in cells]
  85. VortexSpeed=10          ; speed of vortex movement
  86. VortexDamage=200        ; damage inflicted by vortex discharge
  87. Incoming=10             ; If an incoming projectile is as slow or slower than this, then
  88.                         ; object in the target location will try to run away. Grenades and
  89.                         ; parachute bombs have this characteristic.
  90.  
  91.  
  92. ; ******* Theme Controls *******
  93. ; Controls when each theme becomes available in solo play. Each
  94. ; theme identifier is given a scenario and owner. The theme will
  95. ; become available at that scenario or later and for the specified
  96. ; owner only. If no owner is specified, it is presumed to be available
  97. ; for all sides.
  98. [ThemeControl]
  99. BIGF226M=1,Soviet
  100. CRUS226M=1,Allies
  101. FAC1226M=1,Soviet
  102. FAC2226M=2,Soviet
  103. HELL226M=2
  104. RUN1226M=2,Soviet
  105. SMSH226M=3
  106. TREN226M=3,Soviet
  107. WORK226M=3,Allies
  108. AWAIT=1
  109. DENSE_R=1
  110. FOGGER1A=1
  111. MUD1A=1
  112. RADIO2=1
  113. ROLLOUT=1
  114. SNAKE=1
  115. TERMINAT=1
  116. TWIN=1
  117. VECTOR1A=1
  118.  
  119.  
  120. ; ******* Multiplayer Settings *******
  121. ; These are the multiplayer dialog default settings.
  122. [MultiplayerDefaults]
  123. Money=3000
  124. MaxMoney=10000
  125. ShadowGrow=no
  126. Bases=yes
  127. OreGrows=yes
  128. Crates=yes
  129. AIPlayers=no
  130. CaptureTheFlag=no
  131.  
  132.  
  133. ; ******* Special weapon charge times *******
  134. ; The time (minutes) for recharge of these special weapons.
  135. [Recharge]
  136. Chrono=3                ; chronosphere
  137. GPS=8                   ; satellite radar
  138. IronCurtain=14          ; invulnerability device
  139. Nuke=14                 ; nuclear missile
  140. ParaBomb=14             ; parachute bombs
  141. Paratrooper=8           ; paratroopers
  142. Saboteur=14             ; para-saboteur
  143. Sonar=10                ; sonar pulse
  144. SpyPlane=3              ; recon mission
  145.  
  146.  
  147. ; ******* Object Heap Maximums *******
  148. ; These are the absolute maximum number of these object types
  149. ; allowed in the game (at any one time).
  150. [Maximums]
  151. Players=8
  152. Aircraft=100
  153. Anim=100
  154. Building=500
  155. Bullet=50
  156. Factory=32              ; 32 is minimum for 8 player game
  157. Infantry=500
  158. Overlay=1               ; special case -- only needs one
  159. Projectile=20           ; projectile types, not actual projectiles
  160. Smudge=1                ; special case -- only needs one
  161. Team=60
  162. TeamType=60
  163. Template=1              ; special case -- only needs one
  164. Terrain=500             ; trees and rocks
  165. TrigType=80             ; trigger types
  166. Trigger=200             ; triggers themselves
  167. Unit=500
  168. Vessel=100
  169. Warhead=10              ; warhead types, not actual warheads
  170. Weapon=55               ; weapon types, not actual weapons
  171.  
  172.  
  173. ; ******* AI Statistics *******
  174. ; Computer behavior controls.
  175. [AI]
  176. PatrolScan=.090         ; minute interval between scanning for enemys while patrolling.
  177. CreditReserve=10000     ; Structure repair will not begin if available cash falls below this amount.
  178. PathDelay=.1            ; Delay (minutes) between retrying when path is blocked.
  179. OreNearScan=12           ; cell radius to scan when harvesting a single patch of ore
  180. OreFarScan=48           ; cells radius to scan when looking for a new ore patch to harvest
  181. AutocreateTime=5        ; average minutes between creating an 'autocreate' team
  182.  
  183.  
  184. ; ******* IQ setting for computer activity *******
  185. ; Each player (computer controlled or otherwise) is given an IQ rating that is used
  186. ; to control what the computer is allowed to automatically control. This is
  187. ; distinct from the difficulty setting. The higher the IQ setting, the more autonomous
  188. ; and intelligent the side will behave. Each ability is given a rating that
  189. ; indicates the IQ level (or above) that the ability will be granted. Because such
  190. ; abilities are automatically performed by the computer, giving a human controlled
  191. ; country a high IQ is not recommended. Otherwise the player's units will start to
  192. ; automatically "do their own thing"! A human controlled country is presumed to have
  193. ; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
  194. [IQ]
  195. MaxIQLevels=5           ; the maximum number of discrete IQ levels
  196. SuperWeapons=4          ; super weapons are automatically fired by computer
  197. Production=5            ; building/unit production is automatically controlled by computer
  198. GuardArea=4             ; newly produced units start in guard area mode
  199. RepairSell=1            ; allowed to choose repair or sell of damaged buildings
  200. AutoCrush=2             ; automatically try to crush antogonists if possible
  201. Scatter=3               ; will scatter from incoming threats [grenades and such]
  202. ContentScan=4           ; will consider contents of transport when picking good target
  203.  
  204.  
  205. ; ******* Country Statistics *******
  206. ; Certain countries have special adjustments to their unit and building
  207. ; values. These are global values that affect ALL units and buildings owned
  208. ; by that country.
  209.  
  210. ; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0)
  211. ; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0)
  212. ; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
  213. ; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0)
  214. ; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0)
  215. ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
  216. ; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0)
  217.  
  218. [England]
  219. Firepower=10.0
  220. Groundspeed=10.0
  221. Airspeed=10.0
  222. Armor=10.0
  223. ROF=.10
  224. Cost=.10
  225. BuildTime=.10
  226.  
  227. [Germany]
  228. Firepower=10.0
  229. Groundspeed=10.0
  230. Airspeed=10.0
  231. Armor=10.0
  232. ROF=.10
  233. Cost=.10
  234. BuildTime=.10
  235.  
  236. [France]
  237. Firepower=10.0
  238. Groundspeed=10.0
  239. Airspeed=10.0
  240. Armor=10.0
  241. ROF=.10
  242. Cost=.10
  243. BuildTime=.10
  244.  
  245. [Italy]
  246. Firepower=1.0
  247. Groundspeed=1.0
  248. Airspeed=1.0
  249. Armor=1.0
  250. ROF=1.0
  251. Cost=1.0
  252. BuildTime=1.0
  253.  
  254. [USSR]
  255. Firepower=1.0
  256. Groundspeed=1.0
  257. Airspeed=1.0
  258. Armor=1.0
  259. ROF=1.0
  260. Cost=1.0
  261. BuildTime=1.0
  262.  
  263. [Greece]
  264. Firepower=1.0
  265. Groundspeed=1.0
  266. Airspeed=1.0
  267. Armor=1.0
  268. ROF=1.0
  269. Cost=1.0
  270. BuildTime=1.0
  271.  
  272. [Turkey]
  273. Firepower=1.0
  274. Groundspeed=1.0
  275. Airspeed=1.0
  276. Armor=1.0
  277. ROF=1.0
  278. Cost=1.0
  279. BuildTime=1.0
  280.  
  281. [Spain]
  282. Firepower=1.0
  283. Groundspeed=1.0
  284. Airspeed=1.0
  285. Armor=1.0
  286. ROF=1.0
  287. Cost=1.0
  288. BuildTime=1.0
  289.  
  290.  
  291. ; ******* Difficulty Settings *******
  292. ; Game difficulty is controlled by these factors. Some of these factors will
  293. ; only affect a computer player. The computer and the player are handicapped by
  294. ; individual settings. Thus the computer may be playing at 'difficult' level while the
  295. ; player may be playing at 'easy' level.
  296.  
  297. ; Airspeed = multiplier to speed for all air units (def=1.0)
  298. ; Armor = multiplier to armor strength for all units and buildings (def=1.0)
  299. ; Cost = multiplier to cost for all units and buildings (def=1.0)
  300. ; Firepower = multiplier to firepower for all weapons (def=1.0)
  301. ; Groundspeed = multiplier to speed for all ground units (def=1.0)
  302. ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
  303. ; BuildSlowdown = Should the computer build slower than the player (def=no)?
  304. ;  <<< affects the computer player, not the human player >>>
  305. ;    ContentScan = Should the contents of a transport be considered when picking best target (def=no)?
  306. ;    RepairDelay = average delay (minutes) between initiating building repair
  307. ;    BuildDelay = average delay (minutes) between initiating construction
  308. ;    DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)?
  309.  
  310. [Easy]
  311. Firepower=1.2
  312. Groundspeed=1.2
  313. Airspeed=1.2
  314. BuildTime=.9
  315. Armor=.9
  316. ROF=.9
  317. Cost=.9
  318. RepairDelay=.001
  319. BuildDelay=.001
  320. DestroyWalls=yes
  321. ContentScan=yes
  322.  
  323. [Normal]
  324. Firepower=1.0
  325. Groundspeed=1.0
  326. Airspeed=1.0
  327. BuildTime=1
  328. Armor=1.0
  329. ROF=1.0
  330. Cost=1.0
  331. RepairDelay=.02
  332. BuildDelay=.03
  333. BuildSlowdown=yes
  334. DestroyWalls=yes
  335. ContentScan=yes
  336.  
  337. [Difficult]
  338. Firepower=.9
  339. Groundspeed=.9
  340. Airspeed=.9
  341. BuildTime=1.2
  342. Armor=1.2
  343. ROF=1.2
  344. Cost=1.2
  345. RepairDelay=.05
  346. BuildDelay=.1
  347. BuildSlowdown=yes
  348. DestroyWalls=no
  349.  
  350.  
  351. ; ******* Unit Statistics *******
  352. ; Specifies the characteristics of the various game objects.
  353.  
  354. ; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
  355. ; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none)
  356. ; Cloakable = Is it equipped with a cloaking device (def=no)?
  357. ; Cost = cost to build object in credits
  358. ; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
  359. ; GuardRange = distance to scan for enemies to attack (def=use weapon range)
  360. ; Image = name of graphic data to use for this object (def=same as object identifier)
  361. ; Invisible = Is completely and always invisible to enemy (def=no)?
  362. ; Owner = who can build this [Allies or Soviet] (def="allies,soviet", i.e., all)
  363. ; Points = point value for scoring purposes (def=0)
  364. ; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)
  365. ; Primary = primary weapon equipped with (def=none)
  366. ; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
  367. ; Reload = time delay between reloads (def=0)
  368. ; Secondary = secondary weapon equipped with (def=none)
  369. ; SelfHealing = Does the object heal automatically up to half strength (def=no)?
  370. ; Sight = sight range, in cells (def=1)
  371. ; Strength = strength (hit points) of this object
  372. ; TechLevel = tech level required to build this [-1 means can't build] (def=-1)
  373. ; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
  374. ;  <<< applies only to infantry types >>>
  375. ;    C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
  376. ;    Fraidycat = Is it inherently afraid and will panic easily (def=no)?
  377. ;    Infiltrate = Can it enter a building like a spy or thief (def=no)?
  378. ;    IsCanine = Should special case dog logic be applied to this?
  379. ;  <<< applies only to moving units (not buildings) >>>
  380. ;    Passengers = number of passengers it may carry (def=0)
  381. ;    Speed = speed of this object [n/a for buildings] (def=0)
  382. ;  <<< applies only to terrestrial driving vehicle types >>>
  383. ;    Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
  384. ;    Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)?
  385. ;    NoMovingFire = The vehicle must stop before it can fire (def=no)?
  386. ;  <<< applies only to building types >>>
  387. ;    BaseNormal = Considered for building adjacency checks (def=yes)?
  388. ;    Adjacent = distance allowed to place from other buildings (def=1)
  389. ;    Bib = Should the building have an attached bib (def=no)?
  390. ;    Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
  391. ;    Crewed = Does it contain a crew that can escape (def=no)?
  392. ;    Power = power output [positive for output, negative for drain] (def=0)
  393. ;    Powered = Does it require power to function (def=no)?
  394. ;    Repairable = Can it be repaired (def=yes)?
  395. ;    Storage = the number of credits this building can store (def=0)
  396. ;    Unsellable = Cannot sell this building (even if it can be built)?
  397. ;    WaterBound = Is this building placed on water only (def=no)?
  398.  
  399. ; ******* terrestrial driving vehicle types *******
  400. ; SCUD launcher
  401. [V2RL]
  402. Prerequisite=weap,dome
  403. Primary=SCUD
  404. Strength=150
  405. Armor=light
  406. TechLevel=4
  407. Sight=5
  408. Speed=7
  409. Owner=soviet
  410. Cost=600
  411. Points=40
  412. ROT=5
  413. Tracked=yes
  414. Ammo=1
  415. Crewed=yes
  416. NoMovingFire=yes
  417.  
  418. ; light tank
  419. [1TNK]
  420. Prerequisite=weap
  421. Primary=75mm
  422. Strength=300
  423. Armor=heavy
  424. TechLevel=4
  425. Sight=4
  426. Speed=10
  427. Owner=allies
  428. Cost=600
  429. Points=30
  430. ROT=5
  431. Tracked=yes
  432. Crewed=yes
  433.  
  434. ; heavy tank
  435. [3TNK]
  436. Prerequisite=weap
  437. Primary=105mm
  438. Secondary=105mm
  439. Strength=400
  440. Armor=heavy
  441. TechLevel=4
  442. Sight=5
  443. Speed=7
  444. Owner=soviet
  445. Cost=950
  446. Points=50
  447. ROT=5
  448. Tracked=yes
  449. Crewed=yes
  450.  
  451. ; medium tank
  452. [2TNK]
  453. Prerequisite=weap
  454. Primary=90mm
  455. Strength=400
  456. Armor=heavy
  457. TechLevel=6
  458. Sight=5
  459. Speed=9
  460. Owner=allies
  461. Cost=800
  462. Points=40
  463. ROT=5
  464. Tracked=yes
  465. Crewed=yes
  466.  
  467. ; Mammoth tank
  468. [4TNK]
  469. Prerequisite=weap,stek
  470. Primary=120mm
  471. Secondary=MammothTusk
  472. Strength=600
  473. Armor=heavy
  474. TechLevel=10
  475. Sight=6
  476. Speed=6
  477. Owner=soviet
  478. Cost=1500
  479. Points=60
  480. ROT=5
  481. Tracked=yes
  482. SelfHealing=yes
  483. Crewed=yes
  484.  
  485. ; mobile radar jammer
  486. [MRJ]
  487. Prerequisite=weap,dome
  488. Strength=110
  489. Armor=light
  490. TechLevel=15
  491. Sight=7
  492. Speed=9
  493. Owner=allies,soviet
  494. Cost=600
  495. Points=30
  496. ROT=5
  497. Tracked=yes
  498. Crewed=yes
  499.  
  500. ; mobile gap generator
  501. [MGG]
  502. Prerequisite=weap,atek
  503. Strength=110
  504. Armor=light
  505. TechLevel=15
  506. Sight=4
  507. Speed=9
  508. Owner=allies
  509. Cost=600
  510. Points=40
  511. ROT=5
  512. Crewed=yes
  513.  
  514. ; mobile artillery
  515. [ARTY]
  516. Prerequisite=weap
  517. Primary=155mm
  518. Strength=75
  519. Armor=light
  520. TechLevel=8
  521. Sight=5
  522. Speed=6
  523. Owner=allies
  524. Cost=450
  525. Points=35
  526. ROT=2
  527. Tracked=yes
  528. Crewed=yes
  529. NoMovingFire=yes
  530.  
  531. ; harvester
  532. [HARV]
  533. Prerequisite=weap,proc
  534. Strength=600
  535. Armor=light
  536. TechLevel=1
  537. Sight=4
  538. Speed=6
  539. Owner=allies,soviet
  540. Cost=1400
  541. Points=55
  542. ROT=5
  543. Tracked=yes
  544. Crewed=yes
  545.  
  546. ; Mobile Construction Vehicle
  547. [MCV]
  548. Prerequisite=weap,fix
  549. Strength=600
  550. Armor=light
  551. TechLevel=15
  552. Sight=4
  553. Speed=6
  554. Owner=allies,soviet
  555. Cost=5000
  556. Points=60
  557. ROT=5
  558. Crewed=yes
  559.  
  560. ; Jeep
  561. [JEEP]
  562. Prerequisite=weap
  563. Primary=M60mg
  564. Strength=150
  565. Armor=light
  566. TechLevel=3
  567. Sight=6
  568. Speed=12
  569. Owner=allies
  570. Cost=400
  571. Points=20
  572. ROT=10
  573. Crewed=yes
  574.  
  575. ; Armored Personnel Carrier
  576. [APC]
  577. Prerequisite=weap,tent
  578. Primary=M60mg
  579. Strength=200
  580. Armor=heavy
  581. TechLevel=5
  582. Sight=5
  583. Speed=14
  584. Owner=allies
  585. Cost=700
  586. Points=25
  587. ROT=5
  588. Tracked=yes
  589. Passengers=5
  590.  
  591. ; mine layer
  592. [MNLY]
  593. Prerequisite=weap,fix
  594. Strength=100
  595. Armor=heavy
  596. TechLevel=3
  597. Sight=5
  598. Speed=9
  599. Owner=allies,soviet
  600. Cost=800
  601. Points=50
  602. ROT=5
  603. Tracked=yes
  604. Ammo=5         ; number of mines carried
  605. Crewed=yes
  606.  
  607. ; convoy truck
  608. [TRUK]
  609. Strength=110
  610. Armor=light
  611. Owner=soviet,allies
  612. TechLevel=-1
  613. Sight=3
  614. Speed=10
  615. Cost=500
  616. Points=5
  617. ROT=5
  618. Passengers=5
  619.  
  620. ; ******* ship types *******
  621. ; submarine
  622. [SS]
  623. Prerequisite=spen
  624. Primary=TorpedoTube
  625. Strength=200
  626. Armor=light
  627. TechLevel=6
  628. Sight=6
  629. Speed=6
  630. Owner=soviet
  631. Cost=500
  632. Points=45
  633. ROT=7
  634. Cloakable=yes
  635.  
  636. ; destroyer
  637. [DD]
  638. Prerequisite=syrd
  639. Primary=Stinger
  640. Secondary=DepthCharge
  641. Strength=400
  642. Armor=heavy
  643. TechLevel=7
  644. Sight=6
  645. Speed=6
  646. Owner=allies
  647. Cost=500
  648. Points=50
  649. ROT=7
  650. Sensors=Yes
  651.  
  652. ; cruiser
  653. [CA]
  654. Prerequisite=syrd,atek
  655. Primary=8Inch
  656. Secondary=8Inch
  657. Strength=700
  658. Armor=heavy
  659. TechLevel=10
  660. Sight=7
  661. Speed=4
  662. Owner=allies
  663. Cost=2000
  664. Points=60
  665. ROT=5
  666. Sensors=Yes
  667.  
  668. ; transport
  669. [LST]
  670. Strength=350
  671. Armor=heavy
  672. TechLevel=1
  673. Sight=6
  674. Speed=14
  675. Owner=allies,soviet
  676. Cost=300
  677. Points=25
  678. ROT=10
  679. Passengers=5
  680.  
  681. ; gun boat
  682. [PT]
  683. Prerequisite=syrd
  684. Primary=2Inch
  685. Secondary=DepthCharge
  686. Strength=200
  687. Armor=heavy
  688. TechLevel=5
  689. Sight=7
  690. Speed=9
  691. Owner=allies
  692. Cost=300
  693. Points=30
  694. ROT=7
  695. Sensors=Yes
  696.  
  697. ; ******* infantry types *******
  698. ; attack dog
  699. [DOG]
  700. Prerequisite=kenn
  701. Primary=DogJaw
  702. Strength=5
  703. Armor=none
  704. TechLevel=2
  705. Sight=5
  706. Speed=4
  707. Owner=soviet
  708. Cost=200
  709. Points=5
  710. IsCanine=yes
  711. GuardRange=7
  712.  
  713. ; rifle soldier
  714. [E1]
  715. Primary=M1Carbine
  716. Strength=50
  717. Armor=none
  718. TechLevel=1
  719. Sight=4
  720. Speed=4
  721. Owner=allies,soviet
  722. Cost=100
  723. Points=5
  724.  
  725. ; grenadier
  726. [E2]
  727. Primary=Grenade
  728. Strength=50
  729. Armor=none
  730. TechLevel=1
  731. Sight=4
  732. Speed=5
  733. Owner=soviet
  734. Cost=160
  735. Points=10
  736. Explodes=yes
  737.  
  738. ; rocket soldier
  739. [E3]
  740. Primary=Dragon
  741. Strength=25
  742. Armor=none
  743. TechLevel=2
  744. Sight=4
  745. Speed=3
  746. Owner=allies
  747. Cost=300
  748. Points=10
  749.  
  750. ; Flamethrower
  751. [E4]
  752. Prerequisite=stek
  753. Primary=Flamer
  754. Strength=25
  755. Armor=none
  756. TechLevel=2
  757. Sight=4
  758. Speed=3
  759. Owner=soviet
  760. Cost=300
  761. Points=15
  762. Explodes=yes
  763.  
  764. ; engineer
  765. [E6]
  766. Strength=25
  767. Armor=none
  768. TechLevel=5
  769. Sight=4
  770. Speed=4
  771. Owner=soviet,allies
  772. Cost=500
  773. Points=20
  774. Infiltrate=yes
  775.  
  776. ; spy
  777. [SPY]
  778. Prerequisite=dome
  779. Strength=25
  780. Armor=none
  781. TechLevel=6
  782. Sight=5
  783. Speed=4
  784. Owner=allies
  785. Cost=500
  786. Points=15
  787. Infiltrate=yes
  788.  
  789. ; thief
  790. [THF]
  791. Prerequisite=atek
  792. Strength=25
  793. Armor=none
  794. TechLevel=15
  795. Sight=5
  796. Speed=4
  797. Owner=allies
  798. Cost=500
  799. Points=10
  800. Infiltrate=yes
  801.  
  802. ; Tanya
  803. [E7]
  804. Prerequisite=atek
  805. Primary=Colt45
  806. Secondary=Colt45
  807. Strength=100
  808. Armor=none
  809. TechLevel=15
  810. Sight=6
  811. Speed=5
  812. Owner=allies
  813. Cost=1000
  814. Points=25
  815. Infiltrate=yes
  816. C4=yes
  817.  
  818. ; field medic
  819. [MEDI]
  820. Primary=Heal
  821. Strength=80
  822. Armor=none
  823. TechLevel=2
  824. Sight=3
  825. Speed=4
  826. Owner=allies
  827. Cost=1000
  828. Points=15
  829.  
  830. ; field marshal
  831. [GNRL]
  832. Primary=Pistol
  833. Strength=80
  834. Armor=none
  835. TechLevel=-1
  836. Sight=3
  837. Speed=5
  838. Owner=allies,soviet
  839. Cost=0
  840. Points=15
  841. Infiltrate=yes
  842.  
  843. ; civilians
  844. [C1]
  845. Image=C1
  846. Primary=Pistol
  847. Strength=25
  848. Armor=none
  849. TechLevel=-1
  850. Sight=2
  851. Speed=5
  852. Owner=allies,soviet
  853. Cost=10
  854. Points=1
  855. Ammo=10
  856. Fraidycat=yes
  857.  
  858. [C2]
  859. Image=C1
  860. Strength=25
  861. Armor=none
  862. TechLevel=-1
  863. Sight=2
  864. Speed=5
  865. Owner=allies,soviet
  866. Cost=10
  867. Points=1
  868. Fraidycat=yes
  869.  
  870. [C3]
  871. Image=C2
  872. Strength=25
  873. Armor=none
  874. TechLevel=-1
  875. Sight=2
  876. Speed=5
  877. Owner=allies,soviet
  878. Cost=10
  879. Points=1
  880. Fraidycat=yes
  881.  
  882. [C4]
  883. Image=C2
  884. Strength=25
  885. Armor=none
  886. TechLevel=-1
  887. Sight=2
  888. Speed=5
  889. Owner=allies,soviet
  890. Cost=10
  891. Points=1
  892. Fraidycat=yes
  893.  
  894. [C5]
  895. Image=C2
  896. Strength=25
  897. Armor=none
  898. TechLevel=-1
  899. Sight=2
  900. Speed=5
  901. Owner=allies,soviet
  902. Cost=10
  903. Points=1
  904. Fraidycat=yes
  905.  
  906. [C6]
  907. Image=C1
  908. Strength=25
  909. Armor=none
  910. TechLevel=-1
  911. Sight=2
  912. Speed=5
  913. Owner=allies,soviet
  914. Cost=10
  915. Points=1
  916. Fraidycat=yes
  917.  
  918. [C7]
  919. Image=C1
  920. Primary=Pistol
  921. Strength=25
  922. Armor=none
  923. TechLevel=-1
  924. Sight=2
  925. Speed=5
  926. Owner=allies,soviet
  927. Cost=10
  928. Points=1
  929. Ammo=10
  930. Fraidycat=yes
  931.  
  932. [C8]
  933. Image=C1
  934. Strength=25
  935. Armor=none
  936. TechLevel=-1
  937. Sight=2
  938. Speed=5
  939. Owner=allies,soviet
  940. Cost=10
  941. Points=1
  942. Fraidycat=yes
  943.  
  944. [C9]
  945. Image=C1
  946. Strength=25
  947. Armor=none
  948. TechLevel=-1
  949. Sight=2
  950. Speed=5
  951. Owner=allies,soviet
  952. Cost=10
  953. Points=1
  954. Fraidycat=yes
  955.  
  956. [C10]
  957. Image=C1
  958. Strength=25
  959. Armor=none
  960. TechLevel=-1
  961. Sight=2
  962. Speed=5
  963. Owner=allies,soviet
  964. Cost=10
  965. Points=1
  966. Fraidycat=yes
  967.  
  968. ; professor Einstein
  969. [EINSTEIN]
  970. Strength=25
  971. Armor=none
  972. TechLevel=-1
  973. Sight=2
  974. Speed=5
  975. Owner=allies
  976. Cost=10
  977. Points=1
  978. Fraidycat=yes
  979.  
  980. ; special agent
  981. [DELPHI]
  982. Primary=Pistol
  983. Strength=25
  984. Armor=none
  985. TechLevel=-1
  986. Sight=2
  987. Speed=5
  988. Owner=allies,soviet
  989. Cost=10
  990. Points=1
  991. Ammo=10
  992.  
  993. ; special agent
  994. [CHAN]
  995. Strength=25
  996. Armor=none
  997. TechLevel=-1
  998. Sight=2
  999. Speed=5
  1000. Owner=allies,soviet
  1001. Cost=10
  1002. Points=1
  1003.  
  1004. ; ******* aircraft types *******
  1005. ; Badger bomber
  1006. [BADR]
  1007. Prerequisite=afld
  1008. Primary=ParaBomb
  1009. Strength=60
  1010. Armor=light
  1011. TechLevel=-1
  1012. Sight=0
  1013. Speed=16
  1014. Owner=soviet
  1015. Cost=10
  1016. Points=20
  1017. ROT=5
  1018. Ammo=5
  1019. Passengers=5
  1020.  
  1021. ; spy photo-recon plane
  1022. [U2]
  1023. Prerequisite=afld
  1024. Primary=Camera
  1025. Strength=60
  1026. Armor=light
  1027. TechLevel=-1
  1028. Sight=0
  1029. Speed=40
  1030. Owner=soviet
  1031. Cost=10
  1032. Points=5
  1033. ROT=5
  1034. Ammo=1         ; snapshot film
  1035.  
  1036. ; jet attack plane
  1037. [MIG]
  1038. Prerequisite=afld
  1039. Primary=Maverick
  1040. Secondary=Maverick
  1041. Strength=60
  1042. Armor=light
  1043. TechLevel=10
  1044. Sight=0
  1045. Speed=40
  1046. Owner=soviet
  1047. Cost=1200
  1048. Points=50
  1049. ROT=5
  1050. Ammo=3
  1051. GuardRange=30
  1052.  
  1053. ; prop attack plane
  1054. [YAK]
  1055. Prerequisite=afld
  1056. Primary=ChainGun
  1057. Secondary=ChainGun
  1058. Strength=60
  1059. Armor=light
  1060. TechLevel=1
  1061. Sight=0
  1062. Speed=16
  1063. Owner=soviet
  1064. Cost=800
  1065. Points=25
  1066. ROT=5
  1067. Ammo=15
  1068. Crewed=yes
  1069. GuardRange=30
  1070.  
  1071. ; transport helicopter
  1072. [TRAN]
  1073. Prerequisite=hpad
  1074. Strength=90
  1075. Armor=light
  1076. TechLevel=-1
  1077. Sight=0
  1078. Speed=12
  1079. Owner=allies,soviet
  1080. Cost=1
  1081. Points=35
  1082. ROT=5
  1083. Passengers=5
  1084.  
  1085. ; Longbow attack helicopter
  1086. [HELI]
  1087. Prerequisite=hpad
  1088. Primary=Hellfire
  1089. Secondary=Hellfire
  1090. Strength=125
  1091. Armor=heavy
  1092. TechLevel=10
  1093. Sight=0
  1094. Speed=16
  1095. Owner=allies
  1096. Cost=1200
  1097. Points=50
  1098. ROT=4
  1099. Ammo=6
  1100. Crewed=yes
  1101. GuardRange=30
  1102.  
  1103. ; Hind attack helicopter
  1104. [HIND]
  1105. Prerequisite=hpad
  1106. Primary=ChainGun
  1107. Strength=125
  1108. Armor=heavy
  1109. TechLevel=10
  1110. Sight=0
  1111. Speed=12
  1112. Owner=soviet
  1113. Cost=1200
  1114. Points=40
  1115. ROT=4
  1116. Ammo=20
  1117. Crewed=yes
  1118. GuardRange=30
  1119.  
  1120. ; ******* building types *******
  1121. ; Iron Curtain
  1122. [IRON]
  1123. Prerequisite=stek
  1124. Strength=400
  1125. Armor=wood
  1126. TechLevel=15
  1127. Sight=10
  1128. Owner=soviet
  1129. Cost=2800
  1130. Points=100
  1131. Power=-200
  1132. Powered=true
  1133. Capturable=true
  1134. Crewed=yes
  1135.  
  1136. ; forward command center
  1137. [FCOM]
  1138. Strength=400
  1139. Armor=wood
  1140. TechLevel=-1
  1141. Sight=10
  1142. Owner=soviet
  1143. Cost=
  1144. Points=40
  1145. Power=-200
  1146. Bib=yes
  1147. Capturable=true
  1148. Crewed=yes
  1149.  
  1150. ; advanced tech center
  1151. [ATEK]
  1152. Prerequisite=weap,dome
  1153. Strength=400
  1154. Armor=wood
  1155. TechLevel=7
  1156. Sight=10
  1157. Owner=allies
  1158. Cost=1500
  1159. Points=85
  1160. Power=-200
  1161. Bib=yes
  1162. Capturable=true
  1163. Crewed=yes
  1164.  
  1165. ; paradox device
  1166. [PDOX]
  1167. Prerequisite=atek
  1168. Strength=400
  1169. Armor=wood
  1170. TechLev1el=15
  1171. Sight=10
  1172. Owner=allies
  1173. Cost=2800
  1174. Points=100
  1175. Power=-200
  1176. Powered=true
  1177. Capturable=true
  1178. Crewed=yes
  1179.  
  1180. ; weapons factory
  1181. [WEAP]
  1182. Prerequisite=proc
  1183. Strength=1000
  1184. Armor=light
  1185. TechLevel=3
  1186. Sight=4
  1187. Owner=soviet,allies
  1188. Cost=2000
  1189. Points=80
  1190. Power=-30
  1191. Bib=yes
  1192. Capturable=true
  1193. Crewed=yes
  1194.  
  1195. ; ship yard
  1196. [SYRD]
  1197. Prerequisite=powr
  1198. Strength=1000
  1199. Armor=light
  1200. TechLevel=3
  1201. Sight=4
  1202. Owner=allies
  1203. Cost=650
  1204. Points=80
  1205. Power=-30
  1206. Adjacent=8
  1207. WaterBound=yes
  1208. Capturable=true
  1209. BaseNormal=no
  1210.  
  1211. ; sub pen
  1212. [SPEN]
  1213. Prerequisite=powr
  1214. Strength=1000
  1215. Armor=light
  1216. TechLevel=5
  1217. Sight=4
  1218. Owner=soviet
  1219. Cost=650
  1220. Points=80
  1221. Power=-30
  1222. Adjacent=8
  1223. WaterBound=yes
  1224. Capturable=true
  1225. BaseNormal=no
  1226.  
  1227. ; pill box
  1228. [PBOX]
  1229. Prerequisite=tent
  1230. Primary=Vulcan
  1231. Strength=400
  1232. Armor=wood
  1233. TechLevel=2
  1234. Sight=4
  1235. Owner=allies
  1236. Cost=400
  1237. Points=50
  1238. Power=-10
  1239. Sensors=yes
  1240. Crewed=yes
  1241.  
  1242. ; camouflaged pill box
  1243. [HBOX]
  1244. Prerequisite=tent
  1245. Primary=Vulcan
  1246. Strength=600
  1247. Armor=wood
  1248. TechLevel=3
  1249. Sight=5
  1250. Owner=allies
  1251. Cost=600
  1252. Points=60
  1253. Power=-10
  1254. Sensors=yes
  1255. Crewed=yes
  1256.  
  1257. ; Tesla coil
  1258. [TSLA]
  1259. Prerequisite=stek
  1260. Primary=TeslaZap
  1261. Strength=400
  1262. Armor=light
  1263. TechLevel=7
  1264. Sight=6
  1265. Owner=soviet
  1266. Cost=1500
  1267. Points=80
  1268. Power=-150
  1269. Ammo=3
  1270. Powered=true
  1271. Sensors=yes
  1272. Crewed=yes
  1273.  
  1274. ; gun turret
  1275. [GUN]
  1276. Prerequisite=tent
  1277. Primary=TurretGun
  1278. Strength=400
  1279. Armor=heavy
  1280. TechLevel=4
  1281. Sight=6
  1282. Owner=allies
  1283. Cost=600
  1284. Points=50
  1285. Power=-40
  1286. Sensors=yes
  1287. Crewed=yes
  1288. ROT=12
  1289.  
  1290. ; anti-aircraft artillery
  1291. [AGUN]
  1292. Prerequisite=dome
  1293. Primary=ZSU-23
  1294. Secondary=ZSU-23
  1295. Strength=400
  1296. Armor=heavy
  1297. TechLevel=5
  1298. Sight=6
  1299. Owner=allies
  1300. Cost=600
  1301. Points=50
  1302. Power=-40
  1303. Crewed=yes
  1304. ROT=15
  1305.  
  1306. ; flame turret
  1307. [FTUR]
  1308. Prerequisite=barr
  1309. Primary=FireballLauncher
  1310. Strength=400
  1311. Armor=heavy
  1312. TechLevel=4
  1313. Sight=6
  1314. Owner=soviet
  1315. Cost=600
  1316. Points=65
  1317. Power=-40
  1318. Sensors=yes
  1319. Explodes=yes
  1320. Crewed=yes
  1321.  
  1322. ; construction yard
  1323. [FACT]
  1324. Strength=800
  1325. Armor=wood
  1326. TechLevel=-1
  1327. Sight=5
  1328. Owner=allies,soviet
  1329. Cost=5000
  1330. Points=80
  1331. Power=0
  1332. Bib=yes
  1333. Capturable=true
  1334. Crewed=yes
  1335.  
  1336. ; refinery
  1337. [PROC]
  1338. Prerequisite=powr
  1339. Strength=900
  1340. Armor=wood
  1341. TechLevel=1
  1342. Sight=6
  1343. Owner=allies,soviet
  1344. Cost=2000
  1345. Points=80
  1346. Power=-30
  1347. Storage=2000
  1348. Bib=yes
  1349. Capturable=true
  1350. Crewed=yes
  1351.  
  1352. ; storage silo
  1353. [SILO]
  1354. Prerequisite=proc
  1355. Strength=300
  1356. Armor=wood
  1357. TechLevel=1
  1358. Sight=4
  1359. Owner=allies,soviet
  1360. Cost=150
  1361. Points=25
  1362. Power=-10
  1363. Storage=1500
  1364. Capturable=true
  1365.  
  1366. ; helipad
  1367. [HPAD]
  1368. Prerequisite=dome
  1369. Strength=800
  1370. Armor=wood
  1371. TechLevel=10
  1372. Sight=5
  1373. Owner=allies,soviet
  1374. Cost=1500
  1375. Points=70
  1376. Power=-10
  1377. Bib=yes
  1378. Capturable=true
  1379. Crewed=yes
  1380.  
  1381. ; radar building
  1382. [DOME]
  1383. Prerequisite=proc
  1384. Strength=1000
  1385. Armor=wood
  1386. TechLevel=3
  1387. Sight=10
  1388. Owner=allies,soviet
  1389. Cost=1000
  1390. Points=60
  1391. Power=-40
  1392. Bib=yes
  1393. Powered=true
  1394. Capturable=true
  1395. Sensors=yes
  1396. Crewed=yes
  1397.  
  1398. ; gap generator
  1399. [GAP]
  1400. Prerequisite=atek
  1401. Strength=1000
  1402. Armor=wood
  1403. TechLevel=10
  1404. Sight=10
  1405. Owner=allies
  1406. Cost=500
  1407. Points=35
  1408. Power=-60
  1409. Powered=true
  1410. Capturable=true
  1411. Crewed=yes
  1412.  
  1413. ; Surface to Air Missile launcher
  1414. [SAM]
  1415. Prerequisite=dome
  1416. Primary=Nike
  1417. Strength=400
  1418. Armor=heavy
  1419. TechLevel=9
  1420. Sight=5
  1421. Owner=soviet
  1422. Cost=750
  1423. Points=50
  1424. Power=-20
  1425. Crewed=yes
  1426. ROT=15
  1427.  
  1428. ; big missile silo
  1429. [MSLO]
  1430. Prerequisite=stek
  1431. Primary=none
  1432. Strength=400
  1433. Armor=heavy
  1434. TechLevel=15
  1435. Sight=5
  1436. Owner=soviet
  1437. Cost=2500
  1438. Points=90
  1439. Power=-100
  1440. Crewed=yes
  1441.  
  1442. ; airstrip
  1443. [AFLD]
  1444. Prerequisite=dome
  1445. Strength=1000
  1446. Armor=heavy
  1447. TechLevel=4
  1448. Sight=7
  1449. Owner=soviet
  1450. Cost=600
  1451. Points=70
  1452. Power=-30
  1453. Capturable=true
  1454. Crewed=yes
  1455.  
  1456. ; normal power plant
  1457. [POWR]
  1458. Prerequisite=fact
  1459. Strength=400
  1460. Armor=wood
  1461. TechLevel=1
  1462. Sight=4
  1463. Owner=allies,soviet
  1464. Cost=300
  1465. Points=40
  1466. Power=100
  1467. Bib=yes
  1468. Capturable=true
  1469. Crewed=yes
  1470.  
  1471. ; advanced power plant
  1472. [APWR]
  1473. Prerequisite=powr
  1474. Strength=600
  1475. Armor=wood
  1476. TechLevel=8
  1477. Sight=4
  1478. Owner=allies,soviet
  1479. Cost=700
  1480. Points=50
  1481. Power=200
  1482. Bib=yes
  1483. Capturable=true
  1484. Crewed=yes
  1485.  
  1486. ; Soviet tech center
  1487. [STEK]
  1488. Prerequisite=weap,dome
  1489. Strength=600
  1490. Armor=wood
  1491. TechLevel=2
  1492. Sight=4
  1493. Owner=soviet
  1494. Cost=1500
  1495. Points=85
  1496. Power=-100
  1497. Bib=yes
  1498. Capturable=true
  1499. Crewed=yes
  1500.  
  1501. ; hospital (obsolete?)
  1502. [HOSP]
  1503. Strength=400
  1504. Armor=wood
  1505. TechLevel=-1
  1506. Sight=4
  1507. Owner=
  1508. Cost=
  1509. Points=20
  1510. Power=-20
  1511. Bib=yes
  1512. Capturable=true
  1513. Crewed=yes
  1514.  
  1515. ; bio-research laboratory (obsolete?)
  1516. [BIO]
  1517. Strength=600
  1518. Armor=wood
  1519. TechLevel=-1
  1520. Sight=4
  1521. Owner=
  1522. Cost=
  1523. Points=30
  1524. Power=-40
  1525. Bib=yes
  1526. Crewed=yes
  1527.  
  1528. ; Soviet barracks
  1529. [BARR]
  1530. Prerequisite=powr
  1531. Strength=800
  1532. Armor=wood
  1533. TechLevel=1
  1534. Sight=5
  1535. Owner=soviet
  1536. Cost=300
  1537. Points=30
  1538. Power=-20
  1539. Bib=yes
  1540. Crewed=yes
  1541. Capturable=true
  1542.  
  1543. ; Allied training tent
  1544. [TENT]
  1545. Prerequisite=powr
  1546. Strength=800
  1547. Armor=wood
  1548. TechLevel=1
  1549. Sight=5
  1550. Owner=allies
  1551. Cost=300
  1552. Points=30
  1553. Power=-20
  1554. Bib=yes
  1555. Crewed=yes
  1556. Capturable=true
  1557.  
  1558. ; attack dog training facility
  1559. [KENN]
  1560. Prerequisite=barr
  1561. Strength=400
  1562. Armor=wood
  1563. TechLevel=2
  1564. Sight=4
  1565. Owner=soviet
  1566. Cost=200
  1567. Points=25
  1568. Power=-10
  1569.  
  1570. ; service depot
  1571. [FIX]
  1572. Prerequisite=weap
  1573. Strength=800
  1574. Armor=wood
  1575. TechLevel=3
  1576. Sight=5
  1577. Owner=allies,soviet
  1578. Cost=1200
  1579. Points=80
  1580. Power=-30
  1581. Capturable=true
  1582. Crewed=yes
  1583.  
  1584. ; sandbag wall
  1585. [SBAG]
  1586. Strength=1
  1587. Armor=none
  1588. TechLevel=2
  1589. Sight=0
  1590. Owner=allies
  1591. Cost=25
  1592. Points=1
  1593. Repairable=false
  1594. Adjacent=1
  1595.  
  1596. ; concrete wall
  1597. [BRIK]
  1598. Strength=1
  1599. Armor=none
  1600. TechLevel=8
  1601. Sight=0
  1602. Owner=allies,soviet
  1603. Cost=100
  1604. Points=5
  1605. Repairable=false
  1606. Adjacent=1
  1607.  
  1608. ; wire fence
  1609. [FENC]
  1610. Strength=1
  1611. Armor=none
  1612. TechLevel=2
  1613. Sight=0
  1614. Owner=soviet
  1615. Cost=25
  1616. Points=1
  1617. Repairable=false
  1618. Adjacent=1
  1619.  
  1620. ; barrels
  1621. [BARL]
  1622. Strength=10
  1623. Repairable=false
  1624. Adjacent=0
  1625. BaseNormal=no
  1626.  
  1627. [BRL3]
  1628. Strength=10
  1629. Repairable=false
  1630. Adjacent=0
  1631. BaseNormal=no
  1632.  
  1633. ; anti-vehicle mine
  1634. [MINV]
  1635. Strength=1
  1636. Repairable=false
  1637. Adjacent=0
  1638. Invisible=yes
  1639. Unsellable=yes
  1640. BaseNormal=no
  1641.  
  1642. ; anti-personnel mine
  1643. [MINP]
  1644. Strength=1
  1645. Repairable=false
  1646. Adjacent=0
  1647. Invisible=yes
  1648. Unsellable=yes
  1649. BaseNormal=no
  1650.  
  1651. ; fakes
  1652. [FACF]
  1653. Image=FACT
  1654. Owner=allies
  1655. TechLevel=15
  1656. Strength=30
  1657. Cost=50
  1658. Sight=4
  1659. Power=-2
  1660. Points=15
  1661. Bib=yes
  1662. Capturable=true
  1663. BaseNormal=no
  1664.  
  1665. [WEAF]
  1666. Prerequisite=proc
  1667. Image=WEAP
  1668. Owner=allies
  1669. TechLevel=15
  1670. Cost=50
  1671. Strength=30
  1672. Sight=4
  1673. Points=15
  1674. Power=-2
  1675. Bib=yes
  1676. Capturable=true
  1677. BaseNormal=no
  1678.  
  1679. [SYRF]
  1680. Prerequisite=powr
  1681. Image=SYRD
  1682. Strenght=30
  1683. TechLevel=15
  1684. Sight=4
  1685. Cost=50
  1686. Owner=allies
  1687. Power=-2
  1688. Points=15
  1689. WaterBound=yes
  1690. Capturable=true
  1691. BaseNormal=no
  1692.  
  1693. [SPEF]
  1694. Image=SPEN
  1695. Strength=30
  1696. TechLevel=-1
  1697. Sight=4
  1698. Cost=50
  1699. Owner=soviet
  1700. Power=-2
  1701. Points=15
  1702. WaterBound=yes
  1703. Capturable=true
  1704. BaseNormal=no
  1705.  
  1706. [DOMF]
  1707. Prerequisite=proc
  1708. Image=DOME
  1709. Strength=30
  1710. Sight=4
  1711. TechLevel=15
  1712. Cost=50
  1713. Owner=allies
  1714. Power=-2
  1715. Points=15
  1716. Bib=yes
  1717. Capturable=true
  1718. BaseNormal=no
  1719.  
  1720. ; civilian structures
  1721. [V01]
  1722. Strength=400
  1723. Points=5
  1724. Armor=wood
  1725. Repariable=false
  1726. Capturable=true
  1727.  
  1728. [V02]
  1729. Strength=400
  1730. Points=5
  1731. Armor=wood
  1732. Repariable=false
  1733.  
  1734. [V03]
  1735. Strength=400
  1736. Points=5
  1737. Armor=wood
  1738. Repariable=false
  1739.  
  1740. [V04]
  1741. Strength=400
  1742. Points=5
  1743. Armor=wood
  1744. Repariable=false
  1745.  
  1746. [V05]
  1747. Strength=400
  1748. Points=5
  1749. Armor=wood
  1750. Repariable=false
  1751.  
  1752. [V06]
  1753. Strength=400
  1754. Points=5
  1755. Armor=wood
  1756. Repariable=false
  1757.  
  1758. [V07]
  1759. Strength=400
  1760. Points=5
  1761. Armor=wood
  1762. Repariable=false
  1763.  
  1764. [V08]
  1765. Strength=400
  1766. Points=5
  1767. Armor=wood
  1768. Repariable=false
  1769.  
  1770. [V09]
  1771. Strength=400
  1772. Points=5
  1773. Armor=wood
  1774. Repariable=false
  1775.  
  1776. [V10]
  1777. Strength=400
  1778. Points=5
  1779. Armor=wood
  1780. Repariable=false
  1781.  
  1782. [V11]
  1783. Strength=400
  1784. Points=5
  1785. Armor=wood
  1786. Repariable=false
  1787.  
  1788. [V12]
  1789. Strength=400
  1790. Points=5
  1791. Armor=wood
  1792. Repariable=false
  1793.  
  1794. [V13]
  1795. Strength=400
  1796. Points=5
  1797. Armor=wood
  1798. Repariable=false
  1799.  
  1800. [V14]
  1801. Strength=400
  1802. Points=5
  1803. Armor=wood
  1804. Repariable=false
  1805.  
  1806. [V15]
  1807. Strength=400
  1808. Points=5
  1809. Armor=wood
  1810. Repariable=false
  1811.  
  1812. [V16]
  1813. Strength=400
  1814. Points=5
  1815. Armor=wood
  1816. Repariable=false
  1817.  
  1818. [V17]
  1819. Strength=400
  1820. Points=5
  1821. Armor=wood
  1822. Repariable=false
  1823.  
  1824. [V18]
  1825. Strength=400
  1826. Points=5
  1827. Armor=wood
  1828. Repariable=false
  1829.  
  1830. [V19]
  1831. Strength=400
  1832. Points=5
  1833. Armor=wood
  1834. Repariable=false
  1835.  
  1836. [V20]
  1837. Strength=400
  1838. Points=5
  1839. Armor=wood
  1840. Repariable=false
  1841.  
  1842. [V21]
  1843. Strength=400
  1844. Points=5
  1845. Armor=wood
  1846. Repariable=false
  1847.  
  1848. [V22]
  1849. Strength=400
  1850. Points=5
  1851. Armor=wood
  1852. Repariable=false
  1853.  
  1854. [V23]
  1855. Strength=400
  1856. Points=5
  1857. Armor=wood
  1858. Repariable=false
  1859.  
  1860. [V24]
  1861. Strength=400
  1862. Points=5
  1863. Armor=wood
  1864. Repariable=false
  1865.  
  1866. [V25]
  1867. Strength=400
  1868. Points=5
  1869. Armor=wood
  1870. Repariable=false
  1871.  
  1872. [V26]
  1873. Strength=400
  1874. Points=5
  1875. Armor=wood
  1876. Repariable=false
  1877.  
  1878. [V27]
  1879. Strength=400
  1880. Points=5
  1881. Armor=wood
  1882. Repariable=false
  1883.  
  1884. [V28]
  1885. Strength=400
  1886. Points=5
  1887. Armor=wood
  1888. Repariable=false
  1889.  
  1890. [V29]
  1891. Strength=400
  1892. Points=5
  1893. Armor=wood
  1894. Repariable=false
  1895.  
  1896. [V30]
  1897. Strength=400
  1898. Points=5
  1899. Armor=wood
  1900. Repariable=false
  1901.  
  1902. [V31]
  1903. Strength=400
  1904. Points=5
  1905. Armor=wood
  1906. Repariable=false
  1907.  
  1908. [V32]
  1909. Strength=400
  1910. Points=5
  1911. Armor=wood
  1912. Repariable=false
  1913.  
  1914. [V33]
  1915. Strength=400
  1916. Points=5
  1917. Armor=wood
  1918. Repariable=false
  1919.  
  1920. [V34]
  1921. Strength=400
  1922. Points=5
  1923. Armor=wood
  1924. Repariable=false
  1925.  
  1926. [V35]
  1927. Strength=400
  1928. Points=5
  1929. Armor=wood
  1930. Repariable=false
  1931.  
  1932. [V36]
  1933. Strength=400
  1934. Points=5
  1935. Armor=wood
  1936. Repariable=false
  1937.  
  1938. [V37]
  1939. Strength=400
  1940. Points=5
  1941. Armor=wood
  1942. Repariable=false
  1943.  
  1944. [MISS]
  1945. Strength=400
  1946. Points=5
  1947. Armor=wood
  1948. Bib=yes
  1949. Capturable=true
  1950.  
  1951. [CYCL]
  1952. Strength=1
  1953. Points=1
  1954. Armor=none
  1955. Cost=75
  1956. Repariable=false
  1957. Adjacent=1
  1958. Sight=0
  1959.  
  1960. [BARB]
  1961. Strength=1
  1962. Points=1
  1963. Armor=wood
  1964. Cost=25
  1965. Repariable=false
  1966. Adjacent=1
  1967. Sight=0
  1968.  
  1969. [WOOD]
  1970. Strength=1
  1971. Points=1
  1972. Repariable=false
  1973. Adjacent=1
  1974. Sight=0
  1975.  
  1976.  
  1977. ; ******* Weapon Statistics *******
  1978. ; The weapons specified here are attached to the various combat
  1979. ; units and buildings.
  1980.  
  1981. ; Anim = animation to display as a firing effect
  1982. ; Burst = number of rapid succession shots from this weapon (def=1)
  1983. ; Camera = Reveals area around firer (def=no)?
  1984. ; Charges = Does it have charge-up-before-firing logic (def=no)?
  1985. ; Damage = the amount of damage (unattenuated) dealt with every bullet
  1986. ; Projectile = projectile characteristic to use
  1987. ; ROF = delay between shots [15 = 1 second at middle speed setting]
  1988. ; Range = maximum cell range
  1989. ; Report = sound to play when firing
  1990. ; Speed = speed of projectile to target (100 is maximum)
  1991. ; Warhead = warhead to attach to projectile
  1992. ; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
  1993.  
  1994. ; Tanya pistol
  1995. [Colt45]
  1996. Damage=50
  1997. ROF=5
  1998. Range=5.75
  1999. Projectile=Invisible
  2000. Speed=100
  2001. Warhead=HollowPoint
  2002. Report=GUN5
  2003.  
  2004. ; anti-aircraft multiple cannon
  2005. [ZSU-23]
  2006. Damage=35
  2007. ROF=5
  2008. Range=6
  2009. Projectile=Ack
  2010. Speed=100
  2011. Warhead=AP
  2012. Anim=GUNFIRE
  2013. Report=GUN27
  2014.  
  2015. ; rapid fire machine gun
  2016. [Vulcan]
  2017. Damage=40
  2018. ROF=40
  2019. Range=5
  2020. Projectile=Invisible
  2021. Speed=100
  2022. Warhead=SA
  2023. Report=GUN13
  2024. Anim=MINIGUN
  2025.  
  2026. ; air-to-surface homing missile (launched from jet)
  2027. [Maverick]
  2028. Damage=50
  2029. ROF=3
  2030. Range=6
  2031. Projectile=HeatSeeker
  2032. Speed=30
  2033. Warhead=AP
  2034. Report=MISSILE7
  2035.  
  2036. ; camera
  2037. [Camera]
  2038. Damage=0
  2039. ROF=10
  2040. Range=2.75
  2041. Projectile=Inivisble
  2042. Speed=100
  2043. Warhead=Super
  2044. Camera=yes
  2045.  
  2046. ; fireball from flame turret
  2047. [FireballLauncher]
  2048. Damage=125
  2049. ROF=50
  2050. Range=3.5
  2051. Projectile=Fireball
  2052. Speed=12
  2053. Warhead=Fire
  2054.  
  2055. ; hand-held flame thrower type
  2056. [Flamer]
  2057. Damage=70
  2058. ROF=50
  2059. Range=3.5
  2060. Projectile=Fireball
  2061. Speed=12
  2062. Warhead=Fire
  2063.  
  2064. ; sniper rifle
  2065. [Sniper]
  2066. Damage=100
  2067. ROF=5
  2068. Range=3.75
  2069. Projectile=Invisible
  2070. Speed=100
  2071. Warhead=HollowPoint
  2072. Report=SILENCER
  2073.  
  2074. ; rapid fire aircraft gun
  2075. [ChainGun]
  2076. Damage=40
  2077. ROF=3
  2078. Range=5
  2079. Projectile=Invisible
  2080. Speed=100
  2081. Warhead=SA
  2082. Report=GUN13
  2083. Anim=MINIGUN
  2084.  
  2085. ; civilian pistol
  2086. [Pistol]
  2087. Damage=1
  2088. ROF=7
  2089. Range=1.75
  2090. Projectile=Invisible
  2091. Speed=100
  2092. Warhead=SA
  2093. Report=GUN27
  2094.  
  2095. ; rifle soldier weapons (multiple shots)
  2096. [M1Carbine]
  2097. Damage=15
  2098. ROF=20
  2099. Range=3
  2100. Projectile=Invisible
  2101. Speed=100
  2102. Warhead=SA
  2103. Report=GUN11
  2104.  
  2105. ; man-packed anti-tank missile (bazooka type)
  2106. [Dragon]
  2107. Damage=30
  2108. ROF=60
  2109. Range=5
  2110. Projectile=HeatSeeker
  2111. Speed=50
  2112. Warhead=AP
  2113. Report=MISSILE6
  2114.  
  2115. ; air-to-surface homing missile (launched from helicopter)
  2116. [Hellfire]
  2117. Damage=40
  2118. ROF=60
  2119. Range=4
  2120. Projectile=HeatSeeker
  2121. Speed=30
  2122. Warhead=AP
  2123. Report=MISSILE6
  2124.  
  2125. ; hand grenade
  2126. [Grenade]
  2127. Damage=50
  2128. ROF=60
  2129. Range=4
  2130. Projectile=Lobbed
  2131. Speed=5
  2132. Warhead=HE
  2133.  
  2134. ; small anti-armor cannon
  2135. [75mm]
  2136. Damage=25
  2137. ROF=40
  2138. Range=4
  2139. Projectile=Cannon
  2140. Speed=40
  2141. Warhead=AP
  2142. Report=CANNON2
  2143. Anim=GUNFIRE
  2144.  
  2145. ; light anti-armor cannon
  2146. [90mm]
  2147. Damage=30
  2148. ROF=50
  2149. Range=4.75
  2150. Projectile=Cannon
  2151. Speed=40
  2152. Warhead=AP
  2153. Report=CANNON1
  2154. Anim=GUNFIRE
  2155.  
  2156. ; medium anti-armor cannon
  2157. [105mm]
  2158. Damage=30
  2159. ROF=70
  2160. Range=4.75
  2161. Projectile=Cannon
  2162. Speed=40
  2163. Warhead=AP
  2164. Report=CANNON1
  2165. Anim=GUNFIRE
  2166.  
  2167. ; large anti-armor cannon
  2168. [120mm]
  2169. Damage=40
  2170. ROF=80
  2171. Range=4.75
  2172. Projectile=Cannon
  2173. Report=cannon4
  2174. Speed=40
  2175. Warhead=AP
  2176. Report=CANNON4
  2177. Anim=GUNFIRE
  2178. Burst=2
  2179.  
  2180. ; turret cannon
  2181. [TurretGun]
  2182. Damage=40
  2183. ROF=50
  2184. Range=6
  2185. Projectile=Cannon
  2186. Speed=40
  2187. Warhead=AP
  2188. Report=TURRET1
  2189. Anim=GUNFIRE
  2190.  
  2191. ; Vehicle carried anti-tank missile
  2192. [MammothTusk]
  2193. Damage=75
  2194. ROF=80
  2195. Range=5
  2196. Projectile=HeatSeeker
  2197. Speed=30
  2198. Warhead=HE
  2199. Report=MISSILE6
  2200. Burst=2
  2201.  
  2202. ; artillery cannon
  2203. [155mm]
  2204. Damage=150
  2205. ROF=65
  2206. Range=6
  2207. Projectile=Ballistic
  2208. Speed=12
  2209. Warhead=HE
  2210. Report=TANK5
  2211. Anim=GUNFIRE
  2212.  
  2213. ; vehicle mounted machine gun
  2214. [M60mg]
  2215. Damage=15
  2216. ROF=20
  2217. Range=4
  2218. Projectile=Invisible
  2219. Speed=100
  2220. Warhead=SA
  2221. Report=PILLBOX1
  2222. Anim=MINIGUN
  2223.  
  2224. ; napalm bomblets (dropped from plane)
  2225. [Napalm]
  2226. Damage=100
  2227. ROF=20
  2228. Range=4.5
  2229. Projectile=Bomblet
  2230. Speed=5
  2231. Warhead=Fire
  2232.  
  2233. ; Tesla coil zap
  2234. [TeslaZap]
  2235. Damage=100
  2236. ROF=120
  2237. Range=7.5
  2238. Projectile=Invisible
  2239. Speed=100
  2240. Warhead=Super
  2241. Report=TESLA1
  2242. Charges=yes
  2243.  
  2244. ; anti-aircraft missile (fired from SAM site)
  2245. [Nike]
  2246. Damage=50
  2247. ROF=50
  2248. Range=7.5
  2249. Projectile=AAMissile
  2250. Speed=30
  2251. Warhead=AP
  2252. Report=MISSILE1
  2253. Anim=SAMFIRE
  2254.  
  2255. ; 8 inch cruiser cannon
  2256. [8Inch]
  2257. Damage=500
  2258. ROF=120
  2259. Range=22
  2260. Projectile=Ballistic
  2261. Speed=8
  2262. Warhead=HE
  2263. Report=TURRET1
  2264. Anim=GUNFIRE
  2265. Supress=yes
  2266.  
  2267. ; gunboat mounted anti-aircraft rocket
  2268. [Stinger]
  2269. Damage=30
  2270. ROF=60
  2271. Range=6
  2272. Projectile=LaserGuided
  2273. Speed=60
  2274. Warhead=AP
  2275. Report=MISSILE6
  2276.  
  2277. ; torpedo tube
  2278. [TorpedoTube]
  2279. Damage=90
  2280. ROF=60
  2281. Range=16
  2282. Projectile=Torpedo
  2283. Speed=15
  2284. Warhead=AP
  2285. Report=TORPEDO1
  2286.  
  2287. ; destroyer mounted 2 inch cannon
  2288. [2Inch]
  2289. Damage=25
  2290. ROF=60
  2291. Range=5.5
  2292. Projectile=Cannon
  2293. Speed=25
  2294. Warhead=AP
  2295. Report=CANNON2
  2296. Anim=GUNFIRE
  2297.  
  2298. ; anti-submarine weapon
  2299. [DepthCharge]
  2300. Damage=45
  2301. ROF=60
  2302. Range=5
  2303. Projectile=Catapult
  2304. Speed=5
  2305. Warhead=AP
  2306.  
  2307. ; parachute bomb
  2308. [ParaBomb]
  2309. Damage=300
  2310. ROF=4
  2311. Range=4.5
  2312. Projectile=Parachute
  2313. Speed=5
  2314. Warhead=HE
  2315. Report=CHUTE1
  2316.  
  2317. ; dog bite
  2318. [DogJaw]
  2319. Damage=100
  2320. ROF=10
  2321. Range=2.2
  2322. Projectile=LeapDog
  2323. Speed=20
  2324. Warhead=Organic
  2325. Report=DOGG5P
  2326.  
  2327. ; medic healing
  2328. [Heal]
  2329. Damage=-50
  2330. ROF=80
  2331. Range=1.83
  2332. Projectile=Invisible
  2333. Speed=100
  2334. Warhead=Organic
  2335. Report=HEAL2
  2336.  
  2337. ; SCUD launcher
  2338. [SCUD]
  2339. Damage=600
  2340. ROF=400
  2341. Range=10
  2342. Projectile=FROG
  2343. Speed=25
  2344. Warhead=HE
  2345. Report=MISSILE1
  2346.  
  2347.  
  2348. ; ******* Projectile Statistics *******
  2349. ; Projectiles describe how and what image to use as the weapon flies
  2350. ; to its target. Think of the projectile as the "delivery method" used
  2351. ; to get the warhead to the desired target.
  2352.  
  2353. ; AA = Can this weapon fire upon flying aircraft (def=no)?
  2354. ; AG = Can this weapon fire upon ground objects (def=yes)?
  2355. ; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
  2356. ; Animates = Does it animate [this means smoke puffs] (def=no)?
  2357. ; Arcing = Does it have a ballistic trajectory (def=no)?
  2358. ; Arm = arming delay (def=0)
  2359. ; Degenerates = Does the bullet strength weaken as it travels (def=no)?
  2360. ; Dropping = Does it fall from a starting height (def=no)?
  2361. ; Frames = number of image frames for animation purposes (def=1)
  2362. ; Gigundo = Is the projectile larger than normal (def=no)?
  2363. ; High = Can it fly over walls (def=no)?
  2364. ; Image = image to use during flight
  2365. ; Inaccurate = Is it inherently inaccurate (def=no)?
  2366. ; Inviso = Is the projectile invisible as it travels (def=no)?
  2367. ; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
  2368. ; Proximity = Does it blow up when near its target (def=no)?
  2369. ; ROT = Rate Of Turn [non zero implies homing] (def=0)
  2370. ; Ranged = Can it run out of fuel (def=no)?
  2371. ; Rotates = Does the projectile have rotation specific imagery (def=no)?
  2372. ; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
  2373. ; Translucent = Are translucent colors used in artwork (def=no)?
  2374. ; UnderWater = Does the projectile travel under water?
  2375.  
  2376. ; invisible flight to target
  2377. [Invisible]
  2378. Inviso=yes
  2379. Image=none
  2380.  
  2381. ; special case for dog
  2382. [LeapDog]
  2383. Image=DOGBULLT
  2384. Translucent=yes
  2385. Rotates=yes
  2386. Proximity=yes
  2387. ROT=20
  2388.  
  2389. ; straight high-speed ballistic shot
  2390. [Cannon]
  2391. Image=120MM
  2392.  
  2393. ; anti aircraft artillery projectile
  2394. [Ack]
  2395. Image=none
  2396. Inviso=yes
  2397. AA=true
  2398. AG=false
  2399.  
  2400. ; Sub-surface projectile.
  2401. [Torpedo]
  2402. UnderWater=yes
  2403. Image=MISSILE
  2404. Rotates=yes
  2405.  
  2406. ; Free Rocket Over Ground
  2407. [FROG]
  2408. Arm=10
  2409. High=yes
  2410. Shadow=no
  2411. Proximity=yes
  2412. Animates=yes
  2413. Ranged=yes
  2414. Inaccurate=yes
  2415. Image=V2
  2416. Rotates=yes
  2417.  
  2418. ; small homing missile (targets vehicles best)
  2419. [HeatSeeker]
  2420. Arm=4
  2421. High=yes
  2422. Shadow=no
  2423. Proximity=yes
  2424. Animates=yes
  2425. Ranged=yes
  2426. Inaccurate=yes
  2427. AA=yes
  2428. Image=DRAGON
  2429. ROT=5
  2430. Rotates=yes
  2431. Translucent=yes
  2432.  
  2433. ; small missile with deadly accuracy
  2434. [LaserGuided]
  2435. Arm=7
  2436. High=yes
  2437. Shadow=no
  2438. Proximity=yes
  2439. Animates=yes
  2440. Ranged=yes
  2441. AA=yes
  2442. Image=DRAGON
  2443. ROT=10
  2444. Rotates=yes
  2445. Translucent=yes
  2446.  
  2447. ; anti aircraft missile
  2448. [AAMissile]
  2449. Arm=7
  2450. High=yes
  2451. Shadow=no
  2452. Proximity=yes
  2453. Animates=yes
  2454. Ranged=yes
  2455. AA=yes
  2456. AG=no
  2457. Image=MISSILE
  2458. ROT=10
  2459. Rotates=yes
  2460. Translucent=yes
  2461.  
  2462. ; lobbed tumbling grenade
  2463. [Lobbed]
  2464. High=yes
  2465. Arcing=yes
  2466. Inaccurate=yes
  2467. Image=BOMB
  2468. Frames=8
  2469. Translucent=yes
  2470.  
  2471. ; Depth charge catapult
  2472. [Catapult]
  2473. High=yes
  2474. Arcing=yes
  2475. Inaccurate=yes
  2476. Image=BOMB
  2477. Frames=8
  2478. ASW=yes
  2479. AG=no
  2480. Translucent=yes
  2481.  
  2482. ; dropped from plane tumbling object
  2483. [Bomblet]
  2484. Arm=24
  2485. RangeLimit=24
  2486. High=yes
  2487. Dropping=yes
  2488. Image=BOMBLET
  2489. Frames=6
  2490. Translucent=yes
  2491.  
  2492. ; arcing ballistic projectile
  2493. [Ballistic]
  2494. High=yes
  2495. Arcing=yes
  2496. Inaccurate=yes
  2497. Image=120MM
  2498.  
  2499. ; parachute bomb
  2500. [Parachute]
  2501. Arm=24
  2502. RangeLimit=24
  2503. High=yes
  2504. Dropping=yes
  2505. Parachuted=yes
  2506. Image=BOMBLET
  2507.  
  2508. ; Allied free radar (GPS satellite)
  2509. [GPSSatellite]
  2510. Gigundo=yes
  2511. High=yes
  2512. Image=SPUTNIK
  2513. Frames=4
  2514.  
  2515. ; Nuclear missile, flying up
  2516. [NukeUp]
  2517. Gigundo=yes
  2518. High=yes
  2519. Image=ATOMICUP
  2520. Frames=4
  2521.  
  2522. ; Nuclear missile, flying down
  2523. [NukeDown]
  2524. Gigundo=yes
  2525. High=yes
  2526. Image=ATOMICDN
  2527. Frames=4
  2528.  
  2529. ; wizard's fireball
  2530. [Fireball]
  2531. Animates=yes
  2532. Image=FB1
  2533. Frames=8
  2534.  
  2535.  
  2536. ; ******* Warhead Characteristics *******
  2537. ; This is what gives the "rock, paper, scissors" character to the game.
  2538. ; It describes how the damage is to be applied to the target. The
  2539. ; values should take into consideration the 'area of effect'.
  2540. ; example: Although an armor piercing tank round would instantly
  2541. ; kill a soldier IF it hit, the anti-infantry rating is still
  2542. ; very low because the tank round has such a limited area of
  2543. ; effect, lacks pinpoint accuracy, and acknowledges the fact that
  2544. ; tanks pose little threat to infantry that take cover.
  2545.  
  2546. ; Spread = damage spread factor [larger means greater spread] (def=1)
  2547. ;          [A value of 1 means the damage is halved every pixel distant from center point.
  2548. ;          a value of 2 means damage is halved every 2 pixels, etc.]
  2549. ; Wall = Does this warhead damage concrete walls (def=no)?
  2550. ; Wood = Does this warhead damage wood walls (def=no)?
  2551. ; Ore = Does this warhead destroy ore (def=no)?
  2552. ; Verses = damage value verses various armor types (as percentage of full damage)...
  2553. ;           -vs- none, wood (buildings), light armor, heavy armor, concrete
  2554. ; Explosion = which explosion set to use when warhead of this type impacts (def=0)
  2555. ;             0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke
  2556. ; InfDeath = which infantry death animation to use (def=0)
  2557. ;             0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
  2558.  
  2559. ; general multiple small arms fire
  2560. [SA]
  2561. Spread=3
  2562. Verses=100%,50%,60%,25%,25%
  2563. Explosion=2
  2564. InfDeath=1
  2565.  
  2566. ; high explosive (shrapnel)
  2567. [HE]
  2568. Spread=6
  2569. Wall=yes
  2570. Wood=yes
  2571. Verses=90%,75%,60%,25%,100%
  2572. Explosion=5
  2573. InfDeath=2
  2574.  
  2575. ; armor piercing (discarding sabot, narrow effect)
  2576. [AP]
  2577. Spread=3
  2578. Wall=yes
  2579. Wood=yes
  2580. Verses=30%,75%,75%,100%,50%
  2581. Explosion=4
  2582. InfDeath=3
  2583.  
  2584. ; napalm and fire in general
  2585. [Fire]
  2586. Spread=8
  2587. Wood=yes
  2588. Verses=90%,100%,60%,25%,50%
  2589. Explosion=3
  2590. InfDeath=4
  2591.  
  2592. ; anti-infantry rifle bullet (single shot)
  2593. [HollowPoint]
  2594. Spread=1
  2595. Verses=100%,5%,5%,5%,5%
  2596. Explosion=1
  2597. InfDeath=1
  2598.  
  2599. ; special case damage effect (do not use for regular weapons)
  2600. [Super]
  2601. Spread=1
  2602. Verses=100%,100%,100%,100%,100%
  2603. InfDeath=5
  2604.  
  2605. ; special case to only affect infantry (do not use for regular weapons)
  2606. [Organic]
  2607. Spread=0
  2608. Verses=100%,0%,0%,0%,0%
  2609. InfDeath=0
  2610.  
  2611. ; Nuclear warhead, same as fire
  2612. [Nuke]
  2613. Spread=6
  2614. Wall=yes
  2615. Wood=yes
  2616. Ore=yes
  2617. Verses=90%,100%,60%,25%,50%
  2618. Explosion=6
  2619. InfDeath=4
  2620.  
  2621.  
  2622. ; ******* Land Characteristics *******
  2623. ; This section specifies the characteristics of the various
  2624. ; terrain types. The primary purpose is to differentiate the
  2625. ; movement capabilities.
  2626.  
  2627. ; Float = % of full speed for ships [0 means impassable] (def=100)
  2628. ; Foot = % of full speed for foot soldiers [0 means impassable] (def=100)
  2629. ; Track = % of full speed for tracked vehicles [0 means impassable] (def=100)
  2630. ; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100)
  2631. ; Buildable = Can buildings be built upon this terrain (def=no)?
  2632.  
  2633. ; clear grassy terrain
  2634. [Clear]
  2635. Foot=90%
  2636. Track=80%
  2637. Wheel=60%
  2638. Float=0%
  2639. Buildable=yes
  2640.  
  2641. ; rocky terrain
  2642. [Rough]
  2643. Foot=80%
  2644. Track=70%
  2645. Wheel=40%
  2646. Float=0%
  2647. Buildable=no
  2648.  
  2649. ; roads
  2650. [Road]
  2651. Foot=100%
  2652. Track=100%
  2653. Wheel=100%
  2654. Float=0%
  2655. Buildable=yes
  2656.  
  2657. ; open water
  2658. [Water]
  2659. Foot=0%
  2660. Track=0%
  2661. Wheel=0%
  2662. Float=100%
  2663. Buildable=no
  2664.  
  2665. ; cliffs
  2666. [Rock]
  2667. Foot=0%
  2668. Track=0%
  2669. Wheel=0%
  2670. Float=0%
  2671. Buildable=no
  2672.  
  2673. ; walls and other man made obstacles
  2674. [Wall]
  2675. Foot=0%
  2676. Track=0%
  2677. Wheel=0%
  2678. Float=0%
  2679. Buildable=no
  2680.  
  2681. ; ore (Tiberium)
  2682. [Ore]
  2683. Foot=90%
  2684. Track=70%
  2685. Wheel=50%
  2686. Float=0%
  2687. Buildable=no
  2688.  
  2689. ; sandy beach
  2690. [Beach]
  2691. Foot=80%
  2692. Track=70%
  2693. Wheel=40%
  2694. Float=0%
  2695. Buildable=no
  2696.  
  2697. ; craggy riverbed
  2698. [River]
  2699. Foot=0%
  2700. Track=0%
  2701. Wheel=0%
  2702. Float=0%
  2703. Buildable=no
  2704.  
  2705.  
  2706. ; ******* Random Crate Powerups *******
  2707. ; This specifies the chance for the specified crate powerup to appear
  2708. ; in a 'random' crate. The chance is expressed in the form of 'shares'
  2709. ; out of the total shares specified. The second parameter is the animation
  2710. ; to use when this crate is picked up. The third parameter, if present, specifies
  2711. ; the data value needed for that crate powerup. They mean different things
  2712. ; for the different powerups.
  2713. [Powerups]
  2714. Armor=10,ARMOR,2.0              ; armor of nearby objects increased (armor multiplier)
  2715. Cloak=0,STEALTH2                ; enable cloaking on nearby objects
  2716. Darkness=1,EMPULSE              ; cloak entire radar map
  2717. Explosion=5,NONE,500            ; high explosive baddie (damage per explosion)
  2718. Firepower=10,FPOWER,2.0         ; firepower of nearby objects increased (firepower multiplier)
  2719. HealBase=1,INVUN                ; all buildings to full strength
  2720. ICBM=1,MISSILE2                 ; nuke missile one time shot
  2721. Money=50,DOLLAR,2000            ; a chunk o' cash (maximum cash)
  2722. Napalm=5,NONE,600               ; fire explosion baddie (damage)
  2723. ParaBomb=3,PARABOX              ; para-bomb raid one time shot
  2724. Reveal=1,EARTH                  ; reveal entire radar map
  2725. Sonar=3,SONARBOX                ; one time sonar pulse
  2726. Speed=10,SPEED,1.7              ; speed of nearby objects increased (speed multiplier)
  2727. Squad=20,NONE                   ; squad of random infantry
  2728. Unit=20,NONE                    ; vehicle
  2729. Invulnerability=3,INVULBOX,1.0  ; invulnerability (duration in minutes)
  2730. TimeQuake=3,TQUAKE              ; time quake
  2731.