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  1.  
  2. ;   Been awhile since I released anything game related, but I think this
  3. ;   will help some people that want to gain some advantage in Red Alert,
  4. ;   this allows ANY modification of the game play. Read the .ini file,
  5. ;   it is self-explainitory.
  6.  
  7. ;   RAMBONE
  8. ;   PWA '96
  9.  
  10. ; RULES.INI
  11. ; If placed in game directory, it will override built in values. Values to be u
  12. ; or percentages can be specified as either a simple floating point number (emb
  13. ; conventional percentage number (append "%"). Values used as cell distances or
  14. ; are specified as simple floating point number. Distance values are expressed
  15. ; values are expressed in minutes.
  16.  
  17. [General]
  18. TeamDelay=.6            ; interval between checking for and creating teams
  19. SubmergeDelay=.02       ; forced delay that subs will remain on surface before
  20. GameSpeeBias=1          ; multiplier to overall game object movement speed
  21. BaseBias=2              ; multiplier to threat target value when enemy is close
  22. ExpSpread=.3            ; cell damage spread per 256 damage points for explodin
  23. APMineDamage=1000       ; damage to inflict when anti-personnel mine explodes
  24. AVMineDamage=1200       ; damage to inflict when anti-vehicle mine explodes
  25. AllyReveal=yes          ; Allies automatically reveal radar maps to each other?
  26. AtomDamage=1000         ; damage points when nuclear bomb explodes (regardless
  27. BailCount=28            ; number of 'bails' carried by a harvester
  28. BallisticScatter=1.0    ; maximum scatter distance (cells) for inaccurate balli
  29. BaseDefenseDelay=.25    ; minutes delay between sending response teams to deal
  30. BridgeStrength=1000     ; strength of bridge [smaller means more easily destroy
  31. BuildSpeed=.5           ; general build speed [time (in minutes) to produce a 1
  32. BuildupTime=.06         ; average minutes that building build-up animation runs
  33. C4Delay=.03             ; minutes to delay after placing C4 before building wil
  34. ChronoTechLevel=4       ; Tech level at which Chrono facility can create Chrono
  35. CloseEnough=2.75        ; If distance to destination less than this, then abort
  36. ConditionRed=25%        ; when damaged to this percentage, health bar turns red
  37. ConditionYellow=50%     ; when damaged to this percentage, health bar turns yel
  38. CrateMinimum=3          ; crates are normally one per human player but never be
  39. CrateRadius=3.0         ; radius (cells) for area effect crate powerup bonuses
  40. CrateRegen=3            ; average minutes between random powerup crate regenera
  41. Crush=1.5               ; if this close (cells) to crushable target, then crush
  42. DamageDelay=1           ; minutes between applying trivial structure damage whe
  43. DropZoneRadius=4        ; distance around drop zone flair that map reveals itse
  44. EnemyHealth=yes         ; Show enemy health bar graph when selected?
  45. FireSupress=1           ; radius from target to look for friendlies and thus di
  46. GapRadius=10            ; radius of gap generator (cells)
  47. GemValue=110            ; gem credits per 'bail' carried by a harvester
  48. GoldValue=35            ; gold credits per 'bail' carried by a harvester
  49. Gravity=3               ; gravity constant for ballistic projectiles
  50. GrowthRate=10           ; rate of ore (Tiberium) growth [larger means faster]
  51. HomingScatter=2.0       ; maximum scatter distance (cells) for inaccurate homin
  52. IdleActionFrequency=.1  ; average minutes between infantry performing idle acti
  53. IronCurtain=.5          ; minutes that Iron Curtain invulnerability lasts
  54. LZScanRadius=16         ; maximum radius to scan for alternate landing zone if
  55. MCVUndeploy=no          ; Allow construction yard to undeploy back into MCV?
  56. MaxDamage=1000          ; maximum damage (after adjustments) per shot
  57. MessageDelay=.6         ; time duration of multiplayer messages displayed over
  58. MinDamage=1             ; minimum damage (after adjustments) per shot
  59. MineAware=yes           ; Are friendly units smart enough to avoid friendly min
  60. MovieTime=.06           ; minutes that movie recorder will record when activate
  61. NamedCivilians=no       ; Show true names over civilians and civilian buildings
  62. OreGrows=yes            ; Does ore grow denser over time?
  63. OreSpreads=yes          ; Does ore spread into adjacent areas?
  64. OreTruckRate=1          ; speed that harvester truck manages ore [larger means
  65. ParaTech=10             ; tech level when free para-infantry appears from airst
  66. PlayerAutoCrush=no      ; Will player controlled units automatically try to cru
  67. PlayerReturnFire=no     ; More aggressive return fire from player controlled ob
  68. PlayerScatter=no        ; Will player units scatter, of their own accord, from
  69. ProneDamage=50%         ; when infantry is prone, damage is reduced to this per
  70. QuakeDamage=33%         ; percentage damage to inflict when time quake occurs
  71. RadarJamRadius=10       ; cell radius distance that mobile radar jammer is effe
  72. RefundPercent=50%       ; percent of original cost to refund when building/unit
  73. ReloadRate=.04          ; minutes to reload each ammo point for aircraft or hel
  74. RepairPercent=20%       ; percent cost to fully repair as ratio of full cost
  75. RepairRate=.016         ; minutes between applying repair step
  76. RepairStep=7            ; hit points to heal per repair 'tick' for buildings
  77. SavourDelay=.03         ; delay between scenario end and ending movie [keep the
  78. SeparateAircraft=no     ; Is first aircraft to be purchased separately from hel
  79. ShroudRate=4            ; minutes between each shroud creep process [0 means no
  80. SilverCrate=HealBase    ; solo play silver crate bonus
  81. SpeakDelay=2            ; minutes between EVA repeating advice to the player
  82. SpyPlaneTech=4          ; tech level when free spy plane appears from airstrip
  83. Stray=2.0               ; radius distance (cells) that team members may stray w
  84. SurvivorRate=.5         ; fraction of building cost to be converted to survivor
  85. SuspendDelay=2          ; minutes that suspended teams will remain suspended
  86. SuspendPriority=20      ; teams with less than this priority will suspend durin
  87. TimerWarning=2          ; if mission timer is less than this many minutes, then
  88. TreeTargeting=no        ; Automatically show target cursor when over trees?
  89. URepairPercent=20%      ; [units only] percent cost to fully repair as ratio of
  90. URepairStep=10          ; [units only] hit points to heal per repair 'tick' for
  91. WaterCrate=Money        ; solo play water crate bonus
  92. WoodCrate=Money         ; solo play wood crate bonus
  93. VortexRange=10          ; scan for victims up to this distance away [in cells]
  94. VortexSpeed=10          ; speed of vortex movement
  95. VortexDamage=200        ; damage inflicted by vortex discharge
  96. Incoming=10             ; If an incoming projectile is as slow or slower than t
  97.                         ; object in the target location will try to run away. G
  98.                         ; parachute bombs have this characteristic.
  99.  
  100.  
  101. ; ******* Theme Controls *******
  102. ; Controls when each theme becomes available in solo play. Each
  103. ; theme identifier is given a scenario and owner. The theme will
  104. ; become available at that scenario or later and for the specified
  105. ; owner only. If no owner is specified, it is presumed to be available
  106. ; for all sides.
  107. [ThemeControl]
  108. BIGF226M=1,Soviet
  109. CRUS226M=1,Allies
  110. FAC1226M=1,Soviet
  111. FAC2226M=2,Soviet
  112. HELL226M=2
  113. RUN1226M=2,Soviet
  114. SMSH226M=3
  115. TREN226M=3,Soviet
  116. WORK226M=3,Allies
  117. AWAIT=1
  118. DENSE_R=1
  119. FOGGER1A=1
  120. MUD1A=1
  121. RADIO2=1
  122. ROLLOUT=1
  123. SNAKE=1
  124. TERMINAT=1
  125. TWIN=1
  126. VECTOR1A=1
  127.  
  128.  
  129. ; ******* Multiplayer Settings *******
  130. ; These are the multiplayer dialog default settings.
  131. [MultiplayerDefaults]
  132. Money=3000
  133. MaxMoney=10000
  134. ShadowGrow=no
  135. Bases=yes
  136. OreGrows=yes
  137. Crates=yes
  138. AIPlayers=no
  139. CaptureTheFlag=no
  140.  
  141. ; ******* Special weapon charge times *******
  142. ; The time (minutes) for recharge of these special weapons.
  143. [Recharge]
  144. Chrono=3                ; chronosphere
  145. GPS=8                   ; satellite radar
  146. IronCurtain=14          ; invulnerability device
  147. Nuke=14                 ; nuclear missile
  148. ParaBomb=14             ; parachute bombs
  149. Paratrooper=8           ; paratroopers
  150. Saboteur=14             ; para-saboteur
  151. Sonar=10                ; sonar pulse
  152. SpyPlane=3              ; recon mission
  153.  
  154.  
  155. ; ******* Object Heap Maximums *******
  156. ; These are the absolute maximum number of these object types
  157. ; allowed in the game (at any one time).
  158. [Maximums]
  159. Players=8
  160. Aircraft=100
  161. Anim=100
  162. Building=500
  163. Bullet=50
  164. Factory=32              ; 32 is minimum for 8 player game
  165. Infantry=500
  166. Overlay=1               ; special case -- only needs one
  167. Projectile=20           ; projectile types, not actual projectiles
  168. Smudge=1                ; special case -- only needs one
  169. Team=60
  170. TeamType=60
  171. Template=1              ; special case -- only needs one
  172. Terrain=500             ; trees and rocks
  173. TrigType=80             ; trigger types
  174. Trigger=200             ; triggers themselves
  175. Unit=500
  176. Vessel=100
  177. Warhead=10              ; warhead types, not actual warheads
  178. Weapon=55               ; weapon types, not actual weapons
  179.  
  180.  
  181. ; ******* AI Statistics *******
  182. ; Computer behavior controls.
  183. [AI]
  184. PatrolScan=.090         ; minute interval between scanning for enemys while pat
  185. CreditReserve=10000     ; Structure repair will not begin if available cash fal
  186. PathDelay=.1            ; Delay (minutes) between retrying when path is blocked
  187. OreNearScan=12           ; cell radius to scan when harvesting a single patch o
  188. OreFarScan=48           ; cells radius to scan when looking for a new ore patch
  189. AutocreateTime=5        ; average minutes between creating an 'autocreate' team
  190.  
  191.  
  192. ; ******* IQ setting for computer activity *******
  193. ; Each player (computer controlled or otherwise) is given an IQ rating that is
  194. ; to control what the computer is allowed to automatically control. This is
  195. ; distinct from the difficulty setting. The higher the IQ setting, the more aut
  196. ; and intelligent the side will behave. Each ability is given a rating that
  197. ; indicates the IQ level (or above) that the ability will be granted. Because s
  198. ; abilities are automatically performed by the computer, giving a human control
  199. ; country a high IQ is not recommended. Otherwise the player's units will start
  200. ; automatically "do their own thing"! A human controlled country is presumed to
  201. ; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
  202. [IQ]
  203. MaxIQLevels=5           ; the maximum number of discrete IQ levels
  204. SuperWeapons=4          ; super weapons are automatically fired by computer
  205. Production=5            ; building/unit production is automatically controlled
  206. GuardArea=4             ; newly produced units start in guard area mode
  207. RepairSell=1            ; allowed to choose repair or sell of damaged buildings
  208. AutoCrush=2             ; automatically try to crush antogonists if possible
  209. Scatter=3               ; will scatter from incoming threats [grenades and such
  210. ContentScan=4           ; will consider contents of transport when picking good
  211.  
  212.  
  213. ; ******* Country Statistics *******
  214. ; Certain countries have special adjustments to their unit and building
  215. ; values. These are global values that affect ALL units and buildings owned
  216. ; by that country.
  217.  
  218. ; Airspeed = multiplier to speed for all air units [larger means faster] (def=1
  219. ; Armor = multiplier to armor strength for all units and buildings [larger mean
  220. ; Cost = multiplier to cost for all units and buildings [larger means costlier]
  221. ; Firepower = multiplier to firepower for all weapons [larger means more damage
  222. ; Groundspeed = multiplier to speed for all ground units [larger means faster]
  223. ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (d
  224. ; BuildTime = multiplier to general object build time [larger means longer to b
  225.  
  226. [England]
  227. Firepower=10.0
  228. Groundspeed=10.0
  229. Airspeed=10.0
  230. Armor=10.0
  231. ROF=.10
  232. Cost=.10
  233. BuildTime=.10
  234.  
  235. [Germany]
  236. Firepower=10.0
  237. Groundspeed=10.0
  238. Airspeed=10.0
  239. Armor=10.0
  240. ROF=.10
  241. Cost=.10
  242. BuildTime=.10
  243.  
  244. [France]
  245. Firepower=10.0
  246. Groundspeed=10.0
  247. Airspeed=10.0
  248. Armor=10.0
  249. ROF=.10
  250. Cost=.10
  251. BuildTime=.10
  252.  
  253. [Italy]
  254. Firepower=1.0
  255. Groundspeed=1.0
  256. Airspeed=1.0
  257. Armor=1.0
  258. ROF=1.0
  259. Cost=1.0
  260. BuildTime=1.0
  261.  
  262. [USSR]
  263. Firepower=1.0
  264. Groundspeed=1.0
  265. Airspeed=1.0
  266. Armor=1.0
  267. ROF=1.0
  268. Cost=1.0
  269. BuildTime=1.0
  270.  
  271. [Greece]
  272. Firepower=1.0
  273. Groundspeed=1.0
  274. Airspeed=1.0
  275. Armor=1.0
  276. ROF=1.0
  277. Cost=1.0
  278. BuildTime=1.0
  279.  
  280. [Turkey]
  281. Firepower=1.0
  282. Groundspeed=1.0
  283. Airspeed=1.0
  284. Armor=1.0
  285. ROF=1.0
  286. Cost=1.0
  287. BuildTime=1.0
  288.  
  289. [Spain]
  290. Firepower=1.0
  291. Groundspeed=1.0
  292. Airspeed=1.0
  293. Armor=1.0
  294. ROF=1.0
  295. Cost=1.0
  296. BuildTime=1.0
  297.  
  298.  
  299. ; ******* Difficulty Settings *******
  300. ; Game difficulty is controlled by these factors. Some of these factors will
  301. ; only affect a computer player. The computer and the player are handicapped by
  302. ; individual settings. Thus the computer may be playing at 'difficult' level wh
  303. ; player may be playing at 'easy' level.
  304.  
  305. ; Airspeed = multiplier to speed for all air units (def=1.0)
  306. ; Armor = multiplier to armor strength for all units and buildings (def=1.0)
  307. ; Cost = multiplier to cost for all units and buildings (def=1.0)
  308. ; Firepower = multiplier to firepower for all weapons (def=1.0)
  309. ; Groundspeed = multiplier to speed for all ground units (def=1.0)
  310. ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (d
  311. ; BuildSlowdown = Should the computer build slower than the player (def=no)?
  312. ;  <<< affects the computer player, not the human player >>>
  313. ;    ContentScan = Should the contents of a transport be considered when pickin
  314. ;    RepairDelay = average delay (minutes) between initiating building repair
  315. ;    BuildDelay = average delay (minutes) between initiating construction
  316. ;    DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def
  317.  
  318. [Easy]
  319. Firepower=1.2
  320. Groundspeed=1.2
  321. Airspeed=1.2
  322. BuildTime=.9
  323. Armor=.9
  324. ROF=.9
  325. Cost=.9
  326. RepairDelay=.001
  327. BuildDelay=.001
  328. DestroyWalls=yes
  329. ContentScan=yes
  330.  
  331. [Normal]
  332. Firepower=1.0
  333. Groundspeed=1.0
  334. Airspeed=1.0
  335. BuildTime=1
  336. Armor=1.0
  337. ROF=1.0
  338. Cost=1.0
  339. RepairDelay=.02
  340. BuildDelay=.03
  341. BuildSlowdown=yes
  342. DestroyWalls=yes
  343. ContentScan=yes
  344.  
  345. [Difficult]
  346. Firepower=.9
  347. Groundspeed=.9
  348. Airspeed=.9
  349. BuildTime=1.2
  350. Armor=1.2
  351. ROF=1.2
  352. Cost=1.2
  353. RepairDelay=.05
  354. BuildDelay=.1
  355. BuildSlowdown=yes
  356. DestroyWalls=no
  357.  
  358.  
  359. ; ******* Unit Statistics *******
  360. ; Specifies the characteristics of the various game objects.
  361.  
  362. ; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
  363. ; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=n
  364. ; Cloakable = Is it equipped with a cloaking device (def=no)?
  365. ; Cost = cost to build object in credits
  366. ; Explodes = Does it explode violently when destroyed [i.e., does it do collate
  367. ; GuardRange = distance to scan for enemies to attack (def=use weapon range)
  368. ; Image = name of graphic data to use for this object (def=same as object ident
  369. ; Invisible = Is completely and always invisible to enemy (def=no)?
  370. ; Owner = who can build this [Allies or Soviet] (def="allies,soviet", i.e., all
  371. ; Points = point value for scoring purposes (def=0)
  372. ; Prerequisite = list of buildings needed before this can be manufactured (def=
  373. ; Primary = primary weapon equipped with (def=none)
  374. ; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
  375. ; Reload = time delay between reloads (def=0)
  376. ; Secondary = secondary weapon equipped with (def=none)
  377. ; SelfHealing = Does the object heal automatically up to half strength (def=no)
  378. ; Sight = sight range, in cells (def=1)
  379. ; Strength = strength (hit points) of this object
  380. ; TechLevel = tech level required to build this [-1 means can't build] (def=-1)
  381. ; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
  382. ;  <<< applies only to infantry types >>>
  383. ;    C4 = Equipped with building sabotage explosives [presumes Infiltrate is tr
  384. ;    Fraidycat = Is it inherently afraid and will panic easily (def=no)?
  385. ;    Infiltrate = Can it enter a building like a spy or thief (def=no)?
  386. ;    IsCanine = Should special case dog logic be applied to this?
  387. ;  <<< applies only to moving units (not buildings) >>>
  388. ;    Passengers = number of passengers it may carry (def=0)
  389. ;    Speed = speed of this object [n/a for buildings] (def=0)
  390. ;  <<< applies only to terrestrial driving vehicle types >>>
  391. ;    Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
  392. ;    Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)?
  393. ;    NoMovingFire = The vehicle must stop before it can fire (def=no)?
  394. ;  <<< applies only to building types >>>
  395. ;    BaseNormal = Considered for building adjacency checks (def=yes)?
  396. ;    Adjacent = distance allowed to place from other buildings (def=1)
  397. ;    Bib = Should the building have an attached bib (def=no)?
  398. ;    Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
  399. ;    Crewed = Does it contain a crew that can escape (def=no)?
  400. ;    Power = power output [positive for output, negative for drain] (def=0)
  401. ;    Powered = Does it require power to function (def=no)?
  402. ;    Repairable = Can it be repaired (def=yes)?
  403. ;    Storage = the number of credits this building can store (def=0)
  404. ;    Unsellable = Cannot sell this building (even if it can be built)?
  405. ;    WaterBound = Is this building placed on water only (def=no)?
  406.  
  407. ; ******* terrestrial driving vehicle types *******
  408. ; SCUD launcher
  409. [V2RL]
  410. Prerequisite=weap,dome
  411. Primary=SCUD
  412. Strength=150
  413. Armor=light
  414. TechLevel=4
  415. Sight=5
  416. Speed=7
  417. Owner=soviet
  418. Cost=600
  419. Points=40
  420. ROT=5
  421. Tracked=yes
  422. Ammo=1
  423. Crewed=yes
  424. NoMovingFire=yes
  425.  
  426. ; light tank
  427. [1TNK]
  428. Prerequisite=weap
  429. Primary=75mm
  430. Strength=300
  431. Armor=heavy
  432. TechLevel=4
  433. Sight=4
  434. Speed=10
  435. Owner=allies
  436. Cost=600
  437. Points=30
  438. ROT=5
  439. Tracked=yes
  440. Crewed=yes
  441.  
  442. ; heavy tank
  443. [3TNK]
  444. Prerequisite=weap
  445. Primary=105mm
  446. Secondary=105mm
  447. Strength=400
  448. Armor=heavy
  449. TechLevel=4
  450. Sight=5
  451. Speed=7
  452. Owner=soviet
  453. Cost=950
  454. Points=50
  455. ROT=5
  456. Tracked=yes
  457. Crewed=yes
  458.  
  459. ; medium tank
  460. [2TNK]
  461. Prerequisite=weap
  462. Primary=90mm
  463. Strength=400
  464. Armor=heavy
  465. TechLevel=6
  466. Sight=5
  467. Speed=9
  468. Owner=allies
  469. Cost=800
  470. Points=40
  471. ROT=5
  472. Tracked=yes
  473. Crewed=yes
  474.  
  475. ; Mammoth tank
  476. [4TNK]
  477. Prerequisite=weap,stek
  478. Primary=120mm
  479. Secondary=MammothTusk
  480. Strength=600
  481. Armor=heavy
  482. TechLevel=10
  483. Sight=6
  484. Speed=6
  485. Owner=soviet
  486. Cost=1500
  487. Points=60
  488. ROT=5
  489. Tracked=yes
  490. SelfHealing=yes
  491. Crewed=yes
  492.  
  493. ; mobile radar jammer
  494. [MRJ]
  495. Prerequisite=weap,dome
  496. Strength=110
  497. Armor=light
  498. TechLevel=15
  499. Sight=7
  500. Speed=9
  501. Owner=allies,soviet
  502. Cost=600
  503. Points=30
  504. ROT=5
  505. Tracked=yes
  506. Crewed=yes
  507.  
  508. ; mobile gap generator
  509. [MGG]
  510. Prerequisite=weap,atek
  511. Strength=110
  512. Armor=light
  513. TechLevel=15
  514. Sight=4
  515. Speed=9
  516. Owner=allies
  517. Cost=600
  518. Points=40
  519. ROT=5
  520. Crewed=yes
  521.  
  522. ; mobile artillery
  523. [ARTY]
  524. Prerequisite=weap
  525. Primary=155mm
  526. Strength=75
  527. Armor=light
  528. TechLevel=8
  529. Sight=5
  530. Speed=6
  531. Owner=allies
  532. Cost=450
  533. Points=35
  534. ROT=2
  535. Tracked=yes
  536. Crewed=yes
  537. NoMovingFire=yes
  538.  
  539. ; harvester
  540. [HARV]
  541. Prerequisite=weap,proc
  542. Strength=600
  543. Armor=light
  544. TechLevel=1
  545. Sight=4
  546. Speed=6
  547. Owner=allies,soviet
  548. Cost=1400
  549. Points=55
  550. ROT=5
  551. Tracked=yes
  552. Crewed=yes
  553.  
  554. ; Mobile Construction Vehicle
  555. [MCV]
  556. Prerequisite=weap,fix
  557. Strength=600
  558. Armor=light
  559. TechLevel=15
  560. Sight=4
  561. Speed=6
  562. Owner=allies,soviet
  563. Cost=5000
  564. Points=60
  565. ROT=5
  566. Crewed=yes
  567.  
  568. ; Jeep
  569. [JEEP]
  570. Prerequisite=weap
  571. Primary=M60mg
  572. Strength=150
  573. Armor=light
  574. TechLevel=3
  575. Sight=6
  576. Speed=12
  577. Owner=allies
  578. Cost=400
  579. Points=20
  580. ROT=10
  581. Crewed=yes
  582.  
  583. ; Armored Personnel Carrier
  584. [APC]
  585. Prerequisite=weap,tent
  586. Primary=M60mg
  587. Strength=200
  588. Armor=heavy
  589. TechLevel=5
  590. Sight=5
  591. Speed=14
  592. Owner=allies
  593. Cost=700
  594. Points=25
  595. ROT=5
  596. Tracked=yes
  597. Passengers=5
  598.  
  599. ; mine layer
  600. [MNLY]
  601. Prerequisite=weap,fix
  602. Strength=100
  603. Armor=heavy
  604. TechLevel=3
  605. Sight=5
  606. Speed=9
  607. Owner=allies,soviet
  608. Cost=800
  609. Points=50
  610. ROT=5
  611. Tracked=yes
  612. Ammo=5         ; number of mines carried
  613. Crewed=yes
  614.  
  615. ; convoy truck
  616. [TRUK]
  617. Strength=110
  618. Armor=light
  619. Owner=soviet,allies
  620. TechLevel=-1
  621. Sight=3
  622. Speed=10
  623. Cost=500
  624. Points=5
  625. ROT=5
  626. Passengers=5
  627.  
  628. ; ******* ship types *******
  629. ; submarine
  630. [SS]
  631. Prerequisite=spen
  632. Primary=TorpedoTube
  633. Strength=200
  634. Armor=light
  635. TechLevel=6
  636. Sight=6
  637. Speed=6
  638. Owner=soviet
  639. Cost=500
  640. Points=45
  641. ROT=7
  642. Cloakable=yes
  643.  
  644. ; destroyer
  645. [DD]
  646. Prerequisite=syrd
  647. Primary=Stinger
  648. Secondary=DepthCharge
  649. Strength=400
  650. Armor=heavy
  651. TechLevel=7
  652. Sight=6
  653. Speed=6
  654. Owner=allies
  655. Cost=500
  656. Points=50
  657. ROT=7
  658. Sensors=Yes
  659.  
  660. ; cruiser
  661. [CA]
  662. Prerequisite=syrd,atek
  663. Primary=8Inch
  664. Secondary=8Inch
  665. Strength=700
  666. Armor=heavy
  667. TechLevel=10
  668. Sight=7
  669. Speed=4
  670. Owner=allies
  671. Cost=2000
  672. Points=60
  673. ROT=5
  674. Sensors=Yes
  675.  
  676. ; transport
  677. [LST]
  678. Strength=350
  679. Armor=heavy
  680. TechLevel=1
  681. Sight=6
  682. Speed=14
  683. Owner=allies,soviet
  684. Cost=300
  685. Points=25
  686. ROT=10
  687. Passengers=5
  688.  
  689. ; gun boat
  690. [PT]
  691. Prerequisite=syrd
  692. Primary=2Inch
  693. Secondary=DepthCharge
  694. Strength=200
  695. Armor=heavy
  696. TechLevel=5
  697. Sight=7
  698. Speed=9
  699. Owner=allies
  700. Cost=300
  701. Points=30
  702. ROT=7
  703. Sensors=Yes
  704.  
  705. ; ******* infantry types *******
  706. ; attack dog
  707. [DOG]
  708. Prerequisite=kenn
  709. Primary=DogJaw
  710. Strength=5
  711. Armor=none
  712. TechLevel=2
  713. Sight=5
  714. Speed=4
  715. Owner=soviet
  716. Cost=200
  717. Points=5
  718. IsCanine=yes
  719. GuardRange=7
  720.  
  721. ; rifle soldier
  722. [E1]
  723. Primary=M1Carbine
  724. Strength=50
  725. Armor=none
  726. TechLevel=1
  727. Sight=4
  728. Speed=4
  729. Owner=allies,soviet
  730. Cost=100
  731. Points=5
  732.  
  733. ; grenadier
  734. [E2]
  735. Primary=Grenade
  736. Strength=50
  737. Armor=none
  738. TechLevel=1
  739. Sight=4
  740. Speed=5
  741. Owner=soviet
  742. Cost=160
  743. Points=10
  744. Explodes=yes
  745.  
  746. ; rocket soldier
  747. [E3]
  748. Primary=Dragon
  749. Strength=25
  750. Armor=none
  751. TechLevel=2
  752. Sight=4
  753. Speed=3
  754. Owner=allies
  755. Cost=300
  756. Points=10
  757.  
  758. ; Flamethrower
  759. [E4]
  760. Prerequisite=stek
  761. Primary=Flamer
  762. Strength=25
  763. Armor=none
  764. TechLevel=2
  765. Sight=4
  766. Speed=3
  767. Owner=soviet
  768. Cost=300
  769. Points=15
  770. Explodes=yes
  771.  
  772. ; engineer
  773. [E6]
  774. Strength=25
  775. Armor=none
  776. TechLevel=5
  777. Sight=4
  778. Speed=4
  779. Owner=soviet,allies
  780. Cost=500
  781. Points=20
  782. Infiltrate=yes
  783.  
  784. ; spy
  785. [SPY]
  786. Prerequisite=dome
  787. Strength=25
  788. Armor=none
  789. TechLevel=6
  790. Sight=5
  791. Speed=4
  792. Owner=allies
  793. Cost=500
  794. Points=15
  795. Infiltrate=yes
  796.  
  797. ; thief
  798. [THF]
  799. Prerequisite=atek
  800. Strength=25
  801. Armor=none
  802. TechLevel=15
  803. Sight=5
  804. Speed=4
  805. Owner=allies
  806. Cost=500
  807. Points=10
  808. Infiltrate=yes
  809.  
  810. ; Tanya
  811. [E7]
  812. Prerequisite=atek
  813. Primary=Colt45
  814. Secondary=Colt45
  815. Strength=100
  816. Armor=none
  817. TechLevel=15
  818. Sight=6
  819. Speed=5
  820. Owner=allies
  821. Cost=1000
  822. Points=25
  823. Infiltrate=yes
  824. C4=yes
  825.  
  826. ; field medic
  827. [MEDI]
  828. Primary=Heal
  829. Strength=80
  830. Armor=none
  831. TechLevel=2
  832. Sight=3
  833. Speed=4
  834. Owner=allies
  835. Cost=1000
  836. Points=15
  837.  
  838. ; field marshal
  839. [GNRL]
  840. Primary=Pistol
  841. Strength=80
  842. Armor=none
  843. TechLevel=-1
  844. Sight=3
  845. Speed=5
  846. Owner=allies,soviet
  847. Cost=0
  848. Points=15
  849. Infiltrate=yes
  850.  
  851. ; civilians
  852. [C1]
  853. Image=C1
  854. Primary=Pistol
  855. Strength=25
  856. Armor=none
  857. TechLevel=-1
  858. Sight=2
  859. Speed=5
  860. Owner=allies,soviet
  861. Cost=10
  862. Points=1
  863. Ammo=10
  864. Fraidycat=yes
  865.  
  866. [C2]
  867. Image=C1
  868. Strength=25
  869. Armor=none
  870. TechLevel=-1
  871. Sight=2
  872. Speed=5
  873. Owner=allies,soviet
  874. Cost=10
  875. Points=1
  876. Fraidycat=yes
  877.  
  878. [C3]
  879. Image=C2
  880. Strength=25
  881. Armor=none
  882. TechLevel=-1
  883. Sight=2
  884. Speed=5
  885. Owner=allies,soviet
  886. Cost=10
  887. Points=1
  888. Fraidycat=yes
  889.  
  890. [C4]
  891. Image=C2
  892. Strength=25
  893. Armor=none
  894. TechLevel=-1
  895. Sight=2
  896. Speed=5
  897. Owner=allies,soviet
  898. Cost=10
  899. Points=1
  900. Fraidycat=yes
  901.  
  902. [C5]
  903. Image=C2
  904. Strength=25
  905. Armor=none
  906. TechLevel=-1
  907. Sight=2
  908. Speed=5
  909. Owner=allies,soviet
  910. Cost=10
  911. Points=1
  912. Fraidycat=yes
  913.  
  914. [C6]
  915. Image=C1
  916. Strength=25
  917. Armor=none
  918. TechLevel=-1
  919. Sight=2
  920. Speed=5
  921. Owner=allies,soviet
  922. Cost=10
  923. Points=1
  924. Fraidycat=yes
  925.  
  926. [C7]
  927. Image=C1
  928. Primary=Pistol
  929. Strength=25
  930. Armor=none
  931. TechLevel=-1
  932. Sight=2
  933. Speed=5
  934. Owner=allies,soviet
  935. Cost=10
  936. Points=1
  937. Ammo=10
  938. Fraidycat=yes
  939.  
  940. [C8]
  941. Image=C1
  942. Strength=25
  943. Armor=none
  944. TechLevel=-1
  945. Sight=2
  946. Speed=5
  947. Owner=allies,soviet
  948. Cost=10
  949. Points=1
  950. Fraidycat=yes
  951.  
  952. [C9]
  953. Image=C1
  954. Strength=25
  955. Armor=none
  956. TechLevel=-1
  957. Sight=2
  958. Speed=5
  959. Owner=allies,soviet
  960. Cost=10
  961. Points=1
  962. Fraidycat=yes
  963.  
  964. [C10]
  965. Image=C1
  966. Strength=25
  967. Armor=none
  968. TechLevel=-1
  969. Sight=2
  970. Speed=5
  971. Owner=allies,soviet
  972. Cost=10
  973. Points=1
  974. Fraidycat=yes
  975.  
  976. ; professor Einstein
  977. [EINSTEIN]
  978. Strength=25
  979. Armor=none
  980. TechLevel=-1
  981. Sight=2
  982. Speed=5
  983. Owner=allies
  984. Cost=10
  985. Points=1
  986. Fraidycat=yes
  987.  
  988. [CYCL]
  989. Strength=1
  990. Points=1
  991. Armor=none
  992. Cost=75
  993. Repariable=false
  994. Adjacent=1
  995. Sight=0
  996.  
  997. [BARB]
  998. Strength=1
  999. Points=1
  1000. Armor=wood
  1001. Cost=25
  1002. Repariable=false
  1003. Adjacent=1
  1004. Sight=0
  1005.  
  1006. [WOOD]
  1007. Strength=1
  1008. Points=1
  1009. Repariable=false
  1010. Adjacent=1
  1011. Sight=0
  1012.  
  1013.  
  1014. ; ******* Weapon Statistics *******
  1015. ; The weapons specified here are attached to the various combat
  1016. ; units and buildings.
  1017.  
  1018. ; Anim = animation to display as a firing effect
  1019. ; Burst = number of rapid succession shots from this weapon (def=1)
  1020. ; Camera = Reveals area around firer (def=no)?
  1021. ; Charges = Does it have charge-up-before-firing logic (def=no)?
  1022. ; Damage = the amount of damage (unattenuated) dealt with every bullet
  1023. ; Projectile = projectile characteristic to use
  1024. ; ROF = delay between shots [15 = 1 second at middle speed setting]
  1025. ; Range = maximum cell range
  1026. ; Report = sound to play when firing
  1027. ; Speed = speed of projectile to target (100 is maximum)
  1028. ; Warhead = warhead to attach to projectile
  1029. ; Supress = Should nearby friendly buildings be scanned for and if found, disco
  1030.  
  1031. ; Tanya pistol
  1032. [Colt45]
  1033. Damage=50
  1034. ROF=5
  1035. Range=5.75
  1036. Projectile=Invisible
  1037. Speed=100
  1038. Warhead=HollowPoint
  1039. Report=GUN5
  1040.  
  1041. ; anti-aircraft multiple cannon
  1042. [ZSU-23]
  1043. Damage=35
  1044. ROF=5
  1045. Range=6
  1046. Projectile=Ack
  1047. Speed=100
  1048. Warhead=AP
  1049. Anim=GUNFIRE
  1050. Report=GUN27
  1051.  
  1052. ; rapid fire machine gun
  1053. [Vulcan]
  1054. Damage=40
  1055. ROF=40
  1056. Range=5
  1057. Projectile=Invisible
  1058. Speed=100
  1059. Warhead=SA
  1060. Report=GUN13
  1061. Anim=MINIGUN
  1062.  
  1063. ; air-to-surface homing missile (launched from jet)
  1064. [Maverick]
  1065. Damage=50
  1066. ROF=3
  1067. Range=6
  1068. Projectile=HeatSeeker
  1069. Speed=30
  1070. Warhead=AP
  1071. Report=MISSILE7
  1072.  
  1073. ; camera
  1074. [Camera]
  1075. Damage=0
  1076. ROF=10
  1077. Range=2.75
  1078. Projectile=Inivisble
  1079. Speed=100
  1080. Warhead=Super
  1081. Camera=yes
  1082.  
  1083. ; fireball from flame turret
  1084. [FireballLauncher]
  1085. Damage=125
  1086. ROF=50
  1087. Range=3.5
  1088. Projectile=Fireball
  1089. Speed=12
  1090. Warhead=Fire
  1091.  
  1092. ; hand-held flame thrower type
  1093. [Flamer]
  1094. Damage=70
  1095. ROF=50
  1096. Range=3.5
  1097. Projectile=Fireball
  1098. Speed=12
  1099. Warhead=Fire
  1100.  
  1101. ; sniper rifle
  1102. [Sniper]
  1103. Damage=100
  1104. ROF=5
  1105. Range=3.75
  1106. Projectile=Invisible
  1107. Speed=100
  1108. Warhead=HollowPoint
  1109. Report=SILENCER
  1110.  
  1111. ; rapid fire aircraft gun
  1112. [ChainGun]
  1113. Damage=40
  1114. ROF=3
  1115. Range=5
  1116. Projectile=Invisible
  1117. Speed=100
  1118. Warhead=SA
  1119. Report=GUN13
  1120. Anim=MINIGUN
  1121.  
  1122. ; civilian pistol
  1123. [Pistol]
  1124. Damage=1
  1125. ROF=7
  1126. Range=1.75
  1127. Projectile=Invisible
  1128. Speed=100
  1129. Warhead=SA
  1130. Report=GUN27
  1131.  
  1132. ; rifle soldier weapons (multiple shots)
  1133. [M1Carbine]
  1134. Damage=15
  1135. ROF=20
  1136. Range=3
  1137. Projectile=Invisible
  1138. Speed=100
  1139. Warhead=SA
  1140. Report=GUN11
  1141.  
  1142. ; man-packed anti-tank missile (bazooka type)
  1143. [Dragon]
  1144. Damage=30
  1145. ROF=60
  1146. Range=5
  1147. Projectile=HeatSeeker
  1148. Speed=50
  1149. Warhead=AP
  1150. Report=MISSILE6
  1151.  
  1152. ; air-to-surface homing missile (launched from helicopter)
  1153. [Hellfire]
  1154. Damage=40
  1155. ROF=60
  1156. Range=4
  1157. Projectile=HeatSeeker
  1158. Speed=30
  1159. Warhead=AP
  1160. Report=MISSILE6
  1161.  
  1162. ; hand grenade
  1163. [Grenade]
  1164. Damage=50
  1165. ROF=60
  1166. Range=4
  1167. Projectile=Lobbed
  1168. Speed=5
  1169. Warhead=HE
  1170.  
  1171. ; small anti-armor cannon
  1172. [75mm]
  1173. Damage=25
  1174. ROF=40
  1175. Range=4
  1176. Projectile=Cannon
  1177. Speed=40
  1178. Warhead=AP
  1179. Report=CANNON2
  1180. Anim=GUNFIRE
  1181.  
  1182. ; light anti-armor cannon
  1183. [90mm]
  1184. Damage=30
  1185. ROF=50
  1186. Range=4.75
  1187. Projectile=Cannon
  1188. Speed=40
  1189. Warhead=AP
  1190. Report=CANNON1
  1191. Anim=GUNFIRE
  1192.  
  1193. ; medium anti-armor cannon
  1194. [105mm]
  1195. Damage=30
  1196. ROF=70
  1197. Range=4.75
  1198. Projectile=Cannon
  1199. Speed=40
  1200. Warhead=AP
  1201. Report=CANNON1
  1202. Anim=GUNFIRE
  1203.  
  1204. ; large anti-armor cannon
  1205. [120mm]
  1206. Damage=40
  1207. ROF=80
  1208. Range=4.75
  1209. Projectile=Cannon
  1210. Report=cannon4
  1211. Speed=40
  1212. Warhead=AP
  1213. Report=CANNON4
  1214. Anim=GUNFIRE
  1215. Burst=2
  1216.  
  1217. ; turret cannon
  1218. [TurretGun]
  1219. Damage=40
  1220. ROF=50
  1221. Range=6
  1222. Projectile=Cannon
  1223. Speed=40
  1224. Warhead=AP
  1225. Report=TURRET1
  1226. Anim=GUNFIRE
  1227.  
  1228. ; Vehicle carried anti-tank missile
  1229. [MammothTusk]
  1230. Damage=75
  1231. ROF=80
  1232. Range=5
  1233. Projectile=HeatSeeker
  1234. Speed=30
  1235. Warhead=HE
  1236. Report=MISSILE6
  1237. Burst=2
  1238.  
  1239. ; artillery cannon
  1240. [155mm]
  1241. Damage=150
  1242. ROF=65
  1243. Range=6
  1244. Projectile=Ballistic
  1245. Speed=12
  1246. Warhead=HE
  1247. Report=TANK5
  1248. Anim=GUNFIRE
  1249.  
  1250. ; vehicle mounted machine gun
  1251. [M60mg]
  1252. Damage=15
  1253. ROF=20
  1254. Range=4
  1255. Projectile=Invisible
  1256. Speed=100
  1257. Warhead=SA
  1258. Report=PILLBOX1
  1259. Anim=MINIGUN
  1260.  
  1261. ; napalm bomblets (dropped from plane)
  1262. [Napalm]
  1263. Damage=100
  1264. ROF=20
  1265. Range=4.5
  1266. Projectile=Bomblet
  1267. Speed=5
  1268. Warhead=Fire
  1269.  
  1270. ; Tesla coil zap
  1271. [TeslaZap]
  1272. Damage=100
  1273. ROF=120
  1274. Range=7.5
  1275. Projectile=Invisible
  1276. Speed=100
  1277. Warhead=Super
  1278. Report=TESLA1
  1279. Charges=yes
  1280.  
  1281. ; anti-aircraft missile (fired from SAM site)
  1282. [Nike]
  1283. Damage=50
  1284. ROF=50
  1285. Range=7.5
  1286. Projectile=AAMissile
  1287. Speed=30
  1288. Warhead=AP
  1289. Report=MISSILE1
  1290. Anim=SAMFIRE
  1291.  
  1292. ; 8 inch cruiser cannon
  1293. [8Inch]
  1294. Damage=500
  1295. ROF=120
  1296. Range=22
  1297. Projectile=Ballistic
  1298. Speed=8
  1299. Warhead=HE
  1300. Report=TURRET1
  1301. Anim=GUNFIRE
  1302. Supress=yes
  1303.  
  1304. ; gunboat mounted anti-aircraft rocket
  1305. [Stinger]
  1306. Damage=30
  1307. ROF=60
  1308. Range=6
  1309. Projectile=LaserGuided
  1310. Speed=60
  1311. Warhead=AP
  1312. Report=MISSILE6
  1313.  
  1314. ; torpedo tube
  1315. [TorpedoTube]
  1316. Damage=90
  1317. ROF=60
  1318. Range=16
  1319. Projectile=Torpedo
  1320. Speed=15
  1321. Warhead=AP
  1322. Report=TORPEDO1
  1323.  
  1324. ; destroyer mounted 2 inch cannon
  1325. [2Inch]
  1326. Damage=25
  1327. ROF=60
  1328. Range=5.5
  1329. Projectile=Cannon
  1330. Speed=25
  1331. Warhead=AP
  1332. Report=CANNON2
  1333. Anim=GUNFIRE
  1334.  
  1335. ; anti-submarine weapon
  1336. [DepthCharge]
  1337. Damage=45
  1338. ROF=60
  1339. Range=5
  1340. Projectile=Catapult
  1341. Speed=5
  1342. Warhead=AP
  1343.  
  1344. ; parachute bomb
  1345. [ParaBomb]
  1346. Damage=300
  1347. ROF=4
  1348. Range=4.5
  1349. Projectile=Parachute
  1350. Speed=5
  1351. Warhead=HE
  1352. Report=CHUTE1
  1353.  
  1354. ; dog bite
  1355. [DogJaw]
  1356. Damage=100
  1357. ROF=10
  1358. Range=2.2
  1359. Projectile=LeapDog
  1360. Speed=20
  1361. Warhead=Organic
  1362. Report=DOGG5P
  1363.  
  1364. ; medic healing
  1365. [Heal]
  1366. Damage=-50
  1367. ROF=80
  1368. Range=1.83
  1369. Projectile=Invisible
  1370. Speed=100
  1371. Warhead=Organic
  1372. Report=HEAL2
  1373.  
  1374. ; SCUD launcher
  1375. [SCUD]
  1376. Damage=600
  1377. ROF=400
  1378. Range=10
  1379. Projectile=FROG
  1380. Speed=25
  1381. Warhead=HE
  1382. Report=MISSILE1
  1383.  
  1384.  
  1385. ; ******* Projectile Statistics *******
  1386. ; Projectiles describe how and what image to use as the weapon flies
  1387. ; to its target. Think of the projectile as the "delivery method" used
  1388. ; to get the warhead to the desired target.
  1389.  
  1390. ; AA = Can this weapon fire upon flying aircraft (def=no)?
  1391. ; AG = Can this weapon fire upon ground objects (def=yes)?
  1392. ; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
  1393. ; Animates = Does it animate [this means smoke puffs] (def=no)?
  1394. ; Arcing = Does it have a ballistic trajectory (def=no)?
  1395. ; Arm = arming delay (def=0)
  1396. ; Degenerates = Does the bullet strength weaken as it travels (def=no)?
  1397. ; Dropping = Does it fall from a starting height (def=no)?
  1398. ; Frames = number of image frames for animation purposes (def=1)
  1399. ; Gigundo = Is the projectile larger than normal (def=no)?
  1400. ; High = Can it fly over walls (def=no)?
  1401. ; Image = image to use during flight
  1402. ; Inaccurate = Is it inherently inaccurate (def=no)?
  1403. ; Inviso = Is the projectile invisible as it travels (def=no)?
  1404. ; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
  1405. ; Proximity = Does it blow up when near its target (def=no)?
  1406. ; ROT = Rate Of Turn [non zero implies homing] (def=0)
  1407. ; Ranged = Can it run out of fuel (def=no)?
  1408. ; Rotates = Does the projectile have rotation specific imagery (def=no)?
  1409. ; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
  1410. ; Translucent = Are translucent colors used in artwork (def=no)?
  1411. ; UnderWater = Does the projectile travel under water?
  1412.  
  1413. ; invisible flight to target
  1414. [Invisible]
  1415. Inviso=yes
  1416. Image=none
  1417.  
  1418. ; special case for dog
  1419. [LeapDog]
  1420. Image=DOGBULLT
  1421. Translucent=yes
  1422. Rotates=yes
  1423. Proximity=yes
  1424. ROT=20
  1425.  
  1426. ; straight high-speed ballistic shot
  1427. [Cannon]
  1428. Image=120MM
  1429.  
  1430. ; anti aircraft artillery projectile
  1431. [Ack]
  1432. Image=none
  1433. Inviso=yes
  1434. AA=true
  1435. AG=false
  1436.  
  1437. ; Sub-surface projectile.
  1438. [Torpedo]
  1439. UnderWater=yes
  1440. Image=MISSILE
  1441. Rotates=yes
  1442.  
  1443. ; Free Rocket Over Ground
  1444. [FROG]
  1445. Arm=10
  1446. High=yes
  1447. Shadow=no
  1448. Proximity=yes
  1449. Animates=yes
  1450. Ranged=yes
  1451. Inaccurate=yes
  1452. Image=V2
  1453. Rotates=yes
  1454.  
  1455. ; small homing missile (targets vehicles best)
  1456. [HeatSeeker]
  1457. Arm=4
  1458. High=yes
  1459. Shadow=no
  1460. Proximity=yes
  1461. Animates=yes
  1462. Ranged=yes
  1463. Inaccurate=yes
  1464. AA=yes
  1465. Image=DRAGON
  1466. ROT=5
  1467. Rotates=yes
  1468. Translucent=yes
  1469.  
  1470. ; small missile with deadly accuracy
  1471. [LaserGuided]
  1472. Arm=7
  1473. High=yes
  1474. Shadow=no
  1475. Proximity=yes
  1476. Animates=yes
  1477. Ranged=yes
  1478. AA=yes
  1479. Image=DRAGON
  1480. ROT=10
  1481. Rotates=yes
  1482. Translucent=yes
  1483.  
  1484. ; anti aircraft missile
  1485. [AAMissile]
  1486. Arm=7
  1487. High=yes
  1488. Shadow=no
  1489. Proximity=yes
  1490. Animates=yes
  1491. Ranged=yes
  1492. AA=yes
  1493. AG=no
  1494. Image=MISSILE
  1495. ROT=10
  1496. Rotates=yes
  1497. Translucent=yes
  1498.  
  1499. ; lobbed tumbling grenade
  1500. [Lobbed]
  1501. High=yes
  1502. Arcing=yes
  1503. Inaccurate=yes
  1504. Image=BOMB
  1505. Frames=8
  1506. Translucent=yes
  1507.  
  1508. ; Depth charge catapult
  1509. [Catapult]
  1510. High=yes
  1511. Arcing=yes
  1512. Inaccurate=yes
  1513. Image=BOMB
  1514. Frames=8
  1515. ASW=yes
  1516. AG=no
  1517. Translucent=yes
  1518.  
  1519. ; dropped from plane tumbling object
  1520. [Bomblet]
  1521. Arm=24
  1522. RangeLimit=24
  1523. High=yes
  1524. Dropping=yes
  1525. Image=BOMBLET
  1526. Frames=6
  1527. Translucent=yes
  1528.  
  1529. ; arcing ballistic projectile
  1530. [Ballistic]
  1531. High=yes
  1532. Arcing=yes
  1533. Inaccurate=yes
  1534. Image=120MM
  1535.  
  1536. ; parachute bomb
  1537. [Parachute]
  1538. Arm=24
  1539. RangeLimit=24
  1540. High=yes
  1541. Dropping=yes
  1542. Parachuted=yes
  1543. Image=BOMBLET
  1544.  
  1545. ; Allied free radar (GPS satellite)
  1546. [GPSSatellite]
  1547. Gigundo=yes
  1548. High=yes
  1549. Image=SPUTNIK
  1550. Frames=4
  1551.  
  1552. ; Nuclear missile, flying up
  1553. [NukeUp]
  1554. Gigundo=yes
  1555. High=yes
  1556. Image=ATOMICUP
  1557. Frames=4
  1558.  
  1559. ; Nuclear missile, flying down
  1560. [NukeDown]
  1561. Gigundo=yes
  1562. High=yes
  1563. Image=ATOMICDN
  1564. Frames=4
  1565.  
  1566. ; wizard's fireball
  1567. [Fireball]
  1568. Animates=yes
  1569. Image=FB1
  1570. Frames=8
  1571.  
  1572.  
  1573. ; ******* Warhead Characteristics *******
  1574. ; This is what gives the "rock, paper, scissors" character to the game.
  1575. ; It describes how the damage is to be applied to the target. The
  1576. ; values should take into consideration the 'area of effect'.
  1577. ; example: Although an armor piercing tank round would instantly
  1578. ; kill a soldier IF it hit, the anti-infantry rating is still
  1579. ; very low because the tank round has such a limited area of
  1580. ; effect, lacks pinpoint accuracy, and acknowledges the fact that
  1581. ; tanks pose little threat to infantry that take cover.
  1582.  
  1583. ; Spread = damage spread factor [larger means greater spread] (def=1)
  1584. ;          [A value of 1 means the damage is halved every pixel distant from ce
  1585. ;          a value of 2 means damage is halved every 2 pixels, etc.]
  1586. ; Wall = Does this warhead damage concrete walls (def=no)?
  1587. ; Wood = Does this warhead damage wood walls (def=no)?
  1588. ; Ore = Does this warhead destroy ore (def=no)?
  1589. ; Verses = damage value verses various armor types (as percentage of full damag
  1590. ;           -vs- none, wood (buildings), light armor, heavy armor, concrete
  1591. ; Explosion = which explosion set to use when warhead of this type impacts (def
  1592. ;             0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke
  1593. ; InfDeath = which infantry death animation to use (def=0)
  1594. ;             0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn de
  1595.  
  1596. ; general multiple small arms fire
  1597. [SA]
  1598. Spread=3
  1599. Verses=100%,50%,60%,25%,25%
  1600. Explosion=2
  1601. InfDeath=1
  1602.  
  1603. ; high explosive (shrapnel)
  1604. [HE]
  1605. Spread=6
  1606. Wall=yes
  1607. Wood=yes
  1608. Verses=90%,75%,60%,25%,100%
  1609. Explosion=5
  1610. InfDeath=2
  1611.  
  1612. ; armor piercing (discarding sabot, narrow effect)
  1613. [AP]
  1614. Spread=3
  1615. Wall=yes
  1616. Wood=yes
  1617. Verses=30%,75%,75%,100%,50%
  1618. Explosion=4
  1619. InfDeath=3
  1620.  
  1621. ; napalm and fire in general
  1622. [Fire]
  1623. Spread=8
  1624. Wood=yes
  1625. Verses=90%,100%,60%,25%,50%
  1626. Explosion=3
  1627. InfDeath=4
  1628.  
  1629. ; anti-infantry rifle bullet (single shot)
  1630. [HollowPoint]
  1631. Spread=1
  1632. Verses=100%,5%,5%,5%,5%
  1633. Explosion=1
  1634. InfDeath=1
  1635.  
  1636. ; special case damage effect (do not use for regular weapons)
  1637. [Super]
  1638. Spread=1
  1639. Verses=100%,100%,100%,100%,100%
  1640. InfDeath=5
  1641.  
  1642. ; special case to only affect infantry (do not use for regular weapons)
  1643. [Organic]
  1644. Spread=0
  1645. Verses=100%,0%,0%,0%,0%
  1646. InfDeath=0
  1647.  
  1648. ; Nuclear warhead, same as fire
  1649. [Nuke]
  1650. Spread=6
  1651. Wall=yes
  1652. Wood=yes
  1653. Ore=yes
  1654. Verses=90%,100%,60%,25%,50%
  1655. Explosion=6
  1656. InfDeath=4
  1657.  
  1658.  
  1659. ; ******* Land Characteristics *******
  1660. ; This section specifies the characteristics of the various
  1661. ; terrain types. The primary purpose is to differentiate the
  1662. ; movement capabilities.
  1663.  
  1664. ; Float = % of full speed for ships [0 means impassable] (def=100)
  1665. ; Foot = % of full speed for foot soldiers [0 means impassable] (def=100)
  1666. ; Track = % of full speed for tracked vehicles [0 means impassable] (def=100)
  1667. ; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100)
  1668. ; Buildable = Can buildings be built upon this terrain (def=no)?
  1669.  
  1670. ; clear grassy terrain
  1671. [Clear]
  1672. Foot=90%
  1673. Track=80%
  1674. Wheel=60%
  1675. Float=0%
  1676. Buildable=yes
  1677.  
  1678. ; rocky terrain
  1679. [Rough]
  1680. Foot=80%
  1681. Track=70%
  1682. Wheel=40%
  1683. Float=0%
  1684. Buildable=no
  1685.  
  1686. ; roads
  1687. [Road]
  1688. Foot=100%
  1689. Track=100%
  1690. Wheel=100%
  1691. Float=0%
  1692. Buildable=yes
  1693.  
  1694. ; open water
  1695. [Water]
  1696. Foot=0%
  1697. Track=0%
  1698. Wheel=0%
  1699. Float=100%
  1700. Buildable=no
  1701.  
  1702. ; cliffs
  1703. [Rock]
  1704. Foot=0%
  1705. Track=0%
  1706. Wheel=0%
  1707. Float=0%
  1708. Buildable=no
  1709.  
  1710. ; walls and other man made obstacles
  1711. [Wall]
  1712. Foot=0%
  1713. Track=0%
  1714. Wheel=0%
  1715. Float=0%
  1716. Buildable=no
  1717.  
  1718. ; ore (Tiberium)
  1719. [Ore]
  1720. Foot=90%
  1721. Track=70%
  1722. Wheel=50%
  1723. Float=0%
  1724. Buildable=no
  1725.  
  1726. ; sandy beach
  1727. [Beach]
  1728. Foot=80%
  1729. Track=70%
  1730. Wheel=40%
  1731. Float=0%
  1732. Buildable=no
  1733.  
  1734. ; craggy riverbed
  1735. [River]
  1736. Foot=0%
  1737. Track=0%
  1738. Wheel=0%
  1739. Float=0%
  1740. Buildable=no
  1741.  
  1742.  
  1743. ; ******* Random Crate Powerups *******
  1744. ; This specifies the chance for the specified crate powerup to appear
  1745. ; in a 'random' crate. The chance is expressed in the form of 'shares'
  1746. ; out of the total shares specified. The second parameter is the animation
  1747. ; to use when this crate is picked up. The third parameter, if present, specifi
  1748. ; the data value needed for that crate powerup. They mean different things
  1749. ; for the different powerups.
  1750. [Powerups]
  1751. Armor=10,ARMOR,2.0              ; armor of nearby objects increased (armor mult
  1752. Cloak=0,STEALTH2                ; enable cloaking on nearby objects
  1753. Darkness=1,EMPULSE              ; cloak entire radar map
  1754. Explosion=5,NONE,500            ; high explosive baddie (damage per explosion)
  1755. Firepower=10,FPOWER,2.0         ; firepower of nearby objects increased (firepo
  1756. HealBase=1,INVUN                ; all buildings to full strength
  1757. ICBM=1,MISSILE2                 ; nuke missile one time shot
  1758. Money=50,DOLLAR,2000            ; a chunk o' cash (maximum cash)
  1759. Napalm=5,NONE,600               ; fire explosion baddie (damage)
  1760. ParaBomb=3,PARABOX              ; para-bomb raid one time shot
  1761. Reveal=1,EARTH                  ; reveal entire radar map
  1762. Sonar=3,SONARBOX                ; one time sonar pulse
  1763. Speed=10,SPEED,1.7              ; speed of nearby objects increased (speed mult
  1764. Squad=20,NONE                   ; squad of random infantry
  1765. Unit=20,NONE                    ; vehicle
  1766. Invulnerability=3,INVULBOX,1.0  ; invulnerability (duration in minutes)
  1767. TimeQuake=3,TQUAKE              ; time quake
  1768.  
  1769. ; professor Einstein
  1770. [EINSTEIN]
  1771. Strength=25
  1772. Armor=none
  1773. TechLevel=-1
  1774. Sight=2
  1775. Speed=5
  1776. Owner=allies
  1777. Cost=10
  1778. Points=1
  1779. Fraidycat=yes
  1780.  
  1781. ; special agent
  1782. [DELPHI]
  1783. Primary=Pistol
  1784. Strength=25
  1785. Armor=none
  1786. TechLevel=-1
  1787. Sight=2
  1788. Speed=5
  1789. Owner=allies,soviet
  1790. Cost=10
  1791. Points=1
  1792. Ammo=10
  1793.  
  1794. ; special agent
  1795. [CHAN]
  1796. Strength=25
  1797. Armor=none
  1798. TechLevel=-1
  1799. Sight=2
  1800. Speed=5
  1801. Owner=allies,soviet
  1802. Cost=10
  1803. Points=1
  1804.  
  1805. ; ******* aircraft types *******
  1806. ; Badger bomber
  1807. [BADR]
  1808. Prerequisite=afld
  1809. Primary=ParaBomb
  1810. Strength=60
  1811. Armor=light
  1812. TechLevel=-1
  1813. Sight=0
  1814. Speed=16
  1815. Owner=soviet
  1816. Cost=10
  1817. Points=20
  1818. ROT=5
  1819. Ammo=5
  1820. Passengers=5
  1821.  
  1822. ; spy photo-recon plane
  1823. [U2]
  1824. Prerequisite=afld
  1825. Primary=Camera
  1826. Strength=60
  1827. Armor=light
  1828. TechLevel=-1
  1829. Sight=0
  1830. Speed=40
  1831. Owner=soviet
  1832. Cost=10
  1833. Points=5
  1834. ROT=5
  1835. Ammo=1         ; snapshot film
  1836.  
  1837. ; jet attack plane
  1838. [MIG]
  1839. Prerequisite=afld
  1840. Primary=Maverick
  1841. Secondary=Maverick
  1842. Strength=60
  1843. Armor=light
  1844. TechLevel=10
  1845. Sight=0
  1846. Speed=40
  1847. Owner=soviet
  1848. Cost=1200
  1849. Points=50
  1850. ROT=5
  1851. Ammo=3
  1852. GuardRange=30
  1853.  
  1854. ; prop attack plane
  1855. [YAK]
  1856. Prerequisite=afld
  1857. Primary=ChainGun
  1858. Secondary=ChainGun
  1859. Strength=60
  1860. Armor=light
  1861. TechLevel=1
  1862. Sight=0
  1863. Speed=16
  1864. Owner=soviet
  1865. Cost=800
  1866. Points=25
  1867. ROT=5
  1868. Ammo=15
  1869. Crewed=yes
  1870. GuardRange=30
  1871.  
  1872. ; transport helicopter
  1873. [TRAN]
  1874. Prerequisite=hpad
  1875. Strength=90
  1876. Armor=light
  1877. TechLevel=-1
  1878. Sight=0
  1879. Speed=12
  1880. Owner=allies,soviet
  1881. Cost=1
  1882. Points=35
  1883. ROT=5
  1884. Passengers=5
  1885.  
  1886. ; Longbow attack helicopter
  1887. [HELI]
  1888. Prerequisite=hpad
  1889. Primary=Hellfire
  1890. Secondary=Hellfire
  1891. Strength=125
  1892. Armor=heavy
  1893. TechLevel=10
  1894. Sight=0
  1895. Speed=16
  1896. Owner=allies
  1897. Cost=1200
  1898. Points=50
  1899. ROT=4
  1900. Ammo=6
  1901. Crewed=yes
  1902. GuardRange=30
  1903.  
  1904. ; Hind attack helicopter
  1905. [HIND]
  1906. Prerequisite=hpad
  1907. Primary=ChainGun
  1908. Strength=125
  1909. Armor=heavy
  1910. TechLevel=10
  1911. Sight=0
  1912. Speed=12
  1913. Owner=soviet
  1914. Cost=1200
  1915. Points=40
  1916. ROT=4
  1917. Ammo=20
  1918. Crewed=yes
  1919. GuardRange=30
  1920.  
  1921. ; ******* building types *******
  1922. ; Iron Curtain
  1923. [IRON]
  1924. Prerequisite=stek
  1925. Strength=400
  1926. Armor=wood
  1927. TechLevel=15
  1928. Sight=10
  1929. Owner=soviet
  1930. Cost=2800
  1931. Points=100
  1932. Power=-200
  1933. Powered=true
  1934. Capturable=true
  1935. Crewed=yes
  1936.  
  1937. ; forward command center
  1938. [FCOM]
  1939. Strength=400
  1940. Armor=wood
  1941. TechLevel=-1
  1942. Sight=10
  1943. Owner=soviet
  1944. Cost=
  1945. Points=40
  1946. Power=-200
  1947. Bib=yes
  1948. Capturable=true
  1949. Crewed=yes
  1950.  
  1951. ; advanced tech center
  1952. [ATEK]
  1953. Prerequisite=weap,dome
  1954. Strength=400
  1955. Armor=wood
  1956. TechLevel=7
  1957. Sight=10
  1958. Owner=allies
  1959. Cost=1500
  1960. Points=85
  1961. Power=-200
  1962. Bib=yes
  1963. Capturable=true
  1964. Crewed=yes
  1965.  
  1966. ; paradox device
  1967. [PDOX]
  1968. Prerequisite=atek
  1969. Strength=400
  1970. Armor=wood
  1971. TechLev1el=15
  1972. Sight=10
  1973. Owner=allies
  1974. Cost=2800
  1975. Points=100
  1976. Power=-200
  1977. Powered=true
  1978. Capturable=true
  1979. Crewed=yes
  1980.  
  1981. ; weapons factory
  1982. [WEAP]
  1983. Prerequisite=proc
  1984. Strength=1000
  1985. Armor=light
  1986. TechLevel=3
  1987. Sight=4
  1988. Owner=soviet,allies
  1989. Cost=2000
  1990. Points=80
  1991. Power=-30
  1992. Bib=yes
  1993. Capturable=true
  1994. Crewed=yes
  1995.  
  1996. ; ship yard
  1997. [SYRD]
  1998. Prerequisite=powr
  1999. Strength=1000
  2000. Armor=light
  2001. TechLevel=3
  2002. Sight=4
  2003. Owner=allies
  2004. Cost=650
  2005. Points=80
  2006. Power=-30
  2007. Adjacent=8
  2008. WaterBound=yes
  2009. Capturable=true
  2010. BaseNormal=no
  2011.  
  2012. ; sub pen
  2013. [SPEN]
  2014. Prerequisite=powr
  2015. Strength=1000
  2016. Armor=light
  2017. TechLevel=5
  2018. Sight=4
  2019. Owner=soviet
  2020. Cost=650
  2021. Points=80
  2022. Power=-30
  2023. Adjacent=8
  2024. WaterBound=yes
  2025. Capturable=true
  2026. BaseNormal=no
  2027.  
  2028. ; pill box
  2029. [PBOX]
  2030. Prerequisite=tent
  2031. Primary=Vulcan
  2032. Strength=400
  2033. Armor=wood
  2034. TechLevel=2
  2035. Sight=4
  2036. Owner=allies
  2037. Cost=400
  2038. Points=50
  2039. Power=-10
  2040. Sensors=yes
  2041. Crewed=yes
  2042.  
  2043. ; camouflaged pill box
  2044. [HBOX]
  2045. Prerequisite=tent
  2046. Primary=Vulcan
  2047. Strength=600
  2048. Armor=wood
  2049. TechLevel=3
  2050. Sight=5
  2051. Owner=allies
  2052. Cost=600
  2053. Points=60
  2054. Power=-10
  2055. Sensors=yes
  2056. Crewed=yes
  2057.  
  2058. ; Tesla coil
  2059. [TSLA]
  2060. Prerequisite=stek
  2061. Primary=TeslaZap
  2062. Strength=400
  2063. Armor=light
  2064. TechLevel=7
  2065. Sight=6
  2066. Owner=soviet
  2067. Cost=1500
  2068. Points=80
  2069. Power=-150
  2070. Ammo=3
  2071. Powered=true
  2072. Sensors=yes
  2073. Crewed=yes
  2074.  
  2075. ; gun turret
  2076. [GUN]
  2077. Prerequisite=tent
  2078. Primary=TurretGun
  2079. Strength=400
  2080. Armor=heavy
  2081. TechLevel=4
  2082. Sight=6
  2083. Owner=allies
  2084. Cost=600
  2085. Points=50
  2086. Power=-40
  2087. Sensors=yes
  2088. Crewed=yes
  2089. ROT=12
  2090.  
  2091. ; anti-aircraft artillery
  2092. [AGUN]
  2093. Prerequisite=dome
  2094. Primary=ZSU-23
  2095. Secondary=ZSU-23
  2096. Strength=400
  2097. Armor=heavy
  2098. TechLevel=5
  2099. Sight=6
  2100. Owner=allies
  2101. Cost=600
  2102. Points=50
  2103. Power=-40
  2104. Crewed=yes
  2105. ROT=15
  2106.  
  2107. ; flame turret
  2108. [FTUR]
  2109. Prerequisite=barr
  2110. Primary=FireballLauncher
  2111. Strength=400
  2112. Armor=heavy
  2113. TechLevel=4
  2114. Sight=6
  2115. Owner=soviet
  2116. Cost=600
  2117. Points=65
  2118. Power=-40
  2119. Sensors=yes
  2120. Explodes=yes
  2121. Crewed=yes
  2122.  
  2123. ; construction yard
  2124. [FACT]
  2125. Strength=800
  2126. Armor=wood
  2127. TechLevel=-1
  2128. Sight=5
  2129. Owner=allies,soviet
  2130. Cost=5000
  2131. Points=80
  2132. Power=0
  2133. Bib=yes
  2134. Capturable=true
  2135. Crewed=yes
  2136.  
  2137. ; refinery
  2138. [PROC]
  2139. Prerequisite=powr
  2140. Strength=900
  2141. Armor=wood
  2142. TechLevel=1
  2143. Sight=6
  2144. Owner=allies,soviet
  2145. Cost=2000
  2146. Points=80
  2147. Power=-30
  2148. Storage=2000
  2149. Bib=yes
  2150. Capturable=true
  2151. Crewed=yes
  2152.  
  2153. ; storage silo
  2154. [SILO]
  2155. Prerequisite=proc
  2156. Strength=300
  2157. Armor=wood
  2158. TechLevel=1
  2159. Sight=4
  2160. Owner=allies,soviet
  2161. Cost=150
  2162. Points=25
  2163. Power=-10
  2164. Storage=1500
  2165. Capturable=true
  2166.  
  2167. ; helipad
  2168. [HPAD]
  2169. Prerequisite=dome
  2170. Strength=800
  2171. Armor=wood
  2172. TechLevel=10
  2173. Sight=5
  2174. Owner=allies,soviet
  2175. Cost=1500
  2176. Points=70
  2177. Power=-10
  2178. Bib=yes
  2179. Capturable=true
  2180. Crewed=yes
  2181.  
  2182. ; radar building
  2183. [DOME]
  2184. Prerequisite=proc
  2185. Strength=1000
  2186. Armor=wood
  2187. TechLevel=3
  2188. Sight=10
  2189. Owner=allies,soviet
  2190. Cost=1000
  2191. Points=60
  2192. Power=-40
  2193. Bib=yes
  2194. Powered=true
  2195. Capturable=true
  2196. Sensors=yes
  2197. Crewed=yes
  2198.  
  2199. ; gap generator
  2200. [GAP]
  2201. Prerequisite=atek
  2202. Strength=1000
  2203. Armor=wood
  2204. TechLevel=10
  2205. Sight=10
  2206. Owner=allies
  2207. Cost=500
  2208. Points=35
  2209. Power=-60
  2210. Powered=true
  2211. Capturable=true
  2212. Crewed=yes
  2213.  
  2214. ; Surface to Air Missile launcher
  2215. [SAM]
  2216. Prerequisite=dome
  2217. Primary=Nike
  2218. Strength=400
  2219. Armor=heavy
  2220. TechLevel=9
  2221. Sight=5
  2222. Owner=soviet
  2223. Cost=750
  2224. Points=50
  2225. Power=-20
  2226. Crewed=yes
  2227. ROT=15
  2228.  
  2229. ; big missile silo
  2230. [MSLO]
  2231. Prerequisite=stek
  2232. Primary=none
  2233. Strength=400
  2234. Armor=heavy
  2235. TechLevel=15
  2236. Sight=5
  2237. Owner=soviet
  2238. Cost=2500
  2239. Points=90
  2240. Power=-100
  2241. Crewed=yes
  2242.  
  2243. ; airstrip
  2244. [AFLD]
  2245. Prerequisite=dome
  2246. Strength=1000
  2247. Armor=heavy
  2248. TechLevel=4
  2249. Sight=7
  2250. Owner=soviet
  2251. Cost=600
  2252. Points=70
  2253. Power=-30
  2254. Capturable=true
  2255. Crewed=yes
  2256.  
  2257. ; normal power plant
  2258. [POWR]
  2259. Prerequisite=fact
  2260. Strength=400
  2261. Armor=wood
  2262. TechLevel=1
  2263. Sight=4
  2264. Owner=allies,soviet
  2265. Cost=300
  2266. Points=40
  2267. Power=100
  2268. Bib=yes
  2269. Capturable=true
  2270. Crewed=yes
  2271.  
  2272. ; advanced power plant
  2273. [APWR]
  2274. Prerequisite=powr
  2275. Strength=600
  2276. Armor=wood
  2277. TechLevel=8
  2278. Sight=4
  2279. Owner=allies,soviet
  2280. Cost=700
  2281. Points=50
  2282. Power=200
  2283. Bib=yes
  2284. Capturable=true
  2285. Crewed=yes
  2286.  
  2287. ; Soviet tech center
  2288. [STEK]
  2289. Prerequisite=weap,dome
  2290. Strength=600
  2291. Armor=wood
  2292. TechLevel=2
  2293. Sight=4
  2294. Owner=soviet
  2295. Cost=1500
  2296. Points=85
  2297. Power=-100
  2298. Bib=yes
  2299. Capturable=true
  2300. Crewed=yes
  2301.  
  2302. ; hospital (obsolete?)
  2303. [HOSP]
  2304. Strength=400
  2305. Armor=wood
  2306. TechLevel=-1
  2307. Sight=4
  2308. Owner=
  2309. Cost=
  2310. Points=20
  2311. Power=-20
  2312. Bib=yes
  2313. Capturable=true
  2314. Crewed=yes
  2315.  
  2316. ; bio-research laboratory (obsolete?)
  2317. [BIO]
  2318. Strength=600
  2319. Armor=wood
  2320. TechLevel=-1
  2321. Sight=4
  2322. Owner=
  2323. Cost=
  2324. Points=30
  2325. Power=-40
  2326. Bib=yes
  2327. Crewed=yes
  2328.  
  2329. ; Soviet barracks
  2330. [BARR]
  2331. Prerequisite=powr
  2332. Strength=800
  2333. Armor=wood
  2334. TechLevel=1
  2335. Sight=5
  2336. Owner=soviet
  2337. Cost=300
  2338. Points=30
  2339. Power=-20
  2340. Bib=yes
  2341. Crewed=yes
  2342. Capturable=true
  2343.  
  2344. ; Allied training tent
  2345. [TENT]
  2346. Prerequisite=powr
  2347. Strength=800
  2348. Armor=wood
  2349. TechLevel=1
  2350. Sight=5
  2351. Owner=allies
  2352. Cost=300
  2353. Points=30
  2354. Power=-20
  2355. Bib=yes
  2356. Crewed=yes
  2357. Capturable=true
  2358.  
  2359. ; attack dog training facility
  2360. [KENN]
  2361. Prerequisite=barr
  2362. Strength=400
  2363. Armor=wood
  2364. TechLevel=2
  2365. Sight=4
  2366. Owner=soviet
  2367. Cost=200
  2368. Points=25
  2369. Power=-10
  2370.  
  2371. ; service depot
  2372. [FIX]
  2373. Prerequisite=weap
  2374. Strength=800
  2375. Armor=wood
  2376. TechLevel=3
  2377. Sight=5
  2378. Owner=allies,soviet
  2379. Cost=1200
  2380. Points=80
  2381. Power=-30
  2382. Capturable=true
  2383. Crewed=yes
  2384.  
  2385. ; sandbag wall
  2386. [SBAG]
  2387. Strength=1
  2388. Armor=none
  2389. TechLevel=2
  2390. Sight=0
  2391. Owner=allies
  2392. Cost=25
  2393. Points=1
  2394. Repairable=false
  2395. Adjacent=1
  2396.  
  2397. ; concrete wall
  2398. [BRIK]
  2399. Strength=1
  2400. Armor=none
  2401. TechLevel=8
  2402. Sight=0
  2403. Owner=allies,soviet
  2404. Cost=100
  2405. Points=5
  2406. Repairable=false
  2407. Adjacent=1
  2408.  
  2409. ; wire fence
  2410. [FENC]
  2411. Strength=1
  2412. Armor=none
  2413. TechLevel=2
  2414. Sight=0
  2415. Owner=soviet
  2416. Cost=25
  2417. Points=1
  2418. Repairable=false
  2419. Adjacent=1
  2420.  
  2421. ; barrels
  2422. [BARL]
  2423. Strength=10
  2424. Repairable=false
  2425. Adjacent=0
  2426. BaseNormal=no
  2427.  
  2428. [BRL3]
  2429. Strength=10
  2430. Repairable=false
  2431. Adjacent=0
  2432. BaseNormal=no
  2433.  
  2434. ; anti-vehicle mine
  2435. [MINV]
  2436. Strength=1
  2437. Repairable=false
  2438. Adjacent=0
  2439. Invisible=yes
  2440. Unsellable=yes
  2441. BaseNormal=no
  2442.  
  2443. ; anti-personnel mine
  2444. [MINP]
  2445. Strength=1
  2446. Repairable=false
  2447. Adjacent=0
  2448. Invisible=yes
  2449. Unsellable=yes
  2450. BaseNormal=no
  2451.  
  2452. ; fakes
  2453. [FACF]
  2454. Image=FACT
  2455. Owner=allies
  2456. TechLevel=15
  2457. Strength=30
  2458. Cost=50
  2459. Sight=4
  2460. Power=-2
  2461. Points=15
  2462. Bib=yes
  2463. Capturable=true
  2464. BaseNormal=no
  2465.  
  2466. [WEAF]
  2467. Prerequisite=proc
  2468. Image=WEAP
  2469. Owner=allies
  2470. TechLevel=15
  2471. Cost=50
  2472. Strength=30
  2473. Sight=4
  2474. Points=15
  2475. Power=-2
  2476. Bib=yes
  2477. Capturable=true
  2478. BaseNormal=no
  2479.  
  2480. [SYRF]
  2481. Prerequisite=powr
  2482. Image=SYRD
  2483. Strenght=30
  2484. TechLevel=15
  2485. Sight=4
  2486. Cost=50
  2487. Owner=allies
  2488. Power=-2
  2489. Points=15
  2490. WaterBound=yes
  2491. Capturable=true
  2492. BaseNormal=no
  2493.  
  2494. [SPEF]
  2495. Image=SPEN
  2496. Strength=30
  2497. TechLevel=-1
  2498. Sight=4
  2499. Cost=50
  2500. Owner=soviet
  2501. Power=-2
  2502. Points=15
  2503. WaterBound=yes
  2504. Capturable=true
  2505. BaseNormal=no
  2506.  
  2507. [DOMF]
  2508. Prerequisite=proc
  2509. Image=DOME
  2510. Strength=30
  2511. Sight=4
  2512. TechLevel=15
  2513. Cost=50
  2514. Owner=allies
  2515. Power=-2
  2516. Points=15
  2517. Bib=yes
  2518. Capturable=true
  2519. BaseNormal=no
  2520.  
  2521. ; civilian structures
  2522. [V01]
  2523. Strength=400
  2524. Points=5
  2525. Armor=wood
  2526. Repariable=false
  2527. Capturable=true
  2528.  
  2529. [V02]
  2530. Strength=400
  2531. Points=5
  2532. Armor=wood
  2533. Repariable=false
  2534.  
  2535. [V03]
  2536. Strength=400
  2537. Points=5
  2538. Armor=wood
  2539. Repariable=false
  2540.  
  2541. [V04]
  2542. Strength=400
  2543. Points=5
  2544. Armor=wood
  2545. Repariable=false
  2546.  
  2547. [V05]
  2548. Strength=400
  2549. Points=5
  2550. Armor=wood
  2551. Repariable=false
  2552.  
  2553. [V06]
  2554. Strength=400
  2555. Points=5
  2556. Armor=wood
  2557. Repariable=false
  2558.  
  2559. [V07]
  2560. Strength=400
  2561. Points=5
  2562. Armor=wood
  2563. Repariable=false
  2564.  
  2565. [V08]
  2566. Strength=400
  2567. Points=5
  2568. Armor=wood
  2569. Repariable=false
  2570.  
  2571. [V09]
  2572. Strength=400
  2573. Points=5
  2574. Armor=wood
  2575. Repariable=false
  2576.  
  2577. [V10]
  2578. Strength=400
  2579. Points=5
  2580. Armor=wood
  2581. Repariable=false
  2582.  
  2583. [V11]
  2584. Strength=400
  2585. Points=5
  2586. Armor=wood
  2587. Repariable=false
  2588.  
  2589. [V12]
  2590. Strength=400
  2591. Points=5
  2592. Armor=wood
  2593. Repariable=false
  2594.  
  2595. [V13]
  2596. Strength=400
  2597. Points=5
  2598. Armor=wood
  2599. Repariable=false
  2600.  
  2601. [V14]
  2602. Strength=400
  2603. Points=5
  2604. Armor=wood
  2605. Repariable=false
  2606.  
  2607. [V15]
  2608. Strength=400
  2609. Points=5
  2610. Armor=wood
  2611. Repariable=false
  2612.  
  2613. [V16]
  2614. Strength=400
  2615. Points=5
  2616. Armor=wood
  2617. Repariable=false
  2618.  
  2619. [V17]
  2620. Strength=400
  2621. Points=5
  2622. Armor=wood
  2623. Repariable=false
  2624.  
  2625. [V18]
  2626. Strength=400
  2627. Points=5
  2628. Armor=wood
  2629. Repariable=false
  2630.  
  2631. [V19]
  2632. Strength=400
  2633. Points=5
  2634. Armor=wood
  2635. Repariable=false
  2636.  
  2637. [V20]
  2638. Strength=400
  2639. Points=5
  2640. Armor=wood
  2641. Repariable=false
  2642.  
  2643. [V21]
  2644. Strength=400
  2645. Points=5
  2646. Armor=wood
  2647. Repariable=false
  2648.  
  2649. [V22]
  2650. Strength=400
  2651. Points=5
  2652. Armor=wood
  2653. Repariable=false
  2654.  
  2655. [V23]
  2656. Strength=400
  2657. Points=5
  2658. Armor=wood
  2659. Repariable=false
  2660.  
  2661. [V24]
  2662. Strength=400
  2663. Points=5
  2664. Armor=wood
  2665. Repariable=false
  2666.  
  2667. [V25]
  2668. Strength=400
  2669. Points=5
  2670. Armor=wood
  2671. Repariable=false
  2672.  
  2673. [V26]
  2674. Strength=400
  2675. Points=5
  2676. Armor=wood
  2677. Repariable=false
  2678.  
  2679. [V27]
  2680. Strength=400
  2681. Points=5
  2682. Armor=wood
  2683. Repariable=false
  2684.  
  2685. [V28]
  2686. Strength=400
  2687. Points=5
  2688. Armor=wood
  2689. Repariable=false
  2690.  
  2691. [V29]
  2692. Strength=400
  2693. Points=5
  2694. Armor=wood
  2695. Repariable=false
  2696.  
  2697. [V30]
  2698. Strength=400
  2699. Points=5
  2700. Armor=wood
  2701. Repariable=false
  2702.  
  2703. [V31]
  2704. Strength=400
  2705. Points=5
  2706. Armor=wood
  2707. Repariable=false
  2708.  
  2709. [V32]
  2710. Strength=400
  2711. Points=5
  2712. Armor=wood
  2713. Repariable=false
  2714.  
  2715. [V33]
  2716. Strength=400
  2717. Points=5
  2718. Armor=wood
  2719. Repariable=false
  2720.  
  2721. [V34]
  2722. Strength=400
  2723. Points=5
  2724. Armor=wood
  2725. Repariable=false
  2726.  
  2727. [V35]
  2728. Strength=400
  2729. Points=5
  2730. Armor=wood
  2731. Repariable=false
  2732.  
  2733. [V36]
  2734. Strength=400
  2735. Points=5
  2736. Armor=wood
  2737. Repariable=false
  2738.  
  2739. [V37]
  2740. Strength=400
  2741. Points=5
  2742. Armor=wood
  2743. Repariable=false
  2744.  
  2745. [MISS]
  2746. Strength=400
  2747. Points=5
  2748. Armor=wood
  2749. Bib=yes
  2750. Capturable=true
  2751.  
  2752. [CYCL]
  2753. Strength=1
  2754. Points=1
  2755. Armor=none
  2756. Cost=75
  2757. Repariable=false
  2758. Adjacent=1
  2759. Sight=0
  2760.  
  2761.  
  2762.