; RULES.INI ; If placed in game directory, it will override built in values. Values to be used as multipliers ; or percentages can be specified as either a simple floating point number (embed ".") or as a ; conventional percentage number (append "%"). Values used as cell distances or time delays ; are specified as simple floating point number. Distance values are expressed in cells. Time ; values are expressed in minutes. [General] ; special weapons GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval BadgerBombCount=1 ; number of badgers used to drop parabombs ; Chrono side effects QuakeChance=20% ; percentage chance time quake will occur with each chronoshift use QuakeDamage=33% ; percentage damage to inflict when time quake occurs VortexChance=20% ; percent chance that chronal vortex occurs with each chronoshift use VortexDamage=200 ; damage inflicted by vortex discharge VortexRange=10 ; scan for victims up to this distance away [in cells] VortexSpeed=10 ; speed of vortex movement ; repair and refit RefundPercent=50% ; percent of original cost to refund when building/unit is sold ReloadRate=.04 ; minutes to reload each ammo point for aircraft or helicopters RepairPercent=20% ; percent cost to fully repair as ratio of full cost RepairRate=.016 ; minutes between applying repair step RepairStep=7 ; hit points to heal per repair 'tick' for buildings URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units ; combat and damage TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles C4Delay=.03 ; minutes to delay after placing C4 before building will explode ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes] FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles MaxDamage=1000 ; maximum damage (after adjustments) per shot MinDamage=1 ; minimum damage (after adjustments) per shot OreExplosive=no ; Does the harvester explode big time when destroyed? PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry? PlayerReturnFire=no ; More aggressive return fire from player controlled objects? PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage? TreeTargeting=no ; Automatically show target cursor when over trees? Incoming=10 ; If an incoming projectile is as slow or slower than this, then ; object in the target location will try to run away. Grenades and ; parachute bombs have this characteristic. ; income and production BuildSpeed=.8 ; general build speed [time (in minutes) to produce a 1000 credit cost item] BuildupTime=.06 ; average minutes that building build-up animation runs OreTruckRate=1 ; speed that harvester truck manages ore [larger means slower] SeparateAircraft=no ; Is first helicopter to be purchased separately from helipad? SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold ; audio/visual map controls AllyReveal=yes ; Allies automatically reveal radar maps to each other? ConditionRed=25% ; when damaged to this percentage, health bar turns red ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow DropZoneRadius=4 ; distance around drop zone flair that map reveals itself EnemyHealth=yes ; Show enemy health bar graph when selected? Gravity=3 ; gravity constant for ballistic projectiles IdleActionFrequency=.1 ; average minutes between infantry performing idle actions MessageDelay=.6 ; time duration of multiplayer messages displayed over map MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only) NamedCivilians=no ; Show true names over civilians and civilian buildings? SavourDelay=.03 ; delay between scenario end and ending movie [keep the delay short] ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep] SpeakDelay=2 ; minutes between EVA repeating advice to the player TimerWarning=2 ; if mission timer is less than this many minutes, then display in red FlashLowPower=yes ; Flash the power bar when power is low? ; computer and movement controls CurleyShuffle=no ; Should helicopter shuffle position between shots (as in C&C)? BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat CloseEnough=2.75 ; If distance to destination less than this, then abort movement if otherwise blocked. DamageDelay=1 ; minutes between applying trivial structure damage when low on power GameSpeeBias=1 ; multiplier to overall game object movement speed LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied MineAware=yes ; Are friendly units smart enough to avoid friendly mines? Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge SuspendDelay=2 ; minutes that suspended teams will remain suspended SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops TeamDelay=.6 ; interval between checking for and creating teams ; misc FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings? LowPowerSlowdown=3 ; ******* Weapon Statistics ******* ; The weapons specified here are attached to the various combat ; units and buildings. ; Burst = number of rapid succession shots from this weapon (def=1) ; Charges = Does it have charge-up-before-firing logic (def=no)? ; Damage = the amount of damage (unattenuated) dealt with every bullet ; Projectile = projectile characteristic to use ; ROF = delay between shots [15 = 1 second at middle speed setting] ; Range = maximum cell range ; Report = sound to play when firing ; Speed = speed of projectile to target (100 is maximum) ; Warhead = warhead to attach to projectile ; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft? ; Tanya pistol [Colt45] Damage=50 ROF=5 Range=5.75 Projectile=Invisible Speed=100 Warhead=HollowPoint Report=GUN5 ; anti-aircraft multiple cannon [ZSU-23] Damage=25 ROF=10 Range=6 Projectile=Ack Speed=100 Warhead=AP Report=AACANON3 ; rapid fire machine gun [Vulcan] Damage=40 ROF=40 Range=5 Projectile=Invisible Speed=100 Warhead=SA Report=GUN13 ; air-to-surface homing missile (launched from jet) [Maverick] Damage=50 ROF=3 Range=6 Projectile=HeatSeeker Speed=30 Warhead=AP Report=MISSILE7 ; fireball from flame turret [FireballLauncher] Damage=125 ROF=50 Range=4 Projectile=Fireball Speed=12 Warhead=Fire ; hand-held flame thrower type [Flamer] Damage=70 ROF=50 Range=5 Projectile=Fireball Speed=12 Warhead=Fire ; sniper rifle [Sniper] Damage=100 ROF=5 Range=3.75 Projectile=Invisible Speed=100 Warhead=HollowPoint Report=SILENCER ; rapid fire aircraft gun [ChainGun] Damage=40 ROF=3 Range=5 Projectile=Invisible Speed=100 Warhead=SA Report=GUN13 ; civilian pistol [Pistol] Damage=1 ROF=7 Range=1.75 Projectile=Invisible Speed=100 Warhead=SA Report=GUN27 ; rifle soldier weapons (multiple shots) [M1Carbine] Damage=15 ROF=20 Range=5 Projectile=Invisible Speed=100 Warhead=SA Report=GUN11 ; man-packed anti-tank missile (bazooka type) [Dragon] Damage=35 ROF=50 Range=5 Projectile=HeatSeeker Speed=25 Warhead=AP Report=MISSILE6 ; air-to-surface homing missile (launched from helicopter) [Hellfire] Damage=40 ROF=60 Range=4 Projectile=HeatSeeker Speed=30 Warhead=AP Report=MISSILE6 ; hand grenade [Grenade] Damage=50 ROF=60 Range=4 Projectile=Lobbed Speed=5 Warhead=HE ; small anti-armor cannon [75mm] Damage=25 ROF=40 Range=4 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON2 ; light anti-armor cannon [90mm] Damage=30 ROF=50 Range=4.75 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 ; medium anti-armor cannon [105mm] Damage=30 ROF=70 Range=4.75 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 ; large anti-armor cannon [120mm] Damage=40 ROF=80 Range=4.75 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Burst=2 ; turret cannon [TurretGun] Damage=40 ROF=50 Range=6 Projectile=Cannon Speed=40 Warhead=AP Report=TURRET1 ; Vehicle carried anti-tank missile [MammothTusk] Damage=75 ROF=80 Range=5 Projectile=HeatSeeker Speed=30 Warhead=HE Report=MISSILE6 Burst=2 ; artillery cannon [155mm] Damage=150 ROF=65 Range=6 Projectile=Ballistic Speed=12 Warhead=HE Report=TANK5 ; vehicle mounted machine gun [M60mg] Damage=15 ROF=20 Range=4 Projectile=Invisible Speed=100 Warhead=SA Report=PILLBOX1 ; napalm bomblets (dropped from plane) [Napalm] Damage=100 ROF=20 Range=4.5 Projectile=Bomblet Speed=5 Warhead=Fire ; Tesla coil zap [TeslaZap] Damage=100 ROF=120 Range=8.5 Projectile=Invisible Speed=100 Warhead=Super Report=TESLA1 Charges=yes ; anti-aircraft missile (fired from SAM site) [Nike] Damage=50 ROF=20 Range=7.5 Projectile=AAMissile Speed=50 Warhead=AP Report=MISSILE1 ; man-packed surface to air missile [RedEye] Damage=50 ROF=50 Range=7.5 Projectile=AAMissile Speed=50 Warhead=AP Report=MISSILE1 ; 8 inch cruiser cannon [8Inch] Damage=500 ROF=160 Range=22 Projectile=Ballistic Speed=6 Warhead=HE Report=TURRET1 ; gunboat mounted anti-aircraft rocket [Stinger] Damage=30 ROF=60 Range=9 Projectile=LaserGuided Speed=20 Warhead=AP Report=MISSILE6 Burst=2 TurboBoost=yes ; torpedo tube [TorpTube] Damage=90 ROF=60 Range=9 Projectile=Torpedo Speed=15 Warhead=AP Report=TORPEDO1 ; destroyer mounted 2 inch cannon [2Inch] Damage=25 ROF=60 Range=5.5 Projectile=Cannon Speed=25 Warhead=AP Report=CANNON2 ; anti-submarine weapon [DepthCharge] Damage=80 ROF=60 Range=5 Projectile=Catapult Speed=5 Warhead=AP ; parachute bomb [ParaBomb] Damage=300 ROF=4 Range=4.5 Projectile=Parachute Speed=5 Warhead=Nuke Report=CHUTE1 ; dog bite [DogJaw] Damage=100 ROF=10 Range=2.2 Projectile=LeapDog Speed=20 Warhead=Organic Report=DOGG5P ; medic healing [Heal] Damage=-50 ROF=80 Range=4 ;; 1.83 Projectile=Invisible Speed=100 Warhead=Organic Report=HEAL2 ; SCUD launcher [SCUD] Damage=600 ROF=400 Range=10 Projectile=FROG Speed=25 Warhead=HE Report=MISSILE1 ;Nuke (special case for Nuclear missile) [Atomic] Damage=1000 Projectile=NukeDown Warhead=Nuke ; ******* Projectile Statistics ******* ; Projectiles describe how and what image to use as the weapon flies ; to its target. Think of the projectile as the "delivery method" used ; to get the warhead to the desired target. ; AA = Can this weapon fire upon flying aircraft (def=no)? ; AG = Can this weapon fire upon ground objects (def=yes)? ; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)? ; Arcing = Does it have a ballistic trajectory (def=no)? ; Arm = arming delay (def=0) ; Degenerates = Does the bullet strength weaken as it travels (def=no)? ; High = Can it fly over walls (def=no)? ; Image = image to use during flight ; Inaccurate = Is it inherently inaccurate (def=no)? ; Parachuted = Equipped with a parachute for dropping from plane (def=no)? ; Proximity = Does it blow up when near its target (def=no)? ; ROT = Rate Of Turn [non zero implies homing] (def=0) ; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes) ; UnderWater = Does the projectile travel under water? ; Trail = image to use for smoke puffs etc (def=null) ; RangeLimit = maximum flight time (def=0=unlimited) ; invisible flight to target [Invisible] ; special case for dog [LeapDog] Image=DOGBULLT Proximity=yes ROT=20 ; straight high-speed ballistic shot [Cannon] Image=120MM ; anti aircraft artillery projectile [Ack] AA=true AG=false ; Sub-surface projectile. [Torpedo] UnderWater=yes Image=MISSILE ASW=yes ; Free Rocket Over Ground [FROG] Arm=10 High=yes Shadow=no Proximity=yes Trail=smokey Inaccurate=yes Image=V2 ; small homing missile (targets vehicles best) [HeatSeeker] Arm=2 High=yes Shadow=no Proximity=yes Trail=smokey Inaccurate=yes AA=yes Image=DRAGON ROT=5 RangeLimit=20 ; small missile with deadly accuracy [LaserGuided] Arm=3 High=yes Shadow=no Proximity=yes Trail=smokey AA=yes Image=DRAGON ROT=20 RangeLimit=20 ; anti aircraft missile [AAMissile] Arm=3 High=yes Shadow=no Proximity=yes Trail=smokey AA=yes AG=no Image=MISSILE ROT=20 RangeLimit=30 ; lobbed tumbling grenade [Lobbed] High=yes Arcing=yes Inaccurate=yes Image=BOMB ; Depth charge catapult [Catapult] High=yes Arcing=yes Inaccurate=yes Image=BOMB ASW=yes AG=no ; dropped from plane tumbling object [Bomblet] Arm=24 RangeLimit=24 High=yes Image=BOMBLET ; arcing ballistic projectile [Ballistic] High=yes Arcing=yes Inaccurate=yes Image=120MM ; parachute bomb [Parachute] Arm=24 RangeLimit=24 High=yes ;Image=PARABOMB ; Allied free radar (GPS satellite) [GPSSatellite] High=yes Image=SPUTNIK ; Nuclear missile, flying up [NukeUp] High=yes Image=ATOMICUP ; Nuclear missile, flying down [NukeDown] High=yes Image=ATOMICDN ; wizard's fireball [Fireball] Trail=fb2 Image=FB1 ; ******* Warhead Characteristics ******* ; This is what gives the "rock, paper, scissors" character to the game. ; It describes how the damage is to be applied to the target. The ; values should take into consideration the 'area of effect'. ; example: Although an armor piercing tank round would instantly ; kill a soldier IF it hit, the anti-infantry rating is still ; very low because the tank round has such a limited area of ; effect, lacks pinpoint accuracy, and acknowledges the fact that ; tanks pose little threat to infantry that take cover. ; Spread = damage spread factor [larger means greater spread] (def=1) ; [A value of 1 means the damage is halved every pixel distant from center point. ; a value of 2 means damage is halved every 2 pixels, etc.] ; Wall = Does this warhead damage concrete walls (def=no)? ; Wood = Does this warhead damage wood walls (def=no)? ; Ore = Does this warhead destroy ore (def=no)? ; Verses = damage value verses various armor types (as percentage of full damage)... ; -vs- none, wood (buildings), light armor, heavy armor, concrete ; Explosion = which explosion set to use when warhead of this type impacts (def=0) ; 0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke ; InfDeath = which infantry death animation to use (def=0) ; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro ; general multiple small arms fire [SA] Spread=3 Verses=100%,50%,60%,25%,25% Explosion=2 InfDeath=1 ; high explosive (shrapnel) [HE] Spread=6 Wall=yes Wood=yes Verses=90%,75%,60%,25%,100% Explosion=5 InfDeath=2 SmudgeType=Crater ; armor piercing (discarding sabot, narrow effect) [AP] Spread=3 Wall=yes Wood=yes Verses=30%,75%,75%,100%,50% Explosion=4 InfDeath=3 SmudgeType=Crater ; napalm and fire in general [Fire] Spread=4 Wood=yes Verses=90%,100%,60%,25%,50% Explosion=3 InfDeath=4 SmudgeType=Scorch ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [HollowPoint] Spread=1 Verses=100%,5%,5%,5%,5% Explosion=1 InfDeath=1 ; special case damage effect (do not use for regular weapons) [Super] Spread=1 Verses=100%,100%,100%,100%,100% InfDeath=5 ; special case to only affect infantry (do not use for regular weapons) [Organic] Spread=5 Verses=100%,0%,0%,0%,0% InfDeath=0 ; Nuclear warhead (same as fire) [Nuke] Spread=6 Wall=yes Wood=yes Ore=yes Verses=90%,100%,60%,25%,50% Explosion=6 InfDeath=4 SmudgeType=Scorch SmudgeSize=5,4 ; ******* Land Characteristics ******* ; This section specifies the characteristics of the various ; terrain types. The primary purpose is to differentiate the ; movement capabilities. ; Float = % of full speed for ships [0 means impassable] (def=100) ; Foot = % of full speed for foot soldiers [0 means impassable] (def=100) ; Track = % of full speed for tracked vehicles [0 means impassable] (def=100) ; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100) ; Buildable = Can buildings be built upon this terrain (def=no)? ; clear grassy terrain [Clear] Foot=90% Track=80% Wheel=60% Float=0% Buildable=yes ; rocky terrain [Rough] Foot=80% Track=70% Wheel=40% Float=0% Buildable=no ; roads [Road] Foot=100% Track=100% Wheel=100% Float=0% Buildable=yes ; open water [Water] Foot=0% Track=0% Wheel=0% Float=100% Buildable=no ; cliffs [Rock] Foot=0% Track=0% Wheel=0% Float=0% Buildable=no ; walls and other man made obstacles [Wall] Foot=0% Track=0% Wheel=0% Float=0% Buildable=no ; ore (Tiberium) [Ore] Foot=90% Track=70% Wheel=50% Float=0% Buildable=no ; sandy beach [Beach] Foot=80% Track=70% Wheel=40% Float=0% Buildable=no ; craggy riverbed [River] Foot=0% Track=0% Wheel=0% Float=0% Buildable=no ; special tile for bridge hacks [Special] Foot=100% Track=100% Wheel=100% Float=100% Buildable=no [WeaponTypes] Colt45 ZSU-23 Vulcan Maverick FireballLauncher Flamer Sniper ChainGun Pistol M1Carbine Dragon Hellfire Grenade 75mm 90mm 105mm 120mm TurretGun MammothTusk 155mm M60mg Napalm TeslaZap Nike RedEye 8Inch Stinger TorpTube 2Inch DepthCharge ParaBomb DogJaw Heal SCUD UnitExplode Atomic [TeslaZap] RenderAsTesla=true [UnitExplode] Damage=500 Speed=100 Projectile=Invisible Warhead=UnitExplodeWarhead [ProjectileTypes] Invisible LeapDog Cannon Ack Torpedo FROG HeatSeeker LaserGuided AAMissile Lobbed Catapult Bomblet Ballistic Parachute GPSSatellite NukeUp NukeDown Fireball [WarheadTypes] SA HE AP Fire HollowPoint Super Organic Nuke UnitExplodeWarhead Crush APMine ATMine DemolishWarhead [HE] ImpactSound=kaboom25 WaterImpactSound=splash9 [UnitExplodeWarhead] Spread=10 Verses=90%,75%,60%,25%,100% Explosion=8 InfDeath=3 ImpactSound=kaboom15 [Crush] Verses=100%,100%,100%,100%,100% ImpactSound=squishy2 [ATMine] Verses=0%,0%,100%,100%,0% ImpactSound=mineblo1 Explosion=5 [APMine] Verses=100%,0%,0%,0%,0% ImpactSound=mine1 InfDeath=2 Explosion=3 [DemolishWarhead] Verses=100%,100%,100%,100%,100% ImpactSound=kaboom25 Explosion=7 [VoiceTypes] GenericVoice VehicleVoice EngineerVoice MedicVoice TanyaVoice DogVoice SpyVoice ThiefVoice CivilianMaleVoice CivilianFemaleVoice EinsteinVoice ;; explicit extension on voice clips overrides the normal `variants` mechanism [GenericVoice] SovietVariants=.r01,.r03 AlliedVariants=.v01,.v03 Select=await1,ready,report1,yessir1 Move=ackno,affirm1,noprob,overout,ritaway,roger,ugotit Die=dedman1.aud,dedman2.aud,dedman3.aud,dedman4.aud,dedman5.aud,dedman6.aud,dedman7.aud,dedman8.aud,dedman10.aud [VehicleVoice] SovietVariants=.r00,.r02 AlliedVariants=.v00,.v02 Select=vehic1,yessir1,report1,await1 Move=ackno,affirm1 [EngineerVoice] Select=eengin1,eyessir1 Move=eaffirm1,emovout1 Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10 [MedicVoice] Select=mrespon1,myessir1 Move=maffirm1,mmovout1 Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10 [TanyaVoice] Select=yo1,yes1,yeah1 Move=rokroll1,onit1,cmon1 Attack=tuffguy1,bombit1,gotit1 Die=tandeth1 [DogVoice] Select= Move=dogy1 Attack=dogg5p,dogw3px Die=dogw5,dogw6,dogw7 [SpyVoice] Select=syessir1,scomnd1 Move=sonway1,sindeed1 Attack=sking1 Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10 [ThiefVoice] Select=swhat1,syeah1 Move=saffirm1,smout1,sokay1 Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10 [CivilianMaleVoice] Select=guyyeah1 Move=guyokay1 [CivilianFemaleVoice] Select=girlyeah Move=girlokay [EinsteinVoice] Select=einah1,einok1,einyes1 Move=einah1,einok1,einyes1