2983 lines
58 KiB
INI
2983 lines
58 KiB
INI
; 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]
|
|
|
|
; crates
|
|
CrateMinimum=1 ; crates are normally one per human player but never below this number
|
|
CrateMaximum=255 ; crates can never exceed this quantity
|
|
CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses
|
|
CrateRegen=3 ; average minutes between random powerup crate regeneration
|
|
UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly]
|
|
WaterCrateChance=20% ; chance that a water crate will be generated rather than land crate [multiplay only]
|
|
SoloCrateMoney=2000 ; money to give for money crate in solo play missions
|
|
SilverCrate=HealBase ; solo play silver crate bonus
|
|
WaterCrate=Money ; solo play water crate bonus
|
|
WoodCrate=Money ; solo play wood crate bonus
|
|
|
|
; special weapons
|
|
ChronoDuration=3 ; time that a unit will remain chronoshifted before returning to start location
|
|
ChronoKillCargo=yes ; Should cargo be destroyed when object is chronoshifted?
|
|
ChronoTechLevel=12 ; Tech level at which Chrono facility can create Chrono effect
|
|
GPSTechLevel=8 ; tech level at which GPS satelite becomes available
|
|
GapRadius=10 ; radius of gap generator (cells)
|
|
GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval
|
|
IronCurtain=.75 ; minutes that Iron Curtain invulnerability lasts
|
|
ParaTech=5 ; tech level when free para-infantry appears from airstrip
|
|
ParabombTech=8 ; tech level that parabomb appears free with airfield
|
|
RadarJamRadius=15 ; cell radius distance that mobile radar jammer is effective
|
|
SpyPlaneTech=5 ; tech level when free spy plane appears from airstrip
|
|
BadgerBombCount=1 ; number of badgers used to drop parabombs
|
|
|
|
; Chrono side effects
|
|
QuakeChance=20% ; percentage chance time quake will occur with each chronoshift use
|
|
QuakeDamage=33% ; percentage damage to inflict when time quake occurs
|
|
VortexChance=20% ; percent chance that chronal vortex occurs with each chronoshift use
|
|
VortexDamage=200 ; damage inflicted by vortex discharge
|
|
VortexRange=10 ; scan for victims up to this distance away [in cells]
|
|
VortexSpeed=10 ; speed of vortex movement
|
|
|
|
; repair and refit
|
|
RefundPercent=50% ; percent of original cost to refund when building/unit is sold
|
|
ReloadRate=.04 ; minutes to reload each ammo point for aircraft or helicopters
|
|
RepairPercent=20% ; percent cost to fully repair as ratio of full cost
|
|
RepairRate=.016 ; minutes between applying repair step
|
|
RepairStep=7 ; hit points to heal per repair 'tick' for buildings
|
|
URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost
|
|
URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units
|
|
|
|
; combat and damage
|
|
TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft
|
|
APMineDamage=1000 ; damage to inflict when anti-personnel mine explodes
|
|
AVMineDamage=1200 ; damage to inflict when anti-vehicle mine explodes
|
|
AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source)
|
|
BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles
|
|
BridgeStrength=1000 ; strength of bridge [smaller means more easily destroyed]
|
|
C4Delay=.03 ; minutes to delay after placing C4 before building will explode
|
|
Crush=1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
|
|
ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
|
|
FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found
|
|
HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles
|
|
MaxDamage=1000 ; maximum damage (after adjustments) per shot
|
|
MinDamage=1 ; minimum damage (after adjustments) per shot
|
|
OreExplosive=no ; Does the harvester explode big time when destroyed?
|
|
PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry?
|
|
PlayerReturnFire=no ; More aggressive return fire from player controlled objects?
|
|
PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage?
|
|
ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage
|
|
TreeTargeting=no ; Automatically show target cursor when over trees?
|
|
Incoming=10 ; If an incoming projectile is as slow or slower than this, then
|
|
; object in the target location will try to run away. Grenades and
|
|
; parachute bombs have this characteristic.
|
|
|
|
; income and production
|
|
BailCount=28 ; number of 'bails' carried by a harvester
|
|
BuildSpeed=.8 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
|
|
BuildupTime=.06 ; average minutes that building build-up animation runs
|
|
GemValue=50 ; gem credits per 'bail' carried by a harvester
|
|
GoldValue=25 ; gold credits per 'bail' carried by a harvester
|
|
GrowthRate=.3 ; minutes between ore (Tiberium) growth
|
|
OreGrows=yes ; Does ore grow denser over time?
|
|
OreSpreads=yes ; Does ore spread into adjacent areas?
|
|
OreTruckRate=1 ; speed that harvester truck manages ore [larger means slower]
|
|
SeparateAircraft=no ; Is first helicopter to be purchased separately from helipad?
|
|
SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold
|
|
|
|
; audio/visual map controls
|
|
AllyReveal=yes ; Allies automatically reveal radar maps to each other?
|
|
ConditionRed=25% ; when damaged to this percentage, health bar turns red
|
|
ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow
|
|
DropZoneRadius=4 ; distance around drop zone flair that map reveals itself
|
|
EnemyHealth=yes ; Show enemy health bar graph when selected?
|
|
Gravity=3 ; gravity constant for ballistic projectiles
|
|
IdleActionFrequency=.1 ; average minutes between infantry performing idle actions
|
|
MessageDelay=.6 ; time duration of multiplayer messages displayed over map
|
|
MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only)
|
|
NamedCivilians=no ; Show true names over civilians and civilian buildings?
|
|
SavourDelay=.03 ; delay between scenario end and ending movie [keep the delay short]
|
|
ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep]
|
|
SpeakDelay=2 ; minutes between EVA repeating advice to the player
|
|
TimerWarning=2 ; if mission timer is less than this many minutes, then display in red
|
|
FlashLowPower=yes ; Flash the power bar when power is low?
|
|
|
|
; computer and movement controls
|
|
CurleyShuffle=no ; Should helicopter shuffle position between shots (as in C&C)?
|
|
BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base
|
|
BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat
|
|
CloseEnough=2.75 ; If distance to destination less than this, then abort movement if otherwise blocked.
|
|
DamageDelay=1 ; minutes between applying trivial structure damage when low on power
|
|
GameSpeeBias=1 ; multiplier to overall game object movement speed
|
|
LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied
|
|
MineAware=yes ; Are friendly units smart enough to avoid friendly mines?
|
|
Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action
|
|
SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge
|
|
SuspendDelay=2 ; minutes that suspended teams will remain suspended
|
|
SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops
|
|
TeamDelay=.6 ; interval between checking for and creating teams
|
|
|
|
; misc
|
|
FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings?
|
|
MCVUndeploy=yes ; Allow construction yard to undeploy back into MCV?
|
|
|
|
|
|
; ******* Theme Controls *******
|
|
; Controls when each theme becomes available in solo play. Each
|
|
; theme identifier is given a scenario and owner. The theme will
|
|
; become available at that scenario or later and for the specified
|
|
; owner only. If no owner is specified, it is presumed to be available
|
|
; for all sides.
|
|
[ThemeControl]
|
|
BIGF226M=1,Soviet
|
|
CRUS226M=1,Allies
|
|
FAC1226M=1,Soviet
|
|
HELL226M=1
|
|
FAC2226M=2,Soviet
|
|
RUN1226M=2,Soviet
|
|
TREN226M=3,Soviet
|
|
WORK226M=3,Allies
|
|
AWAIT=4
|
|
DENSE_R=5,Soviet
|
|
FOGGER1A=5,Allies
|
|
MUD1A=6
|
|
RADIO2=7,Soviet
|
|
ROLLOUT=7,Allies
|
|
SNAKE=8
|
|
TERMINAT=9,Soviet
|
|
TWIN=9,Allies
|
|
VECTOR1A=10
|
|
SMSH226M=11
|
|
|
|
|
|
; ******* Multiplayer Settings *******
|
|
; These are the multiplayer dialog default settings. Does not apply to
|
|
; Westwood chat, only to the in-game dialogs.
|
|
[MultiplayerDefaults]
|
|
Money=10000
|
|
MaxMoney=10000
|
|
ShadowGrow=no
|
|
Bases=yes
|
|
OreGrows=yes
|
|
Crates=yes
|
|
AIPlayers=no
|
|
CaptureTheFlag=no
|
|
|
|
|
|
; ******* Special weapon charge times *******
|
|
; The time (minutes) for recharge of these special weapons.
|
|
[Recharge]
|
|
Chrono=7 ; chronosphere
|
|
GPS=8 ; satellite radar
|
|
IronCurtain=11 ; invulnerability device
|
|
Nuke=13 ; nuclear missile
|
|
ParaBomb=14 ; parachute bombs
|
|
Paratrooper=7 ; paratroopers
|
|
Saboteur=14 ; para-saboteur
|
|
Sonar=10 ; sonar pulse
|
|
SpyPlane=3 ; recon mission
|
|
|
|
|
|
; ******* Object Heap Maximums *******
|
|
; These are the absolute maximum number of these object types
|
|
; allowed in the game (at any one time).
|
|
[Maximums]
|
|
Players=8 ; ipx layer limits this to 8 maximum
|
|
Aircraft=100
|
|
Anim=100
|
|
Building=500
|
|
Bullet=50
|
|
Factory=32 ; 32 is minimum for 8 player game
|
|
Infantry=500
|
|
Overlay=1 ; special case -- only needs one
|
|
Projectile=20 ; projectile types, not actual projectiles
|
|
Smudge=1 ; special case -- only needs one
|
|
Team=60
|
|
TeamType=60
|
|
Template=1 ; special case -- only needs one
|
|
Terrain=500 ; trees and rocks
|
|
TrigType=80 ; trigger types
|
|
Trigger=200 ; triggers themselves
|
|
Unit=500
|
|
Vessel=100
|
|
Warhead=10 ; warhead types, not actual warheads
|
|
Weapon=55 ; weapon types, not actual weapons
|
|
|
|
|
|
; ******* AI Controls *******
|
|
; Computer Skirmish-Mode behavior controls. The ratio values are based on the
|
|
; number of buildings in the computer base that should be of the type specified.
|
|
; The ratio total should exceed 100% so that the base will always try to grow as
|
|
; it vainly attempts to achieve the specified percentage composition.
|
|
|
|
; Take note: The computer AI in Red Alert is merely a warmed over version
|
|
; of the AI experiment I wrote during the unallocated time in the month
|
|
; following C&C's release. It was more than adequate at that time (even
|
|
; difficult to beat), but since Red Alert is a very different game, the skirmish
|
|
; mode AI is somewhat under-effective. In order to improve the AI
|
|
; over this initial experiment, the following controls are provided. It might
|
|
; be possible to manipulate these values to achieve a greater challenge when
|
|
; playing the computer opponent.
|
|
[AI]
|
|
AttackInterval=3 ; average delay between computer attacks
|
|
AttackDelay=5 ; average delay time before computer begins first attack
|
|
PatrolScan=.016 ; minute interval between scanning for enemys while patrolling.
|
|
CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount.
|
|
PathDelay=.01 ; Delay (minutes) between retrying when path is blocked.
|
|
OreNearScan=6 ; cell radius to scan when harvesting a single patch of ore
|
|
OreFarScan=48 ; cells radius to scan when looking for a new ore patch to harvest
|
|
AutocreateTime=5 ; average minutes between creating an 'autocreate' team
|
|
InfantryReserve=3000 ; always build infantry if cash reserve is greater than this
|
|
InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity
|
|
PowerSurplus=50 ; build power plants until power surplus is at least this amount
|
|
BaseSizeAdd=3 ; computer base size can be no larger than the largest human opponent, plus this quantity
|
|
RefineryRatio=.16 ; ratio of base that should be composed of refineries
|
|
RefineryLimit=4 ; never build more than this many refineries
|
|
BarracksRatio=.16 ; ratio of base that should be composed of barracks
|
|
BarracksLimit=2 ; never build more than this many barracks
|
|
WarRatio=.1 ; ratio of base that should be composed of war factories
|
|
WarLimit=2 ; never build more than this many war factories
|
|
DefenseRatio=.4 ; ratio of base that should be defensive structures
|
|
DefenseLimit=40 ; maximum number of defensive buildings to build
|
|
AARatio=.14 ; ratio of base that should be anti-aircraft defense
|
|
AALimit=10 ; maximum number of anti-aircraft buildings to build
|
|
TeslaRatio=.16 ; ratio of base that should be telsa coils
|
|
TeslaLimit=10 ; maximum number of tesla coils to build
|
|
HelipadRatio=.12 ; ratio of base that should be composed of helipads
|
|
HelipadLimit=5 ; maximum number of helipads to build
|
|
AirstripRatio=.12 ; ratio of base that should be composed of airstrips
|
|
AirstripLimit=5 ; maximum number of airstrips to build
|
|
CompEasyBonus=yes ; When more than one human in game, computer player goes to "easy" mode?
|
|
Paranoid=yes ; Will computer players ally with each other if the situation looks bleak?
|
|
PowerEmergency=75% ; sell buildings to raise power level if it falls below this percentage
|
|
|
|
|
|
; ******* IQ setting for computer activity *******
|
|
; Each player (computer controlled or otherwise) is given an IQ rating that is used
|
|
; to control what the computer is allowed to automatically control. This is
|
|
; distinct from the difficulty setting. The higher the IQ setting, the more autonomous
|
|
; and intelligent the side will behave. Each ability is given a rating that
|
|
; indicates the IQ level (or above) that the ability will be granted. Because such
|
|
; abilities are automatically performed by the computer, giving a human controlled
|
|
; country a high IQ is not recommended. Otherwise the player's units will start to
|
|
; automatically "do their own thing"! A human controlled country is presumed to have
|
|
; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
|
|
; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to
|
|
; the maximum.
|
|
[IQ]
|
|
MaxIQLevels=5 ; the maximum number of discrete IQ levels
|
|
SuperWeapons=4 ; super weapons are automatically fired by computer
|
|
Production=5 ; building/unit production is automatically controlled by computer
|
|
GuardArea=4 ; newly produced units start in guard area mode
|
|
RepairSell=1 ; allowed to choose repair or sell of damaged buildings
|
|
AutoCrush=2 ; automatically try to crush antogonists if possible
|
|
Scatter=3 ; will scatter from incoming threats [grenades and such]
|
|
ContentScan=4 ; will consider contents of transport when picking good target
|
|
Aircraft=4 ; automatically replace aircraft or helicopters
|
|
Harvester=2 ; automatically replace lost harvesters
|
|
SellBack=2 ; allowed to sell buildings
|
|
|
|
|
|
; ******* Country Statistics *******
|
|
; Certain countries have special adjustments to their unit and building
|
|
; values. These are global values that affect ALL units and buildings owned
|
|
; by that country. This applies only to multiplayer games and skirmish mode. In
|
|
; normal game play, all values are "1.0".
|
|
|
|
; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0)
|
|
; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0)
|
|
; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
|
|
; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0)
|
|
; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0)
|
|
; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
|
|
; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0)
|
|
|
|
[England]
|
|
Firepower=1.0
|
|
Groundspeed=1.0
|
|
Airspeed=1.0
|
|
Armor=1.1
|
|
ROF=1.0
|
|
Cost=1.0
|
|
BuildTime=1.0
|
|
|
|
[Germany]
|
|
Firepower=1.1
|
|
Groundspeed=1.0
|
|
Airspeed=1.0
|
|
Armor=1.0
|
|
ROF=1.0
|
|
Cost=1.0
|
|
BuildTime=1.0
|
|
|
|
[France]
|
|
Firepower=1.0
|
|
Groundspeed=1.0
|
|
Airspeed=1.0
|
|
Armor=1.0
|
|
ROF=1.1
|
|
Cost=1.0
|
|
BuildTime=1.0
|
|
|
|
[Ukraine]
|
|
Firepower=1.0
|
|
Groundspeed=1.1
|
|
Airspeed=1.0
|
|
Armor=1.0
|
|
ROF=1.0
|
|
Cost=1.0
|
|
BuildTime=1.0
|
|
|
|
[USSR]
|
|
Firepower=1.0
|
|
Groundspeed=1.0
|
|
Airspeed=1.0
|
|
Armor=1.0
|
|
ROF=1.0
|
|
Cost=0.9
|
|
BuildTime=1.0
|
|
|
|
[Greece]
|
|
Firepower=1.0
|
|
Groundspeed=1.0
|
|
Airspeed=1.0
|
|
Armor=1.0
|
|
ROF=1.0
|
|
Cost=1.0
|
|
BuildTime=1.0
|
|
|
|
[Turkey]
|
|
Firepower=1.0
|
|
Groundspeed=1.0
|
|
Airspeed=1.0
|
|
Armor=1.0
|
|
ROF=1.0
|
|
Cost=1.0
|
|
BuildTime=1.0
|
|
|
|
[Spain]
|
|
Firepower=1.0
|
|
Groundspeed=1.0
|
|
Airspeed=1.0
|
|
Armor=1.0
|
|
ROF=1.0
|
|
Cost=1.0
|
|
BuildTime=1.0
|
|
|
|
|
|
; ******* Difficulty Settings *******
|
|
; Game difficulty is controlled by these factors. Some of these factors will
|
|
; only affect a computer player. The computer and the player are handicapped by
|
|
; individual settings. Thus the computer may be playing at 'difficult' level while the
|
|
; player may be playing at 'easy' level.
|
|
|
|
; Airspeed = multiplier to speed for all air units (def=1.0)
|
|
; Armor = multiplier to armor strength for all units and buildings (def=1.0)
|
|
; Cost = multiplier to cost for all units and buildings (def=1.0)
|
|
; Firepower = multiplier to firepower for all weapons (def=1.0)
|
|
; Groundspeed = multiplier to speed for all ground units (def=1.0)
|
|
; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
|
|
; BuildSlowdown = Should the computer build slower than the player (def=no)?
|
|
; <<< affects the computer player, not the human player >>>
|
|
; ContentScan = Should the contents of a transport be considered when picking best target (def=no)?
|
|
; RepairDelay = average delay (minutes) between initiating building repair
|
|
; BuildDelay = average delay (minutes) between initiating construction
|
|
; DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)?
|
|
|
|
[Easy]
|
|
Firepower=1.2
|
|
Groundspeed=1.2
|
|
Airspeed=1.2
|
|
BuildTime=.8
|
|
Armor=1.2
|
|
ROF=.8
|
|
Cost=.8
|
|
RepairDelay=.001
|
|
BuildDelay=.001
|
|
DestroyWalls=yes
|
|
ContentScan=yes
|
|
|
|
[Normal]
|
|
Firepower=1.0
|
|
Groundspeed=1.0
|
|
Airspeed=1.0
|
|
BuildTime=1
|
|
Armor=1.0
|
|
ROF=1.0
|
|
Cost=1.0
|
|
RepairDelay=.02
|
|
BuildDelay=.03
|
|
BuildSlowdown=yes
|
|
DestroyWalls=yes
|
|
ContentScan=yes
|
|
|
|
[Difficult]
|
|
Firepower=.8
|
|
Groundspeed=.8
|
|
Airspeed=.8
|
|
BuildTime=1.0
|
|
Armor=.8
|
|
ROF=1.2
|
|
Cost=1.0
|
|
RepairDelay=.05
|
|
BuildDelay=.1
|
|
BuildSlowdown=yes
|
|
DestroyWalls=no
|
|
|
|
|
|
; ******* Unit Statistics *******
|
|
; Specifies the characteristics of the various game objects.
|
|
|
|
; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
|
|
; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none)
|
|
; Cloakable = Is it equipped with a cloaking device (def=no)?
|
|
; Cost = cost to build object (in credits)
|
|
; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
|
|
; GuardRange = distance to scan for enemies to attack (def=use weapon range)
|
|
; Image = name of graphic data to use for this object (def=same as object identifier)
|
|
; Invisible = Is completely and always invisible to enemy (def=no)?
|
|
; Owner = who can build this [Allies or Soviet] (def="allies,soviet", i.e., all)
|
|
; Points = point value for scoring purposes (def=0)
|
|
; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)
|
|
; Primary = primary weapon equipped with (def=none)
|
|
; Secondary = secondary weapon equipped with (def=none)
|
|
; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
|
|
; Reload = time delay between reloads (def=0)
|
|
; SelfHealing = Does the object heal automatically up to half strength (def=no)?
|
|
; Sight = sight range, in cells (def=1)
|
|
; Strength = strength (hit points) of this object
|
|
; TechLevel = tech level required to build this [-1 means can't build] (def=-1)
|
|
; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
|
|
; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?
|
|
; <<< applies only to infantry types >>>
|
|
; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
|
|
; Fraidycat = Is it inherently afraid and will panic easily (def=no)?
|
|
; Infiltrate = Can it enter a building like a spy or thief (def=no)?
|
|
; IsCanine = Should special case dog logic be applied to this?
|
|
; <<< applies only to moving units (not buildings) >>>
|
|
; Passengers = number of passengers it may carry (def=0)
|
|
; Speed = speed of this object [n/a for buildings] (def=0)
|
|
; <<< applies only to terrestrial driving vehicle types >>>
|
|
; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
|
|
; Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)?
|
|
; NoMovingFire = The vehicle must stop before it can fire (def=no)?
|
|
; <<< applies only to building types >>>
|
|
; BaseNormal = Considered for building adjacency checks (def=yes)?
|
|
; Adjacent = distance allowed to place from other buildings (def=1)
|
|
; Bib = Should the building have an attached bib (def=no)?
|
|
; Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
|
|
; Crewed = Does it contain a crew that can escape (def=no)?
|
|
; Power = power output [positive for output, negative for drain] (def=0)
|
|
; Powered = Does it require power to function (def=no)?
|
|
; Repairable = Can it be repaired (def=yes)?
|
|
; Storage = the number of credits this building can store (def=0)
|
|
; Unsellable = Cannot sell this building (even if it can be built)?
|
|
; WaterBound = Is this building placed on water only (def=no)?
|
|
|
|
; ******* terrestrial driving vehicle types *******
|
|
; SCUD launcher
|
|
[V2RL]
|
|
Prerequisite=weap,dome
|
|
Primary=SCUD
|
|
Strength=150
|
|
Armor=light
|
|
TechLevel=4
|
|
Sight=5
|
|
Speed=7
|
|
Owner=soviet
|
|
Cost=700
|
|
Points=40
|
|
ROT=5
|
|
Tracked=yes
|
|
Ammo=1
|
|
Crewed=yes
|
|
NoMovingFire=yes
|
|
|
|
; light tank
|
|
[1TNK]
|
|
Prerequisite=weap
|
|
Primary=75mm
|
|
Strength=300
|
|
Armor=heavy
|
|
TechLevel=4
|
|
Sight=4
|
|
Speed=9
|
|
Owner=allies
|
|
Cost=700
|
|
Points=30
|
|
ROT=5
|
|
Tracked=yes
|
|
Crewed=yes
|
|
|
|
; heavy tank
|
|
[3TNK]
|
|
Prerequisite=weap
|
|
Primary=105mm
|
|
Secondary=105mm
|
|
Strength=400
|
|
Armor=heavy
|
|
TechLevel=4
|
|
Sight=5
|
|
Speed=7
|
|
Owner=soviet
|
|
Cost=950
|
|
Points=50
|
|
ROT=5
|
|
Tracked=yes
|
|
Crewed=yes
|
|
|
|
; medium tank
|
|
[2TNK]
|
|
Prerequisite=weap
|
|
Primary=90mm
|
|
Strength=400
|
|
Armor=heavy
|
|
TechLevel=6
|
|
Sight=5
|
|
Speed=8
|
|
Owner=allies
|
|
Cost=800
|
|
Points=40
|
|
ROT=5
|
|
Tracked=yes
|
|
Crewed=yes
|
|
|
|
; Mammoth tank
|
|
[4TNK]
|
|
Prerequisite=weap,stek
|
|
Primary=120mm
|
|
Secondary=MammothTusk
|
|
Strength=600
|
|
Armor=heavy
|
|
TechLevel=10
|
|
Sight=6
|
|
Speed=4
|
|
Owner=soviet
|
|
Cost=1700
|
|
Points=60
|
|
ROT=5
|
|
Tracked=yes
|
|
SelfHealing=yes
|
|
Crewed=yes
|
|
|
|
; mobile radar jammer
|
|
[MRJ]
|
|
Prerequisite=weap,dome
|
|
Strength=110
|
|
Armor=light
|
|
TechLevel=12
|
|
Sight=7
|
|
Speed=9
|
|
Owner=allies
|
|
Cost=600
|
|
Points=30
|
|
ROT=5
|
|
Tracked=yes
|
|
Crewed=yes
|
|
|
|
; mobile gap generator
|
|
[MGG]
|
|
Prerequisite=weap,atek
|
|
Strength=110
|
|
Armor=light
|
|
TechLevel=11
|
|
Sight=4
|
|
Speed=9
|
|
Owner=allies
|
|
Cost=600
|
|
Points=40
|
|
ROT=5
|
|
Crewed=yes
|
|
|
|
; mobile artillery
|
|
[ARTY]
|
|
Prerequisite=weap
|
|
Primary=155mm
|
|
Strength=75
|
|
Armor=light
|
|
TechLevel=8
|
|
Sight=5
|
|
Speed=6
|
|
Owner=allies
|
|
Cost=600
|
|
Points=35
|
|
ROT=2
|
|
Tracked=yes
|
|
Crewed=yes
|
|
NoMovingFire=yes
|
|
|
|
; harvester
|
|
[HARV]
|
|
Prerequisite=weap,proc
|
|
Strength=600
|
|
Armor=heavy
|
|
TechLevel=1
|
|
Sight=4
|
|
Speed=6
|
|
Owner=allies,soviet
|
|
Cost=1400
|
|
Points=55
|
|
ROT=5
|
|
Tracked=yes
|
|
Crewed=yes
|
|
SelfHealing=yes
|
|
|
|
; Mobile Construction Vehicle
|
|
[MCV]
|
|
Prerequisite=weap,fix
|
|
Strength=600
|
|
Armor=light
|
|
TechLevel=11
|
|
Sight=4
|
|
Speed=6
|
|
Owner=allies,soviet
|
|
Cost=2500
|
|
Points=60
|
|
ROT=5
|
|
Crewed=yes
|
|
|
|
; Ranger (as in "Ford", not "W.W. II Commando")
|
|
[JEEP]
|
|
Prerequisite=weap
|
|
Primary=M60mg
|
|
Strength=150
|
|
Armor=light
|
|
TechLevel=3
|
|
Sight=6
|
|
Speed=10
|
|
Owner=allies
|
|
Cost=600
|
|
Points=20
|
|
ROT=10
|
|
Crewed=yes
|
|
|
|
; Armored Personnel Carrier
|
|
[APC]
|
|
Prerequisite=weap,tent
|
|
Primary=M60mg
|
|
Strength=200
|
|
Armor=heavy
|
|
TechLevel=5
|
|
Sight=5
|
|
Speed=10
|
|
Owner=allies
|
|
Cost=800
|
|
Points=25
|
|
ROT=5
|
|
Tracked=yes
|
|
Passengers=5
|
|
|
|
; mine layer
|
|
[MNLY]
|
|
Prerequisite=weap,fix
|
|
Strength=100
|
|
Armor=heavy
|
|
TechLevel=3
|
|
Sight=5
|
|
Speed=9
|
|
Owner=allies,soviet
|
|
Cost=800
|
|
Points=50
|
|
ROT=5
|
|
Tracked=yes
|
|
Ammo=5 ; number of mines carried
|
|
Crewed=yes
|
|
|
|
; convoy truck
|
|
[TRUK]
|
|
Strength=110
|
|
Armor=light
|
|
Owner=soviet,allies
|
|
TechLevel=-1
|
|
Sight=3
|
|
Speed=10
|
|
Cost=500
|
|
Points=5
|
|
ROT=5
|
|
Passengers=1
|
|
|
|
; ******* ship types *******
|
|
; submarine
|
|
[SS]
|
|
Prerequisite=spen
|
|
Primary=TorpTube
|
|
Strength=120
|
|
Armor=light
|
|
TechLevel=5
|
|
Sight=6
|
|
Speed=6
|
|
Owner=soviet
|
|
Cost=950
|
|
Points=45
|
|
ROT=7
|
|
Cloakable=yes
|
|
Passengers=10 ; cjf hax
|
|
|
|
; destroyer
|
|
[DD]
|
|
Prerequisite=syrd
|
|
Primary=Stinger
|
|
Secondary=DepthCharge
|
|
Strength=400
|
|
Armor=heavy
|
|
TechLevel=7
|
|
Sight=6
|
|
Speed=6
|
|
Owner=allies
|
|
Cost=1000
|
|
Points=50
|
|
ROT=7
|
|
Sensors=Yes
|
|
|
|
; cruiser
|
|
[CA]
|
|
Prerequisite=syrd,atek
|
|
Primary=8Inch
|
|
Secondary=8Inch
|
|
Strength=700
|
|
Armor=heavy
|
|
TechLevel=10
|
|
Sight=7
|
|
Speed=4
|
|
Owner=allies
|
|
Cost=2000
|
|
Points=60
|
|
ROT=5
|
|
Sensors=Yes
|
|
|
|
; transport
|
|
[LST]
|
|
Strength=350
|
|
Armor=heavy
|
|
TechLevel=3
|
|
Sight=6
|
|
Speed=14
|
|
Owner=allies,soviet
|
|
Cost=700
|
|
Points=25
|
|
ROT=10
|
|
Passengers=5
|
|
|
|
; gun boat
|
|
[PT]
|
|
Prerequisite=syrd
|
|
Primary=2Inch
|
|
Secondary=DepthCharge
|
|
Strength=200
|
|
Armor=heavy
|
|
TechLevel=5
|
|
Sight=7
|
|
Speed=9
|
|
Owner=allies
|
|
Cost=500
|
|
Points=30
|
|
ROT=7
|
|
Sensors=Yes
|
|
|
|
; ******* infantry types *******
|
|
; attack dog
|
|
[DOG]
|
|
Prerequisite=kenn
|
|
Primary=DogJaw
|
|
Strength=12
|
|
;Strength=5
|
|
Armor=none
|
|
TechLevel=3
|
|
Sight=5
|
|
Speed=4
|
|
Owner=soviet
|
|
Cost=200
|
|
Points=5
|
|
IsCanine=yes
|
|
GuardRange=7
|
|
|
|
; rifle soldier
|
|
[E1]
|
|
Primary=M1Carbine
|
|
Strength=50
|
|
Armor=none
|
|
TechLevel=1
|
|
Sight=4
|
|
Speed=4
|
|
Owner=allies,soviet
|
|
Cost=100
|
|
Points=5
|
|
|
|
; grenadier
|
|
[E2]
|
|
Primary=Grenade
|
|
Strength=50
|
|
Armor=none
|
|
TechLevel=1
|
|
Sight=4
|
|
Speed=5
|
|
Owner=soviet
|
|
Cost=160
|
|
Points=10
|
|
Explodes=yes
|
|
|
|
; rocket soldier
|
|
[E3]
|
|
Primary=RedEye
|
|
Secondary=Dragon
|
|
Strength=45
|
|
Armor=none
|
|
TechLevel=2
|
|
Sight=4
|
|
Speed=3
|
|
Owner=allies
|
|
Cost=300
|
|
Points=10
|
|
DoubleOwned=yes
|
|
|
|
; Flamethrower
|
|
[E4]
|
|
Prerequisite=stek
|
|
Primary=Flamer
|
|
Strength=40
|
|
Armor=none
|
|
TechLevel=6
|
|
Sight=4
|
|
Speed=3
|
|
Owner=soviet
|
|
Cost=300
|
|
Points=15
|
|
Explodes=yes
|
|
|
|
; engineer
|
|
[E6]
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=5
|
|
Sight=4
|
|
Speed=4
|
|
Owner=soviet,allies
|
|
Cost=500
|
|
Points=20
|
|
Infiltrate=yes
|
|
|
|
; spy
|
|
[SPY]
|
|
Prerequisite=dome
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=6
|
|
Sight=5
|
|
Speed=4
|
|
Owner=allies
|
|
Cost=500
|
|
Points=15
|
|
Infiltrate=yes
|
|
|
|
; thief
|
|
[THF]
|
|
Prerequisite=atek
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=11
|
|
Sight=5
|
|
Speed=4
|
|
Owner=allies
|
|
Cost=500
|
|
Points=10
|
|
Infiltrate=yes
|
|
|
|
; Tanya
|
|
[E7]
|
|
Prerequisite=atek
|
|
Primary=Colt45
|
|
Secondary=Colt45
|
|
Strength=100
|
|
Armor=none
|
|
TechLevel=11
|
|
Sight=6
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=1200
|
|
Points=25
|
|
Infiltrate=yes
|
|
C4=yes
|
|
DoubleOwned=yes
|
|
|
|
; field medic
|
|
[MEDI]
|
|
Primary=Heal
|
|
Strength=80
|
|
Armor=none
|
|
TechLevel=2
|
|
Sight=3
|
|
Speed=4
|
|
Owner=allies
|
|
Cost=800
|
|
Points=15
|
|
|
|
; field marshal
|
|
[GNRL]
|
|
Primary=Pistol
|
|
Strength=80
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=3
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=0
|
|
Points=15
|
|
Infiltrate=yes
|
|
|
|
; civilians
|
|
[C1]
|
|
Image=C1
|
|
Primary=Pistol
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=2
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=10
|
|
Points=1
|
|
Ammo=10
|
|
Fraidycat=yes
|
|
|
|
[C2]
|
|
Image=C1
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=2
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=10
|
|
Points=1
|
|
Fraidycat=yes
|
|
|
|
[C3]
|
|
Image=C2
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=2
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=10
|
|
Points=1
|
|
Fraidycat=yes
|
|
|
|
[C4]
|
|
Image=C2
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=2
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=10
|
|
Points=1
|
|
Fraidycat=yes
|
|
|
|
[C5]
|
|
Image=C2
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=2
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=10
|
|
Points=1
|
|
Fraidycat=yes
|
|
|
|
[C6]
|
|
Image=C1
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=2
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=10
|
|
Points=1
|
|
Fraidycat=yes
|
|
|
|
[C7]
|
|
Image=C1
|
|
Primary=Pistol
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=2
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=10
|
|
Points=1
|
|
Ammo=10
|
|
Fraidycat=yes
|
|
|
|
[C8]
|
|
Image=C1
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=2
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=10
|
|
Points=1
|
|
Fraidycat=yes
|
|
|
|
[C9]
|
|
Image=C1
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=2
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=10
|
|
Points=1
|
|
Fraidycat=yes
|
|
|
|
[C10]
|
|
Image=C1
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=2
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=10
|
|
Points=1
|
|
Fraidycat=yes
|
|
|
|
; professor Einstein
|
|
[EINSTEIN]
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=2
|
|
Speed=5
|
|
Owner=allies
|
|
Cost=10
|
|
Points=1
|
|
Fraidycat=yes
|
|
|
|
; special agent
|
|
[DELPHI]
|
|
Primary=Pistol
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=2
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=10
|
|
Points=1
|
|
Ammo=10
|
|
|
|
; special agent
|
|
[CHAN]
|
|
Strength=25
|
|
Armor=none
|
|
TechLevel=-1
|
|
Sight=2
|
|
Speed=5
|
|
Owner=allies,soviet
|
|
Cost=10
|
|
Points=1
|
|
|
|
; ******* aircraft types *******
|
|
; Badger bomber
|
|
[BADR]
|
|
Prerequisite=afld
|
|
Primary=ParaBomb
|
|
Strength=60
|
|
Armor=light
|
|
TechLevel=-1
|
|
Sight=0
|
|
Speed=16
|
|
Owner=soviet
|
|
Cost=10
|
|
Points=20
|
|
ROT=5
|
|
Ammo=5
|
|
Passengers=5
|
|
|
|
; spy photo-recon plane
|
|
[U2]
|
|
Prerequisite=afld
|
|
Primary=Camera
|
|
Strength=2000
|
|
Armor=heavy
|
|
TechLevel=-1
|
|
Sight=0
|
|
Speed=40
|
|
Owner=soviet
|
|
Cost=10
|
|
Points=5
|
|
ROT=7
|
|
Ammo=1 ; snapshot film
|
|
|
|
; jet attack plane
|
|
[MIG]
|
|
Prerequisite=afld
|
|
Primary=Maverick
|
|
Secondary=Maverick
|
|
Strength=50
|
|
Armor=light
|
|
TechLevel=10
|
|
Sight=0
|
|
Speed=20
|
|
Owner=soviet
|
|
Cost=1200
|
|
Points=50
|
|
ROT=5
|
|
Ammo=3
|
|
GuardRange=30
|
|
|
|
; prop attack plane
|
|
[YAK]
|
|
Prerequisite=afld
|
|
Primary=ChainGun
|
|
Secondary=ChainGun
|
|
Strength=60
|
|
Armor=light
|
|
TechLevel=5
|
|
Sight=0
|
|
Speed=16
|
|
Owner=soviet
|
|
Cost=800
|
|
Points=25
|
|
ROT=5
|
|
Ammo=15
|
|
Crewed=yes
|
|
GuardRange=30
|
|
|
|
; transport helicopter
|
|
[TRAN]
|
|
Prerequisite=hpad
|
|
Strength=90
|
|
Armor=light
|
|
TechLevel=11
|
|
Sight=0
|
|
Speed=12
|
|
Owner=allies
|
|
Cost=1200
|
|
Points=35
|
|
ROT=5
|
|
Passengers=5
|
|
|
|
; Longbow attack helicopter
|
|
[HELI]
|
|
Prerequisite=hpad
|
|
Primary=Hellfire
|
|
Secondary=Hellfire
|
|
Strength=225
|
|
Armor=heavy
|
|
TechLevel=9
|
|
Sight=0
|
|
Speed=16
|
|
Owner=allies
|
|
Cost=1200
|
|
Points=50
|
|
ROT=4
|
|
Ammo=6
|
|
Crewed=yes
|
|
GuardRange=30
|
|
|
|
; Hind attack helicopter
|
|
[HIND]
|
|
Prerequisite=hpad
|
|
Primary=ChainGun
|
|
Strength=225
|
|
Armor=heavy
|
|
TechLevel=9
|
|
Sight=0
|
|
Speed=12
|
|
Owner=allies
|
|
Cost=1200
|
|
Points=40
|
|
ROT=4
|
|
Ammo=12
|
|
Crewed=yes
|
|
GuardRange=30
|
|
|
|
; ******* building types *******
|
|
; Iron Curtain
|
|
[IRON]
|
|
Prerequisite=stek
|
|
Strength=400
|
|
Armor=wood
|
|
TechLevel=12
|
|
Sight=10
|
|
Owner=soviet
|
|
Cost=2800
|
|
Points=100
|
|
Power=-200
|
|
Powered=true
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; forward command center
|
|
[FCOM]
|
|
Strength=400
|
|
Armor=wood
|
|
TechLevel=-1
|
|
Sight=10
|
|
Owner=soviet
|
|
Cost=0
|
|
Points=40
|
|
Power=-200
|
|
Bib=yes
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; advanced tech center
|
|
[ATEK]
|
|
Prerequisite=weap,dome
|
|
Strength=400
|
|
Armor=wood
|
|
TechLevel=10
|
|
Sight=10
|
|
Owner=allies
|
|
Cost=1500
|
|
Points=85
|
|
Power=-200
|
|
Bib=yes
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; paradox device
|
|
[PDOX]
|
|
Prerequisite=atek
|
|
Strength=400
|
|
Armor=wood
|
|
TechLevel=12
|
|
Sight=10
|
|
Owner=allies
|
|
Cost=2800
|
|
Points=100
|
|
Power=-200
|
|
Powered=true
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; weapons factory
|
|
[WEAP]
|
|
Prerequisite=proc
|
|
Strength=1000
|
|
Armor=light
|
|
TechLevel=3
|
|
Sight=4
|
|
Owner=soviet,allies
|
|
Cost=2000
|
|
Points=80
|
|
Power=-30
|
|
Bib=yes
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; ship yard
|
|
[SYRD]
|
|
Prerequisite=powr
|
|
Strength=1000
|
|
Armor=light
|
|
TechLevel=3
|
|
Sight=4
|
|
Owner=allies
|
|
Cost=650
|
|
Points=80
|
|
Power=-30
|
|
Adjacent=8
|
|
WaterBound=yes
|
|
Capturable=true
|
|
BaseNormal=no
|
|
|
|
; sub pen
|
|
[SPEN]
|
|
Prerequisite=powr
|
|
Strength=1000
|
|
Armor=light
|
|
TechLevel=3
|
|
Sight=4
|
|
Owner=soviet
|
|
Cost=650
|
|
Points=80
|
|
Power=-30
|
|
Adjacent=8
|
|
WaterBound=yes
|
|
Capturable=true
|
|
BaseNormal=no
|
|
|
|
; pill box
|
|
[PBOX]
|
|
Prerequisite=tent
|
|
Primary=Vulcan
|
|
Strength=400
|
|
Armor=wood
|
|
TechLevel=2
|
|
Sight=5
|
|
Owner=allies
|
|
Cost=400
|
|
Points=50
|
|
Power=-15
|
|
Sensors=yes
|
|
Crewed=yes
|
|
|
|
; camouflaged pill box
|
|
[HBOX]
|
|
Prerequisite=tent
|
|
Primary=Vulcan
|
|
Strength=600
|
|
Armor=wood
|
|
TechLevel=3
|
|
Sight=5
|
|
Owner=allies
|
|
Cost=600
|
|
Points=60
|
|
Power=-15
|
|
Sensors=yes
|
|
Crewed=yes
|
|
|
|
; Tesla coil
|
|
[TSLA]
|
|
Prerequisite=weap
|
|
Primary=TeslaZap
|
|
Strength=400
|
|
Armor=heavy
|
|
TechLevel=7
|
|
Sight=8
|
|
Owner=soviet
|
|
Cost=1500
|
|
Points=80
|
|
Power=-150
|
|
Ammo=3
|
|
Powered=true
|
|
Sensors=yes
|
|
Crewed=yes
|
|
|
|
; gun turret
|
|
[GUN]
|
|
Prerequisite=tent
|
|
Primary=TurretGun
|
|
Strength=400
|
|
Armor=heavy
|
|
TechLevel=4
|
|
Sight=6
|
|
Owner=allies
|
|
Cost=600
|
|
Points=50
|
|
Power=-40
|
|
Sensors=yes
|
|
Crewed=yes
|
|
ROT=12
|
|
|
|
; anti-aircraft artillery
|
|
[AGUN]
|
|
Prerequisite=dome
|
|
Primary=ZSU-23
|
|
Secondary=ZSU-23
|
|
Strength=400
|
|
Armor=heavy
|
|
TechLevel=5
|
|
Sight=6
|
|
Owner=allies
|
|
Cost=600
|
|
Points=50
|
|
Power=-50
|
|
Crewed=yes
|
|
ROT=15
|
|
Powered=true
|
|
|
|
; flame turret
|
|
[FTUR]
|
|
Prerequisite=barr
|
|
Primary=FireballLauncher
|
|
Strength=400
|
|
Armor=heavy
|
|
TechLevel=2
|
|
Sight=6
|
|
Owner=soviet
|
|
Cost=600
|
|
Points=65
|
|
Power=-20
|
|
Sensors=yes
|
|
Explodes=no
|
|
Crewed=yes
|
|
|
|
; construction yard
|
|
[FACT]
|
|
Strength=1000
|
|
Armor=heavy
|
|
TechLevel=-1
|
|
Sight=5
|
|
Owner=allies,soviet
|
|
Cost=2500
|
|
Points=80
|
|
Power=0
|
|
Bib=yes
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; refinery
|
|
[PROC]
|
|
Prerequisite=powr
|
|
Strength=900
|
|
Armor=wood
|
|
TechLevel=1
|
|
Sight=6
|
|
Owner=allies,soviet
|
|
Cost=2000
|
|
Points=80
|
|
Power=-30
|
|
Storage=2000
|
|
Bib=yes
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; storage silo
|
|
[SILO]
|
|
Prerequisite=proc
|
|
Strength=300
|
|
Armor=wood
|
|
TechLevel=1
|
|
Sight=4
|
|
Owner=allies,soviet
|
|
Cost=150
|
|
Points=25
|
|
Power=-10
|
|
Storage=1500
|
|
Capturable=true
|
|
|
|
; helipad
|
|
[HPAD]
|
|
Prerequisite=dome
|
|
Strength=800
|
|
Armor=wood
|
|
TechLevel=9
|
|
Sight=5
|
|
Owner=allies
|
|
Cost=1500
|
|
Points=70
|
|
Power=-10
|
|
Bib=yes
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; radar building
|
|
[DOME]
|
|
Prerequisite=proc
|
|
Strength=1000
|
|
Armor=wood
|
|
TechLevel=3
|
|
Sight=10
|
|
Owner=allies,soviet
|
|
Cost=1000
|
|
Points=60
|
|
Power=-40
|
|
Bib=yes
|
|
Powered=true
|
|
Capturable=true
|
|
Sensors=yes
|
|
Crewed=yes
|
|
|
|
; gap generator
|
|
[GAP]
|
|
Prerequisite=atek
|
|
Strength=1000
|
|
Armor=wood
|
|
TechLevel=10
|
|
Sight=10
|
|
Owner=allies
|
|
Cost=500
|
|
Points=35
|
|
Power=-60
|
|
Powered=true
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; Surface to Air Missile launcher
|
|
[SAM]
|
|
Prerequisite=dome
|
|
Primary=Nike
|
|
Strength=400
|
|
Armor=heavy
|
|
TechLevel=9
|
|
Sight=5
|
|
Owner=soviet
|
|
Cost=750
|
|
Points=50
|
|
Power=-20
|
|
Crewed=yes
|
|
ROT=30
|
|
|
|
; big missile silo
|
|
[MSLO]
|
|
Prerequisite=stek
|
|
Primary=none
|
|
Strength=400
|
|
Armor=heavy
|
|
TechLevel=13
|
|
Sight=5
|
|
Owner=soviet,allies
|
|
Cost=2500
|
|
Points=90
|
|
Power=-100
|
|
Crewed=yes
|
|
|
|
; airstrip
|
|
[AFLD]
|
|
Prerequisite=dome
|
|
Strength=1000
|
|
Armor=heavy
|
|
TechLevel=5
|
|
Sight=7
|
|
Owner=soviet
|
|
Cost=600
|
|
Points=70
|
|
Power=-30
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; normal power plant
|
|
[POWR]
|
|
Prerequisite=fact
|
|
Strength=400
|
|
Armor=wood
|
|
TechLevel=1
|
|
Sight=4
|
|
Owner=allies,soviet
|
|
Cost=300
|
|
Points=40
|
|
Power=100
|
|
Bib=yes
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; advanced power plant
|
|
[APWR]
|
|
Prerequisite=powr
|
|
Strength=700
|
|
Armor=wood
|
|
TechLevel=8
|
|
Sight=4
|
|
Owner=allies,soviet
|
|
Cost=500
|
|
Points=50
|
|
Power=200
|
|
Bib=yes
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; Soviet tech center
|
|
[STEK]
|
|
Prerequisite=weap,dome
|
|
Strength=600
|
|
Armor=wood
|
|
TechLevel=6
|
|
Sight=4
|
|
Owner=soviet
|
|
Cost=1500
|
|
Points=85
|
|
Power=-100
|
|
Bib=yes
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; hospital (obsolete?)
|
|
[HOSP]
|
|
Strength=400
|
|
Armor=wood
|
|
TechLevel=-1
|
|
Sight=4
|
|
Owner=
|
|
Cost=
|
|
Points=20
|
|
Power=-20
|
|
Bib=yes
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; bio-research laboratory (obsolete?)
|
|
[BIO]
|
|
Strength=600
|
|
Armor=wood
|
|
TechLevel=-1
|
|
Sight=4
|
|
Owner=
|
|
Cost=
|
|
Points=30
|
|
Power=-40
|
|
Bib=yes
|
|
Crewed=yes
|
|
|
|
; Soviet barracks
|
|
[BARR]
|
|
Prerequisite=powr
|
|
Strength=800
|
|
Armor=wood
|
|
TechLevel=1
|
|
Sight=5
|
|
Owner=soviet
|
|
Cost=300
|
|
Points=30
|
|
Power=-20
|
|
Bib=yes
|
|
Crewed=yes
|
|
Capturable=true
|
|
|
|
; Allied training tent
|
|
[TENT]
|
|
Prerequisite=powr
|
|
Strength=800
|
|
Armor=wood
|
|
TechLevel=1
|
|
Sight=5
|
|
Owner=allies
|
|
Cost=300
|
|
Points=30
|
|
Power=-20
|
|
Bib=yes
|
|
Crewed=yes
|
|
Capturable=true
|
|
|
|
; attack dog training facility
|
|
[KENN]
|
|
Prerequisite=barr
|
|
Strength=400
|
|
Armor=wood
|
|
TechLevel=3
|
|
Sight=4
|
|
Owner=soviet
|
|
Cost=200
|
|
Points=25
|
|
Power=-10
|
|
|
|
; service depot
|
|
[FIX]
|
|
Prerequisite=weap
|
|
Strength=800
|
|
Armor=wood
|
|
TechLevel=3
|
|
Sight=5
|
|
Owner=allies,soviet
|
|
Cost=1200
|
|
Points=80
|
|
Power=-30
|
|
Capturable=true
|
|
Crewed=yes
|
|
|
|
; sandbag wall
|
|
[SBAG]
|
|
Prerequisite=fact
|
|
Strength=1
|
|
Armor=none
|
|
TechLevel=2
|
|
Sight=0
|
|
Owner=allies
|
|
Cost=25
|
|
Points=1
|
|
Repairable=false
|
|
Adjacent=1
|
|
|
|
; concrete wall
|
|
[BRIK]
|
|
Prerequisite=fact
|
|
Strength=1
|
|
Armor=none
|
|
TechLevel=8
|
|
Sight=0
|
|
Owner=allies,soviet
|
|
Cost=100
|
|
Points=5
|
|
Repairable=false
|
|
Adjacent=1
|
|
|
|
; wire fence
|
|
[FENC]
|
|
Prerequisite=fact
|
|
Strength=1
|
|
Armor=none
|
|
TechLevel=2
|
|
Sight=0
|
|
Owner=soviet
|
|
Cost=25
|
|
Points=1
|
|
Repairable=false
|
|
Adjacent=1
|
|
|
|
; auxiliary decorative building
|
|
[MISS]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Bib=yes
|
|
Capturable=true
|
|
|
|
; chain link fence
|
|
[CYCL]
|
|
Strength=1
|
|
Points=1
|
|
Armor=none
|
|
Cost=75
|
|
Repairable=false
|
|
Adjacent=1
|
|
Sight=0
|
|
|
|
; barb wire fence
|
|
[BARB]
|
|
Strength=1
|
|
Points=1
|
|
Armor=wood
|
|
Cost=25
|
|
Repairable=false
|
|
Adjacent=1
|
|
Sight=0
|
|
|
|
; wood fence
|
|
[WOOD]
|
|
Strength=1
|
|
Points=1
|
|
Repairable=false
|
|
Adjacent=1
|
|
Sight=0
|
|
|
|
; barrels
|
|
[BARL]
|
|
Strength=10
|
|
Repairable=false
|
|
Adjacent=0
|
|
BaseNormal=no
|
|
|
|
[BRL3]
|
|
Strength=10
|
|
Repairable=false
|
|
Adjacent=0
|
|
BaseNormal=no
|
|
|
|
; anti-vehicle mine
|
|
[MINV]
|
|
Strength=1
|
|
Repairable=false
|
|
Adjacent=0
|
|
Invisible=yes
|
|
Unsellable=yes
|
|
BaseNormal=no
|
|
|
|
; anti-personnel mine
|
|
[MINP]
|
|
Strength=1
|
|
Repairable=false
|
|
Adjacent=0
|
|
Invisible=yes
|
|
Unsellable=yes
|
|
BaseNormal=no
|
|
|
|
; fakes
|
|
[FACF]
|
|
Image=FACT
|
|
Owner=allies
|
|
TechLevel=1
|
|
Strength=30
|
|
Cost=50
|
|
Sight=4
|
|
Power=-2
|
|
Points=15
|
|
Bib=yes
|
|
Capturable=true
|
|
BaseNormal=no
|
|
|
|
[WEAF]
|
|
Prerequisite=proc
|
|
Image=WEAP
|
|
Owner=allies
|
|
TechLevel=3
|
|
Cost=50
|
|
Strength=30
|
|
Sight=4
|
|
Points=15
|
|
Power=-2
|
|
Bib=yes
|
|
Capturable=true
|
|
BaseNormal=no
|
|
|
|
[SYRF]
|
|
Prerequisite=powr
|
|
Image=SYRD
|
|
Strength=30
|
|
TechLevel=3
|
|
Sight=4
|
|
Cost=50
|
|
Owner=allies
|
|
Power=-2
|
|
Points=15
|
|
WaterBound=yes
|
|
Capturable=true
|
|
BaseNormal=no
|
|
Adjacent=8
|
|
|
|
[SPEF]
|
|
Image=SPEN
|
|
Strength=30
|
|
TechLevel=-1
|
|
Sight=4
|
|
Cost=50
|
|
Owner=soviet
|
|
Power=-2
|
|
Points=15
|
|
WaterBound=yes
|
|
Capturable=true
|
|
BaseNormal=no
|
|
Adjacent=8
|
|
|
|
[DOMF]
|
|
Prerequisite=proc
|
|
Image=DOME
|
|
Strength=30
|
|
Sight=4
|
|
TechLevel=3
|
|
Cost=50
|
|
Owner=allies
|
|
Power=-2
|
|
Points=15
|
|
Bib=yes
|
|
Capturable=true
|
|
BaseNormal=no
|
|
|
|
; civilian structures
|
|
[V01]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
Capturable=true
|
|
|
|
[V02]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V03]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V04]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V05]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V06]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V07]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V08]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V09]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V10]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V11]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V12]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V13]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V14]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V15]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V16]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V17]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V18]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V19]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V20]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V21]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V22]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V23]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V24]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V25]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V26]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V27]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V28]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V29]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V30]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V31]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V32]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V33]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V34]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V35]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V36]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
[V37]
|
|
Strength=400
|
|
Points=5
|
|
Armor=wood
|
|
Repairable=false
|
|
|
|
|
|
; ******* Weapon Statistics *******
|
|
; The weapons specified here are attached to the various combat
|
|
; units and buildings.
|
|
|
|
; Anim = animation to display as a firing effect
|
|
; Burst = number of rapid succession shots from this weapon (def=1)
|
|
; Camera = Reveals area around firer (def=no)?
|
|
; Charges = Does it have charge-up-before-firing logic (def=no)?
|
|
; Damage = the amount of damage (unattenuated) dealt with every bullet
|
|
; Projectile = projectile characteristic to use
|
|
; ROF = delay between shots [15 = 1 second at middle speed setting]
|
|
; Range = maximum cell range
|
|
; Report = sound to play when firing
|
|
; Speed = speed of projectile to target (100 is maximum)
|
|
; Warhead = warhead to attach to projectile
|
|
; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
|
|
; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
|
|
|
|
; Tanya pistol
|
|
[Colt45]
|
|
Damage=50
|
|
ROF=5
|
|
Range=5.75
|
|
Projectile=Invisible
|
|
Speed=100
|
|
Warhead=HollowPoint
|
|
Report=GUN5
|
|
|
|
; anti-aircraft multiple cannon
|
|
[ZSU-23]
|
|
Damage=25
|
|
ROF=10
|
|
Range=6
|
|
Projectile=Ack
|
|
Speed=100
|
|
Warhead=AP
|
|
Anim=GUNFIRE
|
|
Report=AACANON3
|
|
|
|
; rapid fire machine gun
|
|
[Vulcan]
|
|
Damage=40
|
|
ROF=40
|
|
Range=5
|
|
Projectile=Invisible
|
|
Speed=100
|
|
Warhead=SA
|
|
Report=GUN13
|
|
Anim=MINIGUN
|
|
|
|
; air-to-surface homing missile (launched from jet)
|
|
[Maverick]
|
|
Damage=50
|
|
ROF=3
|
|
Range=6
|
|
Projectile=HeatSeeker
|
|
Speed=30
|
|
Warhead=AP
|
|
Report=MISSILE7
|
|
|
|
; camera
|
|
[Camera]
|
|
Damage=0
|
|
ROF=10
|
|
Range=2.75
|
|
Projectile=Inivisble
|
|
Speed=100
|
|
Warhead=Super
|
|
Camera=yes
|
|
|
|
; fireball from flame turret
|
|
[FireballLauncher]
|
|
Damage=125
|
|
ROF=50
|
|
Range=4
|
|
Projectile=Fireball
|
|
Speed=12
|
|
Warhead=Fire
|
|
|
|
; hand-held flame thrower type
|
|
[Flamer]
|
|
Damage=70
|
|
ROF=50
|
|
Range=3.5
|
|
Projectile=Fireball
|
|
Speed=12
|
|
Warhead=Fire
|
|
|
|
; sniper rifle
|
|
[Sniper]
|
|
Damage=100
|
|
ROF=5
|
|
Range=3.75
|
|
Projectile=Invisible
|
|
Speed=100
|
|
Warhead=HollowPoint
|
|
Report=SILENCER
|
|
|
|
; rapid fire aircraft gun
|
|
[ChainGun]
|
|
Damage=40
|
|
ROF=3
|
|
Range=5
|
|
Projectile=Invisible
|
|
Speed=100
|
|
Warhead=SA
|
|
Report=GUN13
|
|
Anim=MINIGUN
|
|
|
|
; civilian pistol
|
|
[Pistol]
|
|
Damage=1
|
|
ROF=7
|
|
Range=1.75
|
|
Projectile=Invisible
|
|
Speed=100
|
|
Warhead=SA
|
|
Report=GUN27
|
|
|
|
; rifle soldier weapons (multiple shots)
|
|
[M1Carbine]
|
|
Damage=15
|
|
ROF=20
|
|
Range=3
|
|
Projectile=Invisible
|
|
Speed=100
|
|
Warhead=SA
|
|
Report=GUN11
|
|
|
|
; man-packed anti-tank missile (bazooka type)
|
|
[Dragon]
|
|
Damage=35
|
|
ROF=50
|
|
Range=5
|
|
Projectile=HeatSeeker
|
|
Speed=25
|
|
Warhead=AP
|
|
Report=MISSILE6
|
|
|
|
; air-to-surface homing missile (launched from helicopter)
|
|
[Hellfire]
|
|
Damage=40
|
|
ROF=60
|
|
Range=4
|
|
Projectile=HeatSeeker
|
|
Speed=30
|
|
Warhead=AP
|
|
Report=MISSILE6
|
|
|
|
; hand grenade
|
|
[Grenade]
|
|
Damage=50
|
|
ROF=60
|
|
Range=4
|
|
Projectile=Lobbed
|
|
Speed=5
|
|
Warhead=HE
|
|
|
|
; small anti-armor cannon
|
|
[75mm]
|
|
Damage=25
|
|
ROF=40
|
|
Range=4
|
|
Projectile=Cannon
|
|
Speed=40
|
|
Warhead=AP
|
|
Report=CANNON2
|
|
Anim=GUNFIRE
|
|
|
|
; light anti-armor cannon
|
|
[90mm]
|
|
Damage=30
|
|
ROF=50
|
|
Range=4.75
|
|
Projectile=Cannon
|
|
Speed=40
|
|
Warhead=AP
|
|
Report=CANNON1
|
|
Anim=GUNFIRE
|
|
|
|
; medium anti-armor cannon
|
|
[105mm]
|
|
Damage=30
|
|
ROF=70
|
|
Range=4.75
|
|
Projectile=Cannon
|
|
Speed=40
|
|
Warhead=AP
|
|
Report=CANNON1
|
|
Anim=GUNFIRE
|
|
|
|
; large anti-armor cannon
|
|
[120mm]
|
|
Damage=40
|
|
ROF=80
|
|
Range=4.75
|
|
Projectile=Cannon
|
|
Speed=40
|
|
Warhead=AP
|
|
Report=CANNON1
|
|
Anim=GUNFIRE
|
|
Burst=2
|
|
|
|
; turret cannon
|
|
[TurretGun]
|
|
Damage=40
|
|
ROF=50
|
|
Range=6
|
|
Projectile=Cannon
|
|
Speed=40
|
|
Warhead=AP
|
|
Report=TURRET1
|
|
Anim=GUNFIRE
|
|
|
|
; Vehicle carried anti-tank missile
|
|
[MammothTusk]
|
|
Damage=75
|
|
ROF=80
|
|
Range=5
|
|
Projectile=HeatSeeker
|
|
Speed=30
|
|
Warhead=HE
|
|
Report=MISSILE6
|
|
Burst=2
|
|
|
|
; artillery cannon
|
|
[155mm]
|
|
Damage=150
|
|
ROF=65
|
|
Range=6
|
|
Projectile=Ballistic
|
|
Speed=12
|
|
Warhead=HE
|
|
Report=TANK5
|
|
Anim=GUNFIRE
|
|
|
|
; vehicle mounted machine gun
|
|
[M60mg]
|
|
Damage=15
|
|
ROF=20
|
|
Range=4
|
|
Projectile=Invisible
|
|
Speed=100
|
|
Warhead=SA
|
|
Report=PILLBOX1
|
|
Anim=MINIGUN
|
|
|
|
; napalm bomblets (dropped from plane)
|
|
[Napalm]
|
|
Damage=100
|
|
ROF=20
|
|
Range=4.5
|
|
Projectile=Bomblet
|
|
Speed=5
|
|
Warhead=Fire
|
|
|
|
; Tesla coil zap
|
|
[TeslaZap]
|
|
Damage=100
|
|
ROF=120
|
|
Range=8.5
|
|
Projectile=Invisible
|
|
Speed=100
|
|
Warhead=Super
|
|
Report=TESLA1
|
|
Charges=yes
|
|
|
|
; anti-aircraft missile (fired from SAM site)
|
|
[Nike]
|
|
Damage=50
|
|
ROF=20
|
|
Range=7.5
|
|
Projectile=AAMissile
|
|
Speed=50
|
|
Warhead=AP
|
|
Report=MISSILE1
|
|
Anim=SAMFIRE
|
|
|
|
; man-packed surface to air missile
|
|
[RedEye]
|
|
Damage=50
|
|
ROF=50
|
|
Range=7.5
|
|
Projectile=AAMissile
|
|
Speed=50
|
|
Warhead=AP
|
|
Report=MISSILE1
|
|
Anim=SAMFIRE
|
|
|
|
; 8 inch cruiser cannon
|
|
[8Inch]
|
|
Damage=500
|
|
ROF=160
|
|
Range=22
|
|
Projectile=Ballistic
|
|
Speed=6
|
|
Warhead=HE
|
|
Report=TURRET1
|
|
Anim=GUNFIRE
|
|
Supress=yes
|
|
|
|
; gunboat mounted anti-aircraft rocket
|
|
[Stinger]
|
|
Damage=30
|
|
ROF=60
|
|
Range=9
|
|
Projectile=LaserGuided
|
|
Speed=20
|
|
Warhead=AP
|
|
Report=MISSILE6
|
|
Burst=2
|
|
TurboBoost=yes
|
|
|
|
; torpedo tube
|
|
[TorpTube]
|
|
Damage=90
|
|
ROF=60
|
|
Range=9
|
|
Projectile=Torpedo
|
|
Speed=15
|
|
Warhead=AP
|
|
Report=TORPEDO1
|
|
|
|
; destroyer mounted 2 inch cannon
|
|
[2Inch]
|
|
Damage=25
|
|
ROF=60
|
|
Range=5.5
|
|
Projectile=Cannon
|
|
Speed=25
|
|
Warhead=AP
|
|
Report=CANNON2
|
|
Anim=GUNFIRE
|
|
|
|
; anti-submarine weapon
|
|
[DepthCharge]
|
|
Damage=80
|
|
ROF=60
|
|
Range=5
|
|
Projectile=Catapult
|
|
Speed=5
|
|
Warhead=AP
|
|
|
|
; parachute bomb
|
|
[ParaBomb]
|
|
Damage=300
|
|
ROF=4
|
|
Range=4.5
|
|
Projectile=Parachute
|
|
Speed=5
|
|
Warhead=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=1.83
|
|
Projectile=Invisible
|
|
Speed=100
|
|
Warhead=Organic
|
|
Report=HEAL2
|
|
|
|
; SCUD launcher
|
|
[SCUD]
|
|
Damage=600
|
|
ROF=400
|
|
Range=10
|
|
Projectile=FROG
|
|
Speed=25
|
|
Warhead=HE
|
|
Report=MISSILE1
|
|
|
|
|
|
; ******* Projectile Statistics *******
|
|
; Projectiles describe how and what image to use as the weapon flies
|
|
; to its target. Think of the projectile as the "delivery method" used
|
|
; to get the warhead to the desired target.
|
|
|
|
; AA = Can this weapon fire upon flying aircraft (def=no)?
|
|
; AG = Can this weapon fire upon ground objects (def=yes)?
|
|
; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
|
|
; Animates = Does it animate [this means smoke puffs] (def=no)?
|
|
; Arcing = Does it have a ballistic trajectory (def=no)?
|
|
; Arm = arming delay (def=0)
|
|
; Degenerates = Does the bullet strength weaken as it travels (def=no)?
|
|
; Dropping = Does it fall from a starting height (def=no)?
|
|
; Frames = number of image frames for animation purposes (def=1)
|
|
; Gigundo = Is the projectile larger than normal (def=no)?
|
|
; High = Can it fly over walls (def=no)?
|
|
; Image = image to use during flight
|
|
; Inaccurate = Is it inherently inaccurate (def=no)?
|
|
; Inviso = Is the projectile invisible as it travels (def=no)?
|
|
; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
|
|
; Proximity = Does it blow up when near its target (def=no)?
|
|
; ROT = Rate Of Turn [non zero implies homing] (def=0)
|
|
; Ranged = Can it run out of fuel (def=no)?
|
|
; Rotates = Does the projectile have rotation specific imagery (def=no)?
|
|
; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
|
|
; Translucent = Are translucent colors used in artwork (def=no)?
|
|
; UnderWater = Does the projectile travel under water?
|
|
|
|
; invisible flight to target
|
|
[Invisible]
|
|
Inviso=yes
|
|
Image=none
|
|
|
|
; special case for dog
|
|
[LeapDog]
|
|
Image=DOGBULLT
|
|
Translucent=yes
|
|
Rotates=yes
|
|
Proximity=yes
|
|
ROT=20
|
|
|
|
; straight high-speed ballistic shot
|
|
[Cannon]
|
|
Image=120MM
|
|
|
|
; anti aircraft artillery projectile
|
|
[Ack]
|
|
Image=none
|
|
Inviso=yes
|
|
AA=true
|
|
AG=false
|
|
|
|
; Sub-surface projectile.
|
|
[Torpedo]
|
|
UnderWater=yes
|
|
Image=MISSILE
|
|
Rotates=yes
|
|
ASW=yes
|
|
|
|
; Free Rocket Over Ground
|
|
[FROG]
|
|
Arm=10
|
|
High=yes
|
|
Shadow=no
|
|
Proximity=yes
|
|
Animates=yes
|
|
Ranged=yes
|
|
Inaccurate=yes
|
|
Image=V2
|
|
Rotates=yes
|
|
|
|
; small homing missile (targets vehicles best)
|
|
[HeatSeeker]
|
|
Arm=2
|
|
High=yes
|
|
Shadow=no
|
|
Proximity=yes
|
|
Animates=yes
|
|
Ranged=yes
|
|
Inaccurate=yes
|
|
AA=yes
|
|
Image=DRAGON
|
|
ROT=5
|
|
Rotates=yes
|
|
Translucent=yes
|
|
|
|
; small missile with deadly accuracy
|
|
[LaserGuided]
|
|
Arm=3
|
|
High=yes
|
|
Shadow=no
|
|
Proximity=yes
|
|
Animates=yes
|
|
Ranged=yes
|
|
AA=yes
|
|
Image=DRAGON
|
|
ROT=20
|
|
Rotates=yes
|
|
Translucent=yes
|
|
|
|
; anti aircraft missile
|
|
[AAMissile]
|
|
Arm=3
|
|
High=yes
|
|
Shadow=no
|
|
Proximity=yes
|
|
Animates=yes
|
|
Ranged=yes
|
|
AA=yes
|
|
AG=no
|
|
Image=MISSILE
|
|
ROT=20
|
|
Rotates=yes
|
|
Translucent=yes
|
|
|
|
; lobbed tumbling grenade
|
|
[Lobbed]
|
|
High=yes
|
|
Arcing=yes
|
|
Inaccurate=yes
|
|
Image=BOMB
|
|
Frames=8
|
|
Translucent=yes
|
|
|
|
; Depth charge catapult
|
|
[Catapult]
|
|
High=yes
|
|
Arcing=yes
|
|
Inaccurate=yes
|
|
Image=BOMB
|
|
Frames=8
|
|
ASW=yes
|
|
AG=no
|
|
Translucent=yes
|
|
|
|
; dropped from plane tumbling object
|
|
[Bomblet]
|
|
Arm=24
|
|
RangeLimit=24
|
|
High=yes
|
|
Dropping=yes
|
|
Image=BOMBLET
|
|
Frames=6
|
|
Translucent=yes
|
|
|
|
; arcing ballistic projectile
|
|
[Ballistic]
|
|
High=yes
|
|
Arcing=yes
|
|
Inaccurate=yes
|
|
Image=120MM
|
|
|
|
; parachute bomb
|
|
[Parachute]
|
|
Arm=24
|
|
RangeLimit=24
|
|
High=yes
|
|
Dropping=yes
|
|
Parachuted=yes
|
|
;Image=PARABOMB
|
|
|
|
; Allied free radar (GPS satellite)
|
|
[GPSSatellite]
|
|
Gigundo=yes
|
|
High=yes
|
|
Image=SPUTNIK
|
|
Frames=4
|
|
|
|
; Nuclear missile, flying up
|
|
[NukeUp]
|
|
Gigundo=yes
|
|
High=yes
|
|
Image=ATOMICUP
|
|
Frames=4
|
|
|
|
; Nuclear missile, flying down
|
|
[NukeDown]
|
|
Gigundo=yes
|
|
High=yes
|
|
Image=ATOMICDN
|
|
Frames=4
|
|
|
|
; wizard's fireball
|
|
[Fireball]
|
|
Animates=yes
|
|
Image=FB1
|
|
Frames=8
|
|
|
|
|
|
; ******* Warhead Characteristics *******
|
|
; This is what gives the "rock, paper, scissors" character to the game.
|
|
; It describes how the damage is to be applied to the target. The
|
|
; values should take into consideration the 'area of effect'.
|
|
; example: Although an armor piercing tank round would instantly
|
|
; kill a soldier IF it hit, the anti-infantry rating is still
|
|
; very low because the tank round has such a limited area of
|
|
; effect, lacks pinpoint accuracy, and acknowledges the fact that
|
|
; tanks pose little threat to infantry that take cover.
|
|
|
|
; Spread = damage spread factor [larger means greater spread] (def=1)
|
|
; [A value of 1 means the damage is halved every pixel distant from center point.
|
|
; a value of 2 means damage is halved every 2 pixels, etc.]
|
|
; Wall = Does this warhead damage concrete walls (def=no)?
|
|
; Wood = Does this warhead damage wood walls (def=no)?
|
|
; Ore = Does this warhead destroy ore (def=no)?
|
|
; Verses = damage value verses various armor types (as percentage of full damage)...
|
|
; -vs- none, wood (buildings), light armor, heavy armor, concrete
|
|
; Explosion = which explosion set to use when warhead of this type impacts (def=0)
|
|
; 0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke
|
|
; InfDeath = which infantry death animation to use (def=0)
|
|
; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
|
|
|
|
; general multiple small arms fire
|
|
[SA]
|
|
Spread=3
|
|
Verses=100%,50%,60%,25%,25%
|
|
Explosion=2
|
|
InfDeath=1
|
|
|
|
; high explosive (shrapnel)
|
|
[HE]
|
|
Spread=6
|
|
Wall=yes
|
|
Wood=yes
|
|
Verses=90%,75%,60%,25%,100%
|
|
Explosion=5
|
|
InfDeath=2
|
|
|
|
; armor piercing (discarding sabot, narrow effect)
|
|
[AP]
|
|
Spread=3
|
|
Wall=yes
|
|
Wood=yes
|
|
Verses=30%,75%,75%,100%,50%
|
|
Explosion=4
|
|
InfDeath=3
|
|
|
|
; napalm and fire in general
|
|
[Fire]
|
|
Spread=8
|
|
Wood=yes
|
|
Verses=90%,100%,60%,25%,50%
|
|
Explosion=3
|
|
InfDeath=4
|
|
|
|
; anti-infantry rifle bullet (single shot -- very effective verses infantry)
|
|
[HollowPoint]
|
|
Spread=1
|
|
Verses=100%,5%,5%,5%,5%
|
|
Explosion=1
|
|
InfDeath=1
|
|
|
|
; special case damage effect (do not use for regular weapons)
|
|
[Super]
|
|
Spread=1
|
|
Verses=100%,100%,100%,100%,100%
|
|
InfDeath=5
|
|
|
|
; special case to only affect infantry (do not use for regular weapons)
|
|
[Organic]
|
|
Spread=0
|
|
Verses=100%,0%,0%,0%,0%
|
|
InfDeath=0
|
|
|
|
; Nuclear warhead (same as fire)
|
|
[Nuke]
|
|
Spread=6
|
|
Wall=yes
|
|
Wood=yes
|
|
Ore=yes
|
|
Verses=90%,100%,60%,25%,50%
|
|
Explosion=6
|
|
InfDeath=4
|
|
|
|
|
|
; ******* Land Characteristics *******
|
|
; This section specifies the characteristics of the various
|
|
; terrain types. The primary purpose is to differentiate the
|
|
; movement capabilities.
|
|
|
|
; Float = % of full speed for ships [0 means impassable] (def=100)
|
|
; Foot = % of full speed for foot soldiers [0 means impassable] (def=100)
|
|
; Track = % of full speed for tracked vehicles [0 means impassable] (def=100)
|
|
; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100)
|
|
; Buildable = Can buildings be built upon this terrain (def=no)?
|
|
|
|
; clear grassy terrain
|
|
[Clear]
|
|
Foot=90%
|
|
Track=80%
|
|
Wheel=60%
|
|
Float=0%
|
|
Buildable=yes
|
|
|
|
; rocky terrain
|
|
[Rough]
|
|
Foot=80%
|
|
Track=70%
|
|
Wheel=40%
|
|
Float=0%
|
|
Buildable=no
|
|
|
|
; roads
|
|
[Road]
|
|
Foot=100%
|
|
Track=100%
|
|
Wheel=100%
|
|
Float=0%
|
|
Buildable=yes
|
|
|
|
; open water
|
|
[Water]
|
|
Foot=0%
|
|
Track=0%
|
|
Wheel=0%
|
|
Float=100%
|
|
Buildable=no
|
|
|
|
; cliffs
|
|
[Rock]
|
|
Foot=0%
|
|
Track=0%
|
|
Wheel=0%
|
|
Float=0%
|
|
Buildable=no
|
|
|
|
; walls and other man made obstacles
|
|
[Wall]
|
|
Foot=0%
|
|
Track=0%
|
|
Wheel=0%
|
|
Float=0%
|
|
Buildable=no
|
|
|
|
; ore (Tiberium)
|
|
[Ore]
|
|
Foot=90%
|
|
Track=70%
|
|
Wheel=50%
|
|
Float=0%
|
|
Buildable=no
|
|
|
|
; sandy beach
|
|
[Beach]
|
|
Foot=80%
|
|
Track=70%
|
|
Wheel=40%
|
|
Float=0%
|
|
Buildable=no
|
|
|
|
; craggy riverbed
|
|
[River]
|
|
Foot=0%
|
|
Track=0%
|
|
Wheel=0%
|
|
Float=0%
|
|
Buildable=no
|
|
|
|
|
|
; ******* Random Crate Powerups *******
|
|
; This specifies the chance for the specified crate powerup to appear
|
|
; in a 'random' crate. The chance is expressed in the form of 'shares'
|
|
; out of the total shares specified. The second parameter is the animation
|
|
; to use when this crate is picked up. The third parameter, if present, specifies
|
|
; the data value needed for that crate powerup. They mean different things
|
|
; for the different powerups.
|
|
[Powerups]
|
|
Armor=10,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)
|
|
Cloak=0,STEALTH2 ; enable cloaking on nearby objects
|
|
Darkness=1,EMPULSE ; cloak entire radar map
|
|
Explosion=5,NONE,500 ; high explosive baddie (damage per explosion)
|
|
Firepower=10,FPOWER,2.0 ; firepower of nearby objects increased (firepower multiplier)
|
|
HealBase=1,INVUN ; all buildings to full strength
|
|
ICBM=1,MISSILE2 ; nuke missile one time shot
|
|
Money=50,DOLLAR,2000 ; a chunk o' cash (maximum cash)
|
|
Napalm=5,NONE,600 ; fire explosion baddie (damage)
|
|
ParaBomb=3,PARABOX ; para-bomb raid one time shot
|
|
Reveal=1,EARTH ; reveal entire radar map
|
|
Sonar=3,SONARBOX ; one time sonar pulse
|
|
Speed=10,SPEED,1.7 ; speed of nearby objects increased (speed multiplier)
|
|
Squad=20,NONE ; squad of random infantry
|
|
Unit=20,NONE ; vehicle
|
|
Invulnerability=3,INVULBOX,1.0 ; invulnerability (duration in minutes)
|
|
TimeQuake=3,TQUAKE ; time quake
|
|
|
|
|
|
; ******* Mission Control *******
|
|
; This specifies the various general behavior characteristics of
|
|
; the missions that objects can be assigned. Each of the game objects must
|
|
; be in a mission. The mission behavior is generally hard coded into
|
|
; the program, but there are some behavior characteristics that can
|
|
; be overridden. Don't modify these.
|
|
|
|
; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)?
|
|
; Zombie = Is forced to sit there like a zombie and never recovers (def=no)?
|
|
; Recruitable = Can it be recruited into a team or base defense (def=yes)?
|
|
; Paralyzed = Is the object frozen in place but can still fire and function (def=no)?
|
|
; Retaliate = Is allowed to retaliate while on this mission (def=yes)?
|
|
; Scatter = Is allowed to scatter from threats (def=yes)?
|
|
; Rate = delay between normal processing (larger = faster game, less responsiveness)
|
|
; AARate = anti-aircraft delay rate (if not specifed it uses regular rate).
|
|
|
|
; Unit sits still and plays dead.
|
|
[Sleep]
|
|
Recruitable=no
|
|
Zombie=yes
|
|
Retaliate=no
|
|
Scatter=no
|
|
Rate=1
|
|
|
|
; Unit doesn't fire and is not considered a threat.
|
|
[Harmless]
|
|
Recruitable=no
|
|
NoThreat=yes
|
|
Retaliate=no
|
|
Rate=.5
|
|
|
|
; Just like guard mode, but cannot move.
|
|
[Sticky]
|
|
Recruitable=no
|
|
Paralyzed=yes
|
|
Scatter=no
|
|
Rate=.016
|
|
|
|
; Special attack mission used by team logic.
|
|
[Attack]
|
|
Rate=.016
|
|
AARate=.016
|
|
|
|
; Move to destination.
|
|
[Move]
|
|
Rate=.016
|
|
|
|
; Special move to destination after all other queued moves occur.
|
|
[QMove]
|
|
Rate=.016
|
|
|
|
; Run away (possibly leave the map).
|
|
[Retreat]
|
|
Recruitable=no
|
|
Retaliate=no
|
|
Rate=.1
|
|
|
|
; Sit around and engage any enemy that wanders within weapon range.
|
|
[Guard]
|
|
Rate=.050
|
|
AARate=.016
|
|
|
|
; Enter building or transport for loading purposes.
|
|
[Enter]
|
|
Retaliate=no
|
|
Recruitable=no
|
|
Rate=.016
|
|
|
|
; Engineer entry logic.
|
|
[Capture]
|
|
Retaliate=no
|
|
Recruitable=no
|
|
Scatter=no
|
|
Rate=.016
|
|
|
|
; Handle harvest ore - dump at refinery loop.
|
|
[Harvest]
|
|
Retaliate=no
|
|
Recruitable=no
|
|
Scatter=no
|
|
Rate=.016
|
|
|
|
; Guard the general area where the unit starts at.
|
|
[Area Guard]
|
|
Recruitable=no
|
|
Rate=.080
|
|
AARate=.032
|
|
|
|
; <unused>
|
|
[Return]
|
|
|
|
; Stop moving and firing at the first available opportunity.
|
|
[Stop]
|
|
|
|
; <unused>
|
|
[Ambush]
|
|
|
|
; Scan for and attack any enemies whereever they may be.
|
|
[Hunt]
|
|
Recruitable=no
|
|
Retaliate=no
|
|
Rate=.016
|
|
|
|
; While dropping off cargo (e.g., APC unloading passengers).
|
|
[Unload]
|
|
Recruitable=no
|
|
Retaliate=no
|
|
Scatter=no
|
|
Rate=.016
|
|
|
|
; Tanya running to place bomb in building.
|
|
[Sabotage]
|
|
Recruitable=no
|
|
Rate=.016
|
|
|
|
; Buildings use this when building up after initial placement.
|
|
[Construction]
|
|
Recruitable=no
|
|
Retaliate=no
|
|
Scatter=no
|
|
|
|
; Buildings use this when deconstruction after being sold.
|
|
[Selling]
|
|
Recruitable=no
|
|
NoThreat=yes
|
|
Retaliate=no
|
|
Scatter=no
|
|
|
|
; Service depot uses this mission to repair attached object.
|
|
[Repair]
|
|
Rate=.08
|
|
|
|
; Special team override mission.
|
|
[Rescue]
|
|
Rate=.016
|
|
|
|
; Missile silo special launch missile mission.
|
|
[Missile]
|
|
Rate=.1
|
|
|