[Basic] NewINIFormat=3 Name=S_T Intro= Brief= Win= Lose= Action= ToCarryOver=no ToInherit=no TimerInherit=no EndOfGame=no CivEvac=no Theme=No theme CarryOverMoney=0 CarryOverCap=0 NoSpyPlane=no SkipScore=no OneTimeOnly=no SkipMapSelect=no TruckCrate=no FillSilos=no Percent=0 Player=USSR [General] 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 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 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 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 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. 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=2 ; minutes between ore (Tiberium) growth OreGrows=yes ; Does ore grow denser over time? OreSpreads=no ; 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 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? 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 [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 [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=96 ; 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=4 ; 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=30 ; 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=10 ; maximum number of helipads to build AirstripRatio=.12 ; ratio of base that should be composed of airstrips AirstripLimit=10 ; maximum number of airstrips to build CompEasyBonus=no ; 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 [Difficult] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 BuildTime=1.0 Armor=1.0 ROF=1.0 Cost=1.0 RepairDelay=.02 BuildDelay=.03 BuildSlowdown=no DestroyWalls=yes [4TNK] Prerequisite=weap,stek Primary=120mm Secondary=MammothTusk Strength=1200 Armor=heavy TechLevel=10 Sight=8 Speed=4 Owner=soviet Cost=3000 Points=100 ROT=5 Tracked=yes SelfHealing=yes Crewed=yes [Base] Count=0 Player=USSR [Map] Theater=SNOW X=1 Y=1 Width=126 Height=126 [Waypoints] 4=1419 1=2907 5=7308 2=7389 3=7415 6=12552 7=14752 8=15572 [MapPack] 1=bQEAIIH//m8A/4UlACUAAuhzAIMSABMAAv7IAP8Q/v/6AXIA724C/6IAngKBAAAB5RgEgi 2=YAEAL/+AByA/FsBP+mAJ4C40AF/wABagWDJwAn7m8G/8oAngIQ/v9KAWwH4UYH50IE/mQA 3=/4IqABAC7XAJgQH/ywCfAv8EAWoK62wLgQH/0wCdC+luDIEBIAb/ygCiAv8AAWwNhf//Kw 4=Ar/wEBcQ7pcA8XABAC/sgA/zEA6XIQ/84AoBDvbBD/0ACgEYI1ABACgRwgAoEbIAIwDIEd 5=IAJwEIEcAPyBHgACgTggAv7MAP/ZchOBHyACMBIQ/jEA/44A2gn/cAAyFOlABP6oAP8g1e 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5=Bd4zEMwSEACP+CIQzpgF3W4QgQnMExASAP9rAKIQAftA9nB/76YI+FMRzw8R8KYI1dMR3m 6=sQzQ0SBAXxpgj20xHOkBDzIA/30xLNkBHzpQjJUxPDGwF9yOBvE8mPE/VcD/NWEhHwcfrz 7=nRL70BACAzIFFoD1IQ/50xQQNoIGBhAE+lcP81YU/kcA//lTFf5EAP//igBTFmb3ZwX+tQ 8=P//34Aogj/fgCfCP9/ABwIQHvDngT+cgD//3IA4Rb/XACLBv+1AGwdyJ4E/3AALB7JIR4g 9=h/5vAP//ZADeFoAPAgAggf/YAACBCM0cAP5vAP//hAAcAIEMUHwQCf5wAP//fgCeAP+CAJ 10=sBUIExhf50AP//fgAgAsodA/53AP//fwCiA1CB/mQB/4QGBgYJMAH+dgD/gwYICAADgQgg 11=hv5yAP+BBhB8MAEBCYEG/3AAlwbICgdAhf5tAP+BCUCAggkJ/3YAkQeBCcoeAzCF/mwA/4 12=IJCc2KB/9wAJkIyJEI/3UAFQnNCgkAEf5tAP/QCgn/bQAZB8oJCiGI/28AGAcQgBB4UAT/ 13=bwCbCkKCyJAH/24AmgcThP99AA8MzAYJ/3EAGAfKBgsXBf51AP+DCQYJB4b/cgAXB8oCDf 14=97ABkO/p4B/xmZOqf+cwD/CSPICwf/cQC3EM6KCv9uADoR0YoK/2sAvREgf80LDP9rAJwL 15=0CsS/20AmAmBBc8pE/9tAJcJzKkTyK4SgQX+ZQD/1qkTgwgFBf9kAEMU16kU/2cAQBTQMB 16=T/bQASCGEByrIVQA3+YwD/gQXLKRX/RACPCezFFlCB0LIV9XcV/3kAehP1wBfNrhfzQBbG 17=oQL/RQD2EvJFGPjBFgRxA/NTe+/9GP9CALcTAIKBBUeQ78QU/38AHwPJngL/cwC4EP+DAB 18=4CxiAB/3kAqgFggv5wAP/NNBj+bwD/zjQY/m4A//9+AAsJ0bEY/m0A/8eUCzAFAAf+bAD/ 19=zAwI/3EA+h3/ewCuE9flH4A= [TERRAIN] 798=MINE 1047=MINE 1218=ICE01 1475=ICE04 1569=MINE 2205=MINE 3734=MINE 4506=MINE 5087=MINE 5092=MINE 5097=MINE 5103=MINE 5390=MINE 5529=MINE 7326=MINE 7468=MINE 8612=MINE 8620=MINE 9999=MINE 10377=MINE 10396=MINE 11157=MINE 12982=MINE 13615=MINE 14013=MINE 14327=MINE 14833=MINE 14907=MINE 15597=MINE 15737=MINE [INFANTRY] 0=Neutral,C6,256,10309,2,Sleep,0,None 1=Neutral,C6,256,10313,2,Sleep,0,None 2=Neutral,C1,256,10561,2,Sleep,0,None 3=Neutral,C6,256,10692,1,Sleep,0,None 4=Neutral,C10,256,10696,2,Sleep,0,None 5=Neutral,DOG,256,10697,3,Sleep,0,None 6=Neutral,C1,256,10816,0,Sleep,0,None 7=Neutral,C10,256,10824,4,Sleep,0,None 8=Neutral,C1,256,10947,3,Sleep,0,None 10=Neutral,DOG,256,10959,3,Sleep,0,None 9=Neutral,C6,256,10959,4,Sleep,0,None 11=Neutral,C1,256,11079,0,Sleep,0,None 12=Neutral,C1,256,11083,3,Sleep,0,None 13=Neutral,C6,256,11084,3,Sleep,0,None 14=Neutral,C10,256,11088,0,Sleep,0,None 15=Neutral,C3,256,11338,4,Sleep,0,None 16=Neutral,C6,256,11342,3,Sleep,0,None 17=Neutral,C3,256,11458,0,Sleep,0,None 18=Neutral,C3,256,11463,2,Sleep,0,None [STRUCTURES] 0=Neutral,V09,256,10312,0,None,0,0 1=Neutral,V10,256,10437,0,None,0,0 2=Neutral,V06,256,10438,0,None,0,0 3=Neutral,V11,256,10442,0,None,0,0 4=Neutral,V18,256,10565,0,None,0,0 5=Neutral,V18,256,10566,0,None,0,0 6=Neutral,V18,256,10567,0,None,0,0 7=Neutral,V04,256,10440,0,None,0,0 8=Neutral,V07,256,10572,0,None,0,0 9=Neutral,V08,256,10687,0,None,0,0 10=Neutral,V07,256,10689,0,None,0,0 11=Neutral,V18,256,10693,0,None,0,0 12=Neutral,V18,256,10694,0,None,0,0 13=Neutral,V18,256,10695,0,None,0,0 15=Neutral,V08,256,10698,0,None,0,0 14=Neutral,V04,256,10570,0,None,0,0 16=Neutral,V08,256,10819,0,None,0,0 17=Neutral,V18,256,10821,0,None,0,0 18=Neutral,V18,256,10822,0,None,0,0 19=Neutral,V18,256,10823,0,None,0,0 20=Neutral,V02,256,10814,0,None,0,0 21=Neutral,V04,256,10817,0,None,0,0 22=Neutral,V11,256,10945,0,None,0,0 23=Neutral,V08,256,10950,0,None,0,0 24=Neutral,V08,256,10953,0,None,0,0 25=Neutral,V07,256,10954,0,None,0,0 26=Neutral,V04,256,10828,0,None,0,0 27=Neutral,V05,256,11072,0,None,0,0 28=Neutral,V05,256,11076,0,None,0,0 29=Neutral,V02,256,11074,0,None,0,0 30=Neutral,V11,256,11207,0,None,0,0 31=Neutral,V07,256,11208,0,None,0,0 32=Neutral,V11,256,11212,0,None,0,0 33=Neutral,V02,256,11085,0,None,0,0 34=Neutral,V01,256,11204,0,None,0,0 35=Neutral,V04,256,11333,0,None,0,0 36=Neutral,V08,256,11461,0,None,0,0 37=Neutral,V05,256,11466,0,None,0,0 38=Neutral,V03,256,11464,0,None,0,0