[General] ; crates ; special weapons ; Chrono side effects ; repair and refit ; combat and damage ; object in the target location will try to run away. Grenades and ; parachute bombs have this characteristic. ; income and production ; audio/visual map controls ; computer and movement controls ; misc ; ******* 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. CrateMinimum=7 CrateMaximum=255 CrateRadius=10 CrateRegen=3 UnitCrateType=none WaterCrateChance=20% SoloCrateMoney=2000 SilverCrate=HealBase WaterCrate=Money WoodCrate=Money ChronoDuration=600 ChronoKillCargo=no ChronoTechLevel=12 GPSTechLevel=8 GapRadius=10 GapRegenInterval=.1 IronCurtain=.75 ParaTech=5 ParabombTech=8 RadarJamRadius=15 SpyPlaneTech=5 BadgerBombCount=20 QuakeChance=100% QuakeDamage=33% VortexChance=100% VortexDamage=20 VortexRange=1000 VortexSpeed=25 RefundPercent=50% ReloadRate=.04 RepairPercent=20% RepairRate=.016 RepairStep=7 URepairPercent=20% URepairStep=10 TurboBoost=1.5 APMineDamage=100000 AVMineDamage=120000 AtomDamage=100000 BallisticScatter=1.0 BridgeStrength=1000 C4Delay=.03 Crush=1.5 ExpSpread=.3 FireSupress=1 HomingScatter=2.0 MaxDamage=1000 MinDamage=1 OreExplosive=no PlayerAutoCrush=yes PlayerReturnFire=yes PlayerScatter=yes ProneDamage=25% TreeTargeting=no Incoming=10 BailCount=28 BuildSpeed=.8 BuildupTime=.06 GemValue=50 GoldValue=25 GrowthRate=0.5 OreGrows=yes OreSpreads=yes OreTruckRate=1 SeparateAircraft=no SurvivorRate=10 AllyReveal=yes ConditionRed=25% ConditionYellow=50% DropZoneRadius=12 EnemyHealth=yes Gravity=3 IdleActionFrequency=.1 MessageDelay=.6 MovieTime=.06 NamedCivilians=no SavourDelay=.03 ShroudRate=4 SpeakDelay=2 TimerWarning=2 FlashLowPower=yes CurleyShuffle=yes BaseBias=4 BaseDefenseDelay=.25 CloseEnough=4.75 DamageDelay=1 GameSpeeBias=1 LZScanRadius=16 MineAware=yes Stray=3.0 SubmergeDelay=.02 SuspendDelay=2 SuspendPriority=20 TeamDelay=.6 FineDiffControl=no MCVUndeploy=no [ThemeControl] ; ******* Multiplayer Settings ******* ; These are the multiplayer dialog default settings. Does not apply to ; Westwood chat, only to the in-game dialogs. 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 [MultiplayerDefaults] ; ******* Special weapon charge times ******* ; The time (minutes) for recharge of these special weapons. Money=10000 MaxMoney=10000 ShadowGrow=no Bases=yes OreGrows=yes Crates=yes AIPlayers=no CaptureTheFlag=no [Recharge] ; ******* Object Heap Maximums ******* ; These are the absolute maximum number of these object types ; allowed in the game (at any one time). Chrono=7 GPS=8 IronCurtain=11 Nuke=10 ParaBomb=10 Paratrooper=10 Saboteur=14 Sonar=10 SpyPlane=3 [Maximums] ; ******* 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. Players=8 Aircraft=1000 Anim=1000 Building=5000 Bullet=500 Factory=320 Infantry=5000 Overlay=1 Projectile=200 Smudge=1 Team=60 TeamType=60 Template=1 Terrain=500 TrigType=80 Trigger=200 Unit=500 Vessel=100 Warhead=10 Weapon=55 [AI] ; ******* 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. AttackInterval=3 AttackDelay=5 PatrolScan=.016 CreditReserve=100 PathDelay=.01 OreNearScan=6 OreFarScan=48 AutocreateTime=5 InfantryReserve=3000 InfantryBaseMult=1 PowerSurplus=50 BaseSizeAdd=3 RefineryRatio=.16 RefineryLimit=4 BarracksRatio=.16 BarracksLimit=2 WarRatio=.1 WarLimit=2 DefenseRatio=.4 DefenseLimit=40 AARatio=.14 AALimit=10 TeslaRatio=.16 TeslaLimit=10 HelipadRatio=.12 HelipadLimit=5 AirstripRatio=.12 AirstripLimit=5 CompEasyBonus=yes Paranoid=yes PowerEmergency=75% [IQ] ; ******* 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) MaxIQLevels=5 SuperWeapons=4 Production=5 GuardArea=4 RepairSell=1 AutoCrush=2 Scatter=3 ContentScan=4 Aircraft=4 Harvester=2 SellBack=2 [England] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.1 ROF=1.0 Cost=1.0 BuildTime=1.0 TechLevel=360 [Germany] Firepower=1.1 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 TechLevel=360 [France] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.1 Cost=1.0 BuildTime=1.0 TechLevel=360 [Ukraine] Firepower=1.0 Groundspeed=1.1 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 TechLevel=360 [USSR] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=0.9 BuildTime=1.0 TechLevel=360 [Greece] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 TechLevel=360 [Turkey] Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 TechLevel=360 [Spain] ; ******* 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)? Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 TechLevel=360 [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] ; ******* 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 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 [V2RL] ; light tank Prerequisite=weap,dome Primary=SCUD Strength=15 Armor=light TechLevel=4 Sight=5 Speed=4 Owner=soviet Cost=7000 Points=40 ROT=5 Tracked=yes Ammo=20 Crewed=yes NoMovingFire=yes [1TNK] ; heavy tank Prerequisite=weap Primary=75mm Secondary=M60mg Strength=300 Armor=heavy TechLevel=4 Sight=4 Speed=11 Owner=allies,soviet Cost=700 Points=30 ROT=5 Tracked=yes Crewed=yes Fraidycat=yes DoubleOwned=yes GuardRange=4.75 [3TNK] ; medium tank Prerequisite=weap Primary=105mm Secondary=105mm Strength=450 Armor=heavy TechLevel=4 Sight=5 Speed=6 Owner=soviet Cost=950 Points=50 ROT=5 Tracked=yes Crewed=yes [2TNK] ; Mammoth tank Prerequisite=weap Primary=90mm Secondary=M60mg Strength=400 Armor=heavy TechLevel=6 Sight=5 Speed=8 Owner=allies Cost=800 Points=40 ROT=5 Tracked=yes Crewed=yes [4TNK] ; mobile radar jammer Prerequisite=weap,stek Primary=120mm Secondary=MammothTusk Strength=9000 Armor=heavy TechLevel=10 Sight=6 Speed=4 Owner=soviet Cost=29700 Points=600 ROT=5 Tracked=yes SelfHealing=yes Crewed=yes [MRJ] ; mobile gap generator 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 [MGG] ; mobile artillery Prerequisite=weap,atek Strength=110 Armor=light TechLevel=11 Sight=4 Speed=9 Owner=allies,soviet Cost=600 Points=40 ROT=5 Crewed=yes DoubleOwned=yes [ARTY] ; harvester Prerequisite=weap Primary=155mm Strength=75 Armor=light TechLevel=8 Sight=10 Speed=6 Owner=allies Cost=600 Points=35 ROT=2 Tracked=yes Crewed=yes DoubleOwned=yes [HARV] ; Mobile Construction Vehicle 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 [MCV] ; Ranger (as in "Ford", not "W.W. II Commando") Prerequisite=weap,fix Strength=6000 Armor=light TechLevel=11 Sight=4 Speed=6 Owner=allies,soviet Cost=25000 Points=60 ROT=5 Crewed=yes [JEEP] ; Armored Personnel Carrier Prerequisite=weap Primary=M60mg Secondary=M60mg Strength=250 Armor=light TechLevel=3 Sight=6 Speed=10 Owner=allies,soviet Cost=300 Points=20 ROT=10 Crewed=yes DoubleOwned=yes [APC] ; mine layer Prerequisite=weap,tent Primary=M60mg Strength=400 Armor=heavy TechLevel=5 Sight=5 Speed=10 Owner=allies,soviet Cost=400 Points=25 ROT=5 Tracked=yes DoubleOwned=yes Passengers=50 [MNLY] ; convoy truck Prerequisite=weap,fix Strength=100 Armor=heavy TechLevel=3 Sight=15 Speed=9 Owner=allies,soviet Cost=800 Points=50 ROT=5 Tracked=yes Ammo=50 Crewed=yes [TRUK] ; ******* ship types ******* ; submarine Prerequisite=weap,fix Strength=300 Armor=light Owner=soviet,allies TechLevel=1 Sight=3 Speed=10 Cost=500 Points=5 DoubleOwned=yes ROT=5 Passengers=10 [SS] ; destroyer Prerequisite=spen Primary=TorpTube Strength=120 Armor=light TechLevel=5 Sight=6 Speed=6 Owner=soviet Cost=950 Points=45 ROT=7 Cloakable=yes [DD] ; cruiser 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 [CA] ; transport 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 [LST] ; gun boat Strength=350 Armor=heavy TechLevel=3 Sight=6 Speed=14 Owner=allies,soviet Cost=700 Points=25 ROT=10 Passengers=5 [PT] ; ******* infantry types ******* ; attack dog 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 [DOG] ;Strength=5 ; rifle soldier Prerequisite=kenn Primary=DogJaw Strength=125 Armor=none TechLevel=3 Sight=5 Speed=6 Owner=soviet Cost=200 Points=5 IsCanine=yes Fraidycat=yes GuardRange=700 [E1] ; grenadier Primary=M1Carbine Strength=50 Armor=none TechLevel=1 Sight=4 Speed=6 Owner=allies,soviet Cost=100 Points=5 Fraidycat=yes GuardRange=15 [E2] ; rocket soldier Primary=Grenade Strength=50 Armor=none TechLevel=1 Sight=4 Speed=6 Owner=soviet Cost=160 Points=10 Explodes=yes Fraidycat=yes GuardRange=15 [E3] ; Flamethrower Primary=RedEye Secondary=Dragon Strength=45 Armor=none TechLevel=2 Sight=4 Speed=6 Owner=allies Cost=300 Points=10 DoubleOwned=yes Fraidycat=yes GuardRange=15 [E4] ; engineer Prerequisite=stek Primary=Flamer Strength=40 Armor=none TechLevel=6 Sight=4 Speed=6 Owner=soviet Cost=300 Points=15 Explodes=yes Fraidycat=yes GuardRange=15 [E6] ; spy Strength=25 Armor=none TechLevel=5 Sight=4 Speed=6 Owner=soviet,allies Cost=500 Points=20 Infiltrate=yes [SPY] ; thief Prerequisite=dome Strength=25 Armor=none TechLevel=6 Sight=5 Speed=6 Owner=allies Cost=500 Points=15 DoubleOwned=yes Infiltrate=yes [THF] ; Tanya Prerequisite=atek Strength=25 Armor=none TechLevel=11 Sight=5 Speed=10 Owner=allies Cost=500 Points=10 DoubleOwned=yes Infiltrate=yes [E7] ; field medic 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 Fraidycat=yes GuardRange=15 [MEDI] ; field marshal Primary=Heal Strength=80 Armor=none TechLevel=2 Sight=3 Speed=6 Owner=allies,soviet Cost=800 Points=15 DoubleOwned=yes [GNRL] ; civilians Primary=Sniper Secondary=Dragon Strength=180 Armor=heavy TechLevel=1 Sight=6 Speed=6 Owner=allies,soviet Cost=500 Points=15 DoubleOwned=yes [C1] Image=C1 Primary=Pistol Strength=250 Armor=none TechLevel=1 Sight=5 Speed=7 Owner=allies,soviet Cost=10 Points=1 Ammo=10 Fraidycat=yes burst=10 [C2] Image=C1 Strength=250 Armor=none TechLevel=-1 Sight=2 Speed=7 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] ; professor Einstein Image=C1 Strength=2500 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10000 Points=1 Fraidycat=yes [EINSTEIN] ; special agent Primary=TeslaZap Secondary=FireballLauncher Strength=250 Armor=none TechLevel=1 Sight=12 Speed=4 Owner=allies Cost=1200 Points=15 Fraidycat=no [DELPHI] ; special agent Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Ammo=10 [CHAN] ; ******* aircraft types ******* ; Badger bomber Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 [BADR] ; spy photo-recon plane Prerequisite=afld Primary=ParaBomb Strength=60 Armor=light TechLevel=-1 Sight=0 Speed=14 Owner=soviet Cost=10 Points=20 ROT=7 Ammo=50 Passengers=50 [U2] ; jet attack plane Prerequisite=afld Primary=Camera Strength=2000 Armor=heavy TechLevel=-1 Sight=0 Speed=40 Owner=soviet Cost=10 Points=5 ROT=7 Ammo=1 [MIG] ; prop attack plane 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=6 GuardRange=300 [YAK] ; transport helicopter 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=150 Crewed=yes GuardRange=300 [TRAN] ; Longbow attack helicopter Prerequisite=hpad Strength=90 Armor=light TechLevel=11 Sight=0 Speed=12 Owner=soviet Cost=1200 Points=35 ROT=5 Passengers=50 [HELI] ; Hind attack helicopter 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=300 [HIND] ; ******* building types ******* ; Iron Curtain Prerequisite=hpad Primary=ChainGun Strength=225 Armor=heavy TechLevel=9 Sight=0 Speed=12 Owner=soviet Cost=1200 Points=40 ROT=4 Ammo=12 Crewed=yes GuardRange=300 [IRON] ; forward command center Prerequisite=stek Strength=400 Armor=wood TechLevel=12 Sight=10 Owner=soviet Cost=2800 Points=100 Power=-200 Powered=true Capturable=true Crewed=yes [FCOM] ; advanced tech center Strength=400000 Armor=wood TechLevel=1 Sight=10 Owner=soviet Cost=50000 Points=40 Power=200000 Bib=yes Capturable=true Crewed=yes DoubleOwned=yes [ATEK] ; paradox device Prerequisite=weap,dome Strength=400 Armor=wood TechLevel=10 Sight=10 Owner=allies,soviet Cost=1500 Points=85 Power=-200 Bib=yes Capturable=true Crewed=yes DoubleOwned=yes [PDOX] ; weapons factory Prerequisite=atek Strength=400 Armor=wood TechLevel=12 Sight=10 Owner=allies Cost=2800 Points=100 Power=-200 Powered=true Capturable=true Crewed=yes [WEAP] ; ship yard 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 [SYRD] ; sub pen 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 [SPEN] ; pill box 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 [PBOX] ; camouflaged pill box Prerequisite=tent Primary=Vulcan Strength=800 Armor=wood TechLevel=2 Sight=5 Owner=allies Cost=400 Points=50 Power=-1 Sensors=yes Crewed=yes [HBOX] ; Tesla coil Prerequisite=tent Primary=Vulcan Strength=1600 Armor=wood TechLevel=3 Sight=5 Owner=allies Cost=600 Points=60 Power=-1 Sensors=yes Crewed=yes [TSLA] ; gun turret Prerequisite=weap Primary=TeslaZap Strength=1800 Armor=heavy TechLevel=7 Sight=12 Owner=soviet Cost=3500 Points=80 Power=-5 Ammo=10 Powered=true Sensors=yes Crewed=yes [GUN] ; anti-aircraft artillery Prerequisite=tent Primary=TurretGun Strength=1600 Armor=heavy TechLevel=4 Sight=6 Owner=allies Cost=600 Points=50 Power=-4 Sensors=yes Crewed=yes ROT=12 [AGUN] ; flame turret 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 [FTUR] ; construction yard Prerequisite=barr Primary=FireballLauncher Strength=1600 Armor=heavy TechLevel=2 Sight=7 Owner=soviet Cost=900 Points=65 Power=-20 Sensors=yes Explodes=yes Crewed=yes [FACT] ; refinery Strength=10000 Armor=heavy TechLevel=-1 Sight=15 Owner=allies,soviet Cost=25000 Points=80 Power=0 Bib=yes Capturable=true Crewed=yes [PROC] ; storage silo 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 [SILO] ; helipad Prerequisite=proc Strength=300 Armor=wood TechLevel=1 Sight=4 Owner=allies,soviet Cost=150 Points=25 Power=10 Storage=5000 Bib=yes Capturable=true Crewed=yes [HPAD] ; radar building Prerequisite=dome Strength=800 Armor=wood TechLevel=9 Sight=5 Owner=allies,soviet Cost=1500 Points=70 Power=-10 Bib=yes Capturable=true Crewed=yes [DOME] ; gap generator 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] ; Surface to Air Missile launcher Prerequisite=atek Strength=1000 Armor=wood TechLevel=10 Sight=10 Owner=allies Cost=500 Points=35 Power=-60 Powered=true Capturable=true Crewed=yes [SAM] ; big missile silo Prerequisite=dome Primary=Nike Strength=400 Armor=heavy TechLevel=9 Sight=5 Owner=soviet Cost=750 Points=50 Power=-20 Crewed=yes ROT=30 [MSLO] ; airstrip Prerequisite=stek Primary=none Strength=400 Armor=heavy TechLevel=13 Sight=5 Owner=soviet,allies Cost=2500 Points=90 Power=-100 Crewed=yes [AFLD] ; normal power plant Prerequisite=dome Strength=1000 Armor=heavy TechLevel=5 Sight=7 Owner=soviet,allies Cost=600 Points=70 Power=-30 Capturable=true Crewed=yes [POWR] ; advanced power plant Prerequisite=fact Strength=400 Armor=heavy TechLevel=1 Sight=4 Owner=allies,soviet Cost=300 Points=40 Power=110 Bib=yes Capturable=true Crewed=yes [APWR] ; Soviet tech center Prerequisite=powr Strength=700 Armor=heavy TechLevel=8 Sight=4 Owner=allies,soviet Cost=500 Points=50 Power=220 Bib=yes Capturable=true Crewed=yes [STEK] ; hospital (obsolete?) 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 [HOSP] ; bio-research laboratory (obsolete?) Strength=400 Armor=wood TechLevel=-1 Sight=4 Points=20 Power=-20 Bib=yes Capturable=true Crewed=yes [BIO] ; Soviet barracks Strength=600 Armor=wood TechLevel=-1 Sight=4 Points=20 Power=-40 Bib=yes Crewed=yes [BARR] ; Allied training tent Prerequisite=powr Strength=800 Armor=wood TechLevel=1 Sight=5 Owner=soviet Cost=300 Points=30 Power=-20 Bib=yes Crewed=yes Capturable=true [TENT] ; attack dog training facility Prerequisite=powr Strength=800 Armor=wood TechLevel=1 Sight=5 Owner=allies Cost=300 Points=30 Power=-20 Bib=yes Crewed=yes Capturable=true [KENN] ; service depot Prerequisite=barr Strength=400 Armor=wood TechLevel=3 Sight=4 Owner=soviet Cost=200 Points=25 Power=-10 [FIX] ; sandbag wall Prerequisite=weap Strength=800 Armor=wood TechLevel=3 Sight=5 Owner=allies,soviet Cost=1200 Points=80 Power=-30 Capturable=true Crewed=yes [SBAG] ; concrete wall Strength=1 Armor=none TechLevel=2 Sight=0 Owner=allies Cost=2 Points=1 Repairable=false Adjacent=10 [BRIK] ; wire fence Strength=1000 Armor=heavy TechLevel=8 Sight=2 Owner=allies,soviet Cost=10 Points=5 Repairable=true Adjacent=10 [FENC] ; auxiliary decorative building Strength=1 Armor=none TechLevel=2 Sight=0 Owner=soviet Cost=2 Points=1 Repairable=false Adjacent=10 [MISS] ; chain link fence Strength=400 Points=5 Armor=wood Bib=yes Capturable=true [CYCL] ; barb wire fence Strength=1 Points=1 Armor=none Cost=7 Repariable=false Adjacent=1 Sight=0 [BARB] ; wood fence Strength=1 Points=1 Armor=wood Cost=2 Repariable=false Adjacent=1 Sight=0 [WOOD] ; barrels Strength=1 Points=1 Repariable=false Adjacent=1 Sight=0 [BARL] Strength=10 Repairable=false Adjacent=0 BaseNormal=no [BRL3] ; anti-vehicle mine Strength=10 Repairable=false Adjacent=0 BaseNormal=no [MINV] ; anti-personnel mine Strength=1 Repairable=false Adjacent=0 Invisible=yes Unsellable=yes BaseNormal=no [MINP] ; fakes Strength=1 Repairable=false Adjacent=0 Invisible=yes Unsellable=yes BaseNormal=no [FACF] Image=FACT Owner=allies TechLevel=1 Strength=3000 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=3000 Sight=4 Points=15 Power=-2 Bib=yes Capturable=true BaseNormal=no [SYRF] Prerequisite=powr Image=SYRD Strength=3000 TechLevel=3 Sight=4 Cost=50 Owner=allies Power=-2 Points=15 WaterBound=yes Capturable=true BaseNormal=no Adjacent=8 [SPEF] Image=SPEN Strength=3000 TechLevel=-1 Sight=4 Cost=50 Owner=soviet Power=-2 Points=15 WaterBound=yes Capturable=true BaseNormal=no Adjacent=8 [DOMF] ; civilian structures Prerequisite=proc Image=DOME Strength=3000 Sight=4 TechLevel=3 Cost=50 Owner=allies Power=-2 Points=15 Bib=yes Capturable=true BaseNormal=no [V01] Strength=400 Points=5 Armor=wood Repariable=false Capturable=true [V02] Strength=400 Points=5 Armor=wood Repariable=false [V03] Strength=400 Points=5 Armor=wood Repariable=false [V04] Strength=400 Points=5 Armor=wood Repariable=false [V05] Strength=400 Points=5 Armor=wood Repariable=false [V06] Strength=400 Points=5 Armor=wood Repariable=false [V07] Strength=400 Points=5 Armor=wood Repariable=false [V08] Strength=400 Points=5 Armor=wood Repariable=false [V09] Strength=400 Points=5 Armor=wood Repariable=false [V10] Strength=400 Points=5 Armor=wood Repariable=false [V11] Strength=400 Points=5 Armor=wood Repariable=false [V12] Strength=400 Points=5 Armor=wood Repariable=false [V13] Strength=400 Points=5 Armor=wood Repariable=false [V14] Strength=400 Points=5 Armor=wood Repariable=false [V15] Strength=400 Points=5 Armor=wood Repariable=false [V16] Strength=400 Points=5 Armor=wood Repariable=false [V17] Strength=400 Points=5 Armor=wood Repariable=false [V18] Strength=400 Points=5 Armor=wood Repariable=false [V19] Strength=400 Points=5 Armor=wood Repariable=false [V20] Strength=400 Points=5 Armor=wood Repariable=false [V21] Strength=400 Points=5 Armor=wood Repariable=false [V22] Strength=400 Points=5 Armor=wood Repariable=false [V23] Strength=400 Points=5 Armor=wood Repariable=false [V24] Strength=400 Points=5 Armor=wood Repariable=false [V25] Strength=400 Points=5 Armor=wood Repariable=false [V26] Strength=400 Points=5 Armor=wood Repariable=false [V27] Strength=400 Points=5 Armor=wood Repariable=false [V28] Strength=400 Points=5 Armor=wood Repariable=false [V29] Strength=400 Points=5 Armor=wood Repariable=false [V30] Strength=400 Points=5 Armor=wood Repariable=false [V31] Strength=400 Points=5 Armor=wood Repariable=false [V32] Strength=400 Points=5 Armor=wood Repariable=false [V33] Strength=400 Points=5 Armor=wood Repariable=false [V34] Strength=400 Points=5 Armor=wood Repariable=false [V35] Strength=400 Points=5 Armor=wood Repariable=false [V36] Strength=400 Points=5 Armor=wood Repariable=false [V37] ; ******* 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 Strength=400 Points=5 Armor=wood Repariable=false [Colt45] ; anti-aircraft multiple cannon Damage=50 ROF=5 Range=5.75 Projectile=Invisible Speed=100 Warhead=HollowPoint Report=GUN5 [ZSU-23] ; rapid fire machine gun Damage=25 ROF=10 Range=15 Projectile=Ack Speed=100 Warhead=AP Anim=GUNFIRE Report=AACANON3 [Vulcan] ; air-to-surface homing missile (launched from jet) Damage=40 ROF=30 Range=7 Projectile=Invisible Speed=100 Warhead=SA Report=GUN13 Anim=MINIGUN [Maverick] ; camera Damage=50 ROF=3 Range=6 Projectile=HeatSeeker Speed=30 Warhead=AP Report=MISSILE7 [Camera] ; fireball from flame turret Damage=0 ROF=10 Range=2.75 Projectile=Inivisble Speed=100 Warhead=Super Camera=yes [FireballLauncher] ; hand-held flame thrower type Damage=125 ROF=50 Range=7 Projectile=Fireball Speed=12 Warhead=Fire [Flamer] ; sniper rifle Damage=70 ROF=50 Range=5 Projectile=Fireball Speed=12 Warhead=Fire [Sniper] ; rapid fire aircraft gun ; You can leave out the next 3 if you dont need the Queen , or Larve ;ant buildings Damage=60 ROF=25 Range=1.75 Projectile=Invisible Speed=100 Warhead=AP Report=ANTBITE Charges=no [ChainGun] ; civilian pistol Damage=40 ROF=3 Range=5 Projectile=Invisible Speed=100 Warhead=SA Report=GUN13 Anim=MINIGUN [Pistol] ; rifle soldier weapons (multiple shots) Damage=1 ROF=7 Range=5 Projectile=Invisible Speed=100 Warhead=SA Report=GUN27 [M1Carbine] ; man-packed anti-tank missile (bazooka type) Damage=15 ROF=25 Range=4.75 Projectile=Invisible Speed=100 Warhead=SA Report=GUN11 [Dragon] ; air-to-surface homing missile (launched from helicopter) Damage=35 ROF=50 Range=5 Projectile=HeatSeeker Speed=25 Warhead=AP Report=MISSILE6 [Hellfire] ; hand grenade Damage=90 ROF=60 Range=4 Projectile=HeatSeeker Speed=30 Warhead=AP Report=MISSILE6 [Grenade] ; small anti-armor cannon Damage=50 ROF=50 Range=8 Projectile=Lobbed Speed=5 Warhead=HE [75mm] ; light anti-armor cannon Damage=15 ROF=30 Range=4.75 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON2 Anim=GUNFIRE [90mm] ; medium anti-armor cannon Damage=35 ROF=50 Range=4.75 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Anim=GUNFIRE [105mm] ; large anti-armor cannon Damage=38 ROF=70 Range=4.75 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Anim=GUNFIRE [120mm] ; turret cannon Damage=45 ROF=80 Range=4.75 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Anim=GUNFIRE Burst=2 [TurretGun] ; Vehicle carried anti-tank missile Damage=60 ROF=50 Range=7 Projectile=Cannon Speed=40 Warhead=AP Report=TURRET1 Anim=GUNFIRE [MammothTusk] ; artillery cannon Damage=75 ROF=80 Range=4.75 Projectile=HeatSeeker Speed=30 Warhead=HE Report=MISSILE6 Burst=2 [155mm] ; vehicle mounted machine gun Damage=750 ROF=50 Range=12 Projectile=Ballistic Speed=12 Warhead=HE Report=TANK5 Anim=GUNFIRE [M60mg] ; napalm bomblets (dropped from plane) Damage=15 ROF=20 Range=4.75 Projectile=Invisible Speed=100 Warhead=SA Report=PILLBOX1 Anim=MINIGUN [Napalm] ; Tesla coil zap Damage=100 ROF=20 Range=12 Projectile=Bomblet Speed=5 Warhead=Fire [TeslaZap] ; anti-aircraft missile (fired from SAM site) Damage=250 ROF=100 Range=11 Projectile=Invisible Speed=100 Warhead=Super Report=TESLA1 Charges=yes [Nike] ; man-packed surface to air missile Damage=50 ROF=20 Range=10 Projectile=AAMissile Speed=50 Warhead=AP Report=MISSILE1 Anim=SAMFIRE [RedEye] ; 8 inch cruiser cannon Damage=50 ROF=50 Range=7.5 Projectile=AAMissile Speed=50 Warhead=AP Report=MISSILE1 Anim=SAMFIRE [8Inch] ; gunboat mounted anti-aircraft rocket Damage=500 ROF=160 Range=22 Projectile=Ballistic Speed=6 Warhead=HE Report=TURRET1 Anim=GUNFIRE Supress=yes [Stinger] ; torpedo tube Damage=30 ROF=60 Range=12 Projectile=LaserGuided Speed=20 Warhead=AP Report=MISSILE6 Burst=2 TurboBoost=yes [TorpTube] ; destroyer mounted 2 inch cannon Damage=90 ROF=60 Range=9 Projectile=Torpedo Speed=15 Warhead=AP Report=TORPEDO1 [2Inch] ; anti-submarine weapon Damage=25 ROF=60 Range=9 Projectile=Cannon Speed=25 Warhead=AP Report=CANNON2 Anim=GUNFIRE [DepthCharge] ; parachute bomb Damage=80 ROF=60 Range=5 Projectile=Catapult Speed=5 Warhead=AP [ParaBomb] ; dog bite Damage=300 ROF=4 Range=12 Projectile=Parachute Speed=5 Warhead=HE Report=CHUTE1 [DogJaw] ; medic healing Damage=100 ROF=10 Range=2.2 Projectile=LeapDog Speed=20 Warhead=Organic Report=DOGG5P [Heal] ; SCUD launcher Damage=-50 ROF=80 Range=5 Projectile=Invisible Speed=100 Warhead=Organic Report=HEAL2 [SCUD] ; ******* 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 Damage=600 ROF=400 Range=10 Projectile=FROG Speed=25 Warhead=HE Report=MISSILE1 [Invisible] ; special case for dog Inviso=yes Image=none [LeapDog] ; straight high-speed ballistic shot Image=DOGBULLT Translucent=yes Rotates=yes Proximity=yes ROT=20 [Cannon] ; anti aircraft artillery projectile Image=120MM [Ack] ; Sub-surface projectile. Image=none Inviso=yes AA=true AG=false [Torpedo] ; Free Rocket Over Ground UnderWater=yes Image=MISSILE Rotates=yes ASW=yes [FROG] ; small homing missile (targets vehicles best) Arm=10 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes Inaccurate=yes Image=V2 Rotates=yes [HeatSeeker] ; small missile with deadly accuracy Arm=2 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes Inaccurate=yes AA=yes Image=DRAGON ROT=5 Rotates=yes Translucent=yes [LaserGuided] ; anti aircraft missile Arm=3 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes AA=yes Image=DRAGON ROT=20 Rotates=yes Translucent=yes [AAMissile] ; lobbed tumbling grenade 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] ; Depth charge catapult High=yes Arcing=yes Inaccurate=yes Image=BOMB Frames=8 Translucent=yes [Catapult] ; dropped from plane tumbling object High=yes Arcing=yes Inaccurate=yes Image=BOMB Frames=8 ASW=yes AG=no Translucent=yes [Bomblet] ; arcing ballistic projectile Arm=24 RangeLimit=24 High=yes Dropping=yes Image=BOMBLET Frames=6 Translucent=yes [Ballistic] ; parachute bomb High=yes Arcing=yes Inaccurate=yes Image=120MM [Parachute] ;Image=PARABOMB ; Allied free radar (GPS satellite) Arm=24 RangeLimit=24 High=yes Dropping=yes Parachuted=yes [GPSSatellite] Gigundo=yes High=yes [Basic] Name=Arena Valley Test Map Intro= Brief= Win= Lose= Action= Player=Greece Theme=No theme CarryOverMoney=0 ToCarryOver=no ToInherit=no TimerInherit=no CivEvac=no NewINIFormat=3 CarryOverCap=0 EndOfGame=no NoSpyPlane=no SkipScore=no OneTimeOnly=no SkipMapSelect=no Official=yes FillSilos=no TruckCrate=no Percent=0 [GoodGuy] TechLevel=360 [BadGuy] TechLevel=360 [Neutral] TechLevel=360 [Special] TechLevel=360 [Map] Theater=TEMPERATE X=1 Y=1 Width=126 Height=126 [Aftermath] NewUnitsEnabled=1 MTankDistance=15 [ANT1] Image=ANT1 Name=Warrior Ant Primary=Mandible Strength=125 Armor=heavy TechLevel=-1 Sight=3 Speed=8 Cost=700 Points=40 ROT=8 Tracked=yes Crewed=no NoMovingFire=yes GuardRange=5 [ANT2] Image=ANT2 Primary=FireballLauncher Name=Fire Ant Strength=75 Armor=heavy TechLevel=-1 Sight=3 Speed=9 Cost=700 Points=40 ROT=6 Tracked=yes Crewed=no NoMovingFire=yes [ANT3] Image=ANT3 Name=Scout Ant Primary=Sniper Strength=85 Armor=light TechLevel=-1 Sight=3 Speed=10 Cost=700 Points=40 ROT=9 Tracked=yes Crewed=no NoMovingFire=yes GuardRange=5 [Mandible] Damage=50 ROF=15 Range=1.5 Projectile=Invisible Speed=100 Warhead=Super Report=ANTBITE [QUEE] Name=Queen Ant Prerequisite=powr Primary=TeslaZap Strength=800 Armor=wood TechLevel=-1 Sight=5 Owner=allies,soviet Cost=300 Points=100 Power=0 Bib=no Crewed=no Capturable=no SelfHealing=yes [LAR1] Name=Larva Strength=25 Repairable=false Adjacent=0 BaseNormal=no [LAR2] Name=Larvae Strength=50 Repairable=false Adjacent=0 BaseNormal=no [Waypoints] 0=781 6=962 1=1138 10=5026 9=5303 4=7406 5=7438 8=8377 12=9328 11=11051 2=15092 3=15241 7=15293 [MapPack] 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