[Basic] Name=Realism v1.0 (6-8) 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 [Spain] TechLevel=13 [Greece] TechLevel=13 [USSR] TechLevel=13 [England] TechLevel=13 [Ukraine] TechLevel=13 [Germany] TechLevel=13 [France] TechLevel=13 [Turkey] TechLevel=13 [GoodGuy] TechLevel=13 [BadGuy] TechLevel=13 [Neutral] TechLevel=13 [Special] TechLevel=13 [Map] Theater=TEMPERATE X=16 Y=16 Width=96 Height=96 [Waypoints] 4=2489 3=2665 0=4628 98=4694 7=7784 6=9107 1=11884 2=13346 5=13899 [MapPack] 1=SQEAIIH//jEQ/4J2ABAC/voA//8AATIQgoEAEAKD//+w6jcRgdv/UwA3EYHa/3EANxGDrg 2=CuIP6DgQCwAAL+8gD/cQD+/AD/g3QAdP8TATcUg44AjiAWhXMAcwB4AAL+2gD/hXkAeQBy 3=AALRPBYQ/v/oAFQWUQSFfAB8AH0gAjD+gXMAINE2F/7MAP9RABD8zUQYzzIY/tQA/9E6Gd 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6119=T12 6242=T12 6193=TC05 6208=TC05 6376=T10 6458=TC03 6703=T08 6578=T10 6592=TC02 7328=T03 7323=TC05 7512=TC05 7866=MINE 7739=TC05 7870=T01 7871=T01 7874=T02 7973=T01 7875=TC05 8398=MINE 8375=T12 8265=TC05 8793=T01 9056=T02 8933=TC05 9115=TC04 9522=MINE 9810=MINE 9889=MINE 9678=TC05 10334=TC05 10600=MINE 10546=T14 10541=TC05 10796=TC03 11041=TC01 11299=TC01 11468=MINE 11356=T01 11485=T02 11701=MINE 11587=TC01 11972=T01 12080=TC02 11966=TC04 12489=T02 12498=TC01 12719=T01 12711=TC04 12904=TC03 12825=TC04 13116=TC01 13137=TC02 13232=TC03 13155=TC05 13421=MINE 13628=T17 13760=TC02 13970=MINE 14055=TC04 14061=TC05 [Base] Count=0 Player=Greece [OverlayPack] 1=lgMAIIH//hQI/4EJ/n0A/4MM/wz/fAAVCIUJ/wsKDP57AP+BCRCC7mEJgQf+SAD/hAwL/w 2=rQFAiFBQUHCAbayAmBCP5IAP+BC9KVCYcGBwYG/wYF/2AAsAmDCwoJAP+BCdIWCYQFB/8G 3=0bgKEPqBB/9IAEkKgQsiATABggoJy5UKgggHAQXKrgqBBTD5UBMQhNavCuTqC4EKAIBjgY 4=IMCswVCYEIyy8LAA+CBQgQcxAXEQTMyAoCM4IHBc4vC9x1CYEK2qwJgQgBh3F+gwgIBQKc 5=gwYIBwIdzxsLhP8FCQcQHupkDIEKBILUfAswgcsdCoQGBQgGAAYCoAAZgQbNSQuDCAcJAI 6=eCCAjalAzMCgjVlgmCDAwwRhBpyaYMAOMRgwDmgQcCEAGSyVQMhggGBgsJBQCk6GcL1ZYI 7=1JQNAHUBlIIFCAGFAW0yDMk1DIMMCQgBI+bsDNUUDdURCGSXgQcDoAD/00kL/dIL4igPEg 8=LT6Q4Chf5kAP+BBwOO038IgwsJCf9ZAJYIMpdDH0GOIAh2MoIHB/9ZABYJBy8WtM4/D4EI 9=Ao2CBwghEIEMAhb/XAAWCYIMDMyeCyKYE5aBBQOcAQUQgf5ZAP8Wr4EKzsgQFA4UGQSc/l 10=8A/wB+0+kQggYHCDXbLAr+RAD/gwwMCwo00ysOAH8FFf5fAP86stJIEvxqD8uxC9kqECEC 11=/1EAtgol0OEjEBF875YJ4acJIUIABf9hAGMS07sPZl3/ZQBqD9COFCfQgQXmaA7NOxD84R 12=MKcwnBAgblqhQiBQnEggkK/0YATBQVP4EFAwjpZgsqwv9EANsVEnkUxegcEyD/E47/egCW 13=CBEAG8f1jRD52hYhAYIKCwBD9NoX/0IA2hYgQvdaFxA6/0EA6hD3FhkAOoEKB83/egAWCQ 14=jMEkP/RwDZFvBiCYEMIj//UwBMFOfsGAbQ3xoaNRI6Yf5MAP+ECwkMC+BaFn/0/00A5BEu 15=ZN/YGC/ZHt8oJf9OAEIbwJEL2hYcwUUMFhEWmB5a7GMM/0MA9AcWkYQIBggFCl4QB9ApFg 16=PA/1YAmBkoEQDzAPcIncDADBtkw2IMEhLIxRz22RfdIBuBCMDnDQD8YfYADgAYMHo/fyB6 17=AsT/TwAaGiBxDlkDdMskFwzkAQtwkgJEwBAL/lQA/8CxDMLjDBkWytYSUA9Tl4EMwSEM/1 18=UAmRqBBcDBDMBMDl9pw2QPAJUQA3IDwZQJ4FsdgHIDACCB/+oAAIMGB/8gAoQGBggHySIA 19=gwgIBRAeABWBBjARhAn//wr+VQD/hQcHBQUHAG2BCNGdAIIG/yCIMAGBC/5RAP8Q3AD3IP 20=pwaMjCAACb0bgA/kwA/9xOAYEHAaL+WAD/EHmECAcHBtE4AXED/18AUAEBZNqVAQIg/kwA 21=/4EFQtBAfQIDAGLYEQKBBREfyiAD/HICgf/IsQEACoMIBv/ZUAKEBwgHBv9PAFECgQYAVH 22=MBAP2BBdgwA4EGM53+WAD/IFuCBQXYsgOBCAIf/1EAUQLKHwOBBwGE11QDgQgRof5MAP8Q 23=T8lTBQGPgQXa0QGBCDSgzCEB9/IBgQYQ/lFTgQYBe4EG3bMFAAPN0wQAEO9TBRXOzlAFgQ 24=jasQEQqwUCy6AGAK8gw/DTBAA4yjQGE17Z4wUBIIIGCM9WBgCOBpzs0QEA6QNtyrACAP3M 25=NwDPEQQAo82yBwBJAAHv6wYhy8qlAgJ92+oHBoABI8qxAiTDAsXbsQfRjQMSNcgyB4EIAE 26=LeawgQgAElzI0IgQUDNcuiBeYGAslEB+J3BxMwyywJAHsCzABN+tEBgQjOUgfUOwXM6QYA 27=OAmwAZkVtvdTBWLY220JEqEA7c4PCDB5+tMEQLzLHwPOGQoEnwWjz44G3q8K34oKQMTbsw 28=oiAM5ACBA7AAT/QgBTBYIHBdbRA4EFB34YgTTw/lYA/wNH1rIFBxgYLNOrCf9DANEBEVsA 29=YoEG1dULEfcB/tszBvlwDAf4AV0DT81QBAclGJUIff9gAFABAV0WSYEFy1IMBZhRFP9ZAN 30=YLY8o+AQXPyFEHFff/RgBlDOWGDACAFhDIJAhiZv9cANANOoIW0g8DybwO/2AATw3OEwkI 31=5AB12zIL/lwA/xKHAgbiqwn+VQD/FOiBBQJ44isJ/lQA/xB5GNgAgt0vCNEXCf5BAP8idB 32=IAEQbhTQ7PUQf+QwD/DXAj/d7ADxUj/08Avw8bIgha4+0RBpzi6gjxTQ7gUQQVtf9qAEsO 33=0rwENaXeBQX/UADAD4EMwFUAAAQZf+BHDwfj/04AbxOFDAwMCQvDWgDhTQ3O0wj/QQCiFI 34=EJxNkAEn7frwg4Y/5KAP8Q+iF/4w4TBM8AqBZd/kkA/1EAPz/d8hTCMAHUtQD+YwD/An7A 35=TwQn3v51AP8UpYEGJScGVf5iCP+B/4A= ; ******* 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=14 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 ; 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=20 Armor=none TechLevel=1 Sight=4 Speed=4 Owner=allies,soviet Cost=100 Points=5 ; grenadier [E2] Primary=Grenade Strength=20 Armor=none TechLevel=6 Sight=4 Speed=5 Owner=soviet Cost=160 Points=10 Explodes=yes ; rocket soldier [E3] Primary=RedEye Secondary=Dragon Strength=15 Armor=none TechLevel=4 Sight=4 Speed=3 Owner=allies Cost=300 Points=10 DoubleOwned=yes ; Flamethrower [E4] Prerequisite=stek Primary=Flamer Strength=15 Armor=none TechLevel=8 Sight=4 Speed=3 Owner=soviet Cost=300 Points=15 Explodes=yes ; engineer [E6] Strength=10 Armor=none TechLevel=5 Sight=4 Speed=4 Owner=soviet,allies Cost=500 Points=20 Infiltrate=yes ; spy [SPY] Prerequisite=dome Strength=10 Armor=none TechLevel=8 Sight=5 Speed=4 Owner=allies Cost=500 Points=15 Infiltrate=yes ; thief [THF] Prerequisite=atek Strength=10 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=60 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=25 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=5 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=soviet 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=soviet 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,soviet 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] Strength=1 Armor=none TechLevel=2 Sight=0 Owner=allies Cost=25 Points=1 Repairable=false Adjacent=1 ; concrete wall [BRIK] Strength=1 Armor=none TechLevel=8 Sight=0 Owner=allies,soviet Cost=100 Points=5 Repairable=false Adjacent=1 ; wire fence [FENC] 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 Repariable=false Adjacent=1 Sight=0 ; barb wire fence [BARB] Strength=1 Points=1 Armor=wood Cost=25 Repariable=false Adjacent=1 Sight=0 ; wood fence [WOOD] Strength=1 Points=1 Repariable=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 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] Strength=400 Points=5 Armor=wood Repariable=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=HE 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=90%,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