[Basic] Name=Gold Rush ADV OPEN by Isulder1 NewINIFormat=3 Intro= Brief= Win= Lose= Action= ToCarryOver=no ToInherit=no TimerInherit=no EndOfGame=no CivEvac=no Theme=No theme CharryOverMoney=0 CarryOverCap=0 NoSpyPlane=no SkipScore=no OneTimeOnly=no SkipMapSelect=no TruckCrate=no FillSilos=no Percent=0 Player=USSR RULES.INI ; If placed in game directory, it will override built in values. Values to be used as multipliers ; or percentages can be specified as either a simple floating point number (embed ".") or as a ; conventional percentage number (append "%"). Values used as cell distances or time delays ; are specified as simple floating point number. Distance values are expressed in cells. Time ; values are expressed in minutes. ; ******* terrestrial driving vehicle types ******* ; SCUD launcher [V2RL] Prerequisite=weap,dome Primary=SCUD Strength=150 Armor=light TechLevel=4 Sight=5 Speed=7 Owner=soviet Cost=700 Points=40 ROT=5 Tracked=yes Ammo=1 Crewed=yes NoMovingFire=yes SelfHealing=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 SelfHealing=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 SelfHealing=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 SelfHealing=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=-1 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=-1 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=-1 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 SelfHealing=yes ; Ranger (as in "Ford", not "W.W. II Commando") [JEEP] Prerequisite=weap Primary=M60mg Strength=150 Armor=light TechLevel=-1 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 SelfHealing=yes ; mine layer [MNLY] Prerequisite=weap,fix Strength=100 Armor=heavy TechLevel=-1 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 ;warrior ant [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 ;fire ant [ANT2] Image=ANT2 Primary=FireballLauncher Name=Fire Ant Strength=75 Armor=heavy TechLevel=-1 Sight=3 Speed=8 Cost=700 Points=40 ROT=6 Tracked=yes Crewed=no NoMovingFire=yes ;scout ant [ANT3] Image=ANT3 Name=Scout Ant Primary=TeslaZap Strength=85 Armor=light TechLevel=1 Sight=3 Speed=7 Cost=700 Points=40 ROT=9 Tracked=yes Crewed=no NoMovingFire=yes GuardRange=5 ; ******* 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=-1 Sight=5 Speed=4 Owner=soviet Cost=200 Points=5 IsCanine=yes GuardRange=7 ; rifle soldier [E1] Primary=M1Carbine Strength=50 Armor=none TechLevel=1 Sight=4 Speed=5 Owner=allies,soviet Cost=100 Points=5 Crushable=no SelfHealing=yes ; grenadier [E2] Primary=Grenade Strength=50 Armor=none TechLevel=-1 Sight=4 Speed=5 Owner=soviet Cost=160 Points=10 Explodes=yes ; rocket soldier [E3] Primary=RedEye Secondary=Dragon Strength=45 Armor=none TechLevel=2 Sight=4 Speed=5 Owner=allies Cost=300 Points=10 DoubleOwned=yes Crushable=no SelfHealing=yes ; Flamethrower [E4] Prerequisite=stek Primary=Flamer Strength=40 Armor=none TechLevel=6 Sight=4 Speed=4 Owner=soviet Cost=300 Points=15 Explodes=yes SelfHealing=yes ; engineer [E6] Strength=25 Armor=none TechLevel=-1 Sight=4 Speed=4 Owner=soviet,allies Cost=500 Points=20 Infiltrate=yes ; spy [SPY] Prerequisite=dome Strength=25 Armor=none TechLevel=-1 Sight=5 Speed=4 Owner=allies Cost=500 Points=15 Infiltrate=yes ; thief [THF] Prerequisite=atek Strength=25 Armor=none TechLevel=-1 Sight=5 Speed=4 Owner=allies Cost=500 Points=10 Infiltrate=yes ; Tanya [E7] Prerequisite=atek Primary=Colt45 Secondary=Colt45 Strength=100 Armor=none TechLevel=11 Sight=6 Speed=5 Owner=allies,soviet Cost=1200 Points=25 Infiltrate=yes C4=yes DoubleOwned=yes ; field medic [MEDI] Primary=Heal Strength=80 Armor=none TechLevel=-1 Sight=3 Speed=4 Owner=allies Cost=800 Points=15 ; field marshal [GNRL] Name=Isulder1 Primary=Vulcan Strength=120 Armor=light TechLevel=1 Sight=6 Speed=6 Owner=allies,soviet Cost=1000 Points=15 Infiltrate=no Crushable=no SelfHealing=yes ; civilians [C1] Image=C1 Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Ammo=10 Fraidycat=yes [C2] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C3] Image=C2 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C4] Image=C2 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C5] Image=C2 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C6] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C7] Image=C1 Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Ammo=10 Fraidycat=yes [C8] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C9] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C10] Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes ; professor Einstein [EINSTEIN] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies Cost=10 Points=1 Fraidycat=yes ; special agent [DELPHI] Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Ammo=10 ; special agent [CHAN] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 ; ******* aircraft types ******* ; Badger bomber [BADR] Prerequisite=afld Primary=ParaBomb Strength=60 Armor=light TechLevel=-1 Sight=0 Speed=16 Owner=soviet Cost=10 Points=20 ROT=5 Ammo=5 Passengers=5 ; spy photo-recon plane [U2] Prerequisite=afld Primary=Camera Strength=2000 Armor=heavy TechLevel=-1 Sight=0 Speed=40 Owner=soviet Cost=10 Points=5 ROT=7 Ammo=1 ; snapshot film ; jet attack plane [MIG] Prerequisite=afld Primary=Maverick Secondary=Maverick Strength=50 Armor=light TechLevel=10 Sight=0 Speed=20 Owner=soviet Cost=1200 Points=50 ROT=5 Ammo=3 GuardRange=30 ; prop attack plane [YAK] Prerequisite=afld Primary=ChainGun Secondary=ChainGun Strength=60 Armor=light TechLevel=5 Sight=0 Speed=16 Owner=soviet Cost=800 Points=25 ROT=5 Ammo=15 Crewed=yes GuardRange=30 ; transport helicopter [TRAN] Prerequisite=hpad Strength=90 Armor=light TechLevel=11 Sight=0 Speed=12 Owner=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=-1 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=-1 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=-1 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=-1 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=-1 Sight=0 Owner=allies Cost=25 Points=1 Repairable=false Adjacent=1 ; concrete wall [BRIK] Strength=1 Armor=none TechLevel=-1 Sight=0 Owner=allies,soviet Cost=100 Points=5 Repairable=false Adjacent=1 ; wire fence [FENC] Strength=1 Armor=none TechLevel=-1 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] TechLevel=-1 Strength=1 Points=1 Armor=none Cost=75 Repariable=false Adjacent=1 Sight=0 ; barb wire fence [BARB] TechLevel=-1 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=-1 Cost=50 Strength=30 Sight=4 Points=15 Power=-2 Bib=yes Capturable=true BaseNormal=no [SYRF] Prerequisite=powr Image=SYRD Strength=30 TechLevel=-1 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=-1 Cost=50 Owner=allies Power=-2 Points=15 Bib=yes Capturable=true BaseNormal=no ;ant buildings [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 ; 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 ;ant weapon [Mandible] Damage=50 ROF=15 Range=1.5 Projectile=Invisible Speed=100 Warhead=Super Report=ANTBITE ; ******* Projectile Statistics ******* ; Projectiles describe how and what image to use as the weapon flies ; to its target. Think of the projectile as the "delivery method" used ; to get the warhead to the desired target. ; AA = Can this weapon fire upon flying aircraft (def=no)? ; AG = Can this weapon fire upon ground objects (def=yes)? ; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)? ; Animates = Does it animate [this means smoke puffs] (def=no)? ; Arcing = Does it have a ballistic trajectory (def=no)? ; Arm = arming delay (def=0) ; Degenerates = Does the bullet strength weaken as it travels (def=no)? ; Dropping = Does it fall from a starting height (def=no)? ; Frames = number of image frames for animation purposes (def=1) ; Gigundo = Is the projectile larger than normal (def=no)? ; High = Can it fly over walls (def=no)? ; Image = image to use during flight ; Inaccurate = Is it inherently inaccurate (def=no)? ; Inviso = Is the projectile invisible as it travels (def=no)? ; Parachuted = Equipped with a parachute for dropping from plane (def=no)? ; Proximity = Does it blow up when near its target (def=no)? ; ROT = Rate Of Turn [non zero implies homing] (def=0) ; Ranged = Can it run out of fuel (def=no)? ; Rotates = Does the projectile have rotation specific imagery (def=no)? ; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes) ; Translucent = Are translucent colors used in artwork (def=no)? ; UnderWater = Does the projectile travel under water? ; invisible flight to target [Invisible] Inviso=yes Image=none ; special case for dog [LeapDog] Image=DOGBULLT Translucent=yes Rotates=yes Proximity=yes ROT=20 ; straight high-speed ballistic shot [Cannon] Image=120MM ; anti aircraft artillery projectile [Ack] Image=none Inviso=yes AA=true AG=false ; Sub-surface projectile. [Torpedo] UnderWater=yes Image=MISSILE Rotates=yes ASW=yes ; Free Rocket Over Ground [FROG] Arm=10 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes Inaccurate=yes Image=V2 Rotates=yes ; small homing missile (targets vehicles best) [HeatSeeker] Arm=2 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes Inaccurate=yes AA=yes Image=DRAGON ROT=5 Rotates=yes Translucent=yes ; small missile with deadly accuracy [LaserGuided] Arm=3 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes AA=yes Image=DRAGON ROT=20 Rotates=yes Translucent=yes ; anti aircraft missile [AAMissile] Arm=3 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes AA=yes AG=no Image=MISSILE ROT=20 Rotates=yes Translucent=yes ; lobbed tumbling grenade [Lobbed] High=yes Arcing=yes Inaccurate=yes Image=BOMB Frames=8 Translucent=yes ; Depth charge catapult [Catapult] High=yes Arcing=yes Inaccurate=yes Image=BOMB Frames=8 ASW=yes AG=no Translucent=yes ; dropped from plane tumbling object [Bomblet] Arm=24 RangeLimit=24 High=yes Dropping=yes Image=BOMBLET Frames=6 Translucent=yes ; arcing ballistic projectile [Ballistic] High=yes Arcing=yes Inaccurate=yes Image=120MM ; parachute bomb [Parachute] Arm=24 RangeLimit=24 High=yes Dropping=yes Parachuted=yes ;Image=PARABOMB ; Allied free radar (GPS satellite) [GPSSatellite] Gigundo=yes High=yes Image=SPUTNIK Frames=4 ; Nuclear missile, flying up [NukeUp] Gigundo=yes High=yes Image=ATOMICUP Frames=4 ; Nuclear missile, flying down [NukeDown] Gigundo=yes High=yes Image=ATOMICDN Frames=4 ; wizard's fireball [Fireball] Animates=yes Image=FB1 Frames=8 ; ******* Warhead Characteristics ******* ; This is what gives the "rock, paper, scissors" character to the game. ; It describes how the damage is to be applied to the target. The ; values should take into consideration the 'area of effect'. ; example: Although an armor piercing tank round would instantly ; kill a soldier IF it hit, the anti-infantry rating is still ; very low because the tank round has such a limited area of ; effect, lacks pinpoint accuracy, and acknowledges the fact that ; tanks pose little threat to infantry that take cover. ; Spread = damage spread factor [larger means greater spread] (def=1) ; [A value of 1 means the damage is halved every pixel distant from center point. ; a value of 2 means damage is halved every 2 pixels, etc.] ; Wall = Does this warhead damage concrete walls (def=no)? ; Wood = Does this warhead damage wood walls (def=no)? ; Ore = Does this warhead destroy ore (def=no)? ; Verses = damage value verses various armor types (as percentage of full damage)... ; -vs- none, wood (buildings), light armor, heavy armor, concrete ; Explosion = which explosion set to use when warhead of this type impacts (def=0) ; 0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke ; InfDeath = which infantry death animation to use (def=0) ; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro ; general multiple small arms fire [SA] Spread=3 Verses=100%,50%,60%,25%,25% Explosion=2 InfDeath=1 ; high explosive (shrapnel) [HE] Spread=6 Wall=yes Wood=yes Verses=90%,75%,60%,25%,100% Explosion=5 InfDeath=2 ; armor piercing (discarding sabot, narrow effect) [AP] Spread=3 Wall=yes Wood=yes Verses=30%,75%,75%,100%,50% Explosion=4 InfDeath=3 ; napalm and fire in general [Fire] Spread=8 Wood=yes Verses=90%,100%,60%,25%,50% Explosion=3 InfDeath=4 ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [HollowPoint] Spread=1 Verses=100%,5%,5%,5%,5% Explosion=1 InfDeath=1 ; special case damage effect (do not use for regular weapons) [Super] Spread=1 Verses=100%,100%,100%,100%,100% InfDeath=5 ; special case to only affect infantry (do not use for regular weapons) [Organic] Spread=0 Verses=100%,0%,0%,0%,0% InfDeath=0 ; Nuclear warhead (same as fire) [Nuke] Spread=6 Wall=yes Wood=yes Ore=yes Verses=90%,100%,60%,25%,50% Explosion=6 InfDeath=4 ; ******* Land Characteristics ******* ; This section specifies the characteristics of the various ; terrain types. The primary purpose is to differentiate the ; movement capabilities. ; Float = % of full speed for ships [0 means impassable] (def=100) ; Foot = % of full speed for foot soldiers [0 means impassable] (def=100) ; Track = % of full speed for tracked vehicles [0 means impassable] (def=100) ; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100) ; Buildable = Can buildings be built upon this terrain (def=no)? ; clear grassy terrain [Clear] Foot=90% Track=80% Wheel=60% Float=0% Buildable=yes ; rocky terrain [Rough] Foot=80% Track=70% Wheel=40% Float=0% Buildable=no ; roads [Road] Foot=100% Track=100% Wheel=100% Float=0% Buildable=yes ; open water [Water] Foot=0% Track=0% Wheel=0% Float=100% Buildable=no ; cliffs [Rock] Foot=0% Track=0% Wheel=0% Float=0% Buildable=no ; walls and other man made obstacles [Wall] Foot=0% Track=0% Wheel=0% Float=0% Buildable=no ; ore (Tiberium) [Ore] Foot=90% Track=70% Wheel=50% Float=0% Buildable=no ; sandy beach [Beach] Foot=80% Track=70% Wheel=40% Float=0% Buildable=no ; craggy riverbed [River] Foot=0% Track=0% Wheel=0% Float=0% Buildable=no ; ******* Random Crate Powerups ******* ; This specifies the chance for the specified crate powerup to appear ; in a 'random' crate. The chance is expressed in the form of 'shares' ; out of the total shares specified. The second parameter is the animation ; to use when this crate is picked up. The third parameter, if present, specifies ; the data value needed for that crate powerup. They mean different things ; for the different powerups. [Powerups] Armor=10,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier) Cloak=0,STEALTH2 ; enable cloaking on nearby objects Darkness=1,EMPULSE ; cloak entire radar map Explosion=5,NONE,500 ; high explosive baddie (damage per explosion) Firepower=10,FPOWER,2.0 ; firepower of nearby objects increased (firepower multiplier) HealBase=1,INVUN ; all buildings to full strength ICBM=1,MISSILE2 ; nuke missile one time shot Money=50,DOLLAR,2000 ; a chunk o' cash (maximum cash) Napalm=5,NONE,600 ; fire explosion baddie (damage) ParaBomb=3,PARABOX ; para-bomb raid one time shot Reveal=1,EARTH ; reveal entire radar map Sonar=3,SONARBOX ; one time sonar pulse Speed=10,SPEED,1.7 ; speed of nearby objects increased (speed multiplier) Squad=20,NONE ; squad of random infantry Unit=20,NONE ; vehicle Invulnerability=3,INVULBOX,1.0 ; invulnerability (duration in minutes) TimeQuake=3,TQUAKE ; time quake ; ******* Mission Control ******* ; This specifies the various general behavior characteristics of ; the missions that objects can be assigned. Each of the game objects must ; be in a mission. The mission behavior is generally hard coded into ; the program, but there are some behavior characteristics that can ; be overridden. Don't modify these. ; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)? ; Zombie = Is forced to sit there like a zombie and never recovers (def=no)? ; Recruitable = Can it be recruited into a team or base defense (def=yes)? ; Paralyzed = Is the object frozen in place but can still fire and function (def=no)? ; Retaliate = Is allowed to retaliate while on this mission (def=yes)? ; Scatter = Is allowed to scatter from threats (def=yes)? ; Rate = delay between normal processing (larger = faster game, less responsiveness) ; AARate = anti-aircraft delay rate (if not specifed it uses regular rate). ; Unit sits still and plays dead. [Sleep] Recruitable=no Zombie=yes Retaliate=no Scatter=no Rate=1 ; Unit doesn't fire and is not considered a threat. [Harmless] Recruitable=no NoThreat=yes Retaliate=no Rate=.5 ; Just like guard mode, but cannot move. [Sticky] Recruitable=no Paralyzed=yes Scatter=no Rate=.016 ; Special attack mission used by team logic. [Attack] Rate=.016 AARate=.016 ; Move to destination. [Move] Rate=.016 ; Special move to destination after all other queued moves occur. [QMove] Rate=.016 ; Run away (possibly leave the map). [Retreat] Recruitable=no Retaliate=no Rate=.1 ; Sit around and engage any enemy that wanders within weapon range. [Guard] Rate=.050 AARate=.016 ; Enter building or transport for loading purposes. [Enter] Retaliate=no Recruitable=no Rate=.016 ; Engineer entry logic. [Capture] Retaliate=no Recruitable=no Scatter=no Rate=.016 ; Handle harvest ore - dump at refinery loop. [Harvest] Retaliate=no Recruitable=no Scatter=no Rate=.016 ; Guard the general area where the unit starts at. [Area Guard] Recruitable=no Rate=.080 AARate=.032 ; [Return] ; Stop moving and firing at the first available opportunity. [Stop] ; [Ambush] ; Scan for and attack any enemies whereever they may be. [Hunt] Recruitable=no Retaliate=no Rate=.016 ; While dropping off cargo (e.g., APC unloading passengers). [Unload] Recruitable=no Retaliate=no Scatter=no Rate=.016 ; Tanya running to place bomb in building. [Sabotage] Recruitable=no Rate=.016 ; Buildings use this when building up after initial placement. [Construction] Recruitable=no Retaliate=no Scatter=no ; Buildings use this when deconstruction after being sold. [Selling] Recruitable=no NoThreat=yes Retaliate=no Scatter=no ; Service depot uses this mission to repair attached object. [Repair] Rate=.08 ; Special team override mission. [Rescue] Rate=.016 ; Missile silo special launch missile mission. [Missile] Rate=.1 [Map] Theater=TEMPERATE X=1 Y=1 Width=126 Height=126 [Waypoints] 0=6150 4=6393 1=7174 5=7417 99=7740 2=8198 6=8441 3=9222 7=9465 [MapPack] 1=RAAAIIH//msA/4PZANvSbQCC2QD+5gD/1YQA/4AAhACB2QGC/2YABgL/gADuAdNgAoPZAA 2=D/5wCFANN4Af/oAIQA/xQb7AOAEwAAIIH/AAGC2QD+9AD/cPb//B4EAIATAAAggf8AAYLZ 3=AP70AP9w9v/8HgQAgDcAACCB/wABgtkA/vQA/3D2/wIcBAD/aAAEHdXkHP92AIQd/nAA/9 4=dsHf7mAP+C2wDVbB/+eQD/gf+ACQAAIIEA/v4fAIEAgAkAACCBAP7+HwCBAIA= [OverlayPack] 1=nwAAIIEF8gAAgf/JNgD+cwAF/0wANgD+fAD//xwC/gCCCQn+QgD/gQkQAfNjA9zfA+i4A9 2=gcBNf+AxA2/0IAGwTdmAT/nAB+BP9EABkE994D/0gAmAX/ugDgBP9GAJoG/4AAYAT24AP+ 3=ZQD//5sU/gf/QwCbA98THdr+A/5GAP/z4Qf/RQAZBt8THtv+Hf9IAJsD9WQe/kQA//TgHv 4=9pAJcdgC4AACCDBQX/0wIAgQn+SAD/2RkAgQUAAf58AP//BB5+APEBH/9FAPEe+Hof/0oA 5=Nh+A [General] BailCount=10 GoldValue=150 GemValue=150 GrowthRate=.02 [AI] AttackInterval=2 AttackDelay=3 AutocreateTime=4 InfantryReserve=9000 BaseSizeAdd=999 RefineryRatio=.26 RefineryLimit=6 BarracksLimit=1 WarRatio=.26 WarLimit=2 DefenseLimit=6 TeslaRatio=.16 TeslaLimit=20 HelipadRatio=.1 HelipadLimit=5 AirstripRatio=.12 AirstripLimit=15 CompEasyBonus=No PowerEmergency=90% [Base] Count=0 Player=USSR