[Basic] Name=[gc] A Path Beyond Modified Intro= Brief= Win= Lose= Action= Player=Multi1 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=22 [Greece] TechLevel=22 [USSR] TechLevel=22 [England] TechLevel=22 [Ukraine] TechLevel=22 [Germany] TechLevel=22 [France] TechLevel=22 [Turkey] TechLevel=22 [GoodGuy] TechLevel=22 [BadGuy] TechLevel=22 [Neutral] TechLevel=22 [Special] TechLevel=22 [Map] Theater=TEMPERATE X=16 Y=16 Width=96 Height=96 [Waypoints] 98=2064 3=3678 6=4034 0=4129 7=7771 5=8097 2=11939 4=12226 1=12513 [MapPack] 1=9gEAIIH//h8Q/4IBAP++ACAQ/5QB4A+BHCAC/0gAMhKBGyAC/2QAyBGBWAACgUwAAoFK9o 2=MSgSEgAjC4gSAgAoFJAAKBTQACyTQTgR4AAtlkEoFOIIaBT8q7EoEaAAL/agDMEoFKILSB 3=WQACcB6DTgBLAALZNBMw/tVyE4FKIECBTyD+gx4AMgACcDqBMAACEDQQLoFO1rMTgxoAMf 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5924=TC05 6430=MINE 6590=MINE 6338=TC05 6745=TC05 8519=MINE 8744=TC04 9113=TC01 9244=T07 9318=TC02 9444=TC01 9502=TC02 9627=T11 9822=MINE 9907=T08 10031=TC01 10279=MINE 10287=T08 10336=MINE 10290=TC02 10790=MINE 10805=TC01 11210=MINE 11333=TC04 11600=MINE 11696=TC03 12597=TC05 13135=TC04 [Base] Count=0 Player=Greece [OverlayPack] 1=iwIAIIH//pcK/4MMCgvmbwqBCv5TAP+FC/8LCgzk8QqGCQoJ/wsJy7cK55oK1a0KggkJ5l 2=gLgwkMC8tICwB/5RwL1gALgwkMDMtJC9esC4H/ACrLxAqBDP9BAFgLAETNiwyBBQADhwcG 3=BQgIBwbciQyCCQr/QgBXC9AZDYoFBwgMBgcHB/8I3qUK/1QA2QwAAYEGAISEBf8ICgEL2z 4=oNgQn92QvTGA4A+4UIBgcGB+AjDP5WAP+EBgcJCgAFgQbdNg3+WgD/AgWDCAwIAgX+egD/ 5=hAUIBQXQtgz+agD/gQcTjP56AP/StAz+bAD/gQf/egC4Dv6tAf+BCAWx/noA/4MGDAYGLP 6=55AP+EBwUGCAUs/3gAYBOGCAYGCAX/EAT5JBOBBwVrCHHVxRPZ4RMIqoEGAIT44RMCP4IG 7=BxFE3n4V0uIUAX8AP/jgE4IFBSlwgQXY4xWBBwcPAmXSJhUAuIEGFyv3oxMBYAFD12IUAu 8=CCBQYABQDngQXQYxYJKwDB9iMUEX0SQtUGFgD3AF+BCxEk0+EWAjyCBQn34hYAfNrfFgGa 9=gQspaYIHDAAm0SMXhAcJBQv34xWDCAcJGOfVoheBBQCiOeeCBQrVYhYSu/biFIIIBgNB2C 10=QWCws65oQHDAwH06EYAHz24heBDAC9gQUcdNaFGIEMCow67QOl1WMW9WMYFDuDBQoK1aEY 11=ABcLh0tnACX/UQDhEwvrgQcEANWhGRIWggUGTGaBCgMC/lAA/wN4gQUb6dQ1DhFXAwGCCQ 12=kRA4EJAKr+UQD/A70GANlJGhWbAKCDBQkMAwz+dAD/gQURowQnBQX/fAA5D9kfGP5mAP8D 13=K/57Av8K6srLDP5yAP9z/oIKCuebCwABgFUCACCB/9QAAIEL1QAA0TAAhQUGBwgHQAyFCg 14=r/Cgz+QgD/gQrsGACDCwYGMAuBCf9EAFQAhf8LDAsK6OwAhAj/BgVAMP9EANMAAMaD/wsL 15=6FEBhAUIBQVBgoEJ/kYA/4IKC+qZAIYICQsHCAX+TAD/6hkBAIGBBmKC/nYA/4MH/wf/fg 16=DLAiKH/o0A/4IFBRGXQ5j+cwD/ggUHAHyBCv96AGIEAQEAfvNMAv9DANEBhwUHCAYFBQbx 17=zQPNmAUC3QHN7p0DhQj/CAsG8mIFgQzJGgKBBRFE8coCgQgGl4EF9OIEypoCJWDurQaFBg 18=gMB/9WmOxpBnGDIXyBCACB7hoDgQYUEfApBs4TAIQLCP8H8mEG9eEHy84HAUqEBwwHC+pi 19=ByIuAXz84gSBBRXVggYFAP0EzO3wCFCH92MJgQYQQIEIAP1DBe1vCfRhBcvPCBN7gQsATO 20=DgCPNhBtkFCSN3EFYEy9srCRQk/d8I0soJJ1jeYQQQnQFwaQX/SADPCiGD4CsJA++DBwcJ 21=AqsJiAA0gQf/SwDNA+JLAgKgggoIB3GDBgkFAbaBBf9MAM4K42EEBumBBwD2AH6CBgUG+f 22=9wAEwDhgYGBwYICgbygQcRC4EI/3AAYQSBBQHyAv8LBgF9Ayr/cgDiBIEHAiZGJhZ5/3IA 23=2A3KWQ4Qjv7IA/+BCdmYBeKbAYIKC/eYBYILCdjnEoMLCQzgwRKCCwrapBLd+wbY0gCCCg 24=zgaBODDAwK+GgTggwJ15oCggsL4JkCgQvivxPXyxPW5hP/RgDRAOr4B/7QCv+B/4A= [General] GemValue=75 ; gem credits per 'bail' carried by a harvester GoldValue=25 ; gold credits per 'bail' carried by a harvester GrowthRate=.3 ; minutes between ore (Tiberium) growth OreGrows=yes ; Does ore grow denser over time? OreSpreads=yes ; Does ore spread into adjacent areas? ; ******* 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=50% Wheel=60% Float=0% Buildable=yes ; rocky terrain [Rough] Foot=80% Track=50% Wheel=40% Float=0% Buildable=no ; roads [Road] Foot=100% Track=60% Wheel=100% Float=0% Buildable=yes ; open water [Water] Foot=0% Track=0% Wheel=0% Float=150% 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=50% Wheel=50% Float=0% Buildable=no ; sandy beach [Beach] Foot=80% Track=60% Wheel=40% Float=0% Buildable=no ; craggy riverbed [River] Foot=0% Track=0% Wheel=0% Float=0% Buildable=no ; ******* 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