; 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. [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 CrateMinimum=4 CrateMaximum=255 CrateRadius=3.0 CrateRegen=3 UnitCrateType=MCV WaterCrateChance=33% SoloCrateMoney=3000 SilverCrate=HealBase WaterCrate=Money WoodCrate=Money ChronoDuration=3 ChronoKillCargo=yes ChronoTechLevel=12 GPSTechLevel=8 GapRadius=10 GapRegenInterval=.1 IronCurtain=.75 ParaTech=5 ParabombTech=8 RadarJamRadius=15 SpyPlaneTech=5 BadgerBombCount=1 QuakeChance=20% QuakeDamage=33% VortexChance=20% VortexDamage=200 VortexRange=10 VortexSpeed=10 RefundPercent=200% ReloadRate=.04 RepairPercent=5% RepairRate=.032 RepairStep=7 URepairPercent=20% URepairStep=20 TurboBoost=1.5 APMineDamage=1000 AVMineDamage=1200 AtomDamage=5000 BallisticScatter=1.0 BridgeStrength=1000 C4Delay=.03 Crush=1.5 ExpSpread=.3 FireSupress=1 HomingScatter=2.0 MaxDamage=1000 MinDamage=1 OreExplosive=no PlayerAutoCrush=no PlayerReturnFire=no PlayerScatter=no ProneDamage=50% TreeTargeting=no Incoming=10 BailCount=10 BuildSpeed=.5 BuildupTime=.14 GemValue=150 GoldValue=150 GrowthRate=.02 OreGrows=yes OreSpreads=no OreTruckRate=1 SeparateAircraft=no SurvivorRate=2.5 AllyReveal=yes ConditionRed=25% ConditionYellow=50% DropZoneRadius=4 EnemyHealth=yes Gravity=3 IdleActionFrequency=.1 MessageDelay=.6 MovieTime=.06 NamedCivilians=no SavourDelay=.03 ShroudRate=4 SpeakDelay=2 TimerWarning=2 FlashLowPower=yes CurleyShuffle=no BaseBias=2 BaseDefenseDelay=.25 CloseEnough=2.75 DamageDelay=1 GameSpeedBias=1 LZScanRadius=16 MineAware=yes Stray=2.0 SubmergeDelay=.02 SuspendDelay=2 SuspendPriority=20 TeamDelay=.6 FineDiffControl=no MCVUndeploy=yes [Aftermath] ; ******* 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. NewUnitsEnabled=1 MTankDistance=20 QuakeUnitDamage=45% QuakeBuildingDamage=40% QuakeInfantryDamage=0 QuakeDelay=120 CarrierLaunchDelay=30 ChronoTankDuration=2 EngineerDamage=50% EngineerCaptureLevel=25% [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=13 ParaBomb=14 Paratrooper=7 Saboteur=14 Sonar=10 SpyPlane=1 [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=100 Anim=100 Building=500 Bullet=50 Factory=32 Infantry=500 Overlay=1 Projectile=20 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=2 AttackDelay=3 PatrolScan=.016 CreditReserve=100 PathDelay=.01 OreNearScan=6 OreFarScan=48 AutocreateTime=4 InfantryReserve=9000 InfantryBaseMult=1 PowerSurplus=50 BaseSizeAdd=999 RefineryRatio=.26 RefineryLimit=6 BarracksRatio=.16 BarracksLimit=1 WarRatio=.26 WarLimit=2 DefenseRatio=.4 DefenseLimit=6 AARatio=.14 AALimit=10 TeslaRatio=.16 TeslaLimit=20 HelipadRatio=.1 HelipadLimit=5 AirstripRatio=.12 AirstripLimit=15 CompEasyBonus=No Paranoid=yes PowerEmergency=90% [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=1.1 Groundspeed=1.0 Airspeed=1.2 Armor=1.0 ROF=1.0 Cost=0.9 BuildTime=1.1 [Germany] Firepower=1.3 Groundspeed=1.2 Airspeed=1.1 Armor=1.3 ROF=1.0 Cost=1.2 BuildTime=0.9 [France] Firepower=1.1 Groundspeed=1.0 Airspeed=1.2 Armor=1.0 ROF=1.0 Cost=1.1 BuildTime=1.0 [Ukraine] Firepower=1.1 Groundspeed=1.2 Airspeed=1.0 Armor=1.1 ROF=1.0 Cost=1.0 BuildTime=1.0 [USSR] Firepower=1.1 Groundspeed=1.0 Airspeed=1.0 Armor=1.1 ROF=1.0 Cost=0.9 BuildTime=1.0 [Greece] Firepower=1.1 Groundspeed=0.9 Airspeed=0.9 Armor=0.8 ROF=0.9 Cost=0.7 BuildTime=1.1 [Turkey] Firepower=1.1 Groundspeed=1.0 Airspeed=1.0 Armor=0.9 ROF=1.0 Cost=0.8 BuildTime=1.0 [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=1.1 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=0.8 BuildTime=1.0 [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=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 [1TNK] ; heavy tank Prerequisite=weap Primary=75mm Strength=300 Armor=heavy TechLevel=4 Sight=4 Speed=9 Owner=allies,soviet Cost=650 Points=30 ROT=5 Tracked=yes Crewed=yes Secondary=Vulcan [3TNK] ; medium tank Prerequisite=weap Primary=105mm Secondary=105mm Strength=400 Armor=heavy TechLevel=4 Sight=5 Speed=7 Owner=soviet Cost=1000 Points=50 ROT=5 Tracked=yes Crewed=yes [2TNK] ; Mammoth tank 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 Secondary=MammothTusk [4TNK] ; mobile radar jammer 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 [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 Cost=600 Points=40 ROT=5 Crewed=yes [ARTY] ; harvester 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 [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=600 Armor=light TechLevel=11 Sight=4 Speed=6 Owner=allies,soviet Cost=2500 Points=60 ROT=5 Crewed=yes [JEEP] ; Armored Personnel Carrier Prerequisite=weap Primary=M60mg Strength=150 Armor=light TechLevel=3 Sight=6 Speed=10 Owner=allies,soviet Cost=600 Points=20 ROT=10 Crewed=yes Passengers=3 [APC] ; mine layer Prerequisite=weap Primary=M60mg Strength=200 Armor=heavy TechLevel=5 Sight=5 Speed=10 Owner=allies Cost=800 Points=25 ROT=5 Tracked=yes Passengers=5 Secondary=MammothTusk [MNLY] ; convoy truck 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 Crewed=yes [TRUK] ; warrior ant Strength=110 Armor=light Owner=soviet TechLevel=2 Sight=3 Speed=10 Cost=500 Points=5 ROT=5 Passengers=7 [ANT1] ; fire ant 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] ; scout ant 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 [ANT3] ; Phase Transport 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 [STNK] ; Heli Carrier Prerequisite=weap,atek Primary=APTusk Strength=200 Armor=heavy TechLevel=8 Sight=5 Speed=10 Owner=allies,soviet Cost=800 Points=25 ROT=5 Tracked=yes Passengers=1 Cloakable=yes SelfHealing=no [CARR] ; Chrono Tank Prerequisite=hpad,atek Strength=350 Primary=AirAssault Armor=heavy TechLevel=8 Sight=6 Speed=6 Owner=allies,soviet Cost=1200 Points=25 ROT=7 Passengers=5 [CTNK] ; Tesla Tank Prerequisite=atek Primary=APTusk Strength=350 Armor=light TechLevel=12 Sight=5 Speed=5 Owner=allies Cost=2400 Points=25 ROT=5 Tracked=yes [TTNK] ; Demolition Truck Prerequisite=tsla Primary=TTankZap Strength=110 Armor=light TechLevel=8 Sight=7 Speed=8 Owner=soviet Cost=1500 Points=30 ROT=5 Tracked=yes Crewed=yes NoMovingFire=yes [DTRK] ; M.A.D. Tank Prerequisite=mslo Primary=Democharge Strength=110 Armor=light TechLevel=13 Sight=3 Speed=8 Owner=allies,soviet Cost=2400 Points=5 ROT=5 Explodes=yes [QTNK] ; ******* ship types ******* ; submarine Prerequisite=stek Primary=none Strength=300 Armor=heavy TechLevel=10 Sight=6 Speed=3 Owner=soviet Cost=2300 Points=60 ROT=5 Tracked=yes Crewed=no [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] ; Missile Submarine 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 [MSUB] ; ******* infantry types ******* ; attack dog Prerequisite=stek Primary=SubSCUD Strength=150 Armor=light TechLevel=9 Sight=6 Speed=5 Owner=soviet Cost=1650 Points=45 ROT=7 Cloakable=yes Inaccurate=no [DOG] ;Strength=5 ; rifle soldier Prerequisite=kenn Primary=DogJaw Strength=12 Armor=none TechLevel=3 Sight=5 Speed=4 Owner=soviet Cost=200 Points=5 IsCanine=yes GuardRange=7 [E1] ; grenadier Primary=M1Carbine Strength=50 Armor=none TechLevel=1 Sight=4 Speed=4 Owner=allies,soviet Cost=100 Points=5 [E2] ; rocket soldier Primary=Grenade Strength=50 Armor=none TechLevel=1 Sight=4 Speed=5 Owner=soviet Cost=160 Points=10 Explodes=yes [E3] ; Flamethrower Primary=RedEye Secondary=Dragon Strength=45 Armor=none TechLevel=2 Sight=4 Speed=3 Owner=allies Cost=300 Points=10 DoubleOwned=yes [E4] ; engineer Prerequisite=stek Primary=Flamer Strength=40 Armor=none TechLevel=6 Sight=4 Speed=3 Owner=soviet Cost=300 Points=15 Explodes=yes [E6] ; spy Strength=25 Armor=none TechLevel=5 Sight=4 Speed=4 Owner=soviet,allies Cost=500 Points=20 Infiltrate=yes [SPY] ; thief Prerequisite=dome Strength=25 Armor=none TechLevel=6 Sight=5 Speed=4 Owner=allies Cost=500 Points=15 Infiltrate=yes [THF] ; Tanya Prerequisite=atek Strength=25 Armor=none TechLevel=11 Sight=5 Speed=4 Owner=allies Cost=500 Points=10 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 [MEDI] ; field marshal Primary=Heal Strength=80 Armor=none TechLevel=2 Sight=3 Speed=4 Owner=allies Cost=800 Points=15 [GNRL] ; civilians Primary=Pistol Strength=80 Armor=none TechLevel=-1 Sight=3 Speed=5 Owner=allies,soviet Cost=0 Points=15 Infiltrate=yes [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] ; professor Einstein Image=C1 Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [EINSTEIN] ; special agent Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies Cost=10 Points=1 Fraidycat=yes [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] ; Shock Trooper Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 [SHOK] ; field mechanic Prerequisite=tsla Primary=PortaTesla Strength=80 Armor=none TechLevel=7 Sight=4 Speed=3 Owner=soviet Cost=900 Points=15 Explodes=no NoMovingFire=yes Crushable=no [MECH] ; ******* aircraft types ******* ; Badger bomber Prerequisite=fix Primary=GoodWrench Strength=60 Armor=none TechLevel=7 Sight=3 Speed=4 Owner=allies Cost=950 Points=15 [BADR] ; spy photo-recon plane 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 [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=3 GuardRange=30 [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=15 Crewed=yes GuardRange=30 [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=5 [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=30 [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=30 [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 Adjacent=8 [FCOM] ; advanced tech center Strength=400 Armor=wood TechLevel=-1 Sight=10 Owner=soviet Cost=0 Points=40 Power=-200 Bib=yes Capturable=true Crewed=yes [ATEK] ; paradox device 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 Adjacent=4 [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 Adjacent=5 [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 Adjacent=5 [SYRD] ; sub pen Prerequisite=powr Strength=1000 Armor=light TechLevel=3 Sight=4 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 Cost=650 Points=80 Power=-30 Adjacent=8 WaterBound=yes Capturable=true BaseNormal=no [PBOX] ; camouflaged pill box Prerequisite=tent Primary=Vulcan Strength=400 Armor=wood TechLevel=2 Sight=5 Owner=allies Cost=400 Points=50 Power=-15 Sensors=yes Crewed=yes Adjacent=6 [HBOX] ; Tesla coil Prerequisite=tent Primary=Vulcan Strength=600 Armor=wood TechLevel=3 Sight=5 Owner=allies Cost=600 Points=60 Power=-15 Sensors=yes Crewed=yes Adjacent=8 [TSLA] ; gun turret Prerequisite=weap Primary=TeslaZap Strength=400 Armor=heavy TechLevel=7 Sight=8 Owner=soviet Cost=1500 Points=80 Power=-220 Ammo=3 Powered=true Sensors=yes Crewed=yes Adjacent=7 [GUN] ; anti-aircraft artillery 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 Adjacent=6 [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 Adjacent=8 [FTUR] ; construction yard 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 Adjacent=8 [FACT] ; refinery Strength=1000 Armor=heavy TechLevel=-1 Sight=5 Owner=allies,soviet Cost=2500 Points=80 Power=200 Bib=yes Capturable=true Crewed=yes Adjacent=4 [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 Adjacent=7 [SILO] ; helipad Prerequisite=proc Strength=300 Armor=wood TechLevel=1 Sight=4 Owner=allies,soviet Cost=150 Points=25 Power=-10 Storage=1500 Capturable=true Adjacent=5 [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 Adjacent=9 [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 Adjacent=7 [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 Adjacent=8 [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 Adjacent=5 [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 Adjacent=5 [AFLD] ; normal power plant Prerequisite=dome Strength=1000 Armor=heavy TechLevel=5 Sight=7 Owner=soviet Cost=600 Points=70 Power=-30 Capturable=true Crewed=yes Adjacent=4 [POWR] ; advanced power plant 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 Adjacent=5 [APWR] ; Soviet tech center Prerequisite=powr Strength=700 Armor=wood TechLevel=8 Sight=4 Owner=allies,soviet Cost=500 Points=50 Power=245 Bib=yes Capturable=true Crewed=yes Adjacent=4 [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 Adjacent=7 [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=30 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 Adjacent=4 [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 Adjacent=4 [KENN] ; service depot Prerequisite=barr Strength=400 Armor=wood TechLevel=3 Sight=4 Owner=soviet Cost=200 Points=25 Power=-10 Adjacent=6 [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 Adjacent=8 [SBAG] ; concrete wall Strength=1 Armor=none TechLevel=2 Sight=0 Owner=allies Cost=25 Points=1 Repairable=false Adjacent=4 [BRIK] ; wire fence Strength=1 Armor=none TechLevel=8 Sight=0 Owner=allies,soviet Cost=100 Points=5 Repairable=false Adjacent=4 [FENC] ; auxiliary decorative building Strength=1 Armor=none TechLevel=2 Sight=0 Owner=soviet Cost=25 Points=1 Repairable=false Adjacent=1 [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=75 Repairable=false Adjacent=1 Sight=0 [BARB] ; wood fence Strength=1 Points=1 Armor=wood Cost=25 Repairable=false Adjacent=4 Sight=0 [WOOD] ; barrels Strength=1 Points=1 Repairable=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=30 Cost=50 Sight=4 Power=-2 Points=15 Bib=yes Capturable=true BaseNormal=no Adjacent=9 [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 Adjacent=7 [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] ; ant buildings Prerequisite=proc Image=DOME Strength=30 Sight=4 TechLevel=3 Cost=50 Owner=allies Power=-2 Points=15 Bib=yes Capturable=true BaseNormal=no Adjacent=11 [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] ; civilian structures Name=Larvae Strength=50 Repairable=false Adjacent=0 BaseNormal=no [V01] Strength=400 Points=5 Armor=wood Repairable=false Capturable=true [V02] Strength=400 Points=5 Armor=wood Repairable=false [V03] Strength=400 Points=5 Armor=wood Repairable=false [V04] Strength=400 Points=5 Armor=wood Repairable=false [V05] Strength=400 Points=5 Armor=wood Repairable=false [V06] Strength=400 Points=5 Armor=wood Repairable=false [V07] Strength=400 Points=5 Armor=wood Repairable=false [V08] Strength=400 Points=5 Armor=wood Repairable=false [V09] Strength=400 Points=5 Armor=wood Repairable=false [V10] Strength=400 Points=5 Armor=wood Repairable=false [V11] Strength=400 Points=5 Armor=wood Repairable=false [V12] Strength=400 Points=5 Armor=wood Repairable=false [V13] Strength=400 Points=5 Armor=wood Repairable=false [V14] Strength=400 Points=5 Armor=wood Repairable=false [V15] Strength=400 Points=5 Armor=wood Repairable=false [V16] Strength=400 Points=5 Armor=wood Repairable=false [V17] Strength=400 Points=5 Armor=wood Repairable=false [V18] Strength=400 Points=5 Armor=wood Repairable=false [V19] Strength=400 Points=5 Armor=wood Repairable=false [V20] Strength=400 Points=5 Armor=wood Repairable=false [V21] Strength=400 Points=5 Armor=wood Repairable=false [V22] Strength=400 Points=5 Armor=wood Repairable=false [V23] Strength=400 Points=5 Armor=wood Repairable=false [V24] Strength=400 Points=5 Armor=wood Repairable=false [V25] Strength=400 Points=5 Armor=wood Repairable=false [V26] Strength=400 Points=5 Armor=wood Repairable=false [V27] Strength=400 Points=5 Armor=wood Repairable=false [V28] Strength=400 Points=5 Armor=wood Repairable=false [V29] Strength=400 Points=5 Armor=wood Repairable=false [V30] Strength=400 Points=5 Armor=wood Repairable=false [V31] Strength=400 Points=5 Armor=wood Repairable=false [V32] Strength=400 Points=5 Armor=wood Repairable=false [V33] Strength=400 Points=5 Armor=wood Repairable=false [V34] Strength=400 Points=5 Armor=wood Repairable=false [V35] Strength=400 Points=5 Armor=wood Repairable=false [V36] Strength=400 Points=5 Armor=wood Repairable=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 Repairable=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=6 Projectile=Ack Speed=100 Warhead=AP Anim=GUNFIRE Report=AACANON3 [Vulcan] ; air-to-surface homing missile (launched from jet) Damage=40 ROF=40 Range=5 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=Invisible Speed=100 Warhead=Super Camera=yes [FireballLauncher] ; hand-held flame thrower type Damage=125 ROF=50 Range=4 Projectile=Fireball Speed=12 Warhead=Fire [Flamer] ; sniper rifle Damage=70 ROF=50 Range=3.5 Projectile=Fireball Speed=12 Warhead=Fire [Sniper] ; rapid fire aircraft gun Damage=100 ROF=5 Range=3.75 Projectile=Invisible Speed=100 Warhead=HollowPoint Report=SILENCER [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=1.75 Projectile=Invisible Speed=100 Warhead=SA Report=GUN27 [M1Carbine] ; man-packed anti-tank missile (bazooka type) Damage=15 ROF=20 Range=3 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=40 ROF=60 Range=4 Projectile=HeatSeeker Speed=30 Warhead=AP Report=MISSILE6 [Grenade] ; small anti-armor cannon Damage=50 ROF=60 Range=4 Projectile=Lobbed Speed=5 Warhead=HE [75mm] ; light anti-armor cannon Damage=25 ROF=40 Range=4 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON2 Anim=GUNFIRE [90mm] ; medium anti-armor cannon Damage=30 ROF=50 Range=4.75 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Anim=GUNFIRE [105mm] ; large anti-armor cannon Damage=30 ROF=70 Range=4.75 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Anim=GUNFIRE [120mm] ; turret cannon Damage=40 ROF=80 Range=4.75 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Anim=GUNFIRE Burst=2 [TurretGun] ; Vehicle carried anti-tank missile Damage=40 ROF=50 Range=6 Projectile=Cannon Speed=40 Warhead=AP Report=TURRET1 Anim=GUNFIRE [MammothTusk] ; artillery cannon Damage=75 ROF=80 Range=5 Projectile=HeatSeeker Speed=30 Warhead=HE Report=MISSILE6 Burst=2 [155mm] ; vehicle mounted machine gun Damage=150 ROF=65 Range=6 Projectile=Ballistic Speed=12 Warhead=HE Report=TANK5 Anim=GUNFIRE [M60mg] ; napalm bomblets (dropped from plane) Damage=15 ROF=20 Range=4 Projectile=Invisible Speed=100 Warhead=SA Report=PILLBOX1 Anim=MINIGUN [Napalm] ; Tesla coil zap Damage=100 ROF=20 Range=4.5 Projectile=Bomblet Speed=5 Warhead=Fire [TeslaZap] ; anti-aircraft missile (fired from SAM site) Damage=100 ROF=120 Range=8.5 Projectile=Invisible Speed=100 Warhead=Super Report=TESLA1 Charges=yes [Nike] ; man-packed surface to air missile Damage=50 ROF=20 Range=7.5 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=9 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=5.5 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=4.5 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=1.83 Projectile=Invisible Speed=100 Warhead=Organic Report=HEAL2 [SCUD] ; Ant weapon Damage=600 ROF=400 Range=10 Projectile=FROG Speed=25 Warhead=HE Report=MISSILE1 [Mandible] ; Aircraft carrier weapon Damage=50 ROF=15 Range=1.5 Projectile=Invisible Speed=100 Warhead=Super Report=ANTBITE [AirAssault] ; Portable tesla coil weapon Damage=0 ROF=60 Range=127 Projectile=Invisible Speed=100 Warhead=Super [PortaTesla] ; Tesla tank weapon Damage=45 ROF=70 Range=3.5 Projectile=Invisible Speed=100 Warhead=Super Report=SHKTROP1 Charges=yes [TTankZap] ; Mr. Goodwrench mechanic's healing weapon Damage=100 ROF=120 Range=7 Projectile=Invisible Speed=100 Warhead=Super Report=TESLA1 Charges=yes [GoodWrench] ; Submarine's scud missile Damage=-100 ROF=80 Range=1.83 Projectile=Invisible Speed=100 Warhead=Mechanical Report=FIXIT1 [SubSCUD] ; Chrono tank's missile Damage=400 ROF=120 Range=14 Projectile=HeatSeeker Speed=20 Warhead=HE Report=MISSILE6 Burst=2 [APTusk] ; Demolition truck charge Damage=75 ROF=80 Range=5 Projectile=HeatSeeker Speed=30 Warhead=AP Report=MISSILE6 Burst=2 [Democharge] ; ******* 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 Anim=none Damage=500 Speed=100 Range=1.75 Projectile=Invisible Warhead=Nuke ROF=80 [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] ; Nuclear missile, flying up Gigundo=yes High=yes Image=SPUTNIK Frames=4 [NukeUp] ; Nuclear missile, flying down Gigundo=yes High=yes Image=ATOMICUP Frames=4 [NukeDown] ; wizard's fireball Gigundo=yes High=yes Image=ATOMICDN Frames=4 [Fireball] ; ******* 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 Animates=yes Image=FB1 Frames=8 [SA] ; high explosive (shrapnel) Spread=3 Verses=100%,50%,60%,25%,25% Explosion=2 InfDeath=1 [HE] ; armor piercing (discarding sabot, narrow effect) Spread=6 Wall=yes Wood=yes Verses=90%,75%,60%,25%,100% Explosion=5 InfDeath=2 [AP] ; napalm and fire in general Spread=3 Wall=yes Wood=yes Verses=30%,75%,75%,100%,50% Explosion=4 InfDeath=3 [Fire] ; anti-infantry rifle bullet (single shot -- very effective verses infantry) Spread=8 Wood=yes Verses=90%,100%,60%,25%,50% Explosion=3 InfDeath=4 [HollowPoint] ; special case damage effect (do not use for regular weapons) Spread=1 Verses=100%,5%,5%,5%,5% Explosion=1 InfDeath=1 [Super] ; special case to only affect infantry (do not use for regular weapons) Spread=1 Verses=100%,100%,100%,100%,100% InfDeath=5 [Organic] ; Nuclear warhead (same as fire) Spread=0 Verses=100%,0%,0%,0%,0% InfDeath=0 [Nuke] ; Mechanical warhead - doesn't affect infantry (only for mechanic, not weapons) Spread=6 Wall=yes Wood=yes Ore=yes Verses=90%,100%,60%,25%,50% Explosion=6 InfDeath=4 [Mechanical] ; ******* 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 Spread=0 Verses=100%,100%,100%,100%,100% InfDeath=0 [Clear] ; rocky terrain Foot=90% Track=80% Wheel=60% Float=0% Buildable=yes [Rough] ; roads Foot=80% Track=70% Wheel=40% Float=0% Buildable=no [Road] ; open water Foot=100% Track=100% Wheel=100% Float=0% Buildable=yes [Water] ; cliffs Foot=0% Track=0% Wheel=0% Float=100% Buildable=no [Rock] ; walls and other man made obstacles Foot=0% Track=0% Wheel=0% Float=0% Buildable=no [Wall] ; ore (Tiberium) Foot=0% Track=0% Wheel=0% Float=0% Buildable=no [Ore] ; sandy beach Foot=90% Track=70% Wheel=50% Float=0% Buildable=no [Beach] ; craggy riverbed Foot=80% Track=70% Wheel=40% Float=0% Buildable=no [River] ; ******* 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. Foot=0% Track=0% Wheel=0% Float=0% Buildable=no [Powerups] ; ******* 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. Armor=10,ARMOR,2.0 Cloak=0,STEALTH2 Darkness=1,EMPULSE Explosion=5,NONE,500 Firepower=10,FPOWER,2.0 HealBase=1,INVUN ICBM=1,MISSILE2 Money=50,DOLLAR,2000 Napalm=5,NONE,600 ParaBomb=3,PARABOX Reveal=1,EARTH Sonar=3,SONARBOX Speed=10,SPEED,1.7 Squad=20,NONE Unit=20,NONE Invulnerability=3,INVULBOX,1.0 TimeQuake=3,TQUAKE [Sleep] ; Unit doesn't fire and is not considered a threat. Recruitable=no Zombie=yes Retaliate=no Scatter=no Rate=1 [Harmless] ; Just like guard mode, but cannot move. Recruitable=no NoThreat=yes Retaliate=no Rate=.5 [Sticky] ; Special attack mission used by team logic. Recruitable=no Paralyzed=yes Scatter=no Rate=.016 [Attack] ; Move to destination. Rate=.016 AARate=.016 [Move] ; Special move to destination after all other queued moves occur. Rate=.016 [QMove] ; Run away (possibly leave the map). Rate=.016 [Retreat] ; Sit around and engage any enemy that wanders within weapon range. Recruitable=no Retaliate=no Rate=.1 [Guard] ; Enter building or transport for loading purposes. Rate=.050 AARate=.016 [Enter] ; Engineer entry logic. Retaliate=no Recruitable=no Rate=.016 [Capture] ; Handle harvest ore - dump at refinery loop. Retaliate=no Recruitable=no Scatter=no Rate=.016 [Harvest] ; Guard the general area where the unit starts at. Retaliate=no Recruitable=no Scatter=no Rate=.016 [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] ; While dropping off cargo (e.g., APC unloading passengers). Recruitable=no Retaliate=no Rate=.016 [Unload] ; Tanya running to place bomb in building. Recruitable=no Retaliate=no Scatter=no Rate=.016 [Sabotage] ; Buildings use this when building up after initial placement. Recruitable=no Rate=.016 [Construction] ; Buildings use this when deconstruction after being sold. Recruitable=no Retaliate=no Scatter=no [Selling] ; Service depot uses this mission to repair attached object. Recruitable=no NoThreat=yes Retaliate=no Scatter=no [Repair] ; Special team override mission. Rate=.08 [Rescue] ; Missile silo special launch missile mission. Rate=.016 [Missile] Rate=.1 [Basic] Name=Central island 1.b (8 Players LG) NewINIFormat=3 Intro= Brief= Win= Lose= Action= ToCarryOver=no ToInherit=no TimerInherit=no EndOfGame=no CivEvac=no Theme=No theme CarryOverMoney=0 CarryOverCap=0 NoSpyPlane=no SkipScore=no OneTimeOnly=no SkipMapSelect=no TruckCrate=no FillSilos=no Percent=0 Player=USSR [Map] Theater=SNOW X=1 Y=1 Width=126 Height=126 [Waypoints] 1=1737 0=1843 2=6256 7=6286 99=7740 3=9327 6=9485 5=14388 4=14407 [MapPack] 1=eQIAIIICAP9IAAAAgUQAAoH/6k4Ag5EAkQAyg5wAnOZNAINUAFT/SQABAP9QAPgA80oAgZ 2=0gAv/EAIYAgUUAAutOAYOSAJL/zwB/AYfcAN0A3gDhAAKB4gACh9gA2QDaANtAFoHeAAaB 3=3AAOgdoAFjAaEQCBoAACzWwDUDJQSHA6gVIAAv+YALICgUYAAulQAoKTABACEQDJbgSBAA 4=AB12AE/9IArgOBoSAC41QFglEAEAL/ZADmBIEc7uUFgUfuSQKDlACUADD/ZACABTDOgTH/ 5=XQC5BYEB8EkGMAiDogCi5E0H8a4EgTD/ZwDjBIFHIALrTgJQAf9cAIQH/2gA3ggxANmSBP 6=5CAP//oACuANuQBPtpChBc/84ArgCDjgCO6EsLEQD/mgCsCIFD7kkFcQDnggD/zgCsC4KP 7=ABAC6YACg1AAUP/LAK8K73oNglUAEAL/yACyDYf//5AAkACeAALlVA//nACsDu9KAu96D4 8=X//1YAVv/LALEPwXwBgZ8AAulQEf+YALAQ70gN8XoR/5oArA3xSBLFfAP/wgCEEvNICO18 9=E/9qAKwF/2QAFhT/nAB6Be0UFoFIAALtTBTvehX/mgCsDPFGFsN6Bv9gAIAH/2YA3heBQg 10=AC70oX63wI/5oArBXzRBjteRn/nACqGIFDIAL+XgD//5wArAj1RhqBr+hLG/+cAKoagwIA 11=VwACgTwAAsmeG4VAAEAAQQACgTsAAs1MHMt4GxAqgT8AAoE+AAKBPQAC0UwcgVoAAv+iAK 12=4bEL4QxhDOzVwcyVAdEBiB9yACEB7RhhzNUB3/nACsHDACz5Yd10IezXgd5z4e/8oAsB4x 13=AP9+AP4egHEEACCCAgD/egAAAIH4IAL/fAAAAP9+APwA/0oCfACDTgBNAAKBTAACgUsAAo 14=FK/0EAhwPPBAQQWBBggUz/QQDTA/9OAHIDgVgAAoFOzsUDhUoATwBJAALPMgTLxgSBS9Df 15=BIFOYB5QKhAUySgEg0oAWQAC/44AOgSB/8rIBXEAgUpAthDAgUnOwwRQ1DACEBrVEAWBAM 16=jHBf+KADQFgUcgAsvIBc3IBc3iBTAYgdxACNEABhAYySgGzyMHglUAEAL/pAA8BjDMzxgH 17=gdjK5wfL+AcwMtkYB/+IADYHgUgAAt3EB9PiB4HZyucIy/gI1eAIySsJg1AAUP+pADsI0e 18=MJgdrKwQnL+AnfEwqCUQAQAv+CADwJgUIAAvPCCYHbysEKy/gK/+QAFApVANHyC98TDINS 19=AFL/hQA5BoFDIALxxAuB3crDDMv4DP/kABQMgd7Kww3L+A3fEw6DUwBT/4cAOQWBRAAC8c 20=QNgd/Kww7L+A7/aAAUDoH5IAL/tACCDoNUAFT8gQ+BIwACMQCBGSAC9UAQgUUAAvHED4Hg 21=ysMQy/gQ/2AAFBCBIiD+y3oQ9YQQ/3YAwBD3NgiBISACEP6D3gCzAAKB4gACUQCDAQAx7j 22=8SgUYAAvHEEdv4B90SCfU2EjD+MQATdhECEX4xAIEfAQDtjhL1wBLd+AjdFxSDVgBW5pcT 23=gS8gAlD8jyEA2gDbANwA3QDfAOMA4QACcQCBKwAC6ZAT474H/1IA5AkxAvM8FIHZAPyB2w 24=EEhdkA2ACxAAJ3hIHfIQCBK/9zAJMU1QYL1xoJ6TgJzWQUWW5Q/hEKgdkBElEA55IV9cAT 25=zQQW7QYM6zYWgRUgAhFMEu6B3wT6cQA3ehMSEIaB3f9pAI8WywYX7QYN6zYUMQAQ9oHfA+ 26=wQ8oHeAOqB3CL+MQAQDoHYIhiD3wAsIAL/YACYF8sGGM8GDoWVAJUAls4HGYOaAJtgFOU6 27=GDD+EPgQAoHgJvIy8IPbALQgThASEwaB3AEkEh7nkhjHvgnfGBnLyBnLBhnPBhAwLoOWAJ 28=cAAoGYAAKBmQACgZoAAlBQgygAKPA7GcsKGoG0AQARAjCMMwSB3gAq95QZ1x4a08YaEBYQ 29=EDEYyd4aMAHPzhpQGoL6ABACgfvgPRuB/CACgbgAOoO2ALYm8IG4IAaDtwC/IAKBtUACge 30=EAHoG2KA7lOBswWoP//7BgltceG9PGG3EAgZbM2xrZFxyDrgCu5pMbcQCBuCDgEAIQDIG3 31=znkbgeRgIOuUG4GwAAL/QgDGETEA49Ic8TQcgeAD2BPogbch/IHeAAiB3SD+gd0EDIHcIQ 32=AXBhqIgd/ukxvhwx2FhwCHAIgAAtPwHM0GE83oHRABhYwAjACNAALtMheBDyACMHAQBhZ6 33=V36BtAD8y+wVgdslAoElAALrmguBAACyg4cAiQACULjLKh5Q0hAigYoAAoGLAAIQCBACyc 34=4e1+Ie9SoeUQIxABIIgd8p/jUAMQqB2SIWNgqB3SD++5geEAjLKh8QAdHsHoAdAwAghYoA 35=igCJAAKBiAACgY0AAoH/YAEQEhAaECKBiwACgYzIDwCCUQAQAoEC5DsAgQ9AAhA6geAABo 36=HfAASL2gDYANkAsQDaAOEAAoHaQBwQGoPcACUgAuFAAIFDIAJwmMkWAMkqAM/lADByUAGB 37=29AHANkZAfM2AIIPABD+UHKB3AD+gbEBBBD2gdsg+jAK55QA07wA49EBgdvKwwGB3OzDAY 38=NSAFLmOwHJXgFxAIP//90hAIHYIQCB3AAEgeAiCoMFADMgAuVAAoFEAALxxAHLBgKB3f9h 39=AAcCgS0gAoMKAAwg5hACgd4hADBQgd4h/oP//wX/aQCPAssGAxCA6QkEg1MAU/Y5A4EMAG 40=yD4gDiIfiBswMAEAwQkIEEAPzvjgOBRQAC8cQDywYEE37/ZAAKBBD+MAKBAEEAgdoBAhBS 41=gQRBAOs6Bfe+BMsGBe0GBYNUAFTujwVQAlECgwoA9yACEPowAu+OBYMCAEYAAv9CAMQFyW 42=4C/3gAEgbzPAf1wAbLBgftBgeCVQAQAvs6B4EOynsH8z4IgUcgAv9CAMQHgdj/bQAHCFAC 43=gfggAvlACfe+CMsGCTSE6QsKg1YAVv+DADsJgUgAAvHECc0ECsv4AOUSCv+8ADwKzfgA7c 44=gLg1AAUP+DADsLgUIAAvPCC/v4Af/CADYM+/gC6zYB/1oAZA33vgH7+AP/wgA2Dvv4BO82 45=A/9WAGgP974D+/gF/9AANhDrBgiBACj+/4QAOgn3vgX5+Af/0gA0EusGCQ69DQD3OAf/TA 46=B0E/XAB/n4CYEAAC7/wAA4FP34Cv9EADYT/0QAfBX1vg/9+Av/wAA4FlDyhTsAOwA8wIUC 47=yyoV/2YAFA//RAB8F4MCAFcAAoE8AALjEhV7ADAOMQAwAlAByeAYhUAAQABBAAJQKP+aAD 48=AYgT0AAoE+AAKBPyACEArNxhhg4cgNGRBCUQCBQSA6EEgwQhAGzSAZUB6BWgAC/4QAPBUw 49=AtfGGTAWULYwGBACEBIQ2Mm+GtMMGs+8GjEA/4YAOhHjqhrf5hr/dAAGHP9gAHwb/6AA2h 50=z/hAJ8HICJAgAgggIA/3oAAACB+CAC/3wAAAD/WAD8AINOAE0AAoFK0EUBgUsAAlAYgfkg 51=Av/OAIgAgVgAAoFOYQCBSiDwgUwAAhAQEBgxAIVKAE8AH0EAgUkAAlAi0VwB04oC/6AAuA 52=GB/yABz14CUBjVeALPXgNQGIFZAAL/oACwAoFHIAIw5OFZBIGtzlME114D/9IAqgOCrQDP 53=fgTXjwWDVABU/6EArQSBRQAC/lgA///QAKoFg44AjiAsg5wAnOJRB4JVABAC/54AsAaBRg 54=AC61IHgp0AEALjVAiDVgBW/8sArweDkACQ7H0IgQD/nwCtCOtOBTEAg54AnuZRCoNQAFD/ 55=ywCvCYORAJHqfQqBUQD+/54ArgqBSAAC54AGMQCDnwCf5oMLEAL/ygCwC4OSAJL/zwB9DI 56=FCAALtUA2DoACg5E8Og1IAUv+fAK8I6UwOgpMAEAL/zgB+DoFDIALrUg+DogCi5FEQ/6IA 57=qgbpTBCDlACUQCr/ygCCEIMCAEQAAuVSEe16Bv+kAKoH504S73cT/0YAqhKBMf9PAMkT90 58=AJ7XkUgQAFAPWsD4Ew/1sAvRP7QhTlggf/TACmD9MaFYES/0kACwmBAOCDFe96CP9gAKgR 59=/0QAChYUABAB/1IAVhYQVv+iAKoR504Tgo8AEALngAv/pgCoF+dOFe14GFMA/54ArhLtTg 60=nngA3/aACoCoEIIAL/aAAWCut+GvusFfkQG+cmG4HZAAKL2gDbANwA3QDeAN9ACIHhAAKB 61=4gACgdjIURzBegwc/nAuUB6B3gAOUDIQCIHgABCB3AAYEQD/nACuDc9OB9lUF1EA4YYY/6 62=YApA/rThPBeg6BoSAC/3AAhBX/tgD0Hf9WAKoNgMUFACCEAAEBAAACEAUQCFACUAlgEtQn 63=ACAi0ysAYETLGQDKWwCGAQACAwMCAAIQBRAIUAJQCVAQ1CgAABmCAQLTQwAQRIIAAcnbAC 64=AtAATK3wDKXADRagDcIQCDAwQF06oAUG7cXQHJiwDNjwDImgFBU9GuAM1LAGAJz20BEW/M 65=7QHLGgDXDALUKQEBodSpAOKCAcyYANeLAtMoAhF908EAIdnLXgDJAALUEwLTEQHWPwAQGN 66=NAAQAWy4ICUA4AAxA20JMCQBbRWAIR59NCAkOD3UYAyesCMgjPFgBBaMjZA8gUBNPCAEDs 67=1EQCzGACYOcAT9GUADB5ItEwnxAMMA3UQAHZugQwt1DoyhYDIG3ODgNAkhAJASAQDRAMMB 68=PXJQHVPQU0ZyBGylYEMOEgZM2YAlEAAH5AdDPdIBPYvwTVKALMCgExUUQH0PUDIJEgF1EF 69=NJ0SLda9BSCZ0SUGylkDUAVg6shnBnAnABPSjQMwmdjABdEmBDNQzRAAMhfJ/wDMXADtDg 70=ICmdSkBDI7zJEANAZiZs2CAthpAti+BNIlByUZzxYHQepCCc/7BtcLB9YmBtWkB1Diz3kC 71=yXIGzl8I/0cAjwcUltUJATMA0tsIVH7P3wf7JwjLmQjMYwnKfQXUWQjupgjODQnXAwnI6Q 72=nSDQnZIwTWognJVwfMeQjNjQnIaQrSjQmBA9ikBNW+Bs7WB8oCCdQNCjDN6RIJ2D0HzHUD 73=yoIJ040KFxvQgwLcognWQAbO9QrJAwvS9gYApu0PCNU+BM5XCshkC0aJzXkIEE0XNOqSCN 74=cmC9cNAifa0fUGGszTDQHZJgTUqQvYjQI3ZdB3DHD/5ZYK2ScK1dkMIF7IBQPiAghSA80e 75=DEdWziEO2IsCyFMO5n0IUM/LoA4xm8hWDmAlyw4NQPfd6wpQI9D3DivPAAKBBCBOUA4hmz 76=AVyTAPABDLjg3Pmg7TcAJCAdaVDjA5eMCFAAEGBwhSbMj0DtjXDVpj0fUCAH/Z2g9Iusp1 77=DTPpzXAN034BUN87hNKPCdZWDmCZzAsEQ+k6vsj+BdLcC2tXdQDKEg/TCxDS4AxQmAGA0Z 78=MA01sMQSLKMRHJaQrI4hDIbg/VlA9tms3XENDlD8jsDVEHUFrI6ghQjsZ5AMzUD8seEDqx 79=cwtg0NRmDkddUAzLAQTJ8gjKJhDRXArOsw/XwhIjj1U+gQVNS10LzPsRUAJQMBDa0hgRyK 80=ISQgDZWA3MJQ2BBTTnYJXNChPUSgzJUxLQsxHW2QjwpATMzAzP4QfQMxLXWQnuJQXNTALQ 81=YQhwAhIAzBkDyx8S76MMzswF0t4JcYDKWAfOfBD5XxRBXdNeCmGA2wkC+98U3QkCEYDsQR 82=PtcRTZnhZFNtnBFvnfE+AbFs4+EtBjDv9YAGIWxBAGcBLUExDavQTbugXaIRcmMsK+AtSL 83=Cf1aFNyfF4EEAH0CgBAEgQnX1A/64BfTHRMiWCB9IBeECwwNDtWZGPpeF8k+F81OGYgICQ 84=oLCQoAABLfgxESEwAsYQPLAA/93xXSIhUA8oIPEMXqBoQBFhcYABWBCFEDzrEW+GEV0aAV 85=AReEEhMUFWGjIAEBjtDGGPzdFs8UBEZ0hRgZGhscMaNAKRGQz0cZ/0MAXRRz4mPnyD0GEo 86=MwAQGS0cYY+uAZ0wkJIvhAgYIJCsg1Dsx8DvCeDMw1DsPXCMxRHAFqECDH5wZQCRCY1BUO 87=zY0c1sAJfkMwONCeGQL8gQEYamkjUAECAtRNHM4MHciuFMy8C15DMFcBU8S9CnADMvPGBw 88=c2B38MMANAKEAFzowdcBHBCg1OEdIuAcE/C8sgHj7zAW1DjCUIEAXJIx4wKEAt3m0cAETS 89=+RwDaoEIAATLoB4p8w9tANiBBDMAA3ozDHAnMChQLdWuCc0HHsslDs0aG3NUyPweyeUc1f 90=QOcElABtDyDs0IHUI4z5wRggABBu9geESAIKRBk9FRHMllEUUvUB+AogUAIIICAxACgwAB 91=ABABggQFMA+BBCAOgwABAgAYzB8AhgIDDQ4PEAAcMDMABTA7hQAACQoLzx4AEEQwARBcQF 92=jNcwAQG9BxAIEDUI/JogCHAAETFBUWF2AjQKqGAQAMDQ4Az54AAETTbgDh9wBAwjADYAKF 93=AAEbHB1A9YIGBzAcISuBAiFIz08B9WIBYMQgA2ACEGYRVRBbggkKQKmCBAXSmwAhMv3jAD 94=HlcM6BAQBrgwEFBlH9AAOEBAYHCAAD0B8C/0QAXwEg9HALggIDAGuFCgoLDA0BfCIAgggJ 95=AQginM6hAuHfAdZhAtFPAWAChBEREhMR+BCJhA4MAAIAr9AmA9pfAtxhAtPMAVAChBYWFx 96=gRioQPEBESYPvPzgD64AJEANJPAYUBHBwdDgGKA44A/c5SA85YAO9pA2LS0coDM2wT34EB 97=zpoD/0gA1ADOUATMIwAiikU/0FAD/FwCEQLMogTMowAghiQP0c4D5dsC4gEC1CUGIYDUTA 98=H9WwHdmQPIOgXZwwb54gXQHQBB30UKyhsH0SYE2l8E3X4F1coBAd9FCsqbB9GmBP9EAN8A 99=0yIEIALSSQLtUgbVYQjZwQdjBFXu8ccG3WEI0BwHzEUIIV/dHQb1YwjRmwfMxQgTAPfBBt 100=5hCdkeCGXf2kcJ+l4G2p0IVd/axAn/RgDdBtFPCjAJcwDXSAr/QgBhB9DPCnoK3MEK3t8H 101=2WEKyR0L0ksLN4DbRQrbXwrIAgDLFgjNmQvSyws2ANrFCmcr1F8MgQE8flLUy7IF0kMMzF 102=QE2kUJEEnKnQtAVM1WDWLUgQQgHEAz08UDy9QE3MQJykIGMFjKrw0wY8gaBTo0VOBG69Ic 103=Asg7CNZMDMvBBclLA0BmMRIWzGCVQB4wCzbr0dMMyboI1swMyhINgQFQVxACQexiF03Iz1 104=ENyHMNzhMPMwDZSQxqK8pBBRDYacBTqtDUDsyrDWEYIL/auwbKng/JMgVAHoEBQA3IOA3S 105=Tg3JVwvM4g8zMNojDeBeD8iXDtHPDcjRDxAwyLAPAAzIvQtiV8uZEMkSDsrIAtT4D8xLEM 106=kMD8q0BUdacgDLrxAQIsgtCXA3cQDP5g9xt8jXEHDKJcnFDgAgDIEBE4DMsgVRTRAKyGcN 107=zJYQAJ7NZhBgks1PENpbC2VQyq8RzUEFzmURA4pAXMjvDtScCNnbC9XgCsl9EdehB15GRP 108=fRCQ/zVwZSCdRNA1RuyXwSVPXWyA7WKhLQKBPUnAtBW2JtMQBywMgOEskTEtdcAyU/0ikS 109=3EcMyXYNU8BSAMnyEsieAdSpE9SnEtvCD8r1DTCYJE3JcxThUws2P+FDFNAmB8jJETEAy/ 110=EU4tMLJGzhiQbQ5xLM+hDKbA7MVgnVJhPWPRXgPwrNeRHIrQ/N2BXX3grUvhXhvgpyAMlx 111=EetJCuA9FtJfFSlZYQDJ8RHryQoAZ9KmF83VD82MF831FEYAzWQXylkQ08IW1T8X3EENF4 112=DMehZI3dCnDdfcBBB81MEX3MINaG7JWxLOIgzcHBfXYgvJbBHMCA8q73Nty4AY1OgU7d4K 113=EwDM7hbKmRIQk3k4w8IAALOBBNVGB+9eCttHCWVtMwDCugcTSyjN0JIX2SUa1CgU2IIWwU 114=QEAAiBCMj7FEORzXAUcLTTpxnDRAHZCQrIChRqTzgeznkTEPsj0s2cD8FHA9MnGYED1b8U 115=YEFQTFADQBVya3cAMCvN+xdmmNZCF9VBGRDTIANN405MAAgQHFpwUeEQFmGsy5kUS93Uwx 116=bVQBN06VsJOFYQHcwlESf+yQgUzWQa2KUT1icXzCUBckp8KlCGEA/IvhHQjhPWJhXWphbN 117=pAHNsQxkV9lbFcg1DNMyHcw+HWspggID1EAP0AsQ2NwV3Z4Z26QW3J8NzfoY8UQJ1yUV3/ 118=4ezXoS8MQJ16QY3sEJVhaA [OverlayPack] 1=FAEAIIH//qYA/4QFBwYIQASDBwUIQASCBgYgHIIHCAAOgQUgHIIFBSAMggcF/lAA/2B+EG 2=CBB0CGgQggZ4MGBggQeRARIHwgBv4XCP+BGP9HAEsJ/scJ/4EFw70A/nkA/4UHCP//CP97 3=AH4TwVUBggcH/noA/xGAgQUBBP54AP+BCAD8wzwB/0kASQnqpxUhgP97AAIUwdUA/3wAAR 4=USAOiBFf5RAP+BBgD8/3wAVQER/IEF/3sAghQRfIEI+oIWgRX/QgDAF/98AAIWAXz/UgDV 5=AOtTF/99AIEWAPwQhP54AP8RgP99AAEV/38A/hb/QgB9GPw/GhiA/38Aghr/fACBG/63AP 6=/IvxiBFv9IALUY/ncB/4H/gEoBACCB//58AP+GBwb//wgF/noA/4UIB///BgCE/ngA/4UI 7=CP//Bf97AIIAEHyBBwCE/ngA/xF8gQb6ggGBFftAAgB8gQUCBP54AP+BBwB8/30AgQABgP 8=98AAEDgQX/QQB+Avw/BAD8gQX/ewACAhUAgQf/fACCAxMA/3sAAgER/BKE/ngA/xYAEATm 9=BAeBGP5OAP8SAP98AAEGEvz/fACBARF8/3wAAQIRgIEG/3wAAgIUgP98AAID/1MAfgbpLg 10=cQfP98AIEGEXz/fACBBRJ8/3wAAQkTAP58AP//fACBA1OA/m4J//9PAC4H/lIA//+hAG8W 11=/vcG/5IHBQUHBwYIBQYHCAgGBwcFCAUABMN5C4EHABaDBQcGABCCCAYQIIEF/1QAgQqBCB 12=B9hQcHBwgGIH4QBMMBB4EHEHsAAhB9ggcIABcQB/6pAP+B/4A= [Base] Count=0 Player=USSR [TERRAIN] 191=TC03 446=TC04 830=TC03 1599=TC02 1855=TC01 1983=T17 2111=TC01 2367=TC02 2623=TC01 2879=TC03 6333=T12 6337=T11 6458=T13 6461=T01 6464=T02 6465=T03 6598=T10 6707=T15 6712=T14 6722=T05 6723=TC01 6841=T17 6848=TC02 6965=TC02 6843=TC04 6981=T06 6984=T11 7091=T16 7222=T08 7097=T10 7105=TC03 7111=T16 7218=T17 7236=T16 7351=TC01 7353=T07 7355=T11 7357=TC01 7360=TC02 7363=TC01 7367=T16 7370=T12 7447=TC03 7477=TC02 7496=T17 7497=T13 7567=TC02 7670=TC03 7564=TC04 7697=TC03 7702=TC03 7653=TC04 7659=TC04 7790=TC03 7672=TC04 7803=T17 7676=TC05 7681=TC04 7822=TC03 7824=TC01 7699=TC04 7864=T16 7866=T17 7875=TC02 7878=TC02 7784=TC05 7812=TC05 7989=TC03 7868=TC05 8001=TC01 8006=T16 8008=T14 8010=T14 8118=TC01 8130=T17 8132=T15 8121=TC04 8256=T17 8263=T17 8374=T17 8376=T16 8377=T12 8379=TC01 8389=T15 8392=T15 8508=T13 8512=T17 8513=TC02 8633=T17 8643=T14 8646=T16 8764=T17 8770=TC01 8898=T17 13502=TC03 13758=TC02 14015=TC01 14143=T16 14271=T17 14398=TC01 15166=TC01 15422=TC02 15678=TC03 15934=TC04 [UNITS] 0=Multi2,MCV,256,6545,0,Sleep,None 1=Multi1,MCV,256,9487,0,Sleep,None 2=Multi2,MCV,256,9489,0,Sleep,None 3=Multi1,4TNK,256,9739,0,Sleep,None 4=Multi1,4TNK,256,9740,0,Sleep,None 5=Multi1,4TNK,256,9741,0,Sleep,None 6=Multi1,4TNK,256,9742,0,Sleep,None 7=Multi1,4TNK,256,9743,0,Sleep,None 8=Multi1,4TNK,256,9744,0,Sleep,None