; ;Rocky Mountain Goldrush - Modified by DiegoAk47 ; ; ; ;Rocky Mountain Goldrush - Modificado by DiegoAk47 ; ; ; [Basic] Name=Rocky Mountain Goldrush ($$) - Ediçao Dorgas 1.04 by UFF_Ak47 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=TEMPERATE X=1 Y=1 Width=126 Height=126 [Waypoints] 0=6022 4=6265 1=7046 5=7289 99=7740 2=8070 6=8313 3=9094 7=9337 [MapPack] 1=qwAAIIH//msA/4PZAFMAAoECynEAgUYAAoLZAP7mAP//mABsAIHZAIL/ZgAGAtVuAf92AI 2=QCcQCBAP9nAIUB024C/nYA/8n6Av5oAP//+hNuA99oAv5wAP//dAH6F4FWAALLchmBSAAC 3=/+oAhBkRAv/8AHIagTUgAoEcAAKBGyACgTggAv/sAIQaz3AczfQC/mgA//+GAPocz/IC/m 4=gA//92APod3+IC/mgA/zBygMcBACCB/wABgtkA/mIA/4LZAN1oAP5wAP9wcv9sAAQAgTYA 5=AoEJYAKBNwAC/+wAggAQ/s1yAVEC/nAA//+IAPoA/+wAggKBUAACgQLKcQSBQgAC/+oBhA 6=OBUgACy3IFgUYAAv/kAIQFMAHTbgb+dgD//4YA+gaBRQAC/nYA//8MBPoH/2gAfgD/mgBu 7=C1AO/94AEA3TBA3/7AAEDs/+DnAOgQDK9w/+VAD//54Abg//5gAMD1HmyfoQgQD/ZwBrAP 8=+WAG4REBLR/BL/UgD8C/9sAG4S2wgSEfL/4AD8Es/IFNMEFP/WAAQS6doU/2QABhGB3QBa 9=g1QAVNBxFYLcABAc/lAA/+faE/9qAAQR024W/moA//9oAO4Pg6UApcwRGDHihVsAWwBMyn 10=EYgV4AAhAagdzMWRiDjgCO/1UAhxbx8BDREBTrOBiD3gDe3GkYgdvMhRb/WgCYGP3yEeEk 11=GYOfAJ/SERTnEBWDkQCR5psZ5yQZ0+4Y6wQUAS3exRr/bABWGtUyG+naEzBCEAbZEBsQKH 12=AB9Tobz9gb+YQb1y4c/1IA2hT/kgAsHNcsHcn4G/9IAOQV5S4d/4gAVBz/VgDcFv+oADIb 13=49oagHsBACCB/wABgtkAMASBAEAI2xMAECbZJgAQAYOfAJ/QQwCC2QDTbADRHgCDkQCR3h 14=EA2ToA09cAUGxQ8s/wAN8QAOExAc1WAIPbAN4gZDDu03QAgd3KWQHpmADnwwHJCADJ+gCB 15=ANRtANl8ANk5AoOiAKLMJQKB3CAQhVwAXAA+ynECgV0AAtFCAoOUAJT/aQCbAXJAAQnSWQ 16=DvvALNWAIx3uluAv9CAK4C2doDEfLJBgNwAf9GABID01cEhVQAVAACynEEgUUAAv5WAP/R 17=JATJEARwDP9SAAQC/7QAVgT/UAAeBP+CAFoF5dwD/1IABAH/hABWBu/aAOMMAP/aADIH/+ 18=YADAfR8gH/VAAaBf+uAFoI77wA/7YAOgrRBgoVDtkIBP5KAP//gABuC9POBf9eABAK/wYO 19=Ygw/ctNuGv9iAAwK/4gA5hqBVgACy3IbgUgAAv/qAIQbgVT//wBvHIPZADUAAoEcAAKBGy 20=ACgTggAv/+AIQd/2QACgrX5h6AywAAIIH/AAGC2QD+YgD/gtkAMAKBNQACgRwAAoEbIAKD 21=OAAAQBj/ZAAEAM1aAM/yAP5aAP9Q5tduAf5wAP//dgH6AIE2AAKBCQACgQggAoE3AAL/AA 22=GCAlEC/nAA//90AfoDgVAAAoECynEGgUIAAv/qAYQFgVQAAstyB4FFAAL/5ACEBzAB024I 23=/nYA//+GBPoIgUYAAv52AP//hgH6Df8ABYAJ/4YHgBT/aAAEHdluCP9yAIgd/nAA/9dsHf 24=7mAP+B29RtHoHb/3sAhR6ATQEAIIEA9AAAgQEQAiAF/nUAAIICAxACIAX+dgAAUQD/dwDA 25=AGEA/3cAQAAx+f9/AD0BIf7/egDBASL//3sAQAAi//97AMAAIwP/ewBAAjP+/3sAwQL/hA 26=A8BP+AAMAA//0AQABFB/5zAAAxADUC/nUAAGH+/3sAQQP/gQC8BTEE/nQAAEIAKAL+dQAA 27=/wUBOAn/AQE9Bv95AT4JgQD/gQC4DIECKP4QA/51AACFBAUDBAMQBf53AACFBwgGBwYABf 28=54AQBigP52AAAieyAFgQX+dgAAUoCCBwj+dgAA/wQBOAj/fwA8Eiv+//kAwAofe/98AL0T 29=wr4E/3sAPgwQgv99AL0N/38AOhX/ggC5DBD6/34APxL/fgC9B/8AAjsJ/wMBOwj/7gA+B8 30=lBG9I4FP9eAEEbycAb0rcL/2AAwBveTRz/agBNHPOWHf8TAu0cgIIBACCBAOgAAIEB/0EA 31=DAD6bQCCAgP9jAD87ADJTQCBARACIAX/aQBCAIEAyM0AggIDEAIgBcitAf5rAAAw+yEC/n 32=QAADEAIQL+dgAAMPz/fQA+AoMDAAH/fgC+AgB8/38APwOBABCE/nUAACL+EX7/eABBBEOA 33=/3kAwARDgP97AEAFIQH/ewDABTV+/30AQQX/fQC+BgAC/4ABPgf//QC+Bf8AArsH/4ABuw 34=bPOwH+agAA0rcB/mwAAIQBAgECAAUQA/51AACFBAUEBQMQA/53AACFBwgHCAYAA/54AQBi 35=gP53AABigIEF/nYAAFKAggcI/nYAAET7/38APwL/ewC+Dv+DADkDAAP/fAC/E///ADsTxT 36=cC/nUAAED8/30AvhNiBf5zAABh/v9+AMAE/38APhUshf52AAAse/+AAD0YwzsF/nUAAE19 37=//oAPw7ROQH+agAA/4QAtxr/fwA7FhD+/3wAvhkkAf99AD8WgQD/fgC9E8a2Df5zAAD/hg 38=C3F//DAD0VgA== [OverlayPack] 1=TgEAIIEF8gAAgf/JNgD+cwAF/0wANgD+fAD//7wB/gCBFSAB/1kAwAKBAwAB/0EAHQMQRd 2=mcA/t+AzAE3sID2BwE1/4DEDbbGwTjOgTbmgT/nAB+BN0ZBP9eALoD/0gAmAX/WgDgBOG5 3=Bv+CAF4G/1oAYATmOgf/1wFjAf5EAP//hgx+Cf9DADsD+0cWwTcG/m4A/0Dz/3oA/hYwBP 4=8HAX4X7IUWgQIAAdMrGfPOGO2DGf9EADQZyXgX6osZEAGDBAQEYBQADFAX/18ATBZQZ9Yz 5=Gu9KGup+GP9MAKsa83cXcIDIohvyQhrzdxjILRvJNxz/agDEG0Br0jUcgQT3SxzRhRrRiB 6=xQgHCEcBDWyRzSiBzfdxnRhxrJLR3OuB3USh3Thxrc9xnUOgbwrR3bOgbV/hwwNs5lHu8t 7=HtSWHt32Gv9hABYe33cb/18AmR1SgIC5AQAghgUF//8V/zAEygsAzggAAAGDAgQCYAGBBC 8=ABcBAAHNAaANQWAFBzgQUAAdQCANGYAFCAMHxgAdtEANZNAHCAEAHiiQDKMgDMuwCBAvbL 9=AOaDAXCAyKIB80IBMPPqfgHKLwDIuQHIPgDozAEgAer+AP9aACsC5oUA264C9cwB5gQDyC 10=YD06sD9M4A/68AhQP+QwD/8/cA/koA//N3Af5KAP/x9wH+UwD//wYR/gWBGBABYBQgDlAR 11=yJQXyYkXybAXUCLKkhfKjRfKmBcgDFALQIAgEsqsF2AHMAz1phfJVhhghlBXAAZQgAAVcC 12=3JShgAGM4hGOczGFE/UEtgDc32FyACUJXImhjhnhjLKxnKJxlRP8kaGcogGXCAYIH/UgAR 13=GcrVGdZwGdKQGUCb3SUY1JoXztwZ2O0Y1wgaz8sZ6jQayO0X2GwY2Qca36MX2sUaYwDbax 14=rWiRnOIRvrsxnJ4RjLWRrl+xjNohvuMxng5BvahxjMIxzJkhzdPxzL3xjI7Rnm+BfMbBzq 15=sBzLXRjJ6xzL9xrahRfORx3oMx3KkxzPtBj/BQF9FvEBH/9FAPEe+Hof/0oANh+A [Recharge] GPS=14 Nuke=16 ParaBomb=8 Paratrooper=4 SpyPlane=4 [General] ; combat and damage ; object in the target location will try to run away. Grenades and ; parachute bombs have this characteristic. ;TurboBoost=1.5 ;APMineDamage=1000 ;AVMineDamage=1200 ;BallisticScatter=1.0 ;BridgeStrength=1000 ;C4Delay=.03 ;Crush=2.5 ;ExpSpread=.3 ;FireSupress=1 ;HomingScatter=2.0 ;MinDamage=1 ;OreExplosive=no ;PlayerAutoCrush=yes ;PlayerReturnFire=yes ;PlayerScatter=no ;ProneDamage=25% ;TreeTargeting=no ;Incoming=10 GapRadius=10 GapRegenInterval=.1 AtomDamage=50000 MaxDamage=5000 BailCount=1 GoldValue=2500 GemValue=2500 GrowthRate=.01 BadgerBombCount=28 7356=MINE 7612=MINE 7740=MINE 7868=MINE 7996=MINE 8124=MINE 8380=MINE [AI] AttackInterval=2 AttackDelay=3 AutocreateTime=4 InfantryReserve=9000 BaseSizeAdd=999 RefineryRatio=.26 RefineryLimit=6 BarracksLimit=12 WarRatio=.26 WarLimit=12 DefenseLimit=6 TeslaRatio=.16 TeslaLimit=50 HelipadRatio=.1 HelipadLimit=20 AirstripRatio=.12 AirstripLimit=25 CompEasyBonus=No PowerEmergency=90% 7356=MINE 7612=MINE 7740=MINE 7868=MINE 7996=MINE 8124=MINE 8380=MINE [Base] ; ******* 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 Count=0 Player=USSR [V2RL] ; light tank Name=Atom Scud Prerequisite=weap,dome Primary=SCUD Strength=450 Armor=light TechLevel=10 Sight=12 Speed=3 Owner=soviet,allies Cost=45000 Points=40 ROT=5 Tracked=yes Ammo=1 Crewed=yes NoMovingFire=yes GuardRange=0 [1TNK] ; heavy tank Prerequisite=weap Primary=75mm Strength=300 Armor=heavy TechLevel=-1 Sight=4 Speed=9 Owner=allies Cost=700 Points=30 ROT=5 Tracked=yes Crewed=yes [3TNK] ; medium tank Prerequisite=weap Primary=105mm Secondary=M60mg Strength=400 Armor=heavy TechLevel=6 Sight=5 Speed=4 Owner=soviet,allies Cost=2150 Points=50 ROT=5 Tracked=yes Crewed=yes [2TNK] ; Mammoth tank Prerequisite=weap,fcom Primary=90mm Secondary=Vulcan Strength=450 Armor=heavy TechLevel=5 Sight=5 Speed=5 Owner=allies,soviet Cost=5500 Points=40 ROT=5 Tracked=yes Crewed=yes SelfHealing=yes [4TNK] ; mobile radar jammer Prerequisite=weap,fcom Primary=120mm Secondary=MammothTusk Strength=700 Armor=heavy TechLevel=12 Sight=6 Speed=4 Owner=soviet,allies Cost=5700 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,soviet Cost=600 Points=30 ROT=5 Tracked=yes Crewed=yes [MGG] ; mobile artillery Prerequisite=weap,atek Strength=110 Armor=light TechLevel=11 Sight=4 Speed=9 Owner=allies,soviet Cost=600 Points=40 ROT=5 Crewed=yes [ARTY] ; harvester Prerequisite=weap,bio Primary=155mm Strength=255 Armor=heavy TechLevel=5 Sight=5 Speed=5 Owner=allies,soviet Cost=2200 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 Secondary=M60mg2 Strength=150 Armor=light TechLevel=3 Sight=6 Speed=13 Owner=allies,soviet Cost=800 Points=20 ROT=10 Crewed=yes [APC] ; mine layer Prerequisite=weap Primary=M60mg Secondary=ZSU-23 Strength=250 Armor=heavy TechLevel=5 Sight=5 Speed=15 Owner=allies,soviet Cost=1200 Points=25 ROT=5 Tracked=yes Passengers=5 [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] ; ******* ship types ******* ; submarine Prerequisite=weap Strength=110 Armor=light Owner=soviet,allies TechLevel=4 Sight=7 Speed=12 Cost=500 Points=35 Tracked=no ROT=5 Passengers=5 Crewed=yes [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,soviets Cost=1000 Points=50 ROT=7 Sensors=Yes DoubleOwned=yes [CA] ; transport Prerequisite=syrd,atek Primary=8Inch Secondary=8Inch Strength=700 Armor=heavy TechLevel=-1 Sight=7 Speed=4 Owner=allies Cost=2000 Points=60 ROT=5 Sensors=Yes [LST] ; gun boat Strength=350 Armor=heavy TechLevel=3 Sight=6 Speed=14 Owner=allies,soviet Cost=700 Points=25 ROT=10 Passengers=5 [PT] ; ******* infantry types ******* ; attack dog Prerequisite=syrd Primary=2Inch Secondary=DepthCharge Strength=200 Armor=heavy TechLevel=5 Sight=7 Speed=9 Owner=allies Cost=500 Points=30 ROT=7 Sensors=Yes [DOG] ;Strength=5 ; rifle soldier Prerequisite=kenn Primary=DogJaw Strength=12 Armor=none TechLevel=3 Sight=5 Speed=4 Owner=soviet Cost=200 Points=5 IsCanine=yes GuardRange=7 [E1] ; grenadier Name=Sorveteiro Primary=M1Carbine Strength=80 Armor=none TechLevel=1 Sight=4 Speed=6 Owner=allies,soviet Cost=250 Points=5 [E2] ; rocket soldier Name=Mestre em HandBall Primary=Grenade Strength=70 Armor=none TechLevel=1 Sight=4 Speed=7 Owner=soviet,allies Cost=260 Points=10 Explodes=yes DoubleOwned=yes [E3] ; Flamethrower Name=Lancador de Consolos Primary=RedEye Secondary=Dragon Strength=130 Armor=none TechLevel=2 Sight=4 Speed=5 Owner=allies Cost=600 Points=10 DoubleOwned=yes [E4] ; engineer Primary=Flamer Strength=40 Armor=none TechLevel=6 Sight=4 Speed=3 Owner=soviet,allies Cost=300 Points=15 Explodes=yes DoubleOwned=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=65 Primary=Sniper Armor=none TechLevel=6 Sight=5 Speed=5 Owner=allies,soviet Cost=1200 Points=15 Infiltrate=yes DoubleOwned=yes [THF] ; Tanya Prerequisite=dome Strength=35 Armor=none TechLevel=11 Sight=5 Speed=6 Owner=allies,soviet Cost=500 Points=10 Infiltrate=yes DoubleOwned=yes [E7] ; field medic Name= Rita Cadillac Prerequisite=atek Primary=Colt45 Secondary=Colt45 Strength=300 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=180 Armor=none TechLevel=2 Sight=3 Speed=6 Owner=allies Cost=1800 Points=15 DoubleOwned=yes [GNRL] ; civilians Name=Seu Madruga Prerequisite=dome Primary=Vulcan Strength=300 Armor=none TechLevel=2 Sight=8 Speed=8 Owner=allies,soviet Cost=1700 Points=15 Infiltrate=no [C1] Name=Rapadura Prerequisite=dome Primary=Pistol Secondary=Pistol Strength=65 Armor=none TechLevel=10 Sight=6 Speed=8 Owner=allies,soviet Cost=850 Ammo=1500 Points=10 Fraidycat=no Image=EINSTEIN [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=M60mg Strength=350 Armor=none TechLevel=-1 Sight=2 Speed=7 Cost=2800 Points=1 Ammo=10 [CHAN] ; ******* aircraft types ******* ; Badger bomber Strength=350 Primary=Vulcan Armor=none TechLevel=-1 Sight=2 Speed=8 Cost=3000 Points=1 [BADR] ; spy photo-recon plane Prerequisite=afld Primary=ParaBomb Strength=60 Armor=light TechLevel=-1 Sight=0 Speed=26 Owner=soviet,allies 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=60 Owner=soviet Cost=10 Points=5 ROT=7 Ammo=1 [MIG] ; prop attack plane Prerequisite=fcom Primary=Maverick Secondary=Maverick Strength=150 Armor=light TechLevel=8 Sight=0 Speed=17 Owner=soviet,allies Cost=6200 Points=50 ROT=5 Ammo=48 GuardRange=30 [YAK] ; transport helicopter Prerequisite=afld Primary=ChainGun Secondary=ChainGun Strength=95 Armor=light TechLevel=5 Sight=0 Speed=14 Owner=soviet,allies Cost=2800 Points=25 ROT=5 Ammo=85 Crewed=yes GuardRange=30 [TRAN] ; Longbow attack helicopter Prerequisite=hpad Strength=90 Armor=light TechLevel=3 Sight=0 Speed=14 Owner=soviet,allies Cost=1200 Points=35 ROT=5 Passengers=5 [HELI] ; Hind attack helicopter Prerequisite=hpad Primary=ChainGun Strength=225 Armor=heavy TechLevel=-1 Sight=0 Speed=14 Owner=allies Cost=2500 Points=50 ROT=4 Ammo=50 Crewed=yes GuardRange=30 [HIND] ; ******* building types ******* ; Iron Curtain Prerequisite=hpad Primary=ChainGun Strength=225 Armor=heavy TechLevel=9 Sight=0 Speed=14 Owner=soviet,allies Cost=2500 Points=40 ROT=4 Ammo=50 Crewed=yes GuardRange=30 [IRON] ; forward command center Prerequisite=stek Strength=400 Armor=wood TechLevel=-1 Sight=10 Owner=soviet Cost=2800 Points=100 Power=-200 Powered=true Capturable=true Crewed=yes [FCOM] ; advanced tech center Name=Padaria Padre Mestre Correa Prerequisite=bio Strength=400 Armor=wood TechLevel=8 Sight=10 Owner=soviet,allies Cost=7000 Points=40 Power=-45 Bib=yes Capturable=true Crewed=yes Image=STEK [ATEK] ; paradox device Name=Casa Funeraria Prerequisite=weap,dome Strength=400 Armor=wood TechLevel=10 Sight=10 Owner=allies,soviet Cost=1500 Points=85 Power=-200 Bib=yes Capturable=true Crewed=yes [PDOX] ; weapons factory Prerequisite=atek Strength=400 Armor=wood TechLevel=-1 Sight=10 Owner=allies Cost=2800 Points=100 Power=-200 Powered=true Capturable=true Crewed=yes [WEAP] ; ship yard Name=Fabrica de Lambreta Prerequisite=proc Strength=1000 Armor=light TechLevel=3 Sight=4 Owner=soviet,allies Cost=2000 Points=80 Power=-30 Bib=yes Capturable=true Crewed=yes [SYRD] ; sub pen Prerequisite=powr Strength=1000 Armor=light TechLevel=3 Sight=4 Owner=allies Cost=650 Points=80 Power=-30 Adjacent=8 WaterBound=yes Capturable=true BaseNormal=no [SPEN] ; pill box Prerequisite=powr Strength=1000 Armor=light TechLevel=3 Sight=4 Owner=soviet Cost=650 Points=80 Power=-30 Adjacent=8 WaterBound=yes Capturable=true BaseNormal=no [PBOX] ; camouflaged pill box Prerequisite=powr Primary=Vulcan Strength=400 Armor=wood TechLevel=2 Sight=5 Owner=allies,soviet Cost=700 Points=50 Power=-15 Sensors=yes Crewed=yes [HBOX] ; Tesla coil Prerequisite=powr Primary=Vulcan Strength=600 Armor=wood TechLevel=3 Sight=5 Owner=allies,soviet Cost=900 Points=60 Power=-15 Sensors=yes Crewed=yes [TSLA] ; gun turret Prerequisite=weap Primary=TeslaZap Strength=400 Armor=heavy TechLevel=-1 Sight=8 Owner=soviet Cost=1500 Points=80 Power=-150 Ammo=3 Powered=true Sensors=yes Crewed=yes [GUN] ; anti-aircraft artillery Prerequisite=powr Primary=TurretGun Strength=400 Armor=heavy TechLevel=4 Sight=6 Owner=allies,soviet Cost=2000 Points=50 Power=-40 Sensors=yes Crewed=yes ROT=12 [AGUN] ; flame turret Prerequisite=dome Primary=ZSU-23 Secondary=ZSU-23 Strength=400 Armor=heavy TechLevel=-1 Sight=6 Owner=allies Cost=600 Points=50 Power=-50 Crewed=yes ROT=15 Powered=true [FTUR] ; construction yard Prerequisite=powr Primary=FireballLauncher Strength=400 Armor=heavy TechLevel=2 Sight=6 Owner=soviet,allies Cost=1200 Points=65 Power=-20 Sensors=yes Explodes=no Crewed=yes [FACT] ; refinery Strength=1000 Armor=heavy TechLevel=-1 Sight=5 Owner=allies,soviet Cost=2500 Points=80 Power=40 Bib=yes Capturable=true Crewed=yes [PROC] ; storage silo Prerequisite=powr Strength=900 Armor=wood TechLevel=1 Sight=6 Owner=allies,soviet Cost=2000 Points=80 Power=-30 Storage=5000 Bib=yes Capturable=true Crewed=yes [SILO] ; helipad Prerequisite=proc Strength=300 Armor=wood TechLevel=1 Sight=4 Owner=allies,soviet Cost=250 Points=25 Power=-10 Storage=3000 Capturable=true [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=no [DOME] ; gap generator ; gap generator Prerequisite=proc Strength=1000 Armor=wood TechLevel=3 Sight=10 Owner=allies,soviet Cost=1000 Points=60 Power=-40 Bib=yes Powered=true Capturable=true Sensors=yes Crewed=yes [GAP] Prerequisite=atek Strength=1000 Armor=wood TechLevel=10 Sight=10 Owner=allies,soviet Cost=1500 Points=35 Power=-30 Powered=true Capturable=true Crewed=yes [SAM] ; big missile silo Prerequisite=dome Primary=Nike Strength=400 Armor=heavy TechLevel=9 Sight=5 Owner=soviet,allies Cost=1750 Points=50 Power=-20 Crewed=yes ROT=30 [MSLO] ; airstrip Prerequisite=stek Primary=none Strength=1400 Armor=heavy TechLevel=13 Sight=5 Owner=soviet,allies Cost=5500 Points=90 Power=-100 Crewed=yes [AFLD] ; normal power plant Prerequisite=dome Strength=1000 Armor=heavy TechLevel=5 Sight=7 Owner=soviet,allies Cost=600 Points=70 Power=-30 Capturable=true Crewed=yes [POWR] ; advanced power plant Prerequisite=fact Strength=400 Armor=wood TechLevel=1 Sight=4 Owner=allies,soviet Cost=300 Points=40 Power=80 Bib=yes Capturable=true Crewed=yes [APWR] ; Soviet tech center Prerequisite=powr Strength=700 Armor=wood TechLevel=8 Sight=4 Owner=allies,soviet Cost=500 Points=50 Power=190 Bib=yes Capturable=true Crewed=yes [STEK] ; hospital (obsolete?) Prerequisite=weap,dome Strength=600 Armor=wood TechLevel=-1 Sight=4 Owner=soviet Cost=1500 Points=85 Power=-100 Bib=yes Capturable=true Crewed=yes [HOSP] ; bio-research laboratory (obsolete?) Strength=400 Armor=wood TechLevel=-1 Sight=4 Points=20 Power=-20 Bib=yes Capturable=true Crewed=yes [BIO] ; Soviet barracks Name=Casa da Mae Joana Strength=600 Prerequisite=atek Armor=wood TechLevel=5 Owner=soviet,allies Sight=4 Cost=4500 Points=30 Power=-40 Bib=yes Crewed=yes Image=BIO [BARR] ; Allied training tent Name=Barraca de Pistoleiros Prerequisite=powr Strength=800 Armor=wood TechLevel=1 Sight=5 Owner=soviet Cost=300 Points=30 Power=-20 Bib=yes Crewed=yes Capturable=true [TENT] ; attack dog training facility Name=Barraca de Pistoleiros Prerequisite=powr Strength=800 Armor=wood TechLevel=1 Sight=5 Owner=allies Cost=300 Points=30 Power=-20 Bib=yes Crewed=yes Capturable=true [KENN] ; service depot Prerequisite=barr Strength=400 Armor=wood TechLevel=-1 Sight=4 Owner=soviet Cost=200 Points=25 Power=-10 [FIX] ; sandbag wall Prerequisite=weap Strength=800 Armor=wood TechLevel=3 Sight=5 Owner=allies,soviet Cost=1200 Points=80 Power=-30 Capturable=true Crewed=yes [SBAG] ; concrete wall Strength=1 Armor=none TechLevel=2 Sight=0 Owner=allies,soviet Cost=25 Points=1 Repairable=false Adjacent=1 [BRIK] ; wire fence Strength=1 Armor=none TechLevel=8 Sight=0 Owner=allies,soviet Cost=100 Points=5 Repairable=false Adjacent=1 [FENC] ; auxiliary decorative building Strength=1 Armor=none TechLevel=2 Sight=0 Owner=soviet,allies 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 Repariable=false Adjacent=1 Sight=0 [BARB] ; wood fence Strength=1 Points=1 Armor=wood Cost=25 Repariable=false Adjacent=1 Sight=0 [WOOD] ; barrels Strength=1 Points=1 Repariable=false Adjacent=1 Sight=0 [BARL] Strength=10 Repairable=false Adjacent=0 BaseNormal=no [BRL3] ; anti-vehicle mine Strength=10 Repairable=false Adjacent=0 BaseNormal=no [MINV] ; anti-personnel mine Strength=1 Repairable=false Adjacent=0 Invisible=yes Unsellable=yes BaseNormal=no [MINP] ; fakes Strength=1 Repairable=false Adjacent=0 Invisible=yes Unsellable=yes BaseNormal=no [FACF] Image=FACT Owner=allies TechLevel=-1 Strength=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] ; civilian structures Prerequisite=proc Image=DOME Strength=30 Sight=4 TechLevel=-1 Cost=50 Owner=allies Power=-2 Points=15 Bib=yes Capturable=true BaseNormal=no [V01] Strength=400 Points=5 Armor=wood Repariable=false Capturable=true [V02] Strength=400 Points=5 Armor=wood Repariable=false [V03] Strength=400 Points=5 Armor=wood Repariable=false [V04] Strength=400 Points=5 Armor=wood Repariable=false [V05] Strength=400 Points=5 Armor=wood Repariable=false [V06] Strength=400 Points=5 Armor=wood Repariable=false [V07] Strength=400 Points=5 Armor=wood Repariable=false [V08] Strength=400 Points=5 Armor=wood Repariable=false [V09] Strength=400 Points=5 Armor=wood Repariable=false [V10] Strength=400 Points=5 Armor=wood Repariable=false [V11] Strength=400 Points=5 Armor=wood Repariable=false [V12] Strength=400 Points=5 Armor=wood Repariable=false [V13] Strength=400 Points=5 Armor=wood Repariable=false [V14] Strength=400 Points=5 Armor=wood Repariable=false [V15] Strength=400 Points=5 Armor=wood Repariable=false [V16] Strength=400 Points=5 Armor=wood Repariable=false [V17] Strength=400 Points=5 Armor=wood Repariable=false [V18] Strength=400 Points=5 Armor=wood Repariable=false [V19] Strength=400 Points=5 Armor=wood Repariable=false [V20] Strength=400 Points=5 Armor=wood Repariable=false [V21] Strength=400 Points=5 Armor=wood Repariable=false [V22] Strength=400 Points=5 Armor=wood Repariable=false [V23] Strength=400 Points=5 Armor=wood Repariable=false [V24] Strength=400 Points=5 Armor=wood Repariable=false [V25] Strength=400 Points=5 Armor=wood Repariable=false [V26] Strength=400 Points=5 Armor=wood Repariable=false [V27] Strength=400 Points=5 Armor=wood Repariable=false [V28] Strength=400 Points=5 Armor=wood Repariable=false [V29] Strength=400 Points=5 Armor=wood Repariable=false [V30] Strength=400 Points=5 Armor=wood Repariable=false [V31] Strength=400 Points=5 Armor=wood Repariable=false [V32] Strength=400 Points=5 Armor=wood Repariable=false [V33] Strength=400 Points=5 Armor=wood Repariable=false [V34] Strength=400 Points=5 Armor=wood Repariable=false [V35] Strength=400 Points=5 Armor=wood Repariable=false [V36] Strength=400 Points=5 Armor=wood Repariable=false [V37] ; ******* Weapon Statistics ******* ; The weapons specified here are attached to the various combat ; units and buildings. ; Anim = animation to display as a firing effect ; Burst = number of rapid succession shots from this weapon (def=1) ; Camera = Reveals area around firer (def=no)? ; Charges = Does it have charge-up-before-firing logic (def=no)? ; Damage = the amount of damage (unattenuated) dealt with every bullet ; Projectile = projectile characteristic to use ; ROF = delay between shots [15 = 1 second at middle speed setting] ; Range = maximum cell range ; Report = sound to play when firing ; Speed = speed of projectile to target (100 is maximum) ; Warhead = warhead to attach to projectile ; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)? ; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft? ; Tanya pistol Strength=400 Points=5 Armor=wood Repariable=false [Colt45] ; anti-aircraft multiple cannon Damage=100 ROF=5 Range=5.75 Projectile=Invisible Speed=100 Warhead=HollowPoint Report=GUN5 [ZSU-23] ; rapid fire machine gun Damage=75 ROF=20 Range=6 Projectile=Ack Speed=100 Warhead=AP Anim=GUNFIRE Report=AACANON3 [Vulcan] ; air-to-surface homing missile (launched from jet) Damage=80 ROF=40 Range=6 Projectile=Invisible Speed=120 Warhead=SA Report=GUN13 Anim=MINIGUN [Maverick] ; camera Damage=70 ROF=3 Range=6 Projectile=HeatSeeker Speed=30 Warhead=AP Report=MISSILE7 [Camera] ; fireball from flame turret Damage=0 ROF=10 Range=2.75 Projectile=Inivisble Speed=100 Warhead=Super Camera=yes [FireballLauncher] ; hand-held flame thrower type Damage=125 ROF=50 Range=4 Projectile=Fireball Speed=12 Warhead=Fire [Flamer] ; sniper rifle Damage=70 ROF=50 Range=6 Projectile=Fireball Speed=13 Warhead=Fire [Sniper] ; rapid fire aircraft gun Damage=100 ROF=10 Range=7 Projectile=Invisible Speed=60 Warhead=HollowPoint Report=SILENCER [ChainGun] ; civilian pistol Damage=70 ROF=3 Range=9 Projectile=Invisible Speed=110 Warhead=SA Report=GUN13 Anim=MINIGUN [Pistol] ; rifle soldier weapons (multiple shots) Damage=75 ROF=20 Range=4.75 Projectile=Invisible Speed=100 Warhead=SA Report=GUN27 [M1Carbine] ; man-packed anti-tank missile (bazooka type) Damage=25 ROF=12 Range=5 Projectile=Invisible Speed=150 Warhead=SA Report=GUN11 [Dragon] ; air-to-surface homing missile (launched from helicopter) Damage=95 ROF=25 Range=7 Projectile=HeatSeeker Speed=45 Warhead=HE Report=MISSILE6 [Hellfire] ; hand grenade Damage=35 ROF=60 Range=4 Projectile=HeatSeeker Speed=30 Warhead=AP Report=MISSILE6 [Grenade] ; small anti-armor cannon Damage=55 ROF=20 Range=5 Projectile=Lobbed Speed=30 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=65 ROF=45 Range=8 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Anim=GUNFIRE [105mm] ; large anti-armor cannon Damage=35 ROF=90 Range=6 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Anim=GUNFIRE Burst=2 [120mm] ; turret cannon Damage=50 ROF=100 Range=6 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Anim=GUNFIRE Burst=4 [TurretGun] ; Vehicle carried anti-tank missile Damage=70 ROF=35 Range=8 Projectile=Cannon Speed=40 Warhead=AP Report=TURRET1 Anim=GUNFIRE [MammothTusk] ; artillery cannon Damage=80 ROF=130 Range=5 Projectile=HeatSeeker Speed=30 Warhead=HE Report=MISSILE6 Burst=2 [155mm] ; vehicle mounted machine gun Damage=250 ROF=65 Range=8 Projectile=Ballistic Speed=12 Warhead=HE Report=TANK5 Anim=GUNFIRE [M60mg] ; napalm bomblets (dropped from plane) Damage=55 ROF=40 Range=6 Projectile=Invisible Speed=100 Warhead=SA Report=PILLBOX1 Anim=MINIGUN [M60mg2] ; napalm bomblets (dropped from plane) Damage=75 ROF=80 Range=12 Projectile=Ack Speed=60 Warhead=AP Anim=GUNFIRE Report=AACANON3 [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=65 ROF=180 Range=7 Projectile=Invisible Speed=100 Warhead=Super Report=TESLA1 Charges=yes [Nike] ; man-packed surface to air missile Damage=75 ROF=40 Range=8 Projectile=AAMissile Speed=80 Warhead=AP Report=MISSILE1 Anim=SAMFIRE [RedEye] ; 8 inch cruiser cannon Damage=100 ROF=30 Range=13 Projectile=AAMissile Speed=80 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=120 ROF=60 Range=9 Projectile=LaserGuided Speed=20 Warhead=AP Report=MISSILE6 Burst=4 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=1200 ROF=4 Range=6 Projectile=Parachute Speed=6 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=-80 ROF=80 Range=1.83 Projectile=Invisible Speed=100 Warhead=Organic Report=HEAL2 [SCUD] ; ******* Projectile Statistics ******* ; Projectiles describe how and what image to use as the weapon flies ; to its target. Think of the projectile as the "delivery method" used ; to get the warhead to the desired target. ; AA = Can this weapon fire upon flying aircraft (def=no)? ; AG = Can this weapon fire upon ground objects (def=yes)? ; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)? ; Animates = Does it animate [this means smoke puffs] (def=no)? ; Arcing = Does it have a ballistic trajectory (def=no)? ; Arm = arming delay (def=0) ; Degenerates = Does the bullet strength weaken as it travels (def=no)? ; Dropping = Does it fall from a starting height (def=no)? ; Frames = number of image frames for animation purposes (def=1) ; Gigundo = Is the projectile larger than normal (def=no)? ; High = Can it fly over walls (def=no)? ; Image = image to use during flight ; Inaccurate = Is it inherently inaccurate (def=no)? ; Inviso = Is the projectile invisible as it travels (def=no)? ; Parachuted = Equipped with a parachute for dropping from plane (def=no)? ; Proximity = Does it blow up when near its target (def=no)? ; ROT = Rate Of Turn [non zero implies homing] (def=0) ; Ranged = Can it run out of fuel (def=no)? ; Rotates = Does the projectile have rotation specific imagery (def=no)? ; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes) ; Translucent = Are translucent colors used in artwork (def=no)? ; UnderWater = Does the projectile travel under water? ; invisible flight to target Damage=20000 ROF=5000 Range=250 Projectile=FROG Speed=55 Warhead=Nuke Report=MISSILE1 [Invisible] ; special case for dog Inviso=yes Image=none [LeapDog] ; straight high-speed ballistic shot Image=DOGBULLT Translucent=yes Rotates=yes Proximity=yes ROT=20 [Cannon] ; anti aircraft artillery projectile Image=120MM [Ack] ; Sub-surface projectile. Image=none Inviso=yes AA=yes AG=no [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=no 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=45 RangeLimit=45 High=yes Dropping=yes Parachuted=no [Paratrooper] ;Image=PARABOMB ; Allied free radar (GPS satellite) Arm=45 RangeLimit=45 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=SPUTNIK Frames=4 [NukeDown] ; wizard's fireball Gigundo=yes High=yes Image=ATOMICDN Frames=12 [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] Spread=9 Wall=yes Wood=yes Ore=yes Verses=90%,100%,60%,25%,50% Explosion=6 InfDeath=4