[Basic] NewINIFormat=3 Name=Big Cash arena By: Chroniicz [General] BailCount=10 GoldValue=1500 GemValue=20000 OreTruckRate=1 OreSpreads=yes GrowthRate=.2 [Trigs] eyes3=0,14,0,0,19,-1,17,0,-1,-1,16,-1,-1,-1,0,-1,-1,-1 eyes2=0,13,0,0,19,-1,17,0,-1,-1,16,-1,-1,-1,0,-1,-1,-1 eyes8=0,19,0,0,19,-1,17,0,-1,-1,16,-1,-1,-1,0,-1,-1,-1 eyes4=0,15,0,0,19,-1,17,0,-1,-1,16,-1,-1,-1,0,-1,-1,-1 eyes1=0,12,0,0,19,-1,17,0,-1,-1,16,-1,-1,-1,0,-1,-1,-1 eyes6=0,17,0,0,19,-1,17,0,-1,-1,16,-1,-1,-1,0,-1,-1,-1 eyes5=0,16,0,0,19,-1,17,0,-1,-1,16,-1,-1,-1,0,-1,-1,-1 eyes7=0,18,0,0,19,-1,17,0,-1,-1,16,-1,-1,-1,0,-1,-1,-1 [Base] ; ******* 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) Count=0 Player=USSR [Turkey] Firepower=10000 Groundspeed=1.0 Airspeed=1.0 Armor=1000 ROF=0.8 Cost=1.0 BuildTime=.10 [ukraine] Firepower=10000 Groundspeed=1.0 Airspeed=1.0 Armor=1000 ROF=0.8 Cost=1.0 BuildTime=.20 [Map] Theater=JUNGLE X=1 Y=1 Width=126 Height=126 [Waypoints] 2=1480 3=1524 1=1546 98=3201 4=7160 0=8836 5=14840 7=15263 6=15294 [MapPack] 1=bgAAIIH//gEB/4JhAP/6AAIBUQD+TAD/yfYB/kgA//9YAFIC/yYJ/gGC2QDNJAz9igvrJA 2=znpAvpdgzp+gvbFg3xRAzpJg3ppAzneA3/LAX6DP/+ACYM/wAKJAL/EAEkHf9IALoB/1QA 3=+ADreB+C//+AbwAAIIf//2EAYQD/6gYAEDL9NgD/UgAmAPFyAFAk/zQBBgD+yAD//zICAg 4=L+zgD//zICAgX/AgM0Av/+AAIH/84ANAr/AAECDIKHAPMCDv7IAP//AAECDv5IDv//SgCG 5=Ae2uAfcSHv5MAP//sgBKHhABgCgAACCB//5JAP+CYQD/agBKAP5MHP/tlAD/VABwAP9YAG 6=wA4bAd//4BAh2AXQAAIIb//2EAYQD+TAD/EFD/qAACAMn2AP5IAP//0AlSAILZAM0iC/9C 7=AIgK/1QAIgvtcgvn+grbFAzzQgv/UgAkDO1yDP8qBfoL//4AJAv/5AoiAP/4AAQe/gEB/4 8=H/gBIAACCBAP6AFwCBAteBF/5jCACBAIAJAAAggQD+/h8AgQCA [OverlayPack] ; ******* 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 1=SAEAIIH//pIG/4cFBgYIBggF33EGhAgIBgXilwYAAYcGBwcHBgcG4cQGgggFAFiBBeDuBo 2=QIBwUIAATjbgaBBRCCgQfhRAcAqIIHB+HBBgDSgwgIBeXCBoEIAS+BCOLvBoMIBQcBAeFG 3=B4IFBwEr40MHhAgGBgbjQQcAVwCB4O4HAicBKeLuBiEAAAPjbwcAV4EF4O4IAikA1uTCBx 4=Iq4RgH/tYF/4EAzGAP4UQPgQDcbw8AITAB43cP5r4PYKv/HwGcD/5fAP//gQAaEenuEP5T 5=AP//AQIaEgCC/nwA/wB9/3wBnRQR/f9+AB0W/4AAGhT/fwCbFf8EApoX8R0a/n8A//+pAC 6=ga/ioD/8KUB4EIwBYJAAfBFgjAvgaBBQAPgQcQCUAGgQUABwAGggUIwL8Gwb4IEAji7gji 7=bwjz7h7ibgf/WwAAH+KkH4AGAQAggf/gAACBBuEAAM9IAIEF/kgA/5EFBggGBwYFBgYFBQ 8=gICAYGBgAGhAUHBQUQEAAZggcFEAWFCAgHBQgQDYEIAC4AEgAJ/i4F//5xAADNAQb+BQj/ 9=0XAG/XoO/1YAjg7oug7Sbwb/lgB6Dv4CBv/AuQDAygDhWwDAqgDA1QDjWwDAtADAvADhJA 10=AAJsDTAOHbAAApgQfjlhYALMHIAOJBFhCAgwUFB+TFFoIFB+EYF4L//8C/AAEr4W4WgQYA 11=V8DRAOFFFwBSAVfjQxeBBwFW4m0XhAcGCAcA2eHvFwD+AYLkQxcCVoEH4m4WAFfApADhbx 12=fA2AACg+TtFQCB5MEW/usG/4H/gA== [1TNK] ; medium tank Prerequisite=weap Primary=105mm Strength=3000 Armor=heavy TechLevel=4 Sight=10 Speed=9 Owner=allies Cost=700 Points=30 ROT=5 Tracked=yes Crewed=yes [2TNK] ; light tank Prerequisite=weap Primary=105mm Strength=4000 Armor=heavy TechLevel=4 Sight=10 Speed=9 Owner=allies Cost=800 Points=40 ROT=5 Tracked=yes Crewed=yes [JEEP] ; Ranger (as in "Ford", not "W.W. II Commando") ;tesla tank Prerequisite=weap Primary=105mm Strength=1500 Armor=light TechLevel=3 Sight=10 Speed=10 Owner=allies,soviet Cost=600 Points=20 ROT=10 Crewed=yes [TESLATANK] ; ******* building types ******* ; Tesla coil Image=ANT3 Name=teslatank Prerequisite=weap Primary=TeslaZap Strength=850 Armor=light TechLevel=5 Sight=10 Speed=10 Cost=700 Points=40 ROT=9 Tracked=yes Crewed=yes NoMovingFire=yno GuardRange=5 Owner=allies [TSLA] Prerequisite=weap Primary=TeslaZap Strength=600 Armor=heavy TechLevel=7 Sight=10 Owner=soviet,allies Cost=1500 Points=80 Power=-15 Powered=true Sensors=yes Crewed=yes