[CW] Equal Opportunity (2)

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Briefing

Rescue Einstein from the Headquarters inside this Soviet complex. Once found, evacuate him via the helicopter at the signal flare. Einstein and Tanya must be kept alive at all costs. Beware the Soviet's Tesla Coils. Direct Tanya to destroy the westmost power plants to take them off-line. 2500 ; money to give for money crate in solo play missions 5 ; time that a unit will remain chronoshifted before returning to start location yes ; Should cargo be destroyed when object is chronoshifted? 12 ; Tech level at which Chrono facility can create Chrono effect 9 ; tech level at which GPS satelite becomes available 12 ; radius of gap generator (cells) .01 ; gap generators will regenerate their shroud at this time interval 1 ; minutes that Iron Curtain invulnerability lasts 5 ; tech level when free para-infantry appears from airstrip 8 ; tech level that parabomb appears free with airfield 15 ; cell radius distance that mobile radar jammer is effective 5 ; tech level when free spy plane appears from airstrip 3 ; number of badgers used to drop parabombs 50% ; percent of original cost to refund when building/unit is sold .04 ; minutes to reload each ammo point for aircraft or helicopters 20% ; percent cost to fully repair as ratio of full cost .016 ; minutes between applying repair step 5 ; hit points to heal per repair 'tick' for buildings 20% ; [units only] percent cost to fully repair as ratio of full cost 11 ; [units only] hit points to heal per repair 'tick' for units 1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft 1000 ; damage to inflict when anti-personnel mine explodes 1200 ; damage to inflict when anti-vehicle mine explodes 99999 ; damage points when nuclear bomb explodes (regardless of source) 1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles 1500 ; strength of bridge [smaller means more easily destroyed] .03 ; minutes to delay after placing C4 before building will explode 1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only) .3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes] 1 ; radius from target to look for friendlies and thus discourage firing upon, if found 2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles 1000 ; maximum damage (after adjustments) per shot 1 ; minimum damage (after adjustments) per shot no ; Does the harvester explode big time when destroyed? no ; Will player controlled units automatically try to crush enemy infantry? no ; More aggressive return fire from player controlled objects? no ; Will player units scatter, of their own accord, from threats and damage? 65% ; when infantry is prone, damage is reduced to this percentage no ; Automatically show target cursor when over trees? 10 ; If an incoming projectile is as slow or slower than this, then 28 ; number of 'bails' carried by a harvester .8 ; general build speed [time (in minutes) to produce a 1000 credit cost item] .06 ; average minutes that building build-up animation runs 50 ; gem credits per 'bail' carried by a harvester 25 ; gold credits per 'bail' carried by a harvester 2 ; minutes between ore (Tiberium) growth yes ; Does ore grow denser over time? yes ; Does ore spread into adjacent areas? 1 ; speed that harvester truck manages ore [larger means slower] yes ; Is first helicopter to be purchased separately from helipad? .4 ; fraction of building cost to be converted to survivors when sold yes ; Allies automatically reveal radar maps to each other? 25% ; when damaged to this percentage, health bar turns red 50% ; when damaged to this percentage, health bar turns yellow 4 ; distance around drop zone flair that map reveals itself yes ; Show enemy health bar graph when selected? 3 ; gravity constant for ballistic projectiles .1 ; average minutes between infantry performing idle actions .6 ; time duration of multiplayer messages displayed over map .06 ; minutes that movie recorder will record when activated (debug version only) no ; Show true names over civilians and civilian buildings? .03 ; delay between scenario end and ending movie [keep the delay short] 4 ; minutes between each shroud creep process [0 means no shadow creep] 2 ; minutes between EVA repeating advice to the player 2 ; if mission timer is less than this many minutes, then display in red yes ; Flash the power bar when power is low? no ; Should helicopter shuffle position between shots (as in C&C)? 2 ; multiplier to threat target value when enemy is close to friendly base .25 ; minutes delay between sending response teams to deal with base threat 2.75 ; If distance to destination less than this, then abort movement if otherwise blocked. 1 ; minutes between applying trivial structure damage when low on power 1 ; multiplier to overall game object movement speed 16 ; maximum radius to scan for alternate landing zone if otherwise occupied yes ; Are friendly units smart enough to avoid friendly mines? 2.0 ; radius distance (cells) that team members may stray without causing regroup action .02 ; forced delay that subs will remain on surface before allowing to submerge 2 ; minutes that suspended teams will remain suspended 20 ; teams with less than this priority will suspend during base defense ops .6 ; interval between checking for and creating teams 100% 25% 1 yes