[Basic] Name=Death Valley (Mega 8 players) Intro= Brief= Win= Lose= Action= Player=Greece Theme=No theme CarryOverMoney=0 ToCarryOver=no ToInherit=no TimerInherit=no CivEvac=no NewINIFormat=3 CarryOverCap=0 EndOfGame=no NoSpyPlane=no SkipScore=no OneTimeOnly=no SkipMapSelect=no Official=yes FillSilos=no TruckCrate=no Percent=0 [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=15 CrateMaximum=255 CrateRadius=14 CrateRegen=3 UnitCrateType=none WaterCrateChance=20% SoloCrateMoney=20000 SilverCrate=HealBase WaterCrate=Money WoodCrate=Money ChronoDuration=3 ChronoKillCargo=no ChronoTechLevel=12 GPSTechLevel=8 GapRadius=10 GapRegenInterval=.5 IronCurtain=1 ParaTech=5 ParabombTech=8 RadarJamRadius=25 SpyPlaneTech=5 BadgerBombCount=20 QuakeChance=20% QuakeDamage=33% VortexChance=95% VortexDamage=2 VortexRange=10 VortexSpeed=100 RefundPercent=50% ReloadRate=.04 RepairPercent=20% RepairRate=.016 RepairStep=7 URepairPercent=20% URepairStep=10 TurboBoost=1.5 APMineDamage=1000 AVMineDamage=1200 AtomDamage=4000 BallisticScatter=2 BridgeStrength=1000 C4Delay=.3 Crush=1.5 ExpSpread=3 FireSupress=3 HomingScatter=2.0 MaxDamage=1000 MinDamage=1 OreExplosive=yes PlayerAutoCrush=yes PlayerReturnFire=yes PlayerScatter=yes ProneDamage=50% TreeTargeting=no Incoming=10 BailCount=28 BuildSpeed=.8 BuildupTime=.06 GemValue=50 GoldValue=25 GrowthRate=.5 OreGrows=yes OreSpreads=yes OreTruckRate=1 SeparateAircraft=yes SurvivorRate=20 AllyReveal=yes ConditionRed=25% ConditionYellow=50% DropZoneRadius=6 EnemyHealth=yes Gravity=1 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 GameSpeeBias=1 LZScanRadius=16 MineAware=yes Stray=2.0 SubmergeDelay=.02 SuspendDelay=2 SuspendPriority=20 TeamDelay=.6 FineDiffControl=no MCVUndeploy=no [Spain] TechLevel=935 [Greece] TechLevel=15 [USSR] TechLevel=935 [England] TechLevel=935 [Ukraine] TechLevel=935 [Germany] TechLevel=935 [France] TechLevel=935 [Turkey] TechLevel=935 [GoodGuy] TechLevel=935 [BadGuy] TechLevel=935 [Neutral] TechLevel=935 [Special] ; ******* terrestrial driving vehicle types ******* ; SCUD launcher TechLevel=935 [V2RL] ; light tank Prerequisite=weap,dome Primary=SCUD Strength=150 Armor=light TechLevel=4 Sight=15 Speed=3 Owner=soviet Cost=2700 Points=40 ROT=2 Tracked=yes Ammo=12 Crewed=yes NoMovingFire=yes [1TNK] ; heavy tank Prerequisite=weap Primary=75mm Secondary=M60mg Strength=300 Armor=heavy TechLevel=4 Sight=4 Speed=9 Owner=allies Cost=700 Points=30 ROT=5 Tracked=yes Crewed=yes Fraidycat=yes [3TNK] ; medium tank Prerequisite=weap Primary=105mm Secondary=105mm Strength=400 Armor=heavy TechLevel=4 Sight=5 Speed=7 Owner=soviet Cost=950 Points=50 ROT=5 Tracked=yes Crewed=yes [2TNK] ; Mammoth tank Prerequisite=weap Primary=90mm Secondary=M60mg Strength=400 Armor=heavy TechLevel=6 Sight=5 Speed=8 Owner=allies Cost=800 Points=40 ROT=5 Tracked=yes Crewed=yes [4TNK] ; mobile radar jammer Prerequisite=weap,stek Primary=120mm Secondary=MammothTusk Strength=1550 Armor=heavy TechLevel=10 Sight=10 Speed=6 Owner=soviet 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 Cost=600 Points=30 ROT=5 Tracked=yes Crewed=yes [MGG] ; mobile artillery Prerequisite=weap,atek Strength=110 Armor=light TechLevel=11 Sight=14 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=6000 Armor=light TechLevel=11 Sight=4 Speed=6 Owner=allies,soviet Cost=25000 Points=60 ROT=5 Crewed=yes [JEEP] ; Armored Personnel Carrier Prerequisite=weap Primary=M60mg Strength=160 Armor=light TechLevel=3 Sight=6 Speed=10 Owner=allies Cost=400 Points=20 ROT=10 Crewed=yes GuardRange=25 [APC] ; mine layer Prerequisite=weap,tent Primary=M60mg Strength=200 Armor=heavy TechLevel=5 Sight=5 Speed=10 Owner=allies Cost=800 Points=25 ROT=5 Tracked=yes Passengers=5 Crewed=yes Fraidycat=yes [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=12 Crewed=yes [TRUK] ; ******* ship types ******* ; submarine Strength=110 Armor=light Owner=soviet,allies TechLevel=-1 Sight=3 Speed=10 Cost=500 Points=5 ROT=5 Passengers=1 [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] ; ******* 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=45 ; rifle soldier Prerequisite=kenn Primary=DogJaw Strength=100 Armor=none TechLevel=3 Sight=5 Speed=5 Owner=soviet,allies Cost=200 Points=5 IsCanine=yes GuardRange=11 Fraidycat=yes [E1] ; grenadier Primary=M1Carbine Strength=60 Armor=none TechLevel=1 Sight=4 Speed=4 Owner=allies,soviet Cost=100 Points=5 GuardRange=20 SelfHealing=yes [E2] ; rocket soldier Primary=Grenade Strength=50 Armor=none TechLevel=1 Sight=4 Speed=4 Owner=soviet Cost=160 Points=10 Explodes=yes GuardRange=11 Fraidycat=yes [E3] ; Flamethrower Primary=RedEye Secondary=Dragon Strength=125 Armor=none TechLevel=2 Sight=4 Speed=4 Owner=allies Cost=300 Points=10 DoubleOwned=yes GuardRange=11 Fraidycat=yes [E4] ; engineer Prerequisite=stek Primary=Flamer Strength=140 Armor=none TechLevel=6 Sight=4 Speed=7 Owner=soviet Cost=300 Points=15 Explodes=no GuardRange=110 [E6] ; spy Strength=25 Armor=none TechLevel=5 Sight=4 Speed=4 Owner=soviet,allies Cost=500 Points=20 Infiltrate=yes Fraidycat=yes [SPY] ; thief Prerequisite=dome Strength=125 Armor=none TechLevel=6 Sight=10 Speed=4 Owner=soviet,allies Cost=500 Points=15 Infiltrate=yes DoubleOwned=yes Fraidycat=yes [THF] ; Tanya Prerequisite=atek Strength=25 Armor=none TechLevel=11 Sight=5 Speed=6 Owner=allies Cost=500 Points=10 Infiltrate=yes DoubleOwned=yes Fraidycat=yes [E7] ; field medic Prerequisite=atek Primary=Colt45 Secondary=Colt45 Strength=400 Armor=none TechLevel=11 Sight=6 Speed=5 Owner=allies,soviet Cost=1200 Points=25 Infiltrate=yes C4=yes DoubleOwned=yes Fraidycat=yes [MEDI] ; field marshal Primary=Heal Strength=380 Armor=none TechLevel=2 Sight=3 Speed=4 Owner=allies Cost=800 Points=15 Fraidycat=yes [GNRL] ; civilians Prerequisite=atek Primary=Pistol Strength=80 Armor=none TechLevel=-1 Sight=5 Speed=5 Owner=allies,soviet Cost=500 Points=15 Infiltrate=yes DoubleOwned=yes Fraidycat=yes [C1] Image=C1 Primary=Pistol Strength=250 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Ammo=100 Fraidycat=yes [C2] Image=C1 Strength=250 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C3] Image=C2 Strength=250 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C4] Image=C2 Strength=250 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C5] Image=C2 Strength=250 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C6] Image=C1 Strength=250 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C7] Image=C1 Primary=Pistol Strength=250 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Ammo=10 Fraidycat=yes [C8] Image=C1 Strength=250 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C9] Image=C1 Strength=250 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [C10] ; professor Einstein Image=C1 Strength=250 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 Fraidycat=yes [EINSTEIN] ; special agent Strength=500 Armor=none TechLevel=-1 Sight=20 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] ; ******* aircraft types ******* ; Badger bomber Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=allies,soviet Cost=10 Points=1 [BADR] ; spy photo-recon plane Prerequisite=afld Primary=ParaBomb Strength=300 Armor=light TechLevel=-1 Sight=12 Speed=16 Owner=soviet Cost=10 Points=20 ROT=5 Ammo=15 Passengers=50 [U2] ; jet attack plane Prerequisite=afld Primary=Camera Strength=2000 Armor=heavy TechLevel=-1 Sight=12 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=12 Speed=20 Owner=soviet Cost=1200 Points=50 ROT=5 Ammo=3 GuardRange=30 [YAK] ; transport helicopter Prerequisite=afld Primary=ChainGun Secondary=ChainGun Strength=160 Armor=light TechLevel=5 Sight=12 Speed=16 Owner=soviet Cost=800 Points=25 ROT=5 Ammo=60 Crewed=yes GuardRange=30 [TRAN] ; Longbow attack helicopter Prerequisite=hpad Strength=90 Armor=light TechLevel=11 Sight=10 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=10 Speed=16 Owner=allies Cost=1200 Points=50 ROT=4 Ammo=18 Crewed=yes GuardRange=30 [HIND] ; ******* building types ******* ; Iron Curtain Prerequisite=hpad Primary=ChainGun Strength=225 Armor=heavy TechLevel=9 Sight=10 Speed=12 Owner=soviet Cost=1200 Points=40 ROT=4 Ammo=120 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 [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 [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 [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 [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=tent Primary=Vulcan Strength=400 Armor=wood TechLevel=2 Sight=12 Owner=allies Cost=400 Points=50 Power=-15 Sensors=yes Crewed=yes [HBOX] ; Tesla coil Prerequisite=tent Primary=Vulcan Strength=800 Armor=heavy TechLevel=3 Sight=12 Owner=allies Cost=600 Points=60 Power=-15 Sensors=yes Crewed=yes [TSLA] ; gun turret Prerequisite=weap Primary=TeslaZap Strength=950 Armor=heavy TechLevel=7 Sight=12 Owner=soviet Cost=15000 Points=800 Power=-150 Ammo=18 Powered=true Sensors=yes Crewed=yes SelfHealing=yes [GUN] ; anti-aircraft artillery Prerequisite=tent Primary=TurretGun Strength=600 Armor=heavy TechLevel=4 Sight=12 Owner=allies Cost=600 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=5 Sight=6 Owner=allies Cost=600 Points=50 Power=-50 Crewed=yes ROT=15 Powered=true [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 [FACT] ; refinery Strength=10000 Armor=heavy TechLevel=-1 Sight=5 Owner=allies,soviet Cost=25000 Points=80 Power=0 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=2000 Bib=yes Capturable=true Crewed=yes [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 Crewed=yes [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 [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 [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 Crewed=yes [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 [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 [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 [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 [APWR] ; Soviet tech center Prerequisite=powr Strength=700 Armor=wood TechLevel=8 Sight=4 Owner=allies,soviet Cost=500 Points=50 Power=200 Bib=yes Capturable=true Crewed=yes [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 [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 [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 [KENN] ; service depot Prerequisite=powr Strength=400 Armor=wood TechLevel=3 Sight=4 Owner=soviet,allies Cost=200 Points=25 Power=-10 DoubleOwned=yes [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=1000 Armor=none TechLevel=2 Sight=0 Owner=allies Cost=25 Points=1 Repairable=false Adjacent=1 [BRIK] ; wire fence Strength=1000 Armor=heavy TechLevel=8 Sight=10 Owner=allies,soviet Cost=10 Points=5 Repairable=true Adjacent=1 [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 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=3 Cost=50 Strength=30 Sight=4 Points=15 Power=-2 Bib=yes Capturable=true BaseNormal=no [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] ; civilian structures Prerequisite=proc Image=DOME Strength=30 Sight=4 TechLevel=3 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=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=8 Projectile=Ack Speed=100 Warhead=AP Anim=GUNFIRE Report=AACANON3 [Vulcan] ; air-to-surface homing missile (launched from jet) Damage=40 ROF=40 Range=6 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=Inivisble Speed=100 Warhead=Super Camera=yes [FireballLauncher] ; hand-held flame thrower type Damage=125 ROF=50 Range=6 Projectile=Fireball Speed=15 Warhead=Fire [Flamer] ; sniper rifle Damage=170 ROF=50 Range=5.5 Projectile=Fireball Speed=16 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=3 ROF=7 Range=3.5 Projectile=Invisible Speed=100 Warhead=SA Report=GUN27 [M1Carbine] ; man-packed anti-tank missile (bazooka type) Damage=15 ROF=20 Range=4.5 Projectile=Invisible Speed=100 Warhead=SA Report=GUN11 [Dragon] ; air-to-surface homing missile (launched from helicopter) Damage=40 ROF=50 Range=7 Projectile=HeatSeeker Speed=15 Warhead=AP Report=MISSILE6 [Hellfire] ; hand grenade Damage=50 ROF=6 Range=5 Projectile=HeatSeeker Speed=30 Warhead=HE Report=MISSILE6 [Grenade] ; small anti-armor cannon Damage=50 ROF=60 Range=6 Projectile=Lobbed Speed=6 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=50 ROF=80 Range=5.2 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Anim=GUNFIRE Burst=2 [TurretGun] ; Vehicle carried anti-tank missile Damage=35 ROF=50 Range=7 Projectile=Cannon Speed=40 Warhead=AP Report=TURRET1 Anim=GUNFIRE [MammothTusk] ; artillery cannon Damage=75 ROF=80 Range=7 Projectile=HeatSeeker Speed=30 Warhead=HE Report=MISSILE6 Burst=4 [155mm] ; vehicle mounted machine gun Damage=45 ROF=65 Range=14 Projectile=Ballistic Speed=12 Warhead=HE Report=TANK5 Anim=GUNFIRE Burst=3 [M60mg] ; napalm bomblets (dropped from plane) Damage=25 ROF=20 Range=5 Projectile=Invisible Speed=100 Warhead=SA Report=PILLBOX1 Anim=MINIGUN [Napalm] ; Tesla coil zap Damage=100 ROF=20 Range=10 Projectile=Bomblet Speed=5 Warhead=Fire [TeslaZap] ; anti-aircraft missile (fired from SAM site) Damage=75 ROF=120 Range=12 Projectile=Invisible Speed=100 Warhead=Super Report=TESLA1 Charges=yes [Nike] ; man-packed surface to air missile Damage=60 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=250 ROF=15 Range=10 Projectile=Parachute Speed=6 Warhead=HE Report=CHUTE1 [DogJaw] ; medic healing Damage=100 ROF=10 Range=5 Projectile=LeapDog Speed=25 Warhead=Organic Report=DOGG5P [Heal] ; SCUD launcher Damage=-50 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=600 ROF=400 Range=10 Projectile=FROG Speed=25 Warhead=HE 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=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=12 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=18 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] ; ******* 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=6 Wall=yes Wood=yes Ore=yes Verses=90%,100%,60%,25%,50% Explosion=6 InfDeath=4 [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. 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