[Basic] NewINIFormat=3 Name=(JUMP) Crossing [Map] Theater=SNOW X=16 Y=16 Width=96 Height=96 [Waypoints] 0=13035 1=13138 2=13103 3=13076 4=3220 5=3249 6=3410 7=3308 98=9488 [MapPack] 1=iQAAIIH//h8Q/4IBAP++ACAQ/0AD4A+CHADRIBTL0hOBLyAC0yAU214Uz84T40QU54IU/1 2=QA4BOBMgAC/0QAOBTNNBXnQBXLfBX/XAHEFNEfF4InABACcICBEiAC/0IAAhfnQBfLfBf1 3=RBf/OAH8FjCA/0IAOhjNNBnpQBn/fAG4F/+qBDQYgSjelR+AjwAAIIH/8AAAgicAEAKBAW 4=ACgRIgAv9CAAIA50AAy3wA9UQA9fsA/wABNAAwgP9CADoBzTQC6UAC/3wBuAD/ABk0AYL6 5=ABACgftgAoH8IAKD//+w7MkczTQd50Ady3wd9UQd8fsdg64AriB8zzgdgbAAAvsGHuVAHs 6=16HvFEHv9SAPgd/0IAAh/lQB/TtB7z+h6AlwAAIIH/8AAAgvoAEAKB+2ACgfwgAoP//7AA 7=BPkIAOdAAMt8APVEAPH7AIOuAK4gfM84AIGwAAL7BgHjQAHPeAHxRAH/UgD4AP9CAAIC40 8=AC1bIB/mwA/4UnACcAAWACgRIgAv9CAAID6UADzzYD/moA/xB8/0QAOAPNNATnQATLfAT3 9=RAP/NgH+A/+QADQD/3ABxAT/zBc0BYCcAAAggf/wAACCJwAQAoEBYAKBEiAC/0IAAgDnQA 10=DLfAD1RAD3+wD/RgA2AM00AelAAf98ALgA/wABNAD/7AY0AIIGAM8gCoEzIALJhgmBLgAC 11=0SAK21wKzTQK50AKy3wK2ZAK/2QA4AmBAf9LAEUK40QLzXwL/4AAxgqBAfBJC9V6C+FGDO 12=d8DP3gC8+8DP+uADAN/0AC4Az+3w//gf+A2wAAIIEA/hAKAIQBAgECAAUQA88KCs8rCtEI 13=CkADcBrQEArVdwqFAwQFBAUABYIDBFBBcBLPqQpwZdCiCkAdMA9QF91wCoUGBwgHCAAFhA 14=YHAgPNCgvPKQtQJNIgC0AdMA9QF+fnCVCt2e0KcBzQogtAE+DtCtX7CsoVDNkGDNIgDEAT 15=6m0LywUKy5UM2YcM0qEMQBPfbgr/mRGFC4EBzVMK1Ise06AeIBbboR7YgR7C6grD6grHPg 16=vUCx/RIB8wHYEF2SEf2HwfggIDwmoL2moLcCTRoB8wHYEI3GwLgOkAACCBANcAAIIBAgAD 17=IAWCAAHaAwAAA9IhAAATAAXaIgDYAQCDAwQFAAMgBYICA9qDAAAD0KEAIB2DAwME2KIA2P 18=wAhQIDBgcIAAMgBdwBAQADzyEBMB2DBgYH1yIB3XoAET/ImAHZhwHSoQFAE9mjAdj+AQE4 19=yhUC2QYC0iACUBP04wFRONliAXAc0KICQBPZIgL/ZAB+AfViAf93ERoCxx4AYLiBAcU/AM 20=4qFcliFM4kFVGAy0kV3/sTxL8AYLiBAsa+AM6qFcjiFM+jFVAdyskV4HoUxD8Byr4U1CQW 21=ycgU4y0W/o8JAIEAgA== [OverlayPack] 1=CQAAIIH//v4f/4H/gAkAACCB//7+H/+B/4A= [England] Firepower=5 Groundspeed=1 Airspeed=1.0 Armor=1 ROF=1 Cost=0 BuildTime=1 [Germany] Firepower=5 Groundspeed=1.0 Airspeed=5 Armor=1.0 ROF=1.0 Cost=0 BuildTime=1 [France] Firepower=5 Groundspeed=1 Airspeed=1.0 Armor=1.0 ROF=1 Cost=0 BuildTime=1 [Ukraine] Firepower=5 Groundspeed=1 Airspeed=1.0 Armor=1 ROF=1.0 Cost=0 BuildTime=1 [USSR] Firepower=5 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1 Cost=0 BuildTime=1 [Greece] Firepower=5 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=0 BuildTime=1 [Turkey] Firepower=5 Groundspeed=1 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=0 BuildTime=1 [Spain] Firepower=5 Groundspeed=1.0 Airspeed=1 Armor=1.0 ROF=1.0 Cost=0 BuildTime=1 [Recharge] Chrono=0.1 ; chronosphere GPS=0.1 ; satellite radar IronCurtain=0.1 ; invulnerability device Nuke=0.1 ; nuclear missile ParaBomb=14 ; parachute bombs Paratrooper=0.1 ; paratroopers Saboteur=14 ; para-saboteur Sonar=10 ; sonar pulse SpyPlane=0.1 ; recon mission [General] ; crates CrateMinimum=50 ; crates are normally one per human player but never below this number CrateMaximum=10000 ; crates can never exceed this quantity CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses CrateRegen=3 ; average minutes between random powerup crate regeneration UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly] WaterCrateChance=20% ; chance that a water crate will be generated rather than land crate [multiplay only] SoloCrateMoney=2000 ; money to give for money crate in solo play missions SilverCrate=HealBase ; solo play silver crate bonus WaterCrate=Money ; solo play water crate bonus WoodCrate=Money ; solo play wood crate bonus ; repair and refit RefundPercent=50% ; percent of original cost to refund when building/unit is sold ReloadRate=.04 ; minutes to reload each ammo point for aircraft or helicopters RepairPercent=0% ; percent cost to fully repair as ratio of full cost RepairRate=.016 ; minutes between applying repair step RepairStep=7 ; hit points to heal per repair 'tick' for buildings URepairPercent=0% ; [units only] percent cost to fully repair as ratio of full cost URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units AtomDamage=0 ; damage points when nuclear bomb explodes (regardless of source) [AI] AttackInterval=3 ; average delay between computer attacks AttackDelay=5 ; average delay time before computer begins first attack PatrolScan=.016 ; minute interval between scanning for enemys while patrolling. CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount. PathDelay=.01 ; Delay (minutes) between retrying when path is blocked. OreNearScan=6 ; cell radius to scan when harvesting a single patch of ore OreFarScan=48 ; cells radius to scan when looking for a new ore patch to harvest AutocreateTime=5 ; average minutes between creating an 'autocreate' team InfantryReserve=3000 ; always build infantry if cash reserve is greater than this InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity PowerSurplus=50 ; build power plants until power surplus is at least this amount BaseSizeAdd=3 ; computer base size can be no larger than the largest human opponent, plus this quantity RefineryRatio=.16 ; ratio of base that should be composed of refineries RefineryLimit=4 ; never build more than this many refineries BarracksRatio=.16 ; ratio of base that should be composed of barracks BarracksLimit=2 ; never build more than this many barracks WarRatio=.1 ; ratio of base that should be composed of war factories WarLimit=2 ; never build more than this many war factories DefenseRatio=.4 ; ratio of base that should be defensive structures DefenseLimit=40 ; maximum number of defensive buildings to build AARatio=.14 ; ratio of base that should be anti-aircraft defense AALimit=10 ; maximum number of anti-aircraft buildings to build TeslaRatio=.16 ; ratio of base that should be telsa coils TeslaLimit=10 ; maximum number of tesla coils to build HelipadRatio=.12 ; ratio of base that should be composed of helipads HelipadLimit=5 ; maximum number of helipads to build AirstripRatio=.12 ; ratio of base that should be composed of airstrips AirstripLimit=5 ; maximum number of airstrips to build CompEasyBonus=no ; When more than one human in game, computer player goes to "easy" mode? Paranoid=yes ; Will computer players ally with each other if the situation looks bleak? PowerEmergency=75% ; sell buildings to raise power level if it falls below this percentage