[Basic] NewINIFormat=3 Name=Boarderlands [Map] Theater=SNOW X=16 Y=16 Width=96 Height=96 [Waypoints] 1=4458 2=3616 3=3178 4=6123 5=8428 6=10476 7=12652 98=2069 [MapPack] 1=cgAAIIH//oUQ/4MDAAH/QwCHEIEhIAL+sAD/ggMAEAL/SACKEP+uANAQMPz/QgCEEVD8/6 2=wA0BH/RgB+EnD6/6wAyhJw/P9OAIIT/6QAzhP/BgF+Evl6Ff/AAMAT/0gAfBX/tADIFP9I 3=AIAU/qoA//+eBnoTgO8AACCB//5FAP+CAwBwAoEB+FEAgSHOjQD+ogD//0YASADJjAD+qg 4=D//0YARgD/sgCQAMk6AvtMAf/AAIwA/0gAUAD+qgD//1YASAD+pgD///wCRgD/SgAyB/+s 5=AHQI//oAOARxAP/yADwFyRYL//IALgnJEw3/9AAsCv0UDf/AAGAM+xQO/8IAXgz3FA//xg 6=BaD/EUEP/MAFQP/y4BFBH/0gBOEuUUE//YAEgS/yIBFBT/3gBCFdkUFv/kADwV1xQX/84A 7=Ug/r/Bf/6gA2GM8UGf/uADIYzRQa//AAMBjJExz/9gAqG/8KAhYc/t8A/4H/gAkAACCB// 8=7+H/+B/4AJAAAggf/+/h//gf+A4AAAIIEA/kIIAIED4CEIggQF/lgAAIMFBgfeoAiECAkK 9=C/5WAACBA+DlCIUMDQ4PEP5VAAAA/IIMDd5ICIUSExQVFv5TAAAg/NxnCRAjhRgZGhsc/l 10=EAAOC9Cf9bAGIJ4DsK/1sA4AnhuQr/WgBfCuE7Cv9KBWMJ4cUI/0oD3QsgW/95ACASIF3/ 11=eQCeEiAB/3kAHBPjbBX/WwA1FeBGCP9dALMV/3oAlhT/HwGKFoEA//MCqhf/+wCpFxF7/3 12=wAIhoRe/95ABwc/38AlByCAAD/fQAhGgAB/3oAGxz+dQAAgQCACQAAIIEA/v4fAIEAgA== [TERRAIN] 4243=MINE 3475=MINE 2708=MINE 2330=MINE 2208=MINE 13865=MINE 12965=MINE 13473=MINE 12702=MINE 13462=MINE 12562=MINE 11932=MINE 11410=MINE 10520=MINE 9746=MINE [OverlayPack] 1=igAAIIH//g8I/4EF0xAI/mkA/84XCP9tACMIyY4IyQ8J/moA//99ABMI/4cAjQnKDwr+bw 2=D//30AEwrPDQv+cQD//34AkgvKDgz+dQD//38AkQwQgDCE/ncA//9+ABIN/wUCDg7/cACg 3=CP+UAIMP/nkA//+GAJAR/noA/yKA/nsA//98AJQS/vML/4H/gB4BACCB//4PA/+BBf5/AP 4=+BBf9/ABADgQUwAf55AP9AgP95ABUEYID/dwCYBHCA/3YAGQUAd/99AJIFyJAF/wEBGwb/ 5=dAAbB/+NAJAH/3MAHAhgev9/AJkI/4AAmAj/eACXCcwQCv9xAB4KzZAK/3AAnwr/kQAQC/ 6=9vAKALyRAG/3YAHAz/gAASDP+QABIN/24AoQ3KFw7/fwAdDv90ABsO0RAP/2wAIw/SkA// 7=awCkD9MQEP9qACUQz5AM/24AoRDMGhH/cQAeEdSQEP9pAKYR0xUS/2oAJRLXEBL/ZgCpEt 8=kQE/9kACsT/4YAkBPJnhH/bgAgFNoQFP9jAKwU3RAV/2AALhXXmRX/ZgCpFd+QFf9eADEW 9=/wABkBb+7wf/gf+A [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