[Basic] Name=Gold Rush OPEN (ADAVNCE EDITION) by Isulder1 NewINIFormat=3 Intro= Brief= Win= Lose= Action= ToCarryOver=no ToInherit=no TimerInherit=no EndOfGame=no CivEvac=no Theme=No theme CharryOverMoney=0 CarryOverCap=0 NoSpyPlane=no SkipScore=no OneTimeOnly=no SkipMapSelect=no TruckCrate=no FillSilos=no Percent=0 Player=USSR ;Complete edit for Gold Rush OPEN (PRO EDITION) by Isulder1. ; [General] BailCount=10 GoldValue=150 GemValue=150 GrowthRate=.02 [AI] AttackInterval=2 AttackDelay=3 AutocreateTime=4 InfantryReserve=9000 BaseSizeAdd=999 RefineryRatio=.26 RefineryLimit=6 BarracksLimit=1 WarRatio=.26 WarLimit=2 DefenseLimit=6 TeslaRatio=.16 TeslaLimit=20 HelipadRatio=.1 HelipadLimit=5 AirstripRatio=.12 AirstripLimit=15 CompEasyBonus=No PowerEmergency=90% [Base] Count=0 Player=USSR ; special weapons ChronoKillCargo=no ; Should cargo be destroyed when object is chronoshifted? BadgerBombCount=2 ; number of badgers used to drop parabombs ; combat and damage OreExplosive=yes ; Does the harvester explode big time when destroyed? PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry? PlayerReturnFire=yes ; More aggressive return fire from player controlled objects? PlayerScatter=yes ; Will player units scatter, of their own accord, from threats and damage? Incoming=10 ; If an incoming projectile is as slow or slower than this, then ; object in the target location will try to run away. Grenades and ; parachute bombs have this characteristic. ; audio/visual map controls SpeakDelay=10 ; minutes between EVA repeating advice to the player ; ******* 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 ******* ; mobile gap generator [MGG] Prerequisite=weap,atek Strength=110 Armor=light TechLevel=-1 Sight=4 Speed=9 Owner=allies Cost=600 Points=40 ROT=5 Crewed=yes ; mine layer [MNLY] Prerequisite=weap,fix Strength=100 Armor=heavy TechLevel=-1 Sight=5 Speed=9 Owner=allies,soviet Cost=800 Points=50 ROT=5 Tracked=yes Ammo=5 ; number of mines carried Crewed=yes ; Stealth Transport [STNK] Prerequisite=weap,dome Primary=APTusk Strength=200 Armor=heavy TechLevel=1 Sight=5 Speed=10 Owner=allies,soviet Cost=800 Points=25 ROT=5 Tracked=yes Passengers=1 Cloakable=yes SelfHealing=no ; Chrono Tank [CTNK] Prerequisite=atek Primary=APTusk Strength=350 Armor=light TechLevel=-1 Sight=5 Speed=5 Owner=allies Cost=2400 Points=25 ROT=5 Tracked=yes ; Tesla Tank [TTNK] Prerequisite=tsla Primary=TTankZap Strength=110 Armor=light TechLevel=-1 Sight=7 Speed=8 Owner=soviet Cost=1500 Points=30 ROT=5 Tracked=yes Crewed=yes NoMovingFire=yes ; Demolition Truck [DTRK] Prerequisite=mslo Primary=Democharge Strength=110 Armor=light TechLevel=-1 Sight=3 Speed=8 Owner=allies,soviet Cost=2400 Points=5 ROT=5 Explodes=yes ; M.A.D. Tank [QTNK] Prerequisite=stek Primary=none Strength=300 Armor=heavy TechLevel=-1 Sight=6 Speed=3 Owner=soviet Cost=2300 Points=60 ROT=5 Tracked=yes Crewed=no ; ******* infantry types ******* ; attack dog [DOG] Prerequisite=kenn Primary=DogJaw Strength=12 ;Strength=5 Armor=none TechLevel=3 Sight=5 Speed=4 Owner=soviet Cost=200 Points=5 IsCanine=yes GuardRange=7 SelfHealing=yes Crushable=no ; rifle soldier [E1] Primary=M1Carbine Strength=50 Armor=none TechLevel=1 Sight=4 Speed=4 Owner=allies,soviet Cost=100 Points=5 SelfHealing=yes Crushable=no ; grenadier [E2] Primary=Grenade Strength=50 Armor=none TechLevel=1 Sight=4 Speed=5 Owner=soviet Cost=160 Points=10 Explodes=yes SelfHealing=yes Crushable=no ; rocket soldier [E3] Primary=RedEye Secondary=Dragon Strength=45 Armor=none TechLevel=2 Sight=4 Speed=4 Owner=allies Cost=300 Points=10 DoubleOwned=yes SelfHealing=yes Crushable=no ; Flamethrower [E4] stek Primary=Flamer Strength=40 Armor=none TechLevel=6 Sight=4 Speed=4 Owner=soviet Cost=300 Points=15 Explodes=yes SelfHealing=yes Crushable=no ; engineer [E6] Prerequisite=bio Strength=25 Armor=none TechLevel=5 Sight=4 Speed=4 Owner=soviet,allies Cost=500 Points=20 Infiltrate=yes SelfHealing=yes Crushable=no ; spy [SPY] Prerequisite=dome Strength=25 Armor=none TechLevel=-1 Sight=5 Speed=4 Owner=allies Cost=500 Points=15 Infiltrate=yes SelfHealing=yes Crushable=no ; thief [THF] Prerequisite=atek Strength=25 Armor=none TechLevel=-1 Sight=5 Speed=4 Owner=allies Cost=500 Points=10 Infiltrate=yes ; Tanya [E7] Prerequisite=atek Primary=Colt45 Secondary=Colt45 Strength=100 Armor=none TechLevel=11 Sight=6 Speed=5 Owner=allies,soviet Cost=1200 Points=25 Infiltrate=yes C4=yes DoubleOwned=yes SelfHealing=yes Crushable=no ; field medic [MEDI] Primary=Heal Strength=80 Armor=none TechLevel=-1 Sight=3 Speed=4 Owner=allies Cost=800 Points=15 ; field marshal [GNRL] Name=Commando Prerequisite=bio Primary=Sniper Strength=200 Armor=none TechLevel=1 Sight=4 Speed=5 Owner=allies,soviet Cost=1000 Points=15 Infiltrate=no SelfHealing=yes Crushable=no ; Shock Trooper [SHOK] Prerequisite=bio Primary=PortaTesla Strength=80 Armor=none TechLevel=7 Sight=4 Speed=4 Owner=soviet,allies Cost=900 Points=15 Explodes=no NoMovingFire=yes SelfHealing=yes Crushable=no ; field mechanic [MECH] Prerequisite=bio Primary=GoodWrench Strength=60 Armor=none TechLevel=7 Sight=3 Speed=4 Owner=allies,soviet Cost=950 Points=15 SelfHealing=yes Crushable=no ; ******* aircraft types ******* ; transport helicopter [TRAN] Prerequisite=hpad Strength=90 Armor=light TechLevel=11 Sight=0 Speed=12 Owner=soviet,allies Cost=1200 Points=35 ROT=5 Passengers=5 ; ******* building types ******* ; bio-research laboratory [BIO] Name=Research Lab Prerequisite=dome Strength=400 Armor=heavy TechLevel=1 Sight=10 Owner=soviet,allies Cost=1000 Points=40 Power=-200 Bib=yes Capturable=true Crewed=yes ; ship yard [SYRD] Prerequisite=powr Strength=1000 Armor=light TechLevel=-1 Sight=4 Owner=allies Cost=650 Points=80 Power=-30 Adjacent=8 WaterBound=yes Capturable=true BaseNormal=no ; sub pen [SPEN] Prerequisite=powr Strength=1000 Armor=light TechLevel=-1 Sight=4 Owner=soviet Cost=650 Points=80 Power=-30 Adjacent=8 WaterBound=yes Capturable=true BaseNormal=no ; storage silo [SILO] Prerequisite=proc Strength=300 Armor=wood TechLevel=-1 Sight=4 Owner=allies,soviet Cost=150 Points=25 Power=-10 Storage=1500 Capturable=true ; airstrip [AFLD] Prerequisite=dome Strength=1000 Armor=heavy TechLevel=5 Sight=7 Owner=soviet Cost=600 Points=70 Power=-30 Capturable=true Crewed=yes ; sandbag wall [SBAG] Strength=1 Armor=none TechLevel=-1 Sight=0 Owner=allies Cost=25 Points=1 Repairable=false Adjacent=1 ; concrete wall [BRIK] Strength=1 Armor=none TechLevel=-1 Sight=0 Owner=allies,soviet Cost=100 Points=5 Repairable=false Adjacent=1 ; fakes [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=-1 Cost=50 Strength=30 Sight=4 Points=15 Power=-2 Bib=yes Capturable=true BaseNormal=no [SYRF] Prerequisite=powr Image=SYRD Strength=30 TechLevel=-1 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] Prerequisite=proc Image=DOME Strength=30 Sight=4 TechLevel=-1 Cost=50 Owner=allies Power=-2 Points=15 Bib=yes Capturable=true BaseNormal=no ; ******* 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? ; sniper rifle [Sniper] Damage=30 ROF=5 Range=3.75 Projectile=Invisible Speed=100 Warhead=HollowPoint Report=SILENCER ; artillery cannon [155mm] Damage=200 ROF=60 Range=7 Projectile=Ballistic Speed=12 Warhead=HE Report=TANK5 Anim=GUNFIRE ; ******* 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. [Powerups] Armor=5,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier) Cloak=5,STEALTH2 ; enable cloaking on nearby objects Darkness=0,EMPULSE ; cloak entire radar map Explosion=0,NONE,500 ; high explosive baddie (damage per explosion) Firepower=10,FPOWER,2.0 ; firepower of nearby objects increased (firepower multiplier) HealBase=11,INVUN ; all buildings to full strength ICBM=21,MISSILE2 ; nuke missile one time shot Money=5,DOLLAR,2000 ; a chunk o' cash (maximum cash) Napalm=0,NONE,600 ; fire explosion baddie (damage) ParaBomb=18,PARABOX ; para-bomb raid one time shot Reveal=25,EARTH ; reveal entire radar map Sonar=0,SONARBOX ; one time sonar pulse Speed=5,SPEED,1.7 ; speed of nearby objects increased (speed multiplier) Squad=10,GNRL ; squad of random infantry Unit=25,MCV ; vehicle Invulnerability=6,INVULBOX,10.0 ; invulnerability (duration in minutes) TimeQuake=0,TQUAKE ; time quake [Map] Theater=TEMPERATE X=1 Y=1 Width=126 Height=126 [Waypoints] 0=6150 4=6393 1=7174 5=7417 99=7740 2=8198 6=8441 3=9222 7=9465 [MapPack] 1=RAAAIIH//msA/4PZANvSbQCC2QD+5gD/1YQA/4AAhACB2QGC/2YABgL/gADuAdNgAoPZAA 2=D/5wCFANN4Af/oAIQA/xQb7AOAEwAAIIH/AAGC2QD+9AD/cPb//B4EAIATAAAggf8AAYLZ 3=AP70AP9w9v/8HgQAgDcAACCB/wABgtkA/vQA/3D2/wIcBAD/aAAEHdXkHP92AIQd/nAA/9 4=dsHf7mAP+C2wDVbB/+eQD/gf+ACQAAIIEA/v4fAIEAgAkAACCBAP7+HwCBAIA= [OverlayPack] 1=nwAAIIEF8gAAgf/JNgD+cwAF/0wANgD+fAD//xwC/gCCCQn+QgD/gQkQAfNjA9zfA+i4A9 2=gcBNf+AxA2/0IAGwTdmAT/nAB+BP9EABkE994D/0gAmAX/ugDgBP9GAJoG/4AAYAT24AP+ 3=ZQD//5sU/gf/QwCbA98THdr+A/5GAP/z4Qf/RQAZBt8THtv+Hf9IAJsD9WQe/kQA//TgHv 4=9pAJcdgC4AACCDBQX/0wIAgQn+SAD/2RkAgQUAAf58AP//BB5+APEBH/9FAPEe+Hof/0oA 5=Nh+A