[Basic] NewINIFormat=3 Name=(JUMPC) Evonix [Map] Theater=SNOW X=16 Y=16 Width=96 Height=96 [Waypoints] 0=13759 1=13674 2=8427 3=2667 4=2622 5=2582 6=8725 7=13719 98=2064 [MapPack] 1=CQAAIIH//v4f/4H/gAkAACCB//7+H/+B/4AJAAAggf/+/h//gf+ACQAAIIH//v4f/4H/gA 2=kAACCBAP7+HwCBAIAJAAAggQD+/h8AgQCA [TERRAIN] 9289=TC05 11699=TC05 8609=TC05 6450=TC05 6732=TC05 9649=TC05 9569=TC05 12493=TC05 3994=TC05 3900=TC05 4183=TC05 12971=TC03 12322=TC03 10019=TC03 8261=TC03 8101=TC03 4630=TC03 3231=TC03 5426=TC03 5963=TC03 6109=TC03 8791=TC03 7464=MINE 7336=MINE 7337=MINE 7209=MINE 7210=MINE 7082=MINE 7083=MINE 7084=MINE 6956=MINE 6957=MINE 6958=MINE 6831=MINE 6832=MINE 5561=MINE 5562=MINE 5434=MINE 5435=MINE 5436=MINE 5308=MINE 5309=MINE 5310=MINE 5182=MINE 5183=MINE 5184=MINE 5185=MINE 5274=MINE 5402=MINE 5403=MINE 5404=MINE 5405=MINE 5406=MINE 5407=MINE 5408=MINE 5280=MINE 5281=MINE 5154=MINE 5155=MINE 5342=MINE 5343=MINE 5471=MINE 5472=MINE 5473=MINE 5474=MINE 5475=MINE 5347=MINE 5348=MINE 5349=MINE 5350=MINE 5351=MINE 5223=MINE 5224=MINE 5097=MINE 4969=MINE 10220=MINE 10219=MINE 10091=MINE 10090=MINE 10089=MINE 9961=MINE 9960=MINE 9959=MINE 9958=MINE 9957=MINE 11352=MINE 11480=MINE 11481=MINE 11610=MINE 11611=MINE 11612=MINE 11613=MINE 12216=MINE 12217=MINE 12218=MINE 12219=MINE 12220=MINE 12221=MINE 12222=MINE 12223=MINE 12095=MINE 12096=MINE 11968=MINE 11969=MINE 11841=MINE 9918=MINE 9917=MINE 9916=MINE 9915=MINE 9914=MINE 9913=MINE 9912=MINE 9911=MINE 9910=MINE 9909=MINE 10037=MINE 10036=MINE 10163=MINE 10289=MINE 10417=MINE 10416=MINE 10544=MINE 12569=MINE 12570=MINE 12571=MINE 12572=MINE 12573=MINE 12574=MINE 12575=MINE 11676=MINE 11675=MINE 11674=MINE 11673=MINE 11672=MINE 11671=MINE 11670=MINE 11669=MINE 11668=MINE 11667=MINE 11666=MINE [OverlayPack] 1=2wEAIIH//mcM/4MFBgb+ewD/hQgGCAUI/noA/4MIBgUAgfpqDIMHBwf3bg2CBgf95wyCBg 2=UAwvdvDYUFCAgHBfguDIIFBgEA9qoNgQcQPoIIBfaqDoMGCAgQgvYtDYEIAn8AQ4IHBvNq 3=DoEFAAGBBwJD9m0OhQgGBgYHEEaBBfEqD4EGAL4BQYEI9msNggYHAf4AAwQC8O4PEjwAA/ 4=hpDAK6An4EgfHrDhC5gQcCO4EI+aoNAH0AAu4rDgK2EDkwBvhuDYEFAEESAe00DwE5EfkQ 5=CPcrDgB9AL8gS+02EYEGADgTPflpDCN5IILuJxIFNgE5AAX8Jw0CfQL99K4R/kIA/xO/+C 6=gP/0IAeRP6aA7kOxL+fQD//2MAYxTbig7/ewBpDBSb+CYS+34WJVkA//95AEUWBRsG3v50 7=AP8AeydUAf/+dAD/JZwGWQVe/nUA/xiQFxeB//94AMYVgQYA/P96AOkMEnkHG/55AP+BBh 8=nO/3oAvBkXlvkoEfx5GBrPC87/dwC6GgkRCFAMTf92ADsbHQsaF/91AGgMI/QI0QlS/3MA 9=QRiBCC5KO43/cwC4HAP1AHwU+fmpDfj5GgPzPA7+dQD/AvIRfv93ALobD0YAef96ADoaFH 10=D/VABFFYDeAQAggf/lAACCBwX+NQf/hQUHCAUH/lAA/4YIBwYHCAjeZAeJBwYFBwUIBwUF 11=/00AYweBBwBRgQYAgYMHBwgQ34MGBQbWGwiECAgIBgCBAK+CCAb/SQDmBxD9ggcFAH+BBg 12=DYANyDBQUIAInQTgeCBQgAqIMIBgYQhQAs1UMI7gIIAdEg0oEFEAQAAxDn0Z8IACAQHwEA 13=EP+BBv9IACoAAHsATxCBEH4AfAGE0WkIAKURICB/ETP/SADqCAGBgQgBfhD2AGEA4wBd0e 14=oJgQgBnwAfACCBBwEKAAb/SQDqCSECAH0A+gBfEYEB4M8ZABB1AKUQLBAB/0oAagoy/jBg 15=EVwRhIEIzsgKggUGAaEBAhIGEoCBCP9KAOsKEtkAUgD/EAsS6dDqCjP+AR2BBgMG/k0A/x 16=R8EHkjXgAEAGjRxgkBACSnEIf+TQD/EPsBcwAE3WYMAxn/VAAqABN0JFn/UQBkB+cKCBRZ 17=gQb/TgBmDFVeAAIjuBO1AsLVnwwRA/5RAP8QdBWxEAUS5RO//mwA/wNTgQcDuCJjFWHUww 18=j+WQD/E08xghY9EIv+bgD/E1YE1BD4FkH/cQAqABJyEnsk4gNj/nAA/1g1/3gAPg0WshlV 19=/nkA//9wACAP/n4N/4H/gA== [England] Firepower=5 Groundspeed=1 Airspeed=1.0 Armor=1 ROF=1 Cost=0 BuildTime=0 [Germany] Firepower=5 Groundspeed=1.0 Airspeed=5 Armor=1.0 ROF=1.0 Cost=0 BuildTime=0 [France] Firepower=5 Groundspeed=1 Airspeed=1.0 Armor=1.0 ROF=1 Cost=0 BuildTime=0 [Ukraine] Firepower=5 Groundspeed=1 Airspeed=1.0 Armor=1 ROF=1.0 Cost=0 BuildTime=0 [USSR] Firepower=5 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1 Cost=0 BuildTime=0 [Greece] Firepower=5 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=0 BuildTime=0 [Turkey] Firepower=5 Groundspeed=1 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=0 BuildTime=0 [Spain] Firepower=5 Groundspeed=1.0 Airspeed=1 Armor=1.0 ROF=1.0 Cost=0 BuildTime=0 [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