; RULES.INI
; If placed in game directory, it will override built in values. Values to be used as multipliers
; or percentages can be specified as either a simple floating point number (embed ".") or as a
; conventional percentage number (append "%"). Values used as cell distances or time delays
; are specified as simple floating point number. Distance values are expressed in cells. Time
; values are expressed in minutes.

[General]

; crates
CrateMinimum=1          ; crates are normally one per human player but never below this number
CrateMaximum=255        ; 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

; special weapons
ChronoDuration=3        ; time that a unit will remain chronoshifted before returning to start location
ChronoKillCargo=yes     ; Should cargo be destroyed when object is chronoshifted?
ChronoTechLevel=12      ; Tech level at which Chrono facility can create Chrono effect
GPSTechLevel=8          ; tech level at which GPS satelite becomes available
GapRadius=10            ; radius of gap generator (cells)
GapRegenInterval=.1     ; gap generators will regenerate their shroud at this time interval
IronCurtain=.75         ; minutes that Iron Curtain invulnerability lasts
ParaTech=5              ; tech level when free para-infantry appears from airstrip
ParabombTech=8          ; tech level that parabomb appears free with airfield
RadarJamRadius=15       ; cell radius distance that mobile radar jammer is effective
SpyPlaneTech=5          ; tech level when free spy plane appears from airstrip
BadgerBombCount=1       ; number of badgers used to drop parabombs

; Chrono side effects
QuakeChance=20%         ; percentage chance time quake will occur with each chronoshift use
QuakeDamage=33%         ; percentage damage to inflict when time quake occurs
VortexChance=20%        ; percent chance that chronal vortex occurs with each chronoshift use
VortexDamage=200        ; damage inflicted by vortex discharge
VortexRange=10          ; scan for victims up to this distance away [in cells]
VortexSpeed=10          ; speed of vortex movement

; 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=20%       ; 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=20%      ; [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

; combat and damage
TurboBoost=1.5          ; speed multiplier for turbo-boosted weapons when firing upon aircraft
APMineDamage=1000       ; damage to inflict when anti-personnel mine explodes
AVMineDamage=1200       ; damage to inflict when anti-vehicle mine explodes
AtomDamage=1000         ; damage points when nuclear bomb explodes (regardless of source)
BallisticScatter=1.0    ; maximum scatter distance (cells) for inaccurate ballistic projectiles
BridgeStrength=1000     ; strength of bridge [smaller means more easily destroyed]
C4Delay=.03             ; minutes to delay after placing C4 before building will explode
Crush=1.5               ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
ExpSpread=.3            ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
FireSupress=1           ; radius from target to look for friendlies and thus discourage firing upon, if found
HomingScatter=2.0       ; maximum scatter distance (cells) for inaccurate homing projectiles
MaxDamage=1000          ; maximum damage (after adjustments) per shot
MinDamage=1             ; minimum damage (after adjustments) per shot
OreExplosive=no         ; Does the harvester explode big time when destroyed?
PlayerAutoCrush=no      ; Will player controlled units automatically try to crush enemy infantry?
PlayerReturnFire=no     ; More aggressive return fire from player controlled objects?
PlayerScatter=no        ; Will player units scatter, of their own accord, from threats and damage?
ProneDamage=50%         ; when infantry is prone, damage is reduced to this percentage
TreeTargeting=no        ; Automatically show target cursor when over trees?
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.

; income and production
BailCount=28            ; number of 'bails' carried by a harvester
BuildSpeed=.8           ; general build speed [time (in minutes) to produce a 1000 credit cost item]
BuildupTime=.06         ; average minutes that building build-up animation runs
GemValue=50             ; gem credits per 'bail' carried by a harvester
GoldValue=25            ; gold credits per 'bail' carried by a harvester
GrowthRate=2            ; minutes between ore (Tiberium) growth
OreGrows=yes            ; Does ore grow denser over time?
OreSpreads=yes          ; Does ore spread into adjacent areas?
OreTruckRate=1          ; speed that harvester truck manages ore [larger means slower]
SeparateAircraft=no     ; Is first helicopter to be purchased separately from helipad?
SurvivorRate=.4         ; fraction of building cost to be converted to survivors when sold

; audio/visual map controls
AllyReveal=yes          ; Allies automatically reveal radar maps to each other?
ConditionRed=25%        ; when damaged to this percentage, health bar turns red
ConditionYellow=50%     ; when damaged to this percentage, health bar turns yellow
DropZoneRadius=4        ; distance around drop zone flair that map reveals itself
EnemyHealth=yes         ; Show enemy health bar graph when selected?
Gravity=3               ; gravity constant for ballistic projectiles
IdleActionFrequency=.1  ; average minutes between infantry performing idle actions
MessageDelay=.6         ; time duration of multiplayer messages displayed over map
MovieTime=.06           ; minutes that movie recorder will record when activated (debug version only)
NamedCivilians=no       ; Show true names over civilians and civilian buildings?
SavourDelay=.03         ; delay between scenario end and ending movie [keep the delay short]
ShroudRate=4            ; minutes between each shroud creep process [0 means no shadow creep]
SpeakDelay=2            ; minutes between EVA repeating advice to the player
TimerWarning=2          ; if mission timer is less than this many minutes, then display in red
FlashLowPower=yes       ; Flash the power bar when power is low?

; computer and movement controls
CurleyShuffle=no        ; Should helicopter shuffle position between shots (as in C&C)?
BaseBias=2              ; multiplier to threat target value when enemy is close to friendly base
BaseDefenseDelay=.25    ; minutes delay between sending response teams to deal with base threat
CloseEnough=2.75        ; If distance to destination less than this, then abort movement if otherwise blocked.
DamageDelay=1           ; minutes between applying trivial structure damage when low on power
GameSpeeBias=1          ; multiplier to overall game object movement speed
LZScanRadius=16         ; maximum radius to scan for alternate landing zone if otherwise occupied
MineAware=yes           ; Are friendly units smart enough to avoid friendly mines?
Stray=2.0               ; radius distance (cells) that team members may stray without causing regroup action
SubmergeDelay=.02       ; forced delay that subs will remain on surface before allowing to submerge
SuspendDelay=2          ; minutes that suspended teams will remain suspended
SuspendPriority=20      ; teams with less than this priority will suspend during base defense ops
TeamDelay=.6            ; interval between checking for and creating teams

; misc
FineDiffControl=no      ; Allow 5 difficulty settings instead of only 3 settings?
MCVUndeploy=no          ; Allow construction yard to undeploy back into MCV?


; ******* Theme Controls *******
; Controls when each theme becomes available in solo play. Each
; theme identifier is given a scenario and owner. The theme will
; become available at that scenario or later and for the specified
; owner only. If no owner is specified, it is presumed to be available
; for all sides.
[ThemeControl]
BIGF226M=1,Soviet
CRUS226M=1,Allies
FAC1226M=1,Soviet
HELL226M=1
FAC2226M=2,Soviet
RUN1226M=2,Soviet
TREN226M=3,Soviet
WORK226M=3,Allies
AWAIT=4
DENSE_R=5,Soviet
FOGGER1A=5,Allies
MUD1A=6
RADIO2=7,Soviet
ROLLOUT=7,Allies
SNAKE=8
TERMINAT=9,Soviet
TWIN=9,Allies
VECTOR1A=10
SMSH226M=11


; ******* Multiplayer Settings *******
; These are the multiplayer dialog default settings. Does not apply to
; Westwood chat, only to the in-game dialogs.
[MultiplayerDefaults]
Money=10000
MaxMoney=10000
ShadowGrow=no
Bases=yes
OreGrows=yes
Crates=yes
AIPlayers=no
CaptureTheFlag=no


; ******* Special weapon charge times *******
; The time (minutes) for recharge of these special weapons.
[Recharge]
Chrono=7                ; chronosphere
GPS=8                   ; satellite radar
IronCurtain=11          ; invulnerability device
Nuke=13                 ; nuclear missile
ParaBomb=14             ; parachute bombs
Paratrooper=7           ; paratroopers
Saboteur=14             ; para-saboteur
Sonar=10                ; sonar pulse
SpyPlane=3              ; recon mission


; ******* Object Heap Maximums *******
; These are the absolute maximum number of these object types
; allowed in the game (at any one time).
[Maximums]
Players=8				; ipx layer limits this to 8 maximum
Aircraft=100
Anim=100
Building=500
Bullet=50
Factory=32              ; 32 is minimum for 8 player game
Infantry=500
Overlay=1               ; special case -- only needs one
Projectile=20           ; projectile types, not actual projectiles
Smudge=1                ; special case -- only needs one
Team=60
TeamType=60
Template=1              ; special case -- only needs one
Terrain=500             ; trees and rocks
TrigType=80             ; trigger types
Trigger=200             ; triggers themselves
Unit=500
Vessel=100
Warhead=10              ; warhead types, not actual warheads
Weapon=55               ; weapon types, not actual weapons


; ******* AI Controls *******
; Computer Skirmish-Mode behavior controls. The ratio values are based on the
; number of buildings in the computer base that should be of the type specified.
; The ratio total should exceed 100% so that the base will always try to grow as
; it vainly attempts to achieve the specified percentage composition.

; Take note: The computer AI in Red Alert is merely a warmed over version
; of the AI experiment I wrote during the unallocated time in the month
; following C&C's release. It was more than adequate at that time (even
; difficult to beat), but since Red Alert is a very different game, the skirmish
; mode AI is somewhat under-effective. In order to improve the AI
; over this initial experiment, the following controls are provided. It might
; be possible to manipulate these values to achieve a greater challenge when
; playing the computer opponent.
[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=yes       ; 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


; ******* IQ setting for computer activity *******
; Each player (computer controlled or otherwise) is given an IQ rating that is used
; to control what the computer is allowed to automatically control. This is
; distinct from the difficulty setting. The higher the IQ setting, the more autonomous
; and intelligent the side will behave. Each ability is given a rating that
; indicates the IQ level (or above) that the ability will be granted. Because such
; abilities are automatically performed by the computer, giving a human controlled
; country a high IQ is not recommended. Otherwise the player's units will start to
; automatically "do their own thing"! A human controlled country is presumed to have
; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to
; the maximum.
[IQ]
MaxIQLevels=5           ; the maximum number of discrete IQ levels
SuperWeapons=4          ; super weapons are automatically fired by computer
Production=5            ; building/unit production is automatically controlled by computer
GuardArea=4             ; newly produced units start in guard area mode
RepairSell=1            ; allowed to choose repair or sell of damaged buildings
AutoCrush=2             ; automatically try to crush antogonists if possible
Scatter=3               ; will scatter from incoming threats [grenades and such]
ContentScan=4           ; will consider contents of transport when picking good target
Aircraft=4              ; automatically replace aircraft or helicopters
Harvester=2             ; automatically replace lost harvesters
SellBack=2              ; allowed to sell buildings


; ******* Country Statistics *******
; Certain countries have special adjustments to their unit and building
; values. These are global values that affect ALL units and buildings owned
; by that country. This applies only to multiplayer games and skirmish mode. In
; normal game play, all values are "1.0".

; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0)
; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0)
; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0)
; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0)
; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0)

[England]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.1
ROF=1.0
Cost=1.0
BuildTime=1.0

[Germany]
Firepower=1.1
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0

[France]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.1
Cost=1.0
BuildTime=1.0

[Ukraine]
Firepower=1.0
Groundspeed=1.1
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0

[USSR]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=0.9
BuildTime=1.0

[Greece]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0

[Turkey]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0

[Spain]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0


; ******* Difficulty Settings *******
; Game difficulty is controlled by these factors. Some of these factors will
; only affect a computer player. The computer and the player are handicapped by
; individual settings. Thus the computer may be playing at 'difficult' level while the
; player may be playing at 'easy' level.

; Airspeed = multiplier to speed for all air units (def=1.0)
; Armor = multiplier to armor strength for all units and buildings (def=1.0)
; Cost = multiplier to cost for all units and buildings (def=1.0)
; Firepower = multiplier to firepower for all weapons (def=1.0)
; Groundspeed = multiplier to speed for all ground units (def=1.0)
; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
; BuildSlowdown = Should the computer build slower than the player (def=no)?
;  <<< affects the computer player, not the human player >>>
;    ContentScan = Should the contents of a transport be considered when picking best target (def=no)?
;    RepairDelay = average delay (minutes) between initiating building repair
;    BuildDelay = average delay (minutes) between initiating construction
;    DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)?

[Easy]
Firepower=1.2
Groundspeed=1.2
Airspeed=1.2
BuildTime=.8
Armor=1.2
ROF=.8
Cost=.8
RepairDelay=.001
BuildDelay=.001
DestroyWalls=yes
ContentScan=yes

[Normal]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
BuildTime=1
Armor=1.0
ROF=1.0
Cost=1.0
RepairDelay=.02
BuildDelay=.03
BuildSlowdown=yes
DestroyWalls=yes
ContentScan=yes

[Difficult]
Firepower=.8
Groundspeed=.8
Airspeed=.8
BuildTime=1.0
Armor=.8
ROF=1.2
Cost=1.0
RepairDelay=.05
BuildDelay=.1
BuildSlowdown=yes
DestroyWalls=no


; ******* 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 *******
; SCUD launcher
[V2RL]
Prerequisite=weap,dome
Primary=SCUD
Strength=150
Armor=light
TechLevel=4
Sight=5
Speed=7
Owner=soviet
Cost=700
Points=40
ROT=5
Tracked=yes
Ammo=1
Crewed=yes
NoMovingFire=yes

; light tank
[1TNK]
Prerequisite=weap
Primary=75mm
Strength=300
Armor=heavy
TechLevel=4
Sight=4
Speed=9
Owner=allies
Cost=700
Points=30
ROT=5
Tracked=yes
Crewed=yes

; heavy tank
[3TNK]
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

; medium tank
[2TNK]
Prerequisite=weap
Primary=90mm
Strength=400
Armor=heavy
TechLevel=6
Sight=5
Speed=8
Owner=allies
Cost=800
Points=40
ROT=5
Tracked=yes
Crewed=yes

; Mammoth tank
[4TNK]
Prerequisite=weap,stek
Primary=120mm
Secondary=MammothTusk
Strength=600
Armor=heavy
TechLevel=10
Sight=6
Speed=4
Owner=soviet
Cost=1700
Points=60
ROT=5
Tracked=yes
SelfHealing=yes
Crewed=yes

; mobile radar jammer
[MRJ]
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

; mobile gap generator
[MGG]
Prerequisite=weap,atek
Strength=110
Armor=light
TechLevel=11
Sight=4
Speed=9
Owner=allies
Cost=600
Points=40
ROT=5
Crewed=yes

; mobile artillery
[ARTY]
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

; harvester
[HARV]
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

; Mobile Construction Vehicle
[MCV]
Prerequisite=weap,fix
Strength=600
Armor=light
TechLevel=11
Sight=4
Speed=6
Owner=allies,soviet
Cost=2500
Points=60
ROT=5
Crewed=yes

; Ranger (as in "Ford", not "W.W. II Commando")
[JEEP]
Prerequisite=weap
Primary=M60mg
Strength=150
Armor=light
TechLevel=3
Sight=6
Speed=10
Owner=allies
Cost=600
Points=20
ROT=10
Crewed=yes

; Armored Personnel Carrier
[APC]
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

; mine layer
[MNLY]
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=5         ; number of mines carried
Crewed=yes

; convoy truck
[TRUK]
Strength=110
Armor=light
Owner=soviet,allies
TechLevel=-1
Sight=3
Speed=10
Cost=500
Points=5
ROT=5
Passengers=1

; ******* ship types *******
; submarine
[SS]
Prerequisite=spen
Primary=TorpTube
Strength=120
Armor=light
TechLevel=5
Sight=6
Speed=6
Owner=soviet
Cost=950
Points=45
ROT=7
Cloakable=yes

; destroyer
[DD]
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

; cruiser
[CA]
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

; transport
[LST]
Strength=350
Armor=heavy
TechLevel=3
Sight=6
Speed=14
Owner=allies,soviet
Cost=700
Points=25
ROT=10
Passengers=5

; gun boat
[PT]
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

; ******* 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

; rifle soldier
[E1]
Primary=M1Carbine
Strength=50
Armor=none
TechLevel=1
Sight=4
Speed=4
Owner=allies,soviet
Cost=100
Points=5

; grenadier
[E2]
Primary=Grenade
Strength=50
Armor=none
TechLevel=1
Sight=4
Speed=5
Owner=soviet
Cost=160
Points=10
Explodes=yes

; rocket soldier
[E3]
Primary=RedEye
Secondary=Dragon
Strength=45
Armor=none
TechLevel=2
Sight=4
Speed=3
Owner=allies
Cost=300
Points=10
DoubleOwned=yes

; Flamethrower
[E4]
Prerequisite=stek
Primary=Flamer
Strength=40
Armor=none
TechLevel=6
Sight=4
Speed=3
Owner=soviet
Cost=300
Points=15
Explodes=yes

; engineer
[E6]
Strength=25
Armor=none
TechLevel=5
Sight=4
Speed=4
Owner=soviet,allies
Cost=500
Points=20
Infiltrate=yes

; spy
[SPY]
Prerequisite=dome
Strength=25
Armor=none
TechLevel=6
Sight=5
Speed=4
Owner=allies
Cost=500
Points=15
Infiltrate=yes

; thief
[THF]
Prerequisite=atek
Strength=25
Armor=none
TechLevel=11
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

; field medic
[MEDI]
Primary=Heal
Strength=80
Armor=none
TechLevel=2
Sight=3
Speed=4
Owner=allies
Cost=800
Points=15

; field marshal
[GNRL]
Primary=Pistol
Strength=80
Armor=none
TechLevel=-1
Sight=3
Speed=5
Owner=allies,soviet
Cost=0
Points=15
Infiltrate=yes

; civilians
[C1]
Image=C1
Primary=Pistol
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Ammo=10
Fraidycat=yes

[C2]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C3]
Image=C2
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C4]
Image=C2
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C5]
Image=C2
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C6]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C7]
Image=C1
Primary=Pistol
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Ammo=10
Fraidycat=yes

[C8]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C9]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C10]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

; professor Einstein
[EINSTEIN]
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies
Cost=10
Points=1
Fraidycat=yes

; special agent
[DELPHI]
Primary=Pistol
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Ammo=10

; special agent
[CHAN]
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1

; ******* aircraft types *******
; Badger bomber
[BADR]
Prerequisite=afld
Primary=ParaBomb
Strength=60
Armor=light
TechLevel=-1
Sight=0
Speed=16
Owner=soviet
Cost=10
Points=20
ROT=5
Ammo=5
Passengers=5

; spy photo-recon plane
[U2]
Prerequisite=afld
Primary=Camera
Strength=2000
Armor=heavy
TechLevel=-1
Sight=0
Speed=40
Owner=soviet
Cost=10
Points=5
ROT=7
Ammo=1         ; snapshot film

; jet attack plane
[MIG]
Prerequisite=afld
Primary=Maverick
Secondary=Maverick
Strength=50
Armor=light
TechLevel=10
Sight=0
Speed=20
Owner=soviet
Cost=1200
Points=50
ROT=5
Ammo=3
GuardRange=30

; prop attack plane
[YAK]
Prerequisite=afld
Primary=ChainGun
Secondary=ChainGun
Strength=60
Armor=light
TechLevel=5
Sight=0
Speed=16
Owner=soviet
Cost=800
Points=25
ROT=5
Ammo=15
Crewed=yes
GuardRange=30

; transport helicopter
[TRAN]
Prerequisite=hpad
Strength=90
Armor=light
TechLevel=11
Sight=0
Speed=12
Owner=soviet
Cost=1200
Points=35
ROT=5
Passengers=5

; Longbow attack helicopter
[HELI]
Prerequisite=hpad
Primary=Hellfire
Secondary=Hellfire
Strength=225
Armor=heavy
TechLevel=9
Sight=0
Speed=16
Owner=allies
Cost=1200
Points=50
ROT=4
Ammo=6
Crewed=yes
GuardRange=30

; Hind attack helicopter
[HIND]
Prerequisite=hpad
Primary=ChainGun
Strength=225
Armor=heavy
TechLevel=9
Sight=0
Speed=12
Owner=soviet
Cost=1200
Points=40
ROT=4
Ammo=12
Crewed=yes
GuardRange=30

; ******* building types *******
; Iron Curtain
[IRON]
Prerequisite=stek
Strength=400
Armor=wood
TechLevel=12
Sight=10
Owner=soviet
Cost=2800
Points=100
Power=-200
Powered=true
Capturable=true
Crewed=yes

; forward command center
[FCOM]
Strength=400
Armor=wood
TechLevel=-1
Sight=10
Owner=soviet
Cost=0
Points=40
Power=-200
Bib=yes
Capturable=true
Crewed=yes

; advanced tech center
[ATEK]
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

; paradox device
[PDOX]
Prerequisite=atek
Strength=400
Armor=wood
TechLevel=12
Sight=10
Owner=allies
Cost=2800
Points=100
Power=-200
Powered=true
Capturable=true
Crewed=yes

; weapons factory
[WEAP]
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

; ship yard
[SYRD]
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

; sub pen
[SPEN]
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

; pill box
[PBOX]
Prerequisite=tent
Primary=Vulcan
Strength=400
Armor=wood
TechLevel=2
Sight=5
Owner=allies
Cost=400
Points=50
Power=-15
Sensors=yes
Crewed=yes

; camouflaged pill box
[HBOX]
Prerequisite=tent
Primary=Vulcan
Strength=600
Armor=wood
TechLevel=3
Sight=5
Owner=allies
Cost=600
Points=60
Power=-15
Sensors=yes
Crewed=yes

; Tesla coil
[TSLA]
Prerequisite=weap
Primary=TeslaZap
Strength=400
Armor=heavy
TechLevel=7
Sight=8
Owner=soviet
Cost=1500
Points=80
Power=-150
Ammo=3
Powered=true
Sensors=yes
Crewed=yes

; gun turret
[GUN]
Prerequisite=tent
Primary=TurretGun
Strength=400
Armor=heavy
TechLevel=4
Sight=6
Owner=allies
Cost=600
Points=50
Power=-40
Sensors=yes
Crewed=yes
ROT=12

; anti-aircraft artillery
[AGUN]
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

; flame turret
[FTUR]
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

; construction yard
[FACT]
Strength=1000
Armor=heavy
TechLevel=-1
Sight=5
Owner=allies,soviet
Cost=2500
Points=80
Power=0
Bib=yes
Capturable=true
Crewed=yes

; refinery
[PROC]
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

; 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

; helipad
[HPAD]
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

; radar building
[DOME]
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 generator
[GAP]
Prerequisite=atek
Strength=1000
Armor=wood
TechLevel=10
Sight=10
Owner=allies
Cost=500
Points=35
Power=-60
Powered=true
Capturable=true
Crewed=yes

; Surface to Air Missile launcher
[SAM]
Prerequisite=dome
Primary=Nike
Strength=400
Armor=heavy
TechLevel=9
Sight=5
Owner=soviet
Cost=750
Points=50
Power=-20
Crewed=yes
ROT=30

; big missile silo
[MSLO]
Prerequisite=stek
Primary=none
Strength=400
Armor=heavy
TechLevel=13
Sight=5
Owner=soviet,allies
Cost=2500
Points=90
Power=-100
Crewed=yes

; airstrip
[AFLD]
Prerequisite=dome
Strength=1000
Armor=heavy
TechLevel=5
Sight=7
Owner=soviet
Cost=600
Points=70
Power=-30
Capturable=true
Crewed=yes

; normal power plant
[POWR]
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

; advanced power plant
[APWR]
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

; Soviet tech center
[STEK]
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

; hospital (obsolete?)
[HOSP]
Strength=400
Armor=wood
TechLevel=-1
Sight=4
Owner=
Cost=
Points=20
Power=-20
Bib=yes
Capturable=true
Crewed=yes

; bio-research laboratory (obsolete?)
[BIO]
Strength=600
Armor=wood
TechLevel=-1
Sight=4
Owner=
Cost=
Points=30
Power=-40
Bib=yes
Crewed=yes

; Soviet barracks
[BARR]
Prerequisite=powr
Strength=800
Armor=wood
TechLevel=1
Sight=5
Owner=soviet
Cost=300
Points=30
Power=-20
Bib=yes
Crewed=yes
Capturable=true

; Allied training tent
[TENT]
Prerequisite=powr
Strength=800
Armor=wood
TechLevel=1
Sight=5
Owner=allies
Cost=300
Points=30
Power=-20
Bib=yes
Crewed=yes
Capturable=true

; attack dog training facility
[KENN]
Prerequisite=barr
Strength=400
Armor=wood
TechLevel=3
Sight=4
Owner=soviet
Cost=200
Points=25
Power=-10

; service depot
[FIX]
Prerequisite=weap
Strength=800
Armor=wood
TechLevel=3
Sight=5
Owner=allies,soviet
Cost=1200
Points=80
Power=-30
Capturable=true
Crewed=yes

; sandbag wall
[SBAG]
Strength=1
Armor=none
TechLevel=2
Sight=0
Owner=allies
Cost=25
Points=1
Repairable=false
Adjacent=1

; concrete wall
[BRIK]
Strength=1
Armor=none
TechLevel=8
Sight=0
Owner=allies,soviet
Cost=100
Points=5
Repairable=false
Adjacent=1

; wire fence
[FENC]
Strength=1
Armor=none
TechLevel=2
Sight=0
Owner=soviet
Cost=25
Points=1
Repairable=false
Adjacent=1

; auxiliary decorative building
[MISS]
Strength=400
Points=5
Armor=wood
Bib=yes
Capturable=true

; chain link fence
[CYCL]
Strength=1
Points=1
Armor=none
Cost=75
Repariable=false
Adjacent=1
Sight=0

; barb wire fence
[BARB]
Strength=1
Points=1
Armor=wood
Cost=25
Repariable=false
Adjacent=1
Sight=0

; wood fence
[WOOD]
Strength=1
Points=1
Repariable=false
Adjacent=1
Sight=0

; barrels
[BARL]
Strength=10
Repairable=false
Adjacent=0
BaseNormal=no

[BRL3]
Strength=10
Repairable=false
Adjacent=0
BaseNormal=no

; anti-vehicle mine
[MINV]
Strength=1
Repairable=false
Adjacent=0
Invisible=yes
Unsellable=yes
BaseNormal=no

; anti-personnel mine
[MINP]
Strength=1
Repairable=false
Adjacent=0
Invisible=yes
Unsellable=yes
BaseNormal=no

; 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=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]
Prerequisite=proc
Image=DOME
Strength=30
Sight=4
TechLevel=3
Cost=50
Owner=allies
Power=-2
Points=15
Bib=yes
Capturable=true
BaseNormal=no

; civilian structures
[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]
Strength=400
Points=5
Armor=wood
Repariable=false


; ******* 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
[Colt45]
Damage=50
ROF=5
Range=5.75
Projectile=Invisible
Speed=100
Warhead=HollowPoint
Report=GUN5

; anti-aircraft multiple cannon
[ZSU-23]
Damage=25
ROF=10
Range=6
Projectile=Ack
Speed=100
Warhead=AP
Anim=GUNFIRE
Report=AACANON3

; rapid fire machine gun
[Vulcan]
Damage=40
ROF=40
Range=5
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN13
Anim=MINIGUN

; air-to-surface homing missile (launched from jet)
[Maverick]
Damage=50
ROF=3
Range=6
Projectile=HeatSeeker
Speed=30
Warhead=AP
Report=MISSILE7

; camera
[Camera]
Damage=0
ROF=10
Range=2.75
Projectile=Inivisble
Speed=100
Warhead=Super
Camera=yes

; fireball from flame turret
[FireballLauncher]
Damage=125
ROF=50
Range=4
Projectile=Fireball
Speed=12
Warhead=Fire

; hand-held flame thrower type
[Flamer]
Damage=70
ROF=50
Range=3.5
Projectile=Fireball
Speed=12
Warhead=Fire

; sniper rifle
[Sniper]
Damage=100
ROF=5
Range=3.75
Projectile=Invisible
Speed=100
Warhead=HollowPoint
Report=SILENCER

; rapid fire aircraft gun
[ChainGun]
Damage=40
ROF=3
Range=5
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN13
Anim=MINIGUN

; civilian pistol
[Pistol]
Damage=1
ROF=7
Range=1.75
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN27

; rifle soldier weapons (multiple shots)
[M1Carbine]
Damage=15
ROF=20
Range=3
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN11

; man-packed anti-tank missile (bazooka type)
[Dragon]
Damage=35
ROF=50
Range=5
Projectile=HeatSeeker
Speed=25
Warhead=AP
Report=MISSILE6

; air-to-surface homing missile (launched from helicopter)
[Hellfire]
Damage=40
ROF=60
Range=4
Projectile=HeatSeeker
Speed=30
Warhead=AP
Report=MISSILE6

; hand grenade
[Grenade]
Damage=50
ROF=60
Range=4
Projectile=Lobbed
Speed=5
Warhead=HE

; small anti-armor cannon
[75mm]
Damage=25
ROF=40
Range=4
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON2
Anim=GUNFIRE

; light anti-armor cannon
[90mm]
Damage=30
ROF=50
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Anim=GUNFIRE

; medium anti-armor cannon
[105mm]
Damage=30
ROF=70
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Anim=GUNFIRE

; large anti-armor cannon
[120mm]
Damage=40
ROF=80
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Anim=GUNFIRE
Burst=2

; turret cannon
[TurretGun]
Damage=40
ROF=50
Range=6
Projectile=Cannon
Speed=40
Warhead=AP
Report=TURRET1
Anim=GUNFIRE

; Vehicle carried anti-tank missile
[MammothTusk]
Damage=75
ROF=80
Range=5
Projectile=HeatSeeker
Speed=30
Warhead=HE
Report=MISSILE6
Burst=2

; artillery cannon
[155mm]
Damage=150
ROF=65
Range=6
Projectile=Ballistic
Speed=12
Warhead=HE
Report=TANK5
Anim=GUNFIRE

; vehicle mounted machine gun
[M60mg]
Damage=15
ROF=20
Range=4
Projectile=Invisible
Speed=100
Warhead=SA
Report=PILLBOX1
Anim=MINIGUN

; napalm bomblets (dropped from plane)
[Napalm]
Damage=100
ROF=20
Range=4.5
Projectile=Bomblet
Speed=5
Warhead=Fire

; Tesla coil zap
[TeslaZap]
Damage=100
ROF=120
Range=8.5
Projectile=Invisible
Speed=100
Warhead=Super
Report=TESLA1
Charges=yes

; anti-aircraft missile (fired from SAM site)
[Nike]
Damage=50
ROF=20
Range=7.5
Projectile=AAMissile
Speed=50
Warhead=AP
Report=MISSILE1
Anim=SAMFIRE

; man-packed surface to air missile
[RedEye]
Damage=50
ROF=50
Range=7.5
Projectile=AAMissile
Speed=50
Warhead=AP
Report=MISSILE1
Anim=SAMFIRE

; 8 inch cruiser cannon
[8Inch]
Damage=500
ROF=160
Range=22
Projectile=Ballistic
Speed=6
Warhead=HE
Report=TURRET1
Anim=GUNFIRE
Supress=yes

; gunboat mounted anti-aircraft rocket
[Stinger]
Damage=30
ROF=60
Range=9
Projectile=LaserGuided
Speed=20
Warhead=AP
Report=MISSILE6
Burst=2
TurboBoost=yes

; torpedo tube
[TorpTube]
Damage=90
ROF=60
Range=9
Projectile=Torpedo
Speed=15
Warhead=AP
Report=TORPEDO1

; destroyer mounted 2 inch cannon
[2Inch]
Damage=25
ROF=60
Range=5.5
Projectile=Cannon
Speed=25
Warhead=AP
Report=CANNON2
Anim=GUNFIRE

; anti-submarine weapon
[DepthCharge]
Damage=80
ROF=60
Range=5
Projectile=Catapult
Speed=5
Warhead=AP

; parachute bomb
[ParaBomb]
Damage=300
ROF=4
Range=4.5
Projectile=Parachute
Speed=5
Warhead=HE
Report=CHUTE1

; dog bite
[DogJaw]
Damage=100
ROF=10
Range=2.2
Projectile=LeapDog
Speed=20
Warhead=Organic
Report=DOGG5P

; medic healing
[Heal]
Damage=-50
ROF=80
Range=1.83
Projectile=Invisible
Speed=100
Warhead=Organic
Report=HEAL2

; SCUD launcher
[SCUD]
Damage=600
ROF=400
Range=10
Projectile=FROG
Speed=25
Warhead=HE
Report=MISSILE1


; ******* 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
[Invisible]
Inviso=yes
Image=none

; special case for dog
[LeapDog]
Image=DOGBULLT
Translucent=yes
Rotates=yes
Proximity=yes
ROT=20

; straight high-speed ballistic shot
[Cannon]
Image=120MM

; anti aircraft artillery projectile
[Ack]
Image=none
Inviso=yes
AA=true
AG=false

; Sub-surface projectile.
[Torpedo]
UnderWater=yes
Image=MISSILE
Rotates=yes
ASW=yes

; Free Rocket Over Ground
[FROG]
Arm=10
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
Inaccurate=yes
Image=V2
Rotates=yes

; small homing missile (targets vehicles best)
[HeatSeeker]
Arm=2
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
Inaccurate=yes
AA=yes
Image=DRAGON
ROT=5
Rotates=yes
Translucent=yes

; small missile with deadly accuracy
[LaserGuided]
Arm=3
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
AA=yes
Image=DRAGON
ROT=20
Rotates=yes
Translucent=yes

; anti aircraft missile
[AAMissile]
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 tumbling grenade
[Lobbed]
High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
Frames=8
Translucent=yes

; Depth charge catapult
[Catapult]
High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
Frames=8
ASW=yes
AG=no
Translucent=yes

; dropped from plane tumbling object
[Bomblet]
Arm=24
RangeLimit=24
High=yes
Dropping=yes
Image=BOMBLET
Frames=6
Translucent=yes

; arcing ballistic projectile
[Ballistic]
High=yes
Arcing=yes
Inaccurate=yes
Image=120MM

; parachute bomb
[Parachute]
Arm=24
RangeLimit=24
High=yes
Dropping=yes
Parachuted=yes
;Image=PARABOMB

; Allied free radar (GPS satellite)
[GPSSatellite]
Gigundo=yes
High=yes
Image=SPUTNIK
Frames=4

; Nuclear missile, flying up
[NukeUp]
Gigundo=yes
High=yes
Image=ATOMICUP
Frames=4

; Nuclear missile, flying down
[NukeDown]
Gigundo=yes
High=yes
Image=ATOMICDN
Frames=4

; wizard's fireball
[Fireball]
Animates=yes
Image=FB1
Frames=8


; ******* 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
[SA]
Spread=3
Verses=100%,50%,60%,25%,25%
Explosion=2
InfDeath=1

; high explosive (shrapnel)
[HE]
Spread=6
Wall=yes
Wood=yes
Verses=90%,75%,60%,25%,100%
Explosion=5
InfDeath=2

; armor piercing (discarding sabot, narrow effect)
[AP]
Spread=3
Wall=yes
Wood=yes
Verses=30%,75%,75%,100%,50%
Explosion=4
InfDeath=3

; napalm and fire in general
[Fire]
Spread=8
Wood=yes
Verses=90%,100%,60%,25%,50%
Explosion=3
InfDeath=4

; anti-infantry rifle bullet (single shot -- very effective verses infantry)
[HollowPoint]
Spread=1
Verses=100%,5%,5%,5%,5%
Explosion=1
InfDeath=1

; special case damage effect (do not use for regular weapons)
[Super]
Spread=1
Verses=100%,100%,100%,100%,100%
InfDeath=5

; special case to only affect infantry (do not use for regular weapons)
[Organic]
Spread=0
Verses=100%,0%,0%,0%,0%
InfDeath=0

; Nuclear warhead (same as fire)
[Nuke]
Spread=6
Wall=yes
Wood=yes
Ore=yes
Verses=90%,100%,60%,25%,50%
Explosion=6
InfDeath=4


; ******* 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
[Clear]
Foot=90%
Track=80%
Wheel=60%
Float=0%
Buildable=yes

; rocky terrain
[Rough]
Foot=80%
Track=70%
Wheel=40%
Float=0%
Buildable=no

; roads
[Road]
Foot=100%
Track=100%
Wheel=100%
Float=0%
Buildable=yes

; open water
[Water]
Foot=0%
Track=0%
Wheel=0%
Float=100%
Buildable=no

; cliffs
[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=no

; walls and other man made obstacles
[Wall]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=no

; ore (Tiberium)
[Ore]
Foot=90%
Track=70%
Wheel=50%
Float=0%
Buildable=no

; sandy beach
[Beach]
Foot=80%
Track=70%
Wheel=40%
Float=0%
Buildable=no

; craggy riverbed
[River]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=no


; ******* 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=10,ARMOR,2.0              ; armor of nearby objects increased (armor multiplier)
Cloak=0,STEALTH2                ; enable cloaking on nearby objects
Darkness=1,EMPULSE              ; cloak entire radar map
Explosion=5,NONE,500            ; high explosive baddie (damage per explosion)
Firepower=10,FPOWER,2.0         ; firepower of nearby objects increased (firepower multiplier)
HealBase=1,INVUN                ; all buildings to full strength
ICBM=1,MISSILE2                 ; nuke missile one time shot
Money=50,DOLLAR,2000            ; a chunk o' cash (maximum cash)
Napalm=5,NONE,600               ; fire explosion baddie (damage)
ParaBomb=3,PARABOX              ; para-bomb raid one time shot
Reveal=1,EARTH                  ; reveal entire radar map
Sonar=3,SONARBOX                ; one time sonar pulse
Speed=10,SPEED,1.7              ; speed of nearby objects increased (speed multiplier)
Squad=20,NONE                   ; squad of random infantry
Unit=20,NONE                    ; vehicle
Invulnerability=3,INVULBOX,1.0  ; invulnerability (duration in minutes)
TimeQuake=3,TQUAKE              ; time quake


; ******* 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.
[Sleep]
Recruitable=no
Zombie=yes
Retaliate=no
Scatter=no
Rate=1

; Unit doesn't fire and is not considered a threat.
[Harmless]
Recruitable=no
NoThreat=yes
Retaliate=no
Rate=.5

; Just like guard mode, but cannot move.
[Sticky]
Recruitable=no
Paralyzed=yes
Scatter=no
Rate=.016

; Special attack mission used by team logic.
[Attack]
Rate=.016
AARate=.016

; Move to destination.
[Move]
Rate=.016

; Special move to destination after all other queued moves occur.
[QMove]
Rate=.016

; Run away (possibly leave the map).
[Retreat]
Recruitable=no
Retaliate=no
Rate=.1

; Sit around and engage any enemy that wanders within weapon range.
[Guard]
Rate=.050
AARate=.016

; Enter building or transport for loading purposes.
[Enter]
Retaliate=no
Recruitable=no
Rate=.016

; Engineer entry logic.
[Capture]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016

; Handle harvest ore - dump at refinery loop.
[Harvest]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016

; Guard the general area where the unit starts at.
[Area Guard]
Recruitable=no
Rate=.080
AARate=.032

; <unused>
[Return]

; Stop moving and firing at the first available opportunity.
[Stop]

; <unused>
[Ambush]

; Scan for and attack any enemies whereever they may be.
[Hunt]
Recruitable=no
Retaliate=no
Rate=.016

; While dropping off cargo (e.g., APC unloading passengers).
[Unload]
Recruitable=no
Retaliate=no
Scatter=no
Rate=.016

; Tanya running to place bomb in building.
[Sabotage]
Recruitable=no
Rate=.016

; Buildings use this when building up after initial placement.
[Construction]
Recruitable=no
Retaliate=no
Scatter=no

; Buildings use this when deconstruction after being sold.
[Selling]
Recruitable=no
NoThreat=yes
Retaliate=no
Scatter=no

; Service depot uses this mission to repair attached object.
[Repair]
Rate=.08

; Special team override mission.
[Rescue]
Rate=.016

; Missile silo special launch missile mission.
[Missile]
Rate=.1

[ABAN01]
Strength=400
Points=5
Armor=wood
Repariable=false

[ABAN02]
Strength=400
Points=5
Armor=wood
Repariable=false

[ABAN03]
Strength=400
Points=5
Armor=wood
Repariable=false