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RA INI FILE

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i recently tried to put a custom rules file in my RA1 folder and the game crashed. I downloaded the file from RA Archive or w/e it doesn't matter...any ideas why it crashed?

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Something in that file is incomplete ... because of that the system gave the option to your computer, the computer didn't like that option so it challenged it by throwing a red flag. After the Ref looked over the option it by-passed the operator and created a critical stop of the program. Shutting down the game and bringing you back to the main desktop.

 

My suggestion is to find what's causing the error. A weapon missing a warhead or an incomplete general rule. What is this file changing anyways?

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its a rules.ini file that i downloaded just to change cost/strength and for one unit self heal(medic)

 

when i launched the game it went well until i started the skirmish....

 

i got a messege saying "An integer divided by zero was encountered at 0057431f"......?

 

HELP!

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What were all of your changes? IIRC, the game uses a modifier to determine cost. If you set a cost to $0, the game will crash.

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no costs were zero....nothing was set to zero...power/strength/cost were all lowered...most building i changed power to -1. also i think i put self heal for the medic and tanya...and i changed waiting time for super weapons..thats mostly what i edited....PS-the ini file has the comments in it to help edit it...should i delete those?

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Please post your changes then. I can't determined what's wrong. Though some stats such as strength and cost cannot go below 10 or you get that crashing error.

 

As long as those helpful edit comments start with ";" all is well.

Such as Speed=4 ; rate of movement for unit

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all costs were lowered to no less than 100 about....all strength was no lower than 100 accept mines..they were strength=1 as default...if you want me to post changes then i will...but thats alot

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It would help since I can only guess on what the problem may be. It may seem like alot but there have been threads before that have done the same thing.

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; ******* Special weapon charge times *******

; The time (minutes) for recharge of these special weapons.

[Recharge]

Chrono=2 ; chronosphere

GPS=6 ; satellite radar

IronCurtain=6 ; invulnerability device

Nuke=10 ; nuclear missile

ParaBomb=5 ; parachute bombs

Paratrooper=3 ; 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=no

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 *******

; Heavy SCUD launcher

[V2RL]

Name=Heavy V-2 Rocket

Prerequisite=weap,dome

Primary=SCUD

Strength=350

Armor=heavy

TechLevel=4

Sight=6

Speed=7

Owner=soviet

Cost=600

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=600

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=700

Points=50

ROT=5

Tracked=yes

Crewed=yes

 

; medium tank

[2TNK]

Prerequisite=weap

Primary=105mm

Strength=500

Armor=heavy

TechLevel=6

Sight=5

Speed=8

Owner=allies

Cost=700

Points=40

ROT=5

Tracked=yes

Crewed=yes

 

; Mammoth tank

[4TNK]

Prerequisite=weap,stek

Primary=120mm

Secondary=MammothTusk

Strength=700

Armor=heavy

TechLevel=10

Sight=6

Speed=4

Owner=allies,soviet

Cost=1300

Points=60

ROT=5

Tracked=yes

SelfHealing=yes

Crewed=yes

 

; mobile radar jammer

[MRJ]

Prerequisite=weap,dome

Strength=210

Armor=light

TechLevel=12

Sight=15

Speed=9

Owner=allies

Cost=400

Points=30

ROT=5

Tracked=yes

Crewed=yes

 

; mobile gap generator

[MGG]

Prerequisite=weap,atek

Strength=210

Armor=light

TechLevel=11

Sight=6

Speed=9

Owner=allies

Cost=500

Points=40

ROT=5

SelfHealing=yes

Crewed=yes

 

; mobile artillery

[ARTY]

Prerequisite=weap

Primary=155mm

Strength=100

Armor=light

TechLevel=8

Sight=5

Speed=6

Owner=allies

Cost=500

Points=35

ROT=2

Tracked=yes

Crewed=yes

NoMovingFire=yes

 

; harvester

[HARV]

Prerequisite=weap,proc

Strength=700

Armor=heavy

TechLevel=1

Sight=4

Speed=7

Owner=allies,soviet

Cost=900

Points=55

ROT=5

Tracked=yes

Crewed=yes

SelfHealing=yes

 

; Mobile Construction Vehicle

[MCV]

Prerequisite=weap,fix

Strength=800

Armor=light

TechLevel=11

Sight=4

Speed=6

Owner=allies,soviet

Cost=2000

Points=60

ROT=5

SelfHealing=yes

Crewed=yes

 

; Ranger (as in "Ford", not "W.W. II Commando")

[JEEP]

Prerequisite=weap

Primary=M60mg

Strength=190

Armor=light

TechLevel=3

Sight=6

Speed=10

Owner=allies

Cost=500

Points=20

ROT=10

Crewed=yes

 

; Armored Personnel Carrier

[APC]

Prerequisite=weap,tent

Primary=M60mg

Strength=250

Armor=heavy

TechLevel=5

Sight=5

Speed=10

Owner=allies

Cost=700

Points=25

ROT=5

Tracked=yes

Passengers=5

 

; mine layer

[MNLY]

Prerequisite=weap,fix

Strength=200

Armor=heavy

TechLevel=3

Sight=5

Speed=9

Owner=allies,soviet

Cost=700

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=220

Armor=light

TechLevel=5

Sight=6

Speed=6

Owner=soviet

Cost=700

Points=45

ROT=7

Cloakable=yes

 

; destroyer

[DD]

Prerequisite=syrd

Primary=Stinger

Secondary=DepthCharge

Strength=450

Armor=heavy

TechLevel=7

Sight=6

Speed=6

Owner=allies

Cost=900

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=450

Armor=heavy

TechLevel=3

Sight=6

Speed=14

Owner=allies,soviet

Cost=600

Points=25

ROT=10

Passengers=5

 

; gun boat

[PT]

Prerequisite=syrd

Primary=2Inch

Secondary=DepthCharge

Strength=300

Armor=heavy

TechLevel=5

Sight=7

Speed=9

Owner=allies

Cost=450

Points=30

ROT=7

Sensors=Yes

 

; ******* infantry types *******

; attack dog

[DOG]

Prerequisite=kenn

Primary=DogJaw

Strength=30

;Strength=5

Armor=none

TechLevel=3

Sight=5

Speed=5

Owner=soviet

Cost=100

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=55

Armor=none

TechLevel=1

Sight=4

Speed=5

Owner=allies,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,soviet

Cost=250

Points=10

DoubleOwned=yes

 

; Flamethrower

[E4]

Prerequisite=stek

Primary=Flamer

Strength=45

Armor=none

TechLevel=6

Sight=4

Speed=3

Owner=soviet

Cost=250

Points=15

Explodes=yes

 

; engineer

[E6]

Strength=30

Armor=none

TechLevel=5

Sight=4

Speed=4

Owner=soviet,allies

Cost=400

Points=20

Infiltrate=yes

 

; spy

[sPY]

Prerequisite=dome

Strength=35

Armor=none

TechLevel=6

Sight=7

Speed=5

Owner=allies

Cost=500

Points=15

Infiltrate=yes

 

; thief

[THF]

Prerequisite=atek

Strength=30

Armor=none

TechLevel=11

Sight=5

Speed=5

Owner=allies

Cost=500

Points=10

Infiltrate=yes

 

; Tanya

[E7]

Prerequisite=atek

Primary=Colt45

Secondary=Colt45

Strength=110

Armor=none

TechLevel=11

Sight=7

Speed=5

Owner=allies,soviet

Cost=1100

Points=25

Infiltrate=yes

C4=yes

DoubleOwned=yes

SelfHealing=yes

 

; field medic

[MEDI]

Primary=Heal

Strength=80

Armor=none

TechLevel=2

Sight=3

Speed=4

Owner=allies

Cost=800

Points=15

SelfHealing=yes

 

; 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=200

Armor=light

TechLevel=11

Sight=1

Speed=12

Owner=allies,soviet

Cost=1000

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=2500

Points=100

Power=-80

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=-40

Capturable=true

Crewed=yes

 

; advanced tech center

[ATEK]

Prerequisite=weap,dome

Strength=400

Armor=wood

TechLevel=10

Sight=10

Owner=allies

Cost=1200

Points=85

Power=-80

Capturable=true

Crewed=yes

 

; paradox device

[PDOX]

Prerequisite=atek

Strength=400

Armor=wood

TechLevel=12

Sight=10

Owner=allies

Cost=2500

Points=100

Power=-80

Powered=true

Capturable=true

Crewed=yes

 

; weapons factory

[WEAP]

Prerequisite=proc

Strength=1000

Armor=light

TechLevel=3

Sight=4

Owner=soviet,allies

Cost=1600

Points=80

Power=-1

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=-1

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=-1

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=300

Points=50

Power=-1

Sensors=yes

Crewed=yes

 

; Advanced camouflaged pill box

[HBOX]

Name=Mammoth Camo. pillbox

Prerequisite=tent

Primary=MammothTusk

Strength=600

Armor=heavy

TechLevel=3

Sight=5

Owner=allies

Cost=400

Points=60

Power=-1

Sensors=yes

Crewed=yes

 

; Tesla coil

[TSLA]

Prerequisite=weap

Primary=TeslaZap

Strength=400

Armor=heavy

TechLevel=7

Sight=8

Owner=soviet

Cost=1400

Points=80

Power=-60

Ammo=3

Powered=true

Sensors=yes

Crewed=yes

 

; gun turret

[GUN]

Prerequisite=tent

Primary=TurretGun

Strength=450

Armor=heavy

TechLevel=4

Sight=6

Owner=allies

Cost=500

Points=50

Power=-5

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=7

Owner=allies

Cost=400

Points=50

Power=-5

Crewed=yes

ROT=15

Powered=true

 

; flame turret

[FTUR]

Prerequisite=barr

Primary=FireballLauncher

Strength=400

Armor=heavy

TechLevel=2

Sight=7

Owner=soviet

Cost=400

Points=65

Power=-2

Sensors=yes

Explodes=no

Crewed=yes

 

; construction yard

[FACT]

Strength=1100

Armor=heavy

TechLevel=-1

Sight=7

Owner=allies,soviet

Cost=2500

Points=80

Power=20

Bib=no

Capturable=true

Crewed=yes

 

; refinery

[PROC]

Prerequisite=powr

Strength=950

Armor=wood

TechLevel=1

Sight=6

Owner=allies,soviet

Cost=1500

Points=80

Power=-10

Storage=4000

Bib=yes

Capturable=true

Crewed=yes

 

; storage silo

[sILO]

Prerequisite=proc

Strength=300

Armor=wood

TechLevel=1

Sight=4

Owner=allies,soviet

Cost=50

Points=25

Power=-5

Storage=2000

Capturable=true

 

; helipad

[HPAD]

Prerequisite=dome

Strength=800

Armor=wood

TechLevel=9

Sight=5

Owner=allies,soviet

Cost=900

Points=70

Power=-10

Bib=no

Capturable=true

Crewed=yes

 

; radar building

[DOME]

Prerequisite=proc

Strength=1000

Armor=wood

TechLevel=3

Sight=13

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=-30

Powered=true

Capturable=true

Crewed=yes

 

; Surface to Air Missile launcher

[sAM]

Prerequisite=dome

Primary=Nike

Strength=400

Armor=heavy

TechLevel=9

Sight=6

Owner=soviet

Cost=600

Points=50

Power=-20

Crewed=yes

ROT=30

 

; big missile silo

[MSLO]

Prerequisite=stek

Primary=none

Strength=400

Armor=heavy

TechLevel=10

Sight=5

Owner=soviet,allies

Cost=2500

Points=90

Power=-80

Crewed=yes

 

; airstrip

[AFLD]

Prerequisite=dome

Strength=1000

Armor=heavy

TechLevel=5

Sight=7

Owner=soviet

Cost=500

Points=70

Power=-10

Capturable=true

Crewed=yes

 

; normal power plant

[POWR]

Prerequisite=fact

Strength=500

Armor=wood

TechLevel=1

Sight=4

Owner=allies,soviet

Cost=300

Points=40

Power=200

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=300

Bib=yes

Capturable=true

Crewed=yes

 

; Soviet tech center

[sTEK]

Prerequisite=weap,dome

Strength=600

Armor=wood

TechLevel=6

Sight=4

Owner=soviet

Cost=1200

Points=85

Power=-50

Bib=no

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=-1

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=-1

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=-1

 

; service depot

[FIX]

Prerequisite=weap

Strength=800

Armor=wood

TechLevel=3

Sight=5

Owner=allies,soviet

Cost=1000

Points=80

Power=-20

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=50

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=-1

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=-1

Bib=yes

Capturable=true

BaseNormal=no

 

[sYRF]

Prerequisite=powr

Image=SYRD

Strength=30

TechLevel=3

Sight=4

Cost=50

Owner=allies

Power=-1

Points=15

WaterBound=yes

Capturable=true

BaseNormal=no

Adjacent=8

 

[sPEF]

Image=SPEN

Strength=30

TechLevel=-1

Sight=4

Cost=50

Owner=soviet

Power=-1

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=-1

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

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You could have just posted what you changed :)

 

 

[HBOX]

Name=Mammoth Camo. pillbox

 

I don't have this tag. Don't know if it is causing the crash.

 

 

 

But, If this is everything. Your missing a lot of stuff:

 

General Rules, ThemeControl, MultiplayerDefaults, RequiredAddOns, Weapons, Warheads to name a few. The File must include everything. Even stuff you don't edit. But this is just me skimming though everything. I tried to compare all that you have posted and really I don't see anything else that would cause a crash.

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