===============================================
The Universal Game Editor modules for C&C95.EXE      by Nyerguds
===============================================
In this file, you will find information on how to use the C&C95 UGE editor, and
an explanation for all entries in the C&C95.EXE UGE modules. Most of this
information is copied from the CCEDIT 2.0 manual. Thanks to Andrew Griffin for
that information. Not all of it is copied form the CCEDIT manual, because the
modules can edit much more than CCEDIT :)



=-=-=-=-=-=-=-=
1. Installation
=-=-=-=-=-=-=-=
Make a subdirectory in your C&C directory and unzip the C&C95UGE.ZIP archive
in that subdirectory.


Normally, Command & Conquer Gold is installed in the standard directory
C:\Westwood\C&C95\

If this is not the case, the error message "The SAVED GAME FILE is not found!"
will appear in UGE when you try to open one of the categories.

When that happens, press a key to make the error message disappear, and
then press "M". You'll  get a text box to modify the name of the category.
Don't modify anything, just press [enter]. Then, it'll ask you to choose a
MODULE file. This file is already set correctly, so just press [enter] again.

Now, the program will ask you to "Choose the SAVED GAME FILE to edit."
Point it to the C&C95.EXE in your C&C Gold directory. This is the file which
contains all the units' data.

You'll have to repeat this procedure for all nine categories.


These are files you should find in the ZIP-file:

C&C95UGE.TXT       This text file
UGE.EXE            The Universal Game Editor
UGE.TXT            The Universal Game Editor readme file
CC95AIR.MDL        Aircraft UGE module
CC95BLD1.MDL       Buildings UGE module 1: war buildings
CC95BLD2.MDL       Buildings UGE module 2: Temperate civilian buildings
CC95BLD3.MDL       Buildings UGE module 3: Desert civ bld + tech cntr + walls
CC95INF.MDL        Infantry UGE module
CC95OPT.MDL        General C&C95 options UGE module
CC95VEH1.MDL       Vehicles UGE module 1: Visceroid to Humm-vee
CC95VEH2.MDL       Vehicles UGE module 2: Nod Buggy to Stegosaurus
CC95WARH.MDL       Warheads UGE module
GAMEDAT.UGE        UGE game list database
BLDWIDTH.TXT       Explanation about the Building Width entry (see [1.1])
TABLES.TXT         The tables of Weapons, Ownership, construction type etc,
                   for quickly finding the values you need while editing.


Make sure you make a backup of C&C95.EXE (something like C&C95.1ST) before
changing anything. To undo all changes you made to C&C95.EXE, simply copy
that file to C&C95.EXE.

Making a backup is really important: for DOS, the file to edit is GAME.DAT,
and this file can always be found on the C&C CD's. But the file C&C95.EXE is
not on the C&C Gold CD's: it is stored in the archive Setup.Z which is
extracted during the installation.

If you have forgotten to make a backup you will need to reinstall C&C Gold
to get an original C&C95.EXE again.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2. List of variables you can change
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
There are certain characteristics which will only take effect at the
beginning of a level, or when a new unit of that type is produced.
From memory, this includes stealth ability, hit points, and ownership
(there are probably others).

Most of the times, the settings of what you can and can't build will
be corrected when you place a new building on the map. This includes
the build settings of units, aircrafts and infantry.

If that doesn't work, just restart the level.

----------------------
CHAPTER [1]: Buildings
----------------------


Important note: "Can be sold"
-----------------------------
While there are variables that determine if a building can be built,
repaired, selected and captured, there is no such thing as a "Can be sold"
variable. All buildings can be sold if they have a build-up animation.
This means all civilian buildings can be made 'sellable' by giving them one.

There is one weird exception to this though: the Hospital.
While this building CAN be sold in C&C Gold, it seems to be unsellable
in DOS C&C, even though it does have a build-up animation.


[1.1] Building Width
--------------------
The 'Building Width' is a setting that tells C&C how big a structure is.
If you change this, the actual size of the building will not be changed,
but it will change the place where the structure is drawn on the map, and
what kind of bib the building will get.
As this is too complicated to explain here, the complete way to use it is
described in BLDWIDTH.TXT.


[1.2] Power required
--------------------
This is the amount of power that a building drains from the available
power supply. Only the Temple of Nod, Advanced Communication Center and
Obelisk of Light can have a required power value of greater than 127.
These three structures can have a maximum power requirement of 2,147,483,247.

The minimum power requirement is 0.


[1.3] Power capacity
--------------------
This is the amount of power that this type of building contributes to the
power pool. Only the Advanced Power Plant can produce more than 127 units
of power. The Advanced Power Plant can produce 2,147,483,247 units of power.

The minimum power produced is 0.
Putting it on -1 will give you an infinitive power supply.
I don't know if the same thing applies to Power Required, but making a
building require an infinitive amount of power seems pretty useless to me.


[1.4] Tiberium storage
----------------------
This reflects how much tiberium a buildings can store. Only the refinery
and silo can store more than 127 units of tiberium. These two structures
can store incredibly much tiberium. The maximum should be 2,147,483,247.
You must keep in mind that in saved games the new storage rules only apply
to the buildings you build after you changed the setting.

Note: For "Tiberium storage", the "-1" value does NOT work as "infinitive".


[1.5] Armour
------------
There are 5 levels of armour available to be placed on your vehicles or
buildings. These increase in strength ranging from 1 (the weakest) to 5
(virtually indestructible). No unit in the game has a natural armour value
greater than type 3, so I'm not 100% sure whether the types 4 and 5 are
completely legal. Nevertheless, they work and don't cause Command and Conquer
to crash.

Note: The Commando's Sniper Rifle can take out any unit with armor level 5
in a few shots: armour level 5 is never used in the game, so the programmers
didn't balance the Sniper Rifle's damage to it.


[1.6] Primary weapon
--------------------
This is the weapon that the unit/building attacks with, and there are only
a few things that you should be aware of.

If you give a unit/building (except for the Obelisk) the laser, then
whenever that unit/building fires its weapon, there will be no graphic
associated with the weapon discharge. The sound effect is still there
however. The Laser graphics are specifically connected to the Obelisk.
For other units and buildings, C&C probably doesn't know where to start
drawing the laser graphic.

Putting the napalm bomb on anything other than the A-10 is a pretty
pointless excercise, as the bomb falls straight down on the square from
which it was launched. While this does not damage the unit firing the
bomb, it also doesn't do much (if any) damage to surrounding units.
However, giving infantry napalm bombs is definitely interesting when they
are in large groups.

Weapons table:
-----------------------------------------------------------------------------
Weapon                      Value     Used by
-----------------------------------------------------------------------------
none.........................-1       N/A
sniper's rifle................0       Commando
high-velocity machine gun.....1       Apache / Guard Tower
pistol........................2       Civilians C1 and C7 / Agent Delphi
5.56mm chaingun...............3       Minigunner
70mm rockets..................4       Bazooka / Orca / Stealth / Recon Bike
infantry flamethrower.........5       Flamethrower
tank flamethrower.............6       Flame tank
chemical spray................7       Chem. Warrior / Visceroid
grenade.......................8       Grenadier
70mm cannon...................9       Light Tank
120mm cannon.................10       Medium Tank
120mm cannon (Mammoth).......11       Mammoth Tank
turret cannon................12       Gun Turret
missile pack (Mammoth).......13       Mammoth Tank
227mm rockets................14       Rocket Launcher
ballistic charges............15       Artillery
7.62mm machine gun...........16       Humm-vee / Nod Buggy / APC
gunboat missile..............17       Gunboat
AGT missile..................18       Adv. Guard Tower
napalm bomb..................19       A-10
laser........................20       Obelisk of Light
SAM missile..................21       SAM site
Honest John missile..........22       SSM Launcher
dinosaur bite 1..............23       Triceratops, Stegosaurus
dinosaur bite 2..............24       Velociraptor, Tyrannosaurus Rex
-----------------------------------------------------------------------------


[1.7] Secondary Weapon
----------------------
The secondary weapon values are the same as those of the Primary weapon.

Only one unit (the mammoth tank) comes with a secondary weapon by default,
but this allows you to give secondary weapons to all vehicles. However,
they operate in a manner which is different to the primary weapons.

For those vehicles which have turrets, the secondary weapon is fired when
the turret turns around to fire at a new opponent. For vehicles which
do not have turrets, the story is a little different, and more complex.

When vehicles do not have a turret and are given secondary weapons, they
will fire their primary weapons when in a direct line (horizontally or
vertically) to their opponent. When not in a straight line, they will fire
their secondary weapon to attack their opponent.

When you give a unit a secondary weapons which has a longer range than its
primary weapon, that unit will begin to attack enemy units with its
secondary weapon whenever an enemy unit comes within range of that weapon.


[1.8] Owner
-----------
The ownership variable is set to determine which side can build that
particular unit/building.

Note that in single player mode, the computer will continue to (re)build
its buildings and units even if you removed them from the 'owner' list.
This only affects the human player. For every owner, you must add a number to
the total. This means a building that can be built by GDI and all Multi-teams
will have an 'Owner'-value of 1+16+32+64+128+256+512, what results in 1009.

These are the values for all sides:

Ownership table:
------------------------------------
Side                        Value
------------------------------------
GDI...........................1
Nod...........................2
Civilian......................4
Special (JP)..................8
Multi1.......................16
Multi2.......................32
Multi3.......................64
Multi4......................128
Multi5......................256
Multi6......................512
------------------------------------


[1.9] Build at level
--------------------
This is a very useful variable. It determines in which level of the game
this unit/building can first be built by the human player. It is a level
common to both the GDI and Nod mission levels (eg. setting Repair Bays
as a level 14 building means that GDI will be able to first build them
in the 14 mission, but Nod will never be able to build them [as there are
only 13 missions in the Nod sequence]).

Remember that some buildings have pre-requisites (eg. the Advanced
Communications Center needs the Communications Center to be built first),
so you will need to make sure that these pre-requisites are of the same or
lower level.

It is doubtful that building the Temple of Nod early will give you access
to the nuclear missile.
However, if you build the Advanced Communications Center early, you do get
access to the Ion Cannon.

A problem that you should know about: Nod does not seem able to build
helipads (and hence apaches) by setting the first build level lower. They
need to capture a GDI Construction Yard to be able to build them. This is
probably coded into Command and Conquer (they only should need the Hand
of Nod to build).

There is a similar problem for the Rocket Launcher unit.


[1.10] Cost
-----------
Most units/buildings have a maximum cost of 2,147,483,247. However, some have
a maximum of 127: The minigunner, the walls and fences and the dinosaurs.

The minimum cost is 0, but you will always need some money to start the
construction.


[1.11] Sight
------------
This determines how many black squares of the map are cleared when a
unit moves into range, or when a structure is built. Remember, it is
a radius, so this amount is cleared on all sides.

There is a maximum value of 10 for the radius.

If you give a unit a large radius (such as 10), what occasionally
happens when that unit unloads from a transport helicopter or
hovercraft is that some part of the map near the unit that should have
been uncovered will remain black. Simply move that unit (or another)
to uncover the dark area. It seems as though the black is removed from
the edge of the visual radius rather than from all squares covered by
that unit's vision.


[1.12] Hit points
-----------------
There are three classes of hit points: light unit, heavy unit and
building.

Light units all have a maximum hit point value of 127. These units are:
all forms of infantry, the stealth tank, mobile HQ, SSM, artillery,
rocket launcher, and all aircraft.

The heavy units all have a maximum hit point value of 2,147,483,247.
These units are the remaining vehicles.

Buildings are different again. They have a maximum hit point value of
16,382. If they have a value greater than this, then they fail to build
correctly.

Please note that the walls have a maximum hit point value of 127, but
editing their hit points does not make them stronger.

If you have increased the maximum hit point value of a unit and load
up a savegame in which these units already exist, then these units
will appear to be damaged as the hit points they currently have is less
than the new maximum. They still have the same amount of hit points as
before, but will appear to be injured.


[1.13] Construction type
------------------------
This determines what a certain structure type allows you to build. There
are a few things that you should know about this, however.

In all cases, having multiple structures that have the same construction
type (ie multiple barracks) decreases the time needed to build that
unit/building.

While setting a building other than the barracks or Hand of Nod to have
the ability to build infantry will decrease the time needed to produce
infantry units, they cannot be built FROM structures other than barracks
or Hands of Nod. What I mean by this is that although, say, a power plant
can give you the ability to build infantry units, if you just have a
power plant and no barracks/hand of nod, then any infantry which you
build will not appear. They will not emerge from buildings other than
the barrack or hand of nod.

Likewise for the building of vehicles. Vehicles will only emerge/be
delivered from weapons factories and Runway Delivery Systems. They will
not emerge from other buildings.

Fortunately, any type of building with the ability to build structures
will be able to place down newly built structures.

These are the values for the construction types:

Construction type table:
------------------------------------
Construction type           Value
------------------------------------
Nothing.......................0
Infantry......................2
Vehicles......................4
Helicopters...................6
Structures....................8
------------------------------------


[1.14] Can be built      (1/0 entry)
-------------------
This is a 1/0 entry: "1" means "yes", "0" means "No"
This flag determines whether that particular unit/structure can be built.
This doesn't affect what the computer can build. The computer just builds
whatever is in the mission INI-file's [Teamtypes] and [Base] section.
When On, this unit/structure can be built. When Off, it cannot be built.

Using this flag, it becomes possible to build the dinosaurs, visceroid,
A10, Transport Plane, Hovercraft and Gunboat.
Note: building Hovercrafts is completely useless. They can't do anything
but move to the South, out of the map.


[1.15] Can be repaired      (1/0 entry)
----------------------
When set to Off, you can't repair this building.
This also affects the computer player: this is what prevents civilian
buildings from being repaired.


[1.16] Fires twice      (1/0 entry)
------------------
When on, this causes the unit/building to fire its weapon twice instead
of once. This also affects the secondary weapon, if the unit has one.

Note that if the unit/building kills its opponent with the first of its
shots (and there was a delay before the second fired), the next time it
attacks, it will use the shot that remains from this interrupted firing
pair. So, there will be a single shot, the reloading delay, and then it
will resume is double firing pattern.

I think that when the obelisk has its double firing ability set, that
when it attacks an opponent, it fires both lasers at the same time,
rather than having a delay between attacks. At least, that is what I
make of it.


[1.17] Has moving turret      (1/0 entry)
------------------------
This option allows you to make any building a turret.
You DO have to make sure the graphics are replaced accordingly: they should
be in the same way as those of the Gun Turret.

This is the order of the images of the Gun Turret:
1. (0-31)   32-image rotation : healthy
2. (31-65)  32-image rotation : healthy (same as 1)
3. (63-95)  32-image rotation : damaged
4. (95-127) 32-image rotation : damaged (same as 3)

I don't know why you need all images twice, but that's the way
the Gun Turret has it.

If no graphics are changed, this will probably mess up the building's
graphics, especially if the building can shoot.

The SAM Site, that has this option too, doesn't follow this order because of
it's popup animation. However, when the option is set to Off it will behave
like any building with 3 building frames (healthy - damaged - destroyed).


[1.18] Invulnerable      (1/0 entry)
-------------------
When turned on, this unit/building type cannot be hurt in any way.

However, buildings can still be captured by engineers, but cannot be
blown up by commandos.


[1.19] Can be selected      (1/0 entry)
----------------------
When set to On, this building can be selected. When Off, you are not able
to select it. Quite simple, isn't it?


[1.20] Can be captured      (1/0 entry)
----------------------
When set to Off, this building can't be captured by engineers.
This also affects the computer player: sometimes, the computer player
sends engineers into buildings that can't be captured. Nothing will happen,
and the engineers are gone.

This setting has no effect when the 'Wall special' setting is set to On.


[1.21] Wall special      (1/0 entry)
-------------------
This is a special setting that only applies to fences.
As there are more non-editable factors that determine whether a building
is a wall, this setting has no effect in C&C Gold.
In DOS, one of the things this did was prevent the build icons from adapting
to the team color of the player.

Although I haven't noticed any effect, I advise you not to change this.


[1.22] Hide true name      (1/0 entry)
---------------------
In most cases, this will cause the building to be called "Civilian Building".

This name is visible for both enemy and friend, so this building will never
be called "Enemy Structure".

For this reason, this is also used for special buildings to show the name
to the enemy. These special buildings are the Bio-research Lab and the
Technology Center ("Prison" in Nod mission 3)
Note: the Hospital does NOT have this option: it will simply be called
"Civilian Building" if you put it on. An enemy hospital will always be
called "Enemy Structure".

For Infantry, this has the same effect: it calls them "Civilian", and is used
to show the name of some special persons: Delphi, Nikoomba (C10) and Moebius.
Note that CHAN has this option too, but it will not display his name.
He's always called "civilian"


[1.23] Building had bib      (1/0 entry)
-----------------------
Most building have a concrete bib attached. This option determines that.
Note: buildings with a width of only one cell can't have a bib.


[1.24] Needed to be built
-------------------------
Now this is something!
This determines what buildings have to be built before you can build this one.
eg. You need a Refinery in order to build a Communication Center

It works in the same way as the ownership:
For every building, you must add a number to the total. This means a building
that needs a barracks and a refinery will have a 'Needed to be built'-value
of 128+32768, what results in 32896.

'Needed to be built' table:
------------------------------------
Building                    Value
------------------------------------
Weapons Factory...............1
Guard tower...................2
Adv. guard tower..............4
Obelisk of light..............8
Comm. center.................16
Gun turret...................32
Construction yard............64
Refinery....................128
Silo........................256
Helipad.....................512
SAM site...................1024
Airstrip...................2048
Power plant............... 4096
Adv. power plant...........8192
Hospital..................16384
Barracks..................32768
Oil Tanker (*)............65536
Repair bay...............131072
Bio-technology lab.......262144
Hand of Nod..............524288
Temple of Nod...........1048576
Adv. comm. center.......2097152
Technology center.......4194304
------------------------------------

(*) : The Oil Tanker is the civilian building with internal name "ARCO".
I don't know why it's in the list, but if you make it buildable, you can
set it as 'Needed to be built' for units and buildings.

[1.25] Tech level
-----------------
This determines the multiplayer level on which this can be built.



---------------------
CHAPTER [2]: Vehicles
---------------------
The entries that were already explained in chapter [1] will not be
repeated here.


[2.1] Turning speed
-------------------
This determines how fast a unit (vehicle or aircraft) will be able to
change direction. The higher this number, the faster it will be able to
change directions.
A vehicle's turret has the same turning speed as the vehicle itself.

You may experience some control problems if you give a vehicle both a
high Speed and high Turning Speed (it will occasionally go running off in
another direction, especially if it has a secondary weapon).


[2.2] Speed
-----------
Units all have a maximum speed of 127 (this is very fast - the recon bike
has speed 40 normally). However, there are a few problems with setting
the speed high that you should know about.

Infantry units behave very weirdly when given speed values above about
30. Their movement becomes increasingly jerky, and eventually it will
appear that there are 3 units where there should only be one, and at this
stage that unit becomes very difficult to move around. It is recommended
that you keep infantry speed below 30.

Air units (mainly orca and apache) also behave strangely when given
extremely high speed values. Sometimes they will simply refuse to land
on a helipad, even though there are no other helicopters trying to land
there. This can get extremely frustrating. I don't know of an exact value
at which this begins to occur.

Decreasing the speed of the A-10 means that it drops its bombs in a much
smaller area, but also makes it much easier to kill with defensive
missiles. Increasing the speed of the A-10 increases the area over which
it will drop its bombs.


[2.3] Shots before reload
-------------------------
This option creates a reload delay after the specified number of shots have
been fired. This is used to make the SSM Launcher reload its missiles.

If not used, the value is -1


[2.4] Cycle through graphics      (1/0 entry)
----------------------------
This option is used to give the Visceroid its unit animation.
The Visceroid is the only unit that has this option enabled.

This causes a unit to cycle through all its graphics instead of using them
as rotation animation. For normal units, this will cause them to keep
spinning around counter-clockwise, no matter if they are moving or not.

Note: activating this option does not mean the unit won't need any time to
turn around. The unit still needs time to turn, only you don't see that
because of the spinning animation.


[2.5] Stealth      (1/0 entry)
-------------
This makes the unit stealthed, so that it becomes invisible on the
battlefield.


[2.6] Graphics can't turn      (1/0 entry)
-------------------------
This option is only used for the Gunboat and the Hovercraft.
If you activate this option on a different unit, only the first image of that
unit will be shown. This means you will see the unit facing north all the
time, no matter what happens.
If the unit has a turret, this turret will become invisible. The effects of
an invisible turret are described in section [2.9].

Note: Same remark I made in section [2.4] (Cycle through GFX): activating
this option does not mean the unit won't need any time to turn around.
The unit still needs time to turn, only you don't see that because only
the first image is shown.


[2.7] Attack Animation      (1/0 entry)
----------------------
This only works when Dinosaur Special is enabled. Where Dinosaur Special
gives a unit walking animations, this entry also enables animations for
when the walking unit attacks.

Frame use for units is normally the way the triceratops and Stegosaurus are.


[2.8] Auto-rotating turret      (1/0 entry)
--------------------------
This option is only used by the Mobile HQ. It causes the unit's turret to
constantly turn around. With the MHQ, that doesn't have a weapon, this
is used to turn the radar dish around.

This is about the same as [2.4] (Cycle through GFX), but only for the turret.


[2.9] Crewed      (1/0 entry)
------------
This determines whether a soldier will appear when the unit is destroyed.
You can't control what type of soldier will appear. Normally this is a
Minigunner, but for some units this is always a technician.
These units are the Harvester and the Mobile HQ.
I don't know if there are more.


[2.10] Has turret      (1/0 entry)
----------------
When a unit has a turret, this option must be set On in order to make the
turret appear. If this option is not set on, the unit will not have a turret,
and will have to turn towards its target to shoot at it.

If this is set On for a unit that simply doesn't have turret graphics,
the unit will still get a turret, but because it has no graphics for it,
the turret will be invisible. This will give the unit the ability to shoot
in all directions without turning towards its target, like all vehicles
with a turret.


[2.11] Harvests Tiberium      (1/0 entry)
-----------------------
This will allow the unit to harvest tiberium, although only the Harvester can
unload the harvested tiberium in a refinery.


[2.12] Can crush      (1/0 entry)
---------------
This will enable units to crush infantry and units who have the
"Can be crushed" option (see [2.13])


[2.13] Can be crushed      (1/0 entry)
---------------------
This will cause units to be crushable.
The only unit that has this option is enabled is the Recon Bike, and I've
seen many of my Recon Bikes disappear under the wheels of enemy Harvesters :(

Note that human players can't crush units. I don't know why, but they can't.
I did succeed in doing it once, but that was pure luck.


[2.14] Transport ability      (1/0 entry)
------------------------
This causes the unit to transport people/units.
Note that this messes up the graphics of units that don't originally
have this option.
This might be fixed by changing the unit's graphics though.


[2.15] Name shown to enemy      (1/0 entry)
--------------------------
This causes the real name of enemy vehicles to be shown to the player
instead of "Enemy Vehicle".


[2.16] Dinosaur special      (1/0 entry)
-----------------------
This causes a unit to have walking animations.
Note that this also causes the graphics of these units to be invisible
unless C&C95.EXE is started with the "Funpark" option.
You can do that by opening a DOS box, then going to the C&C95 directory
and then typing "c&c95 funpark".

The "Funpark" option allows you to play the hidden dinosaur missions, but
only when you have the Covert Operations installed.

Putting the "Dinosaur special" off will make the dinosaurs visible, but
its graphics will not be correct, as the dinosaur graphics are not fit
for the normal 32-image-rotation format.

Also note that you need Attack Animations enabled to make a fully
functional dino-style walker out of a unit (see [2.7])


---------------------
CHAPTER [3]: Aircraft
---------------------
The entries that were already explained in chapters [1] and [2] will not be
repeated here.


[3.1] Weapon payload
--------------------
This changes the amount of ammunition that the aircraft carry. Increasing
it means that the aircraft can stay out longer without needing to rearm
itself. Changing the payload of the A-10 will increase the length of its
bombing path (it does not turn back for another pass over the target until
it has dropped all of its bombs). The A-10 will drop a number of bombs
(or other weapon) equal to three times this number.
Please note that the rearming rate of the helipad is constant, so
completely rearming a helicopter which carried 127 missiles will take a
very long time.

The maximum allowable payload is 127.
Putting it on -1 will give you an infinitive payload.

Funny thing is that a helicopter an infinitive payload will keep rearming
when it's on a helipad; it'll never stop.


[3.2] Can be attacked      (1/0 entry)
---------------------
This is the variable that allows the Nod transport plane to fly in new
vehicles without being attacked by any missile troops. If you want the
current aircraft to get attacked by missile troops (and by ground forces
when it lands), set this to Off. If you do not want these troops to attack
this aircraft, set it to On.

One thing to note is that while SAM sites will not attack a unit (I used
an orca) that is attacking it and has this variable set to On, a bazooka
infantry unit will attack any aircraft that attacks it, even if it has
this variable set to On. It is likely (but untested by me) that vehicles
will attack units that attack them (if possible), regardless of this
variable, but structures will not. However, this might also be due to the
SAM-site's popup logic.


[3.3] Has rotor blades      (1/0 entry)
----------------------
This alters the graphics of the aircraft a little, but has no other
impact on the game. You can give a set of rotor blades to any of the
aircraft, or take them away from those aircraft (the apache and chinook)
that already have a set.


[3.4] Airplane special      (1/0 entry)
----------------------
This is a special option that determines whether Airplane Logics
should be applied to the aircraft. These Airplane Logics include this:
 - Airplanes will keep on going forward while turning.
 - Airplanes can't land / lift off
 - Airplanes have infinitive ammo and will keep shooting while flying over
   their target (for A-10). As described in [3.1], the Payload value will
   determine how many times the weapon is fired during one pass.

If this is set to On, then this aircraft will not be able to land on the
ground, and it will not be able to turn on the spot. It will keep flying
forward while turning and attacking; like an airplane, not like a helicopter.

If Off, then the aircraft will be able to land, just like the normal
helicopters.

Please note that if you set this to Off for the Transport Plane in a
single player game and the computer is Nod, then it will be able to drop
its newly bought vehicles anywhere on the map, not just where its runway
it. This lets it bring new vehicles directly to the front line of the
battle.

Also, if you set this to On for the A-10, it will have problems using its
napalm bombs in the correct way. Instead of flying over the target, it will
attempt to attack the target like a helicopter, and so will drop its bombs
well away from the intended target.


To make a fully functional Airstrike force that you can control, do this:
- put the Airplane Special Off for A-10s, then make them buildable and
  selectable.
- Start your mission, build some, select them, give them a team number and
  let them take off.
- When they are all flying, save your game and put the Airplane Special
  back to On.
- Now load your game, and you will have fully functional A-10 bombers at
  your command.

These A-10s will have an infinitive load of bombs.
You will lose them if they fly off the map, so keep attacking the enemy
with them until all your A-10s (or enemies) are destroyed.


---------------------
CHAPTER [4]: Infantry
---------------------
The entries that were already explained in chapters [1] and [2] will not be
repeated here.
Chapter [3] does not have any entries that concern infantry


[4.1] Infiltrates      (1/0 entry)
-----------------
This is used for two things.

First of all, for the commando, this means "can place C4-bombs".
For any other unit, this means "can capture buildings".
So basically, this allows you to turn any unit into an Engineer.

Also, all units that have this option enabled can capture Chinook Transport
Helicopters. Commando's can do this by default, as they have this enabled
to place C4 bombs.


[4.2] Civilian      (1/0 entry)
--------------
Units with this option talk like civilians and will be evacuated when
they enter a chinook. Note that somehow the evacuation logic is disabled
for civilians C1 and C7, as they are used as technicians.

When you give this option to a Commando, he will talk like a female civilian.
I don't know whether female civilians talk like Commando's when you put the
option Off though.


---------------------
CHAPTER [5]: warheads
---------------------
In this section you can edit how weapons react to the different armor values.
You will see 12 different warheads, from which C&C uses 10 (as far as I know).
The unused warheads are simply called "warhead 7" and "warhead 8".

This section is totally different from the rest. The values you see there are
multiplication factors of the damage. Each weapon has a basic damage, which
is first divided by 256 and then multiplied by the values you see there.

For example, if you want to make sure a Commando does as much damage to tanks
(armor 3) as it does to infantry, go to the warhead "Hollowpoint" and change
the "vs 3" value to "255" (maximum).

Note that the maximum is 255/256 then, which is not completely 100%.
For large damage values like the Laser and Nuke this makes a small difference.


One thing that is still sorely missing is the ability to actually edit the
damage weapons do. I'm working on that though. For now, here is a list of
weapons with damage values and the warheads they use.

Note that all damage values are reduced to 50% when used against buildings.
-----------------------------------------------------------------------------
Weapon                      Damage    Warhead
-----------------------------------------------------------------------------
sniper's rifle...............125      HollowPoint
high-velocity machine gun.....25      HighExplosive
pistol.........................1      SmallArms
5.56mm chaingun...............15      SmallArms
70mm rockets..................30      ArmorPiercing
infantry flamethrower.........35      Fire
tank flamethrower.............50      Fire
chemical spray................80      HighExplosive
grenade.......................50      HighExplosive
70mm cannon...................25      ArmorPiercing
105mm cannon..................30      ArmorPiercing
120mm cannon..................40      ArmorPiercing
turret cannon.................40      ArmorPiercing
missile pack (Mammoth)........75      HighExplosive
227mm rockets.................75      HighExplosive
ballistic charges............150      HighExplosive
7.62mm machine gun............15      SmallArms
gunboat missile...............60      HighExplosive
AGT missile...................60      HighExplosive
napalm bomb..................100      Fire
laser........................200      Super
SAM missile...................50      ArmorPiercing
Honest John missile..........100      Fire
dinosaur bite 1..............100      DinoBiteHerb
dinosaur bite 2..............154      DinoBiteCarn
Ion Cannon...................600      IonCannon
Nuke........................1000      Fire
-----------------------------------------------------------------------------


---------------------
CHAPTER [6] Options
---------------------
This neat little section combines a number of general settings in the game


[6.1] Nuke Damage
-----------------
This value is the damage a nuclear missile does on the point of impact.
This is reduced to approximately one fifth for every cell further away
from the point of impact.

Note that the Fire warhead has to be applied to get the final damage value,
and that like all weapons, the nuke only does 50% of its damage to buildings.
Also note that the final damage to a building is the result of adding the
damage applied to every separate cell of that building.


[6.2] Ion Cannon Damage
-----------------------
The damage done by the ion cannon. I'm not sure how the spread damage is
applied for this one.


[6.3] Wooden Crate money
------------------------
The amount of credits you receive when picking up a wooden crate.


[6.4] Squish Mark
-----------------
When this is enabled, a crushed corpse will be left behind when a tank
crushes infantry. However, there are several problems with this.
The corpse seems to be an object which is impassable to tanks, and which
can be destroyed by force-firing on it. Also note that fire weapons
can't destroy it.

Generally, activating this causes more trouble than it's worth, since the
squish mark logic has never been properly configured.



=-=-=-=-=-=-=-=-=-=-=-=-=-
3. The 'thanks to' chapter
=-=-=-=-=-=-=-=-=-=-=-=-=-
First of all, I would like to thank Wladimir van der Laan.
I used his GAME.DAT editor 'Command & Conquer Structure Editor v1.02'
(CCEDT.EXE) to improve the Gold modules made by AGENT 64.
There were many things that would have been impossible without CCEDT,
as CCEDT can display all hexadecimal information of everything it edits.

Second of all I shouldn't forget AGENT 64, the guy who made the original
C&C Gold modules. Although more than 70 percent of everything in the modules
is added by me, they simply wouldn't exist without him.

I also have to thank Andrew Griffin for the information I copied from the
CCEDIT 2.0 manual to create this text file.

And of course I'd like to thank the people at the forum of C&C Millennium
for their support and enthousiasm.

Finally, I have to give a special thanks to the people who, all in their own
ways, have kept helping me in my nerve-wrecking search for the mysterious
weapons data in C&C95.exe:
-Phil Lowe
-Skulking_Ferrit
-Waraddict



Well... that's about it, I think.
If you have any more questions, you can contact me through my website.


GOOD LUCK AND HAVE FUN!

Maarten Meuris (AKA Nyerguds)
http://www.planetcnc.com/cnc2sw/
