Alkaline's Rules of Engagement
version 1.10 9/17/1999

Greetings. This is the first version of Alkaline's Rules of Engagement [ARoE].
I hope you have fun with it, I know I sure did when creating it.

*** The different versions ***

1.00 - 9/10/1999
-First release
1.10 - 9/17/1999
-All units faster
-Extremely enhanced veteran abilities
-Large guard area for all units
-Evened out the tech levels
-Added 3 new weapons
-Gave each rail gun and laser weapon a different color
-Hand of Nod heals infantry like a hospital
-New buildings:
 *Nod Pyramid - Lots of power for Nod
 *Enhanced Power Turbine - placed onto subterranean research center. Lots of power.
 *Observation tower - Put at the edge of your base in fog of war games

*** Summary ***

-All armor and weapon types have been changed. Units will not act like they have before.
-All the combat units have new names.
-There are no superunits (with a build-limit) or super weapons (except the EMP cannon).
-There are a *lot* more hover tanks and subterranean units, for both sides.
-The advanced buildings have been turned into prerequisite buildings for the different
armor types and weapon types.
-Vehicles cost from 500-750 credits and infantry from 150-350 credits.

Some little things that have been changed:

-The construction yard gives you your radar and can't be captured by engineers.
-The queue has been set to 15.
-Player units move away from danger (infantry scatter), and they return fire more often.

Because of the more "uniform" unit types, these unit changes have been made:
-The stealth tank (called the Feuder) isn't a stealth tank any more (it doesn't cloak).
-The artillery (called the Avenger) and the tick tank (Smasher) do not deploy any more.
-Jump jet infantry no longer fly.

*** The purpose of this mod ***

I created this mod as an alternative to the defense-oriented playstyle of Tiberian Sun.
To beat anyone in this mod, you actually have to build an army and go attack them, 
which means you can't just sit there and do nothing. Every unit has its strength and its
weakness. Some weapons work extremely well against some units but don't even phase other
units. It is a unique type of balancing system. There really isn't that much difference
between the two sides besides their unit graphics.

*** Installing the mod ***

Well, I expect you have probably unzipped the zip file already if you are reading this. 
Place rules.ini, art.ini, and title.pcx all in your Tiberian Sun directory. You are now
good to go. If you want to disable the mod (I don't see why :) ), just rename rules.ini
and art.ini to whatever (like artasdf.ini and rulesasdf.ini).

*** Using the mod in multiplayer ***

The mod can be used on WOL or modem games if both sides have the same version of the
rules.ini and art.ini files in their Tiberian Sun directories.

You may want to print out the information below as a reference while playing the game
so that you can create attack strategies that actually work, and defend against incoming
attacks successfully.

*** The weapon types ***

1. Rocket propelled grenade:
-requires: Nuclear restructuring plant
-excellent vs heavy ground units and buildings.
-very poor vs most other units except hover units.
-units that use this weapon:
 *GDI - Dictator [medium tank]
 *GDI - Hacker [attack buggy]
 *GDI - Prowler [jump jet]
 *GDI - Choker [mutant sergeant]
 *Nod - Fighter [C&C artillery]
 *Nod - Scorcher [subterranean flame tank]
 *Nod - Trespasser [technician]
 *Nod - Mauler [mutant]

2. Laser:
-requires: Tiberium Research Facility
-excellent vs tiberium based infantry.
-very poor vs subterranean units, hover units, and buildings.
-units that use this weapon:
 *GDI - Brawler [disruptor]
 *GDI - Hunter [wolverine]
 *GDI - Pretender [light infantry]
 *Nod - Feuder [stealth tank]
 *Nod - Stalker [cyborg]
 *Nod - Taunter [chameleon spy]

3. Rail gun:
-requires: Phase Generator
-excellent vs cloaked infantry (when they are uncloaked).
-very poor vs any vehicles or buildings.
-units that use this weapon:
 *GDI - Basher [titan]
 *GDI - Destroyer [hover mlrs]
 *GDI - Prosecutor [ghost stalker]
 *GDI - Clasher [tiberian fiend]
 *Nod - Forcer [light tank]
 *Nod - Slayer [cyborg commando]
 *Nod - Traitor [oxanna]
 *Nod - Maimer [mutant soldier]

4. Rocket:
-requires: Anti Gravity Generator
-excellent vs hover units and defense structures.
-very poor vs infantry, buildings, and normal ground vehicles.
-units that use this weapon:
 *GDI - Battlewalker [mammoth mk II]
 *GDI - Harrasser [heavy tank]
 *GDI - Pounder [rocket infantry]
 *GDI - Coercer [umagon]
 *Nod - Avenger [artillery]
 *Nod - Smasher [tick tank]
 *Nod - Tyrant [slavick]
 *Nod - Maniac [baby visceroid]

5. Plasma Cannon
-requires: Subterreanean Research Center
-excellent vs subterranean units and noncombat units (like harvesters).
-very poor vs hover units and defense structures.
-units that use this weapon:
 *GDI - Breaker [mammoth tank]
 *GDI - Deciever [hunter seeker droid]
 *GDI - Pursuer [disc thrower]
 *GDI - Concealer [mutant hijacker]
 *Nod - Attacker [C&C flame tank]
 *Nod - Skirmisher [attack cycle]
 *Nod - Thrasher [tratos]
 *Nod - Martyr [adult visceroid]

*** The unit types ***

1. Heavy ground units
-requires: Nuclear Restructuring Plant
-resistant against the rail gun and rockets.
-gets slaughtered by RPG's.
-units of this type:
 *GDI - Brawler [disruptor]
 *GDI - Battlewalker [mammoth mk II]
 *GDI - Basher [titan]
 *GDI - Breaker [mammoth]
 *Nod - Avenger [artillery]
 *Nod - Attacker [C&C flame tank]

2. Hover tanks
-requires: Anti Gravity Generator
-resistant against plasma cannon, rail gun, and the laser.
-gets slaughtered by rockets.
-units of this type:
 *GDI - Destroyer [mlrs]
 *GDI - Deciever [hunter seeker droid]
 *GDI - Dictator [medium tank]
 *Nod - Forcer [light tank]
 *Nod - Feuder [stealth tank]
 *Nod - Fighter [C&C artillery]

3. Subterranean units
-requires: Subterranean Research Center
-resistant against the rail gun, RPG, and laser.
-gets slaughtered by the plasma cannon.
-units of this type:
 *GDI - Hunter [wolverine]
 *GDI - Hacker [attack buggy]
 *GDI - Harrasser [heavy tank]
 *Nod - Slayer [cyborg commando]
 *Nod - Stalker [cyborg]
 *Nod - Skirmisher [attack cycle]
 *Nod - Scorcher [subterranean flame tank]
 *Nod - Smasher [tick tank]

4. Cloaked infantry
-requires: Phase Generator
-resistant against rockets and RPG's.
-gets slaughtered by the rail gun.
-units of this type:
 *GDI - Pursuer [disc thrower]
 *GDI - Prosecutor [ghost stalker]
 *GDI - Prowler [jumpjet]
 *GDI - Pounder [rocket infantry]
 *GDI - Pretender [light infantry]
 *Nod - Thrasher [tratos]
 *Nod - Traitor [oxanna]
 *Nod - Trespasser [technician]
 *Nod - Tyrant [slavick]
 *Nod - Taunter [chameleon spy]

5. Tiberium based infantry
-requires: Tiberium research facility
-resistant against rockets and RPG's.
-gets slaughtered by the laser.
-units of this type:
 *GDI - Choker [mutant sergeant]
 *GDI - Clasher [tiberian fiend]
 *GDI - Coercer [umagon]
 *GDI - Concealer [mutant hijacker]
 *Nod - Mauler [mutant]
 *Nod - Maimer [mutant soldier]
 *Nod - Maniac [baby visceroid]
 *Nod - Martyr [adult visceroid]

*** The prerequisites ***

Each unit requires prerequisite buildings to be constructed before it is available: One
for its weapon and one for its unit type. Thus, at least two tech buildings are required
to build a combat unit. You must build all five to have the full range of units.

1. Phase Generator [radar]
-allows unit type: cloaked infantry
-allows weapon type: railgun
-cost: 1000
-power required: 20
-techlevel: 1

2. Anti Gravity Generator [stealth generator/firestorm defense]
-allows unit type: hover tank
-allows weapon type: rockets
-cost: 1500
-power required: 50
-techlevel: 1

3. Tiberium Research Facility [tiberium waste facility]
-allows unit type: tiberium infantry
-allows weapon type: laser
-cost: 2000
-power required: 100
-techlevel: 2

4. Subterranean Research Center [temple of nod/upgrade center]
-allows unit type: subterranean units
-allows weapon type: plasma cannon
-cost: 2500
-power required: 200
-techlevel: 4

5. Nuclear Restructuring Plant [tech center]
-allows unit type: heavy vehicles
-allows weapon type: RPG
-cost: 3000
-power required: 400
-techlevel: 7

*** Techlevels ***

1: Destroyer, Forcer, Pounder, Prosecutor, Traitor, MSA
2: Clasher, Maimer, Pretender, Taunter, Tyrant
3: Feuder, Coercer, Maniac, Engineer
4: Slayer, Pursuer, Thrasher, Medic, Sub. APC, Amphib. APC
5: Deciever, Harrasser, Skirmisher, Smasher, ICBM, Orca fighter, Harpy, Carryall
6: Hunter, Stalker, Concealer, Martyr
7: Basher, Prowler, Trespasser, Repair vehicle
8: Avenger, Battle walker, Dictator, Fighter
9: Brawler, Choker, Mauler, Orca Bomber, Banshee
10: Attacker, Breaker, Hacker, Scorcher, MCV

*** Other units/structures ***

-The orca and the harpy are now identical: they have a really long range and are really
destructive against defensive structures, but their firing rate is really slow.
-The ICBM is now a mobile sam site that cloaks when it is deployed. It has a range of
less than the orca and harpy. Deploy them outside your base for best effect.
-The deployable sensor array is now only 250 credits and its speed has been increased, so
that it can offset all the cloaked infantry running around (at only 150 a piece).
-Each side has a subterranean unit killer defensive structure (the vulcan tower for GDI 
and the laser turret for Nod), and a RPG launcher (RPG for GDI and obelisk for Nod).

*** Attack strategies ***

My personal favorite attack (with Nod unit names) is combining ten Fighters on group 1, ten
Avengers on group 2, and ten Forcers on group 3. Target all defense structures with the
Avengers and buildings with the Fighters, and have the Forcers on reserve to take out the
pesky infantry that come out of destroyed buildings (hover units can't squish them, and
they run away from the slow Avengers). You can slaughter an AI base (level 0 or 1) with
only this group of units. A human opponent is a different story, however... they will know
how to counteract your attacks.

Starving the resources: Decievers and Skirmishers are particularly good at taking out
harvesters. Use them in groups of about 5 or more and you can take out a harvester without
your opponent being able to respond to the attack.

*** Credits/legal stuff ***

Kaosmode: For making the title graphic in the in-game menu
Presto: For attempting to play the mod with me
Bounty: For successfully playing the mod with me
ZTXJim: For discovering the hidden tanks, and his tutorial on adding them
CmdrGreg: For giving me his opinion on my mod
Westwood: For making the game

I am not affiliated with Westwood at all, I am merely a fan of their games. This TS mod
may be distributed to anyone you like as long as you do not charge anything for it
except for the cost of the medium (paper, disk, whatever).

The latest version of Alkaline's Rules of Engagement is always available at Rising Sun
Network (http://www.cnc2.com). My e-mail is alkaline@bigfoot.com if you have any suggestions,
complaints, or bug reports.
