DogWars -- v1.0
"I'd like to see the dog kennels please" -- Monty Python
by Foorooster@aol.com
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To play, backup your rules.ini file, then rename dogwars.ini rules.ini
and place in your Red Alert directory
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In the future, the allies and soviets will have fought until nearly all
resources are exhausted.  Despite the long war, overpopulation is a major
problem.  Both sides were running out of bullets, when all of a sudden...
no one knows which side originally came up with the idea, but it spread
quickly on both sides.  Instead of wasting ore on bullets, they would use
something they had plenty of because of the overpopulation -- the family dog.
(People also had to eat a product called Soylent Green, but that's another
story)  So, both sides now armed with little new technology but brand new
bullets, their old technology had to be fixed to use Fido as ammo.
-Rocket Soldiers had their bazookas outfitted with Spot-o-matics.
-Artillery was armed with a catapault to make sure that Rex never chases the
mailman again, and neither does anything he hits.
-All tanks had their barrels widened to fit in the new ammo:
   Light tanks have explosive chiuauas.
   Medium tanks were outfitted to shoot German Shephards.
   Heavy Tanks can fire a burst of two poodles, each holding a grenade.
   Mammoth Tanks fire a volley of Beethoven clones (the dog not the composer)
-And as every dog owner knows, you have to keep a dog where he has to be.
So both sides have developed wire fences to the point that, well, they are
actually just like before.  I mean, it's not like you can develop wire
fence technology that far.
-Cruisers had their barrels widened to accomodate enough dogs to kill an
entire building with one shot.  One shot from the new cruiser has over ten
dogs in it, some of which have lice.
-Pillboxes have been renamed the TriumphBoxes.  They are very good
buildings...for me to poop on!

However, the new situation had some side-effects, some benificial, some
harmful.
-First off, because of the new Dog technology, dogs have become extrememly
cheap.
-Because of the overpopulation, it is now legal to train civilians, or as
the generals call them, "cannon fodder"  They are cheap, and aimed with
the family pet.  Unfortunatly, they are slow, in more than one sense of the
word.
-Lets face it.  Dogs can make big messes.  So if need be, the Construction
Yard can re-deploy into an MCV, and leave the dog mess behind.
-Dogs can shed a lot.  And if you are ever a dog yourself, you can bet your
hairy back you'll shed a whole lot more after being shot from a cannon.  So
the dogs from the Cruisers and the Artillery will sometimes shed while
flying through the air.

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Now, if you haven't guessed by now, DogWars is an incredibly stupid
rules.ini file.  Basically, all the ammo, except for machineguns and I think
the Parabombs (I haven't tried to see if they work) is instead dogs.  That's
it.  The only real changes are the side-effects listed above, and the fact
that dog kennels can be built by everyone now, for obvious reasons.

You don't need Counterstrike or Aftermath or whatever else to play DogWars

DogWars shouldn't give you any problems.  If it does, then, well, too bad.
When I tested it it was fine.

If you have any suggestions, or ideas or whatever, send them to:
foorooster@aol.com

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I want to add some things.  If you know how to add any of the following to
a rules.ini file then please tell me.
-the sound of a dog dying when the a-bomb blows up
-whenever a crate is picked up, it is a dog (a random number of dogs would
be nice)
-(this one I know has to be done out of rules.ini) how to make a picture
for when you are constructing a civilian (on the right scrollbar)
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"Mommy, what's wrong with Old Yeller?"
