Merge pull request #9615 from reaperrr/d2k-rest1
Remaining D2k changes to restore original balancing/gameplay
This commit is contained in:
@@ -18,16 +18,16 @@ namespace OpenRA.Mods.D2k.Traits
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class SandwormInfo : WandersInfo, Requires<MobileInfo>, Requires<WithSpriteBodyInfo>, Requires<AttackBaseInfo>
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class SandwormInfo : WandersInfo, Requires<MobileInfo>, Requires<WithSpriteBodyInfo>, Requires<AttackBaseInfo>
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{
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{
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[Desc("Time between rescanning for targets (in ticks).")]
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[Desc("Time between rescanning for targets (in ticks).")]
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public readonly int TargetRescanInterval = 32;
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public readonly int TargetRescanInterval = 125;
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[Desc("The radius in which the worm \"searches\" for targets.")]
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[Desc("The radius in which the worm \"searches\" for targets.")]
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public readonly WDist MaxSearchRadius = WDist.FromCells(27);
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public readonly WDist MaxSearchRadius = WDist.FromCells(20);
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[Desc("The range at which the worm launches an attack regardless of noise levels.")]
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[Desc("The range at which the worm launches an attack regardless of noise levels.")]
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public readonly WDist IgnoreNoiseAttackRange = WDist.FromCells(3);
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public readonly WDist IgnoreNoiseAttackRange = WDist.FromCells(3);
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[Desc("The chance this actor has of disappearing after it attacks (in %).")]
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[Desc("The chance this actor has of disappearing after it attacks (in %).")]
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public readonly int ChanceToDisappear = 80;
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public readonly int ChanceToDisappear = 100;
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[Desc("Name of the sequence that is used when the actor is idle or moving (not attacking).")]
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[Desc("Name of the sequence that is used when the actor is idle or moving (not attacking).")]
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[SequenceReference] public readonly string IdleSequence = "idle";
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[SequenceReference] public readonly string IdleSequence = "idle";
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@@ -20,13 +20,13 @@ namespace OpenRA.Mods.D2k.Traits
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class WormManagerInfo : ITraitInfo
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class WormManagerInfo : ITraitInfo
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{
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{
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[Desc("Minimum number of worms")]
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[Desc("Minimum number of worms")]
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public readonly int Minimum = 2;
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public readonly int Minimum = 0;
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[Desc("Maximum number of worms")]
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[Desc("Maximum number of worms")]
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public readonly int Maximum = 4;
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public readonly int Maximum = 4;
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[Desc("Time (in ticks) between worm spawn.")]
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[Desc("Time (in ticks) between worm spawn.")]
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public readonly int SpawnInterval = 3000;
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public readonly int SpawnInterval = 6000;
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[Desc("Name of the actor that will be spawned.")]
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[Desc("Name of the actor that will be spawned.")]
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public readonly string WormSignature = "sandworm";
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public readonly string WormSignature = "sandworm";
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@@ -31,12 +31,12 @@ sandworm:
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Name: Sandworm
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Name: Sandworm
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Description: Attracted by vibrations in the sand.\nWill eat units whole and has a large appetite.
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Description: Attracted by vibrations in the sand.\nWill eat units whole and has a large appetite.
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Health:
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Health:
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HP: 1200
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HP: 9990
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Radius: 3
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Radius: 256
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Armor:
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Armor:
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Type: None
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Type: None
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Mobile:
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Mobile:
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Speed: 50
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Speed: 42
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TerrainSpeeds:
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TerrainSpeeds:
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Sand: 100
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Sand: 100
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Dune: 100
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Dune: 100
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@@ -22,22 +22,22 @@
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1600: firepower, damage, speed, reload, inaccuracy, rank, eliteweapon, selfheal
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1600: firepower, damage, speed, reload, inaccuracy, rank, eliteweapon, selfheal
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FirepowerMultiplier@EXPERIENCE:
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FirepowerMultiplier@EXPERIENCE:
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UpgradeTypes: firepower
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UpgradeTypes: firepower
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Modifier: 105, 110, 120, 130
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Modifier: 105, 110, 115, 125
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DamageMultiplier@EXPERIENCE:
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DamageMultiplier@EXPERIENCE:
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UpgradeTypes: damage
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UpgradeTypes: damage
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Modifier: 95, 90, 85, 75
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Modifier: 96, 92, 88, 80
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SpeedMultiplier@EXPERIENCE:
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SpeedMultiplier@EXPERIENCE:
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UpgradeTypes: speed
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UpgradeTypes: speed
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Modifier: 105, 110, 120, 140
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Modifier: 105, 110, 115, 125
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ReloadDelayMultiplier@EXPERIENCE:
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ReloadDelayMultiplier@EXPERIENCE:
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UpgradeTypes: reload
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UpgradeTypes: reload
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Modifier: 95, 90, 85, 75
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Modifier: 96, 92, 88, 80
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InaccuracyMultiplier@EXPERIENCE:
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InaccuracyMultiplier@EXPERIENCE:
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UpgradeTypes: inaccuracy
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UpgradeTypes: inaccuracy
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Modifier: 90, 80, 70, 50
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Modifier: 90, 80, 70, 50
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SelfHealing@ELITE:
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SelfHealing@ELITE:
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Step: 2
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Step: 2
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Ticks: 100
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Ticks: 125
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HealIfBelow: 1
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HealIfBelow: 1
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DamageCooldown: 125
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DamageCooldown: 125
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UpgradeTypes: selfheal
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UpgradeTypes: selfheal
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@@ -124,13 +124,10 @@
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Targetable:
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Targetable:
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TargetTypes: Ground, Vehicle
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TargetTypes: Ground, Vehicle
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RequiresForceFire: yes
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RequiresForceFire: yes
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Capturable:
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Type: husk
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AllowAllies: yes
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CaptureThreshold: 1.0
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TransformOnCapture:
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ForceHealthPercentage: 25
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DisabledOverlay:
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DisabledOverlay:
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Explodes:
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Weapon: UnitExplodeMed
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EmptyWeapon: UnitExplodeMed
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^AircraftHusk:
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^AircraftHusk:
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Inherits: ^Husk
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Inherits: ^Husk
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@@ -178,7 +175,7 @@
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Rough: 80
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Rough: 80
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SelectionDecorations:
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SelectionDecorations:
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Selectable:
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Selectable:
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Bounds: 12,18,0,-6
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Bounds: 12,20,0,-4
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Targetable:
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Targetable:
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TargetTypes: Ground, Infantry
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TargetTypes: Ground, Infantry
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QuantizeFacingsFromSequence:
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QuantizeFacingsFromSequence:
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@@ -259,7 +256,7 @@
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WithBuildingExplosion:
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WithBuildingExplosion:
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RepairableBuilding:
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RepairableBuilding:
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EmitInfantryOnSell:
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EmitInfantryOnSell:
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ActorTypes: light_inf,light_inf,light_inf,light_inf,light_inf,trooper,trooper,trooper,engineer
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ActorTypes: light_inf
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MustBeDestroyed:
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MustBeDestroyed:
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RequiredForShortGame: true
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RequiredForShortGame: true
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FrozenUnderFog:
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FrozenUnderFog:
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@@ -276,8 +273,8 @@
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DamagedWithoutFoundation:
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DamagedWithoutFoundation:
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ThrowsShrapnel:
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ThrowsShrapnel:
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Weapons: Debris, Debris2, Debris3, Debris4
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Weapons: Debris, Debris2, Debris3, Debris4
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Pieces: 3, 7
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Pieces: 2, 5
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Range: 2c0, 5c0
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Range: 1c512, 4c0
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WithMakeAnimation:
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WithMakeAnimation:
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^Defense:
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^Defense:
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@@ -294,9 +291,9 @@
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LineBuildNode:
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LineBuildNode:
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Types: turret
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Types: turret
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ThrowsShrapnel:
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ThrowsShrapnel:
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Weapons: Debris, Debris2, Debris3, Debris4
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Weapons: Debris, Debris3
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Pieces: 2, 5
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Pieces: 2, 2
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Range: 2c0, 5c0
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Range: 2c0, 4c0
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MustBeDestroyed:
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MustBeDestroyed:
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RequiredForShortGame: false
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RequiredForShortGame: false
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@@ -164,6 +164,7 @@ upgrade.conyard:
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Description: Unlocks new construction options
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Description: Unlocks new construction options
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Buildable:
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Buildable:
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BuildPaletteOrder: 50
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BuildPaletteOrder: 50
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Prerequisites: construction_yard
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Queue: Upgrade
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Queue: Upgrade
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BuildLimit: 1
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BuildLimit: 1
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Valued:
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Valued:
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@@ -16,6 +16,7 @@
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RemoveInstead: true
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RemoveInstead: true
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Buildable:
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Buildable:
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Queue: Building
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Queue: Building
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Prerequisites: construction_yard
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BuildPaletteOrder: 10
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BuildPaletteOrder: 10
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concretea:
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concretea:
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@@ -38,7 +39,7 @@ concreteb:
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CustomBuildTimeValue:
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CustomBuildTimeValue:
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Value: 81
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Value: 81
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Buildable:
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Buildable:
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Prerequisites: upgrade.conyard
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Prerequisites: construction_yard, upgrade.conyard
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construction_yard:
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construction_yard:
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Inherits: ^Building
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Inherits: ^Building
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@@ -60,7 +61,6 @@ construction_yard:
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Range: 5c768
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Range: 5c768
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Production:
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Production:
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Produces: Building, Upgrade
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Produces: Building, Upgrade
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Exit:
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Valued:
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Valued:
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Cost: 2000
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Cost: 2000
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Tooltip:
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Tooltip:
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@@ -82,11 +82,13 @@ construction_yard:
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WithBuildingPlacedOverlay:
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WithBuildingPlacedOverlay:
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Palette: d2k
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Palette: d2k
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PrimaryBuilding:
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PrimaryBuilding:
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ProvidesPrerequisite@buildingname:
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wind_trap:
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wind_trap:
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Inherits: ^Building
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Inherits: ^Building
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Buildable:
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Buildable:
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Queue: Building
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Queue: Building
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Prerequisites: construction_yard
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BuildPaletteOrder: 10
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BuildPaletteOrder: 10
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Selectable:
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Selectable:
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Bounds: 64,64
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Bounds: 64,64
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@@ -122,7 +124,7 @@ wind_trap:
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barracks:
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barracks:
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Inherits: ^Building
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Inherits: ^Building
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Buildable:
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Buildable:
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Prerequisites: wind_trap
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Prerequisites: construction_yard, wind_trap
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Queue: Building
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Queue: Building
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BuildPaletteOrder: 40
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BuildPaletteOrder: 40
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Selectable:
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Selectable:
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@@ -180,7 +182,7 @@ barracks:
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refinery:
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refinery:
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Inherits: ^Building
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Inherits: ^Building
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Buildable:
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Buildable:
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Prerequisites: wind_trap
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Prerequisites: construction_yard, wind_trap
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Queue: Building
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Queue: Building
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BuildPaletteOrder: 20
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BuildPaletteOrder: 20
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Selectable:
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Selectable:
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@@ -233,7 +235,7 @@ refinery:
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silo:
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silo:
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Inherits: ^Building
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Inherits: ^Building
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Buildable:
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Buildable:
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Prerequisites: refinery
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Prerequisites: construction_yard, refinery
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Queue: Building
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Queue: Building
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BuildPaletteOrder: 30
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BuildPaletteOrder: 30
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Selectable:
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Selectable:
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@@ -278,7 +280,7 @@ silo:
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light_factory:
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light_factory:
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Inherits: ^Building
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Inherits: ^Building
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Buildable:
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Buildable:
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Prerequisites: refinery
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Prerequisites: construction_yard, refinery
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Queue: Building
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Queue: Building
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BuildPaletteOrder: 70
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BuildPaletteOrder: 70
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Selectable:
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Selectable:
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@@ -337,7 +339,7 @@ light_factory:
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heavy_factory:
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heavy_factory:
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Inherits: ^Building
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Inherits: ^Building
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Buildable:
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Buildable:
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Prerequisites: refinery
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Prerequisites: construction_yard, refinery
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Queue: Building
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Queue: Building
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BuildPaletteOrder: 100
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BuildPaletteOrder: 100
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Selectable:
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Selectable:
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@@ -402,7 +404,7 @@ outpost:
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CanPowerDown:
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CanPowerDown:
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DisabledOverlay:
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DisabledOverlay:
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Buildable:
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Buildable:
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Prerequisites: barracks, ~techlevel.medium
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Prerequisites: construction_yard, barracks, ~techlevel.medium
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Queue: Building
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Queue: Building
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BuildPaletteOrder: 50
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BuildPaletteOrder: 50
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Selectable:
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Selectable:
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@@ -443,7 +445,7 @@ starport:
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Name: Starport
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Name: Starport
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Description: Dropzone for quick reinforcements, at a price.\n Requires power to operate
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Description: Dropzone for quick reinforcements, at a price.\n Requires power to operate
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Buildable:
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Buildable:
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Prerequisites: heavy_factory, outpost, ~techlevel.high
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Prerequisites: construction_yard, heavy_factory, outpost, ~techlevel.high
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Queue: Building
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Queue: Building
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BuildPaletteOrder: 80
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BuildPaletteOrder: 80
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Valued:
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Valued:
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@@ -503,7 +505,7 @@ wall:
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HiddenUnderShroud:
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HiddenUnderShroud:
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Buildable:
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Buildable:
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Queue: Building
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Queue: Building
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Prerequisites: barracks
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Prerequisites: construction_yard, barracks
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BuildPaletteOrder: 60
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BuildPaletteOrder: 60
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SoundOnDamageTransition:
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SoundOnDamageTransition:
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DamagedSounds:
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DamagedSounds:
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@@ -552,7 +554,7 @@ medium_gun_turret:
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Inherits: ^Defense
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Inherits: ^Defense
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Buildable:
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Buildable:
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Queue: Building
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Queue: Building
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Prerequisites: barracks
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Prerequisites: construction_yard, barracks
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BuildPaletteOrder: 90
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BuildPaletteOrder: 90
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Valued:
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Valued:
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Cost: 550
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Cost: 550
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@@ -594,7 +596,7 @@ large_gun_turret:
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Inherits: ^Defense
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Inherits: ^Defense
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Buildable:
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Buildable:
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Queue: Building
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Queue: Building
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Prerequisites: outpost, upgrade.conyard, ~techlevel.medium
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Prerequisites: construction_yard, outpost, upgrade.conyard, ~techlevel.medium
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BuildPaletteOrder: 120
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BuildPaletteOrder: 120
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Valued:
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Valued:
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Cost: 750
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Cost: 750
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@@ -637,7 +639,7 @@ repair_pad:
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Inherits: ^Building
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Inherits: ^Building
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Buildable:
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Buildable:
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Queue: Building
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Queue: Building
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Prerequisites: heavy_factory, upgrade.heavy, ~techlevel.medium
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Prerequisites: construction_yard, heavy_factory, upgrade.heavy, ~techlevel.medium
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BuildPaletteOrder: 130
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BuildPaletteOrder: 130
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Valued:
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Valued:
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Cost: 800
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Cost: 800
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@@ -680,7 +682,7 @@ repair_pad:
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high_tech_factory:
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high_tech_factory:
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Inherits: ^Building
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Inherits: ^Building
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Buildable:
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Buildable:
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Prerequisites: outpost, ~techlevel.medium
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Prerequisites: construction_yard, outpost, ~techlevel.medium
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Queue: Building
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Queue: Building
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BuildPaletteOrder: 110
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BuildPaletteOrder: 110
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Selectable:
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Selectable:
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@@ -738,7 +740,7 @@ research_centre:
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Inherits: ^Building
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Inherits: ^Building
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Buildable:
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Buildable:
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Queue: Building
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Queue: Building
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Prerequisites: outpost, heavy_factory, upgrade.heavy, ~techlevel.high
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Prerequisites: construction_yard, outpost, heavy_factory, upgrade.heavy, ~techlevel.high
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BuildPaletteOrder: 140
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BuildPaletteOrder: 140
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Selectable:
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Selectable:
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Bounds: 96,64,0,16
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Bounds: 96,64,0,16
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@@ -775,7 +777,7 @@ research_centre:
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palace:
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palace:
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Inherits: ^Building
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Inherits: ^Building
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Buildable:
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Buildable:
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Prerequisites: research_centre, ~techlevel.high
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Prerequisites: construction_yard, research_centre, ~techlevel.high
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Queue: Building
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Queue: Building
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BuildPaletteOrder: 150
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BuildPaletteOrder: 150
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Selectable:
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Selectable:
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