From 43995ebb282ce74c3d131644308a635ec533bc4d Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 26 Jan 2013 15:24:28 -0800 Subject: [PATCH] re-wrote structures.yaml MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Structures should now have same values C&C Gold now.  Helipad is not perfect (unit does not spawn in the center) There may be issues with how the ion cannon does damage differently to weapons factory vs. airfield (also an issue in regular CNC fork). List of buildings has been organized from basic to advanced, and in-game build menu has been changed to be more logical.  --- mods/cnc-classic/rules/structures.yaml | 413 +++++++++++++++---------- 1 file changed, 254 insertions(+), 159 deletions(-) diff --git a/mods/cnc-classic/rules/structures.yaml b/mods/cnc-classic/rules/structures.yaml index 3e03fa5e6d..9ade80a36e 100644 --- a/mods/cnc-classic/rules/structures.yaml +++ b/mods/cnc-classic/rules/structures.yaml @@ -2,7 +2,7 @@ FACT: Inherits: ^Building -Buildable: Valued: - Cost: 2000 + Cost: 5000 Tooltip: Name: Construction Yard Icon: mcvicnh @@ -12,20 +12,34 @@ FACT: Footprint: xxx xxx Dimensions: 3,2 Health: - HP: 2000 - Armor: - Type: Heavy + HP: 800 RevealsShroud: - Range: 10 - Bib: + Range: 5 + # Range: 3 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Production: Produces: Building,Defense Transforms: IntoActor: mcv Offset:1,1 Facing: 108 + ProductionQueue@Building: + Type: Building + Group: Building + BuildSpeed: .5 + LowPowerSlowdown: 3 + QueuedAudio: Building + ReadyAudio: ConstructionComplete + ProductionQueue@Defense: + Type: Defense + Group: Defense + BuildSpeed: .5 + LowPowerSlowdown: 3 + QueuedAudio: Building + ReadyAudio: ConstructionComplete BaseBuilding: ProductionBar: + Bib: NUKE: Inherits: ^Building @@ -34,13 +48,12 @@ NUKE: Tooltip: Name: Power Plant Icon: nukeicnh - Description: Generates power + Description: Provides power for other structures ProvidesCustomPrerequisite: Prerequisite: anypower Buildable: BuildPaletteOrder: 10 Owner: gdi,nod - Prerequisites: fact Building: Power: 100 Footprint: x_ xx @@ -49,18 +62,20 @@ NUKE: HP: 400 RevealsShroud: Range: 4 + # Range: 2 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: PROC: Inherits: ^Building Valued: - Cost: 1500 + Cost: 2000 Tooltip: Name: Tiberium Refinery Icon: procicnh - Description: Processes raw Tiberium\ninto useable resources + Description: Processes raw Tiberium into useable resources Buildable: - BuildPaletteOrder: 30 + BuildPaletteOrder: 20 Prerequisites: anypower Owner: gdi,nod Building: @@ -71,20 +86,22 @@ PROC: HP: 900 RevealsShroud: Range: 6 + # Range: 4 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: TiberiumRefinery: DockOffset: 0,2 - TickRate: 15 + TickLifetime: 30 + TickVelocity: 1 + TickRate: 125 StoresOre: PipColor: Green - PipCount: 18 - Capacity: 1800 + PipCount: 10 + Capacity: 1000 Selectable: Bounds: 73,72 CustomSellValue: - Value: 300 - CustomBuildTimeValue: - Value: 80 + Value: 600 FreeActor: Actor: HARV InitialActivity: FindResources @@ -93,6 +110,32 @@ PROC: -RenderBuilding: RenderBuildingRefinery: +NUK2: + Inherits: ^Building + Valued: + Cost: 700 + Tooltip: + Name: Advanced Power Plant + Icon:nuk2icnh + Description: Provides more power, cheaper than the \nstandard Power Plant + ProvidesCustomPrerequisite: + Prerequisite: anypower + Buildable: + BuildPaletteOrder: 30 + Prerequisites: nuke + Owner: gdi,nod + Building: + Power: 200 + Footprint: x_ xx + Dimensions: 2,2 + Health: + HP: 600 + RevealsShroud: + Range: 4 + # Range: 2 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate + Bib: + SILO: Inherits: ^Building Valued: @@ -110,20 +153,23 @@ SILO: Power: -10 Footprint: xx Dimensions: 2,1 - -GivesBuildableArea: + GivesBuildableArea: Health: HP: 300 RevealsShroud: Range: 4 + # Range: 2 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate RenderBuildingSilo: StoresOre: - PipCount: 12 + PipCount: 15 PipColor: Green - Capacity: 1200 + Capacity: 1500 Selectable: Bounds: 49,24 -RenderBuilding: -EmitInfantryOnSell: + Bib: PYLE: Inherits: ^Building @@ -144,9 +190,11 @@ PYLE: Footprint: xx xx Dimensions: 2,2 Health: - HP: 500 + HP: 800 RevealsShroud: Range: 5 + # Range: 3 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: RallyPoint: Exit@1: @@ -158,7 +206,7 @@ PYLE: Production: Produces: Infantry ProductionBar: - + HAND: Inherits: ^Building Valued: @@ -178,9 +226,11 @@ HAND: Footprint: __ xx xx Dimensions: 2,3 Health: - HP: 500 + HP: 800 RevealsShroud: Range: 5 + # Range: 3 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: RallyPoint: Exit@1: @@ -197,11 +247,11 @@ AFLD: Tooltip: Name: Airstrip Icon: afldicnh - Description: Provides a dropzone\nfor vehicle reinforcements + Description: Provides a dropzone for vehicle reinforcements ProvidesCustomPrerequisite: Prerequisite: vehicleproduction Buildable: - BuildPaletteOrder: 60 + BuildPaletteOrder: 50 Prerequisites: proc Owner: nod Building: @@ -209,9 +259,13 @@ AFLD: Footprint: xxxx xxxx Dimensions: 4,2 Health: - HP: 1750 + HP: 1000 + Armor: + Type: Heavy RevealsShroud: Range: 7 + # Range: 5 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: RallyPoint: RallyPoint: 4,2 @@ -224,17 +278,18 @@ AFLD: ProductionBar: WEAP: +#light Inherits: ^Building Valued: Cost: 2000 Tooltip: Name: Weapons Factory Icon: weapicnh - Description: Assembly point for\nvehicle reinforcements + Description: Assembly point for vehicle reinforcements ProvidesCustomPrerequisite: Prerequisite: vehicleproduction Buildable: - BuildPaletteOrder: 60 + BuildPaletteOrder: 50 Prerequisites: proc Owner: gdi Building: @@ -242,9 +297,13 @@ WEAP: Footprint: ___ xxx === Dimensions: 3,3 Health: - HP: 1750 + HP: 400 + Armor: + Type: Light RevealsShroud: - Range: 4 + Range: 5 + # Range: 3 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: -RenderBuilding: RenderBuildingWarFactory: @@ -257,6 +316,97 @@ WEAP: Produces: Vehicle ProductionBar: +HPADGDI: + Inherits: ^Building + Valued: + Cost: 1500 + CustomSellValue: + Value: 300 + Tooltip: + Name: Helipad (GDI) + Icon:hpadicnh + Description: Produces and reloads helicopters + ProvidesCustomPrerequisite: + Prerequisite: hpad + Buildable: + BuildPaletteOrder: 60 + Prerequisites: barracks + Owner: gdi + Building: + Power: -10 + Footprint: xx xx + Dimensions: 2,2 + Health: + HP: 800 + RevealsShroud: + Range: 5 + # Range: 3 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate + FreeActor: + Actor: ORCA + Facing: 3 + Exit@1: +# SpawnOffset: 0,0 + SpawnOffset: 0,-6 + Production: + Produces: Aircraft + BelowUnits: + Reservable: + RepairsUnits: + RallyPoint: + ProductionQueue: + Type: Aircraft + Group: Aircraft + BuildSpeed: .5 + LowPowerSlowdown: 3 + ProductionBar: + Bib: + +HPADNOD: + Inherits: ^Building + Valued: + Cost: 1500 + CustomSellValue: + Value: 300 + Tooltip: + Name: Helipad (Nod) + Icon:hpadicnh + Description: Produces and reloads helicopters + ProvidesCustomPrerequisite: + Prerequisite: hpad + Buildable: + BuildPaletteOrder: 60 + Prerequisites: barracks + Owner: nod + Building: + Power: -10 + Footprint: xx xx + Dimensions: 2,2 + Health: + HP: 800 + RevealsShroud: + Range: 5 + # Range: 3 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate + FreeActor: + Actor: HELI + Exit@1: + SpawnOffset: 0,0 +# SpawnOffset: 0,-6 + Production: + Produces: Aircraft + BelowUnits: + Reservable: + RepairsUnits: + RallyPoint: + ProductionQueue: + Type: Aircraft + Group: Aircraft + BuildSpeed: .5 + LowPowerSlowdown: 3 + ProductionBar: + Bib: + HQ: RequiresPower: CanPowerDown: @@ -268,7 +418,7 @@ HQ: Icon: hqicnh Description: Provides an overview of the battlefield.\n Requires power to operate. Buildable: - BuildPaletteOrder: 80 + BuildPaletteOrder: 70 Prerequisites: proc Owner: gdi,nod Building: @@ -278,46 +428,12 @@ HQ: Health: HP: 1000 RevealsShroud: - Range: 10 + Range: 12 + # Range: 10 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: ProvidesRadar: - RenderDetectionCircle: - DetectCloaked: - Range: 8 - AirstrikePower: - Image: bombicnh - ChargeTime: 240 - Description: Air Strike - LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line. - EndChargeSound: airredy1.aud - SelectTargetSound: select1.aud - UnitType: a10 - SupportPowerChargeBar: -NUK2: - Inherits: ^Building - Valued: - Cost: 500 - Tooltip: - Name: Advanced Power Plant - Icon:nuk2icnh - Description: Provides more power, cheaper than the \nstandard Power Plant - ProvidesCustomPrerequisite: - Prerequisite: anypower - Buildable: - BuildPaletteOrder: 90 - Prerequisites: hq - Owner: gdi,nod - Building: - Power: 200 - Footprint: xx xx - Dimensions: 2,2 - Health: - HP: 650 - RevealsShroud: - Range: 4 - Bib: - FIX: Inherits: ^Building Valued: @@ -327,7 +443,7 @@ FIX: Icon: fixicnh Description: Repairs vehicles and allows the\nconstruction of additional bases. Buildable: - BuildPaletteOrder: 70 + BuildPaletteOrder: 80 Prerequisites: vehicleproduction Owner: gdi,nod Building: @@ -338,51 +454,26 @@ FIX: HP: 800 RevealsShroud: Range: 5 + # Range: 3 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate BelowUnits: Reservable: RepairsUnits: RallyPoint: - -HPAD: - Inherits: ^Building - Valued: - Cost: 1500 - Tooltip: - Name: Helipad - Icon:hpadicnh - Description: Produces, rearms and\nrepairs helicopters - Buildable: - BuildPaletteOrder: 50 - Prerequisites: barracks - Owner: gdi,nod - Building: - Power: -10 - Footprint: xx xx - Dimensions: 2,2 - Health: - HP: 400 - RevealsShroud: - Range: 5 - Exit@1: - SpawnOffset: 0,-6 - Production: - Produces: Aircraft - BelowUnits: - Reservable: - RepairsUnits: - RallyPoint: - ProductionBar: EYE: +#wood RequiresPower: CanPowerDown: Inherits: ^Building Valued: - Cost: 1800 + Cost: 2800 Tooltip: Name: Advanced Communications Center Icon: eyeicnh Description: Provides access to the Ion Cannon.\n Requires power to operate. + ProvidesCustomPrerequisite: + Prerequisite: techbuilding Buildable: BuildPaletteOrder: 100 Prerequisites: hq @@ -394,15 +485,14 @@ EYE: Health: HP: 1000 RevealsShroud: - Range: 10 + Range: 12 + # Range: 10 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: ProvidesRadar: - RenderDetectionCircle: - DetectCloaked: - Range: 8 IonCannonPower: Image: ionicnh - ChargeTime: 180 + ChargeTime: 280 Description: Ion Cannon LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area. BeginChargeSound: ionchrg1.aud @@ -416,11 +506,13 @@ TMPL: CanPowerDown: Inherits: ^Building Valued: - Cost: 2000 + Cost: 3000 Tooltip: Name: Temple of Nod Icon: tmplicnh - Description: Place of worship and secret missile silo.\n Requires power to operate. + Description: Place of worship and secret missile silo.\nRequires power to operate. + ProvidesCustomPrerequisite: + Prerequisite: techbuilding Buildable: BuildPaletteOrder: 100 Prerequisites: hq @@ -431,12 +523,16 @@ TMPL: Dimensions: 3,3 Health: HP: 2000 + Armor: + Type: Light RevealsShroud: Range: 6 + # Range: 4 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: NukePower: Image: atomicnh - ChargeTime: 300 + ChargeTime: 405 Description: Nuclear Strike LongDesc: Launch a tactical nuke.\nApplies heavy damage over a large area. BeginChargeSound: @@ -454,11 +550,11 @@ OBLI: Tooltip: Name: Obelisk of Light Icon:obliicnh - Description: Advanced base defense.\n Requires power to operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft + Description: Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft Buildable: Queue: Defense BuildPaletteOrder: 60 - Prerequisites: tmpl + Prerequisites: hq Owner: nod Building: Power: -150 @@ -468,9 +564,12 @@ OBLI: Health: HP: 400 Armor: - Type: Heavy + Type: Light RevealsShroud: - Range: 8 + Range: 9 + # Range: 5 + # RevealShroud range was set to equal 1 + its weapon range (due to possible rendering issues with shroud for OpenRA). + # (Range of Obelisk laser is 7.5) RenderBuildingCharge: ChargeAudio: obelpowr.aud AttackTurreted: @@ -483,16 +582,16 @@ OBLI: -RenderBuilding: RenderRangeCircle: -EmitInfantryOnSell: - RenderDetectionCircle: +# RenderDetectionCircle: DetectCloaked: - Range: 6 + Range: 5 CYCL: Inherits: ^Wall Valued: - Cost: 25 - CustomSellValue: - Value: 0 + Cost: 75 +# CustomSellValue: +# Value: 0 Tooltip: Name: Chain Link Barrier Icon:cyclicnh @@ -501,18 +600,18 @@ CYCL: Queue: Defense BuildPaletteOrder: 20 Prerequisites: fact - Owner: nod + Owner: gdi, nod Health: - HP: 100 + HP: 50 Armor: - Type: Light + Type: Wall SBAG: Inherits: ^Wall Valued: - Cost: 25 - CustomSellValue: - Value: 0 + Cost: 50 +# CustomSellValue: +# Value: 0 Tooltip: Name: Sandbag Barrier Icon:sbagicnh @@ -521,18 +620,18 @@ SBAG: Queue: Defense BuildPaletteOrder: 20 Prerequisites: fact - Owner: gdi + Owner: gdi, nod Health: - HP: 100 + HP: 25 Armor: - Type: Light + Type: Wall BRIK: - Inherits: ^Wall + Inherits: ^HeavyWall Valued: Cost: 100 - CustomSellValue: - Value: 0 +# CustomSellValue: +# Value: 0 Tooltip: Name: Concrete Barrier Icon:brikicnh @@ -543,9 +642,9 @@ BRIK: Prerequisites: vehicleproduction Owner: gdi,nod Health: - HP: 250 + HP: 200 Armor: - Type: Heavy + Type: Concrete Wall: CrushClasses: heavywall -CrushSound: @@ -562,7 +661,7 @@ GUN: Description: Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft Buildable: Queue: Defense - BuildPaletteOrder: 45 + BuildPaletteOrder: 40 Prerequisites: barracks Owner: gdi,nod Building: @@ -570,8 +669,12 @@ GUN: -GivesBuildableArea: Health: HP: 400 + Armor: + Type: Heavy RevealsShroud: Range: 7 + # Range: 5 + # RevealShroud range was set to equal 1 + its weapon range (6) (due to possible rendering issues with shroud for OpenRA) Turreted: ROT: 12 InitialFacing: 50 @@ -584,9 +687,10 @@ GUN: -RenderBuilding: -DeadBuildingState: RenderRangeCircle: - RenderDetectionCircle: +# RenderDetectionCircle: DetectCloaked: - Range: 3 + Range: 5 + SAM: Inherits: ^Building RequiresPower: @@ -611,7 +715,9 @@ SAM: Armor: Type: Heavy RevealsShroud: + # Range: 3 Range: 5 + # Range set to arbitrary length more in line with what you would expect from a guard tower. (SAM missile's range is 15) Turreted: ROT: 7 InitialFacing: 0 @@ -624,25 +730,28 @@ SAM: RenderRangeCircle: GTWR: +#wood Inherits: ^Building Valued: Cost: 500 Tooltip: Name: Guard Tower Icon: gtwricnh - Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks, Aircraft + Description: Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft Buildable: Queue: Defense - BuildPaletteOrder: 40 + BuildPaletteOrder: 50 Prerequisites: barracks Owner: gdi,nod Building: Power: -10 -GivesBuildableArea: Health: - HP: 600 + HP: 400 RevealsShroud: Range: 6 + # Range: 3 + # RevealShroud range was set to equal 1 + its weapon range (due to possible rendering issues with shroud for OpenRA) AttackTurreted: PrimaryWeapon: HighV PrimaryOffset: 0,0,0,-6 @@ -651,7 +760,7 @@ GTWR: -AutoTargetIgnore: DetectCloaked: Range: 3 - RenderDetectionCircle: +# RenderDetectionCircle: RenderRangeCircle: WithMuzzleFlash: Turreted: @@ -677,11 +786,13 @@ ATWR: Dimensions: 1,2 -GivesBuildableArea: Health: - HP: 800 + HP: 600 Armor: - Type: Heavy + Type: Light RevealsShroud: - Range: 8 + Range: 7 + # Range: 4 + # RevealShroud range was set to equal its weapon range +1 (due to possible rendering issues with shroud for OpenRA) AttackTurreted: PrimaryWeapon: TowerMissle PrimaryOffset: 0,0,5,2 @@ -690,23 +801,7 @@ ATWR: ROT:255 AutoTarget: -AutoTargetIgnore: - RenderDetectionCircle: +# RenderDetectionCircle: DetectCloaked: - Range: 6 + Range: 4 RenderRangeCircle: - -# custom prerequisites: -BARRACKS: - Tooltip: - Name: Infantry Production - Description: Infantry Production - -VEHICLEPRODUCTION: - Tooltip: - Name: Vehicle Production - Description: Vehicle Production - -ANYPOWER: - Tooltip: - Name: Power Plant - Description: Power Plant \ No newline at end of file