diff --git a/OpenRA.Mods.Common/Traits/Buildable.cs b/OpenRA.Mods.Common/Traits/Buildable.cs index f8d2fbd58f..9ca714aba8 100644 --- a/OpenRA.Mods.Common/Traits/Buildable.cs +++ b/OpenRA.Mods.Common/Traits/Buildable.cs @@ -45,6 +45,9 @@ namespace OpenRA.Mods.Common.Traits // TODO: UI fluff; doesn't belong here public readonly int BuildPaletteOrder = 9999; + + [Desc("Text shown in the production tooltip.")] + [Translate] public readonly string Description = ""; } public class Buildable { } diff --git a/OpenRA.Mods.Common/Traits/Tooltip.cs b/OpenRA.Mods.Common/Traits/Tooltip.cs index 0c8dc3b6f3..83154618c6 100644 --- a/OpenRA.Mods.Common/Traits/Tooltip.cs +++ b/OpenRA.Mods.Common/Traits/Tooltip.cs @@ -15,7 +15,6 @@ namespace OpenRA.Mods.Common.Traits { public abstract class TooltipInfoBase : ITraitInfo { - [Translate] public readonly string Description = ""; [Translate] public readonly string Name = ""; public abstract object Create(ActorInitializer init); diff --git a/OpenRA.Mods.Common/UtilityCommands/UpgradeRules.cs b/OpenRA.Mods.Common/UtilityCommands/UpgradeRules.cs index 5ea65e392d..d931a65507 100644 --- a/OpenRA.Mods.Common/UtilityCommands/UpgradeRules.cs +++ b/OpenRA.Mods.Common/UtilityCommands/UpgradeRules.cs @@ -397,6 +397,25 @@ namespace OpenRA.Mods.Common.UtilityCommands } } + // Move production description from Tooltip to Buildable + if (engineVersion < 20161016) + { + var tooltipChild = node.Value.Nodes.FirstOrDefault(n => n.Key == "Tooltip"); + if (tooltipChild != null || (tooltipChild = node.Value.Nodes.FirstOrDefault(n => n.Key == "DisguiseToolTip")) != null) + { + var descNode = tooltipChild.Value.Nodes.FirstOrDefault(n => n.Key == "Description"); + if (descNode != null) + { + var buildableNode = node.Value.Nodes.FirstOrDefault(n => n.Key == "Buildable"); + if (buildableNode == null) + node.Value.Nodes.Add(buildableNode = new MiniYamlNode("Buildable", "")); + + buildableNode.Value.Nodes.Add(descNode); + tooltipChild.Value.Nodes.Remove(descNode); + } + } + } + UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1); } diff --git a/OpenRA.Mods.Common/Widgets/Logic/Ingame/ProductionTooltipLogic.cs b/OpenRA.Mods.Common/Widgets/Logic/Ingame/ProductionTooltipLogic.cs index 381d986f53..630615e129 100644 --- a/OpenRA.Mods.Common/Widgets/Logic/Ingame/ProductionTooltipLogic.cs +++ b/OpenRA.Mods.Common/Widgets/Logic/Ingame/ProductionTooltipLogic.cs @@ -93,7 +93,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic costLabel.GetColor = () => pr.Cash + pr.Resources >= cost ? Color.White : Color.Red; - var descString = tooltip.Description.Replace("\\n", "\n"); + var descString = buildable.Description.Replace("\\n", "\n"); descLabel.GetText = () => descString; var leftWidth = new[] { nameWidth + hotkeyWidth, requiresFont.Measure(requiresString).X, descFont.Measure(descString).X }.Aggregate(Math.Max); diff --git a/mods/cnc/maps/gdi03/rules.yaml b/mods/cnc/maps/gdi03/rules.yaml index ca539e1a0a..0bb0747ce6 100644 --- a/mods/cnc/maps/gdi03/rules.yaml +++ b/mods/cnc/maps/gdi03/rules.yaml @@ -79,8 +79,9 @@ SAM: HQ: Tooltip: - Description: Provides an overview of the battlefield.\n Requires power to operate. -AirstrikePower: + Buildable: + Description: Provides an overview of the battlefield.\n Requires power to operate. airstrike.proxy: AlwaysVisible: diff --git a/mods/cnc/maps/gdi07/rules.yaml b/mods/cnc/maps/gdi07/rules.yaml index 56d335473e..abad7eb71e 100644 --- a/mods/cnc/maps/gdi07/rules.yaml +++ b/mods/cnc/maps/gdi07/rules.yaml @@ -120,8 +120,9 @@ OLDLST: HQ: Tooltip: - Description: Provides an overview of the battlefield.\n Requires power to operate. -AirstrikePower: + Buildable: + Description: Provides an overview of the battlefield.\n Requires power to operate. airstrike.proxy: AlwaysVisible: diff --git a/mods/cnc/maps/nod03a/rules.yaml b/mods/cnc/maps/nod03a/rules.yaml index 4ca994bf35..d4088a3c9c 100644 --- a/mods/cnc/maps/nod03a/rules.yaml +++ b/mods/cnc/maps/nod03a/rules.yaml @@ -19,6 +19,7 @@ HQ: AirstrikePower: Prerequisites: ~disabled Tooltip: + Buildable: Description: Provides an overview of the battlefield.\nRequires power to operate. NUK2: diff --git a/mods/cnc/rules/aircraft.yaml b/mods/cnc/rules/aircraft.yaml index 07fbe495f8..b07f9011bd 100644 --- a/mods/cnc/rules/aircraft.yaml +++ b/mods/cnc/rules/aircraft.yaml @@ -4,11 +4,11 @@ TRAN: Cost: 750 Tooltip: Name: Chinook Transport - Description: Fast Infantry Transport Helicopter.\n Unarmed Buildable: BuildPaletteOrder: 10 Prerequisites: hpad Queue: Aircraft.GDI, Aircraft.Nod + Description: Fast Infantry Transport Helicopter.\n Unarmed Aircraft: LandWhenIdle: true TurnSpeed: 5 @@ -61,11 +61,11 @@ HELI: Cost: 1200 Tooltip: Name: Apache Longbow - Description: Helicopter Gunship with Chainguns.\n Strong vs Infantry, Light Vehicles and\n Aircraft\n Weak vs Tanks Buildable: BuildPaletteOrder: 20 Prerequisites: hpad, anyhq, ~techlevel.medium Queue: Aircraft.Nod + Description: Helicopter Gunship with Chainguns.\n Strong vs Infantry, Light Vehicles and\n Aircraft\n Weak vs Tanks Aircraft: RearmBuildings: hpad InitialFacing: 224 @@ -121,11 +121,11 @@ ORCA: Cost: 1200 Tooltip: Name: Orca - Description: Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n Weak vs Infantry Buildable: BuildPaletteOrder: 20 Prerequisites: hpad, anyhq, ~techlevel.medium Queue: Aircraft.GDI + Description: Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n Weak vs Infantry Aircraft: RearmBuildings: hpad InitialFacing: 224 @@ -167,7 +167,6 @@ C17: Inherits: ^Plane Tooltip: Name: Supply Aircraft - Description: Drops vehicle reinforcements on Airstrips Valued: Cost: 2000 Aircraft: @@ -200,12 +199,13 @@ C17: Contrail@4: Offset: -261,650,0 TrailLength: 15 + Buildable: + Description: Drops vehicle reinforcements on Airstrips A10: Inherits: ^Plane Tooltip: Name: A10 Bomber - Description: Used to deliver air strikes. Valued: Cost: 2000 Aircraft: @@ -236,6 +236,8 @@ A10: Contrail@2: Offset: -640,-171,0 TrailLength: 15 + Buildable: + Description: Used to deliver air strikes. TRAN.Husk: Inherits: ^HelicopterHusk diff --git a/mods/cnc/rules/infantry.yaml b/mods/cnc/rules/infantry.yaml index 8d60707608..152d32b1a9 100644 --- a/mods/cnc/rules/infantry.yaml +++ b/mods/cnc/rules/infantry.yaml @@ -4,10 +4,10 @@ E1: Cost: 100 Tooltip: Name: Minigunner - Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles Buildable: BuildPaletteOrder: 10 Queue: Infantry.GDI, Infantry.Nod + Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles Mobile: Speed: 56 Health: @@ -25,11 +25,11 @@ E2: Cost: 160 Tooltip: Name: Grenadier - Description: Fast infantry armed with grenades. \n Strong vs Buildings, slow-moving targets Buildable: BuildPaletteOrder: 40 Prerequisites: anyhq, ~techlevel.medium Queue: Infantry.GDI + Description: Fast infantry armed with grenades. \n Strong vs Buildings, slow-moving targets Mobile: Speed: 71 Health: @@ -52,10 +52,10 @@ E3: Cost: 300 Tooltip: Name: Rocket Soldier - Description: Anti-tank/Anti-aircraft infantry. \n Strong vs Tanks, Aircraft\n Weak vs Infantry Buildable: BuildPaletteOrder: 20 Queue: Infantry.GDI, Infantry.Nod + Description: Anti-tank/Anti-aircraft infantry. \n Strong vs Tanks, Aircraft\n Weak vs Infantry Mobile: Speed: 42 Health: @@ -76,11 +76,11 @@ E4: Cost: 200 Tooltip: Name: Flamethrower - Description: Advanced Anti-infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Tanks Buildable: BuildPaletteOrder: 40 Prerequisites: anyhq, ~techlevel.medium Queue: Infantry.Nod + Description: Advanced Anti-infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Tanks Mobile: Speed: 56 Health: @@ -101,11 +101,11 @@ E5: Cost: 300 Tooltip: Name: Chemical Warrior - Description: Advanced general-purpose infantry.\n Strong vs all Ground units Buildable: BuildPaletteOrder: 50 Prerequisites: tmpl, ~techlevel.high Queue: Infantry.Nod + Description: Advanced general-purpose infantry.\n Strong vs all Ground units Mobile: Speed: 56 TerrainSpeeds: @@ -132,10 +132,10 @@ E6: Cost: 500 Tooltip: Name: Engineer - Description: Damages and captures enemy structures.\n Unarmed Buildable: BuildPaletteOrder: 30 Queue: Infantry.GDI, Infantry.Nod + Description: Damages and captures enemy structures.\n Unarmed Mobile: Speed: 56 Health: @@ -156,11 +156,11 @@ RMBO: Cost: 1000 Tooltip: Name: Commando - Description: Elite sniper infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles Buildable: BuildPaletteOrder: 50 Prerequisites: eye, ~techlevel.high Queue: Infantry.GDI + Description: Elite sniper infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles Mobile: Speed: 71 Voice: Move @@ -199,47 +199,51 @@ PVICE: Buildable: Queue: Biolab BuildPaletteOrder: 40 - Tooltip: Description: Mutated abomination that spits liquid Tiberium.\n Strong vs Infantry, Buildings\n Weak vs Aircraft + Tooltip: ActorLostNotification: STEG: Inherits: ^DINO Tooltip: Name: Stegosaurus - Description: A large, heavily built, herbivorous quadruped Armament: Weapon: tail WithDeathAnimation: DeathSequencePalette: terrain DeathPaletteIsPlayerPalette: false + Buildable: + Description: A large, heavily built, herbivorous quadruped TREX: Inherits: ^DINO Tooltip: Name: Tyrannosaurus rex - Description: Bipedal carnivore with a massive skull Armament: Weapon: teeth Selectable: Bounds: 48,36,2,1 SelectionDecorations: VisualBounds: 52,38 + Buildable: + Description: Bipedal carnivore with a massive skull TRIC: Inherits: ^DINO Tooltip: Name: Triceratops - Description: Quadruped with large bony frill and three horns Armament: Weapon: horn SelectionDecorations: VisualBounds: 34,24,0,2 + Buildable: + Description: Quadruped with large bony frill and three horns RAPT: Inherits: ^DINO Tooltip: Name: Velociraptor - Description: Bipedal with enlarged sickle-shaped claw on each hindfoot Armament: Weapon: claw + Buildable: + Description: Bipedal with enlarged sickle-shaped claw on each hindfoot diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 46ed2ece8b..bdd61aa228 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -4,7 +4,6 @@ FACT: Cost: 4000 Tooltip: Name: Construction Yard - Description: Builds structures Building: Footprint: xxx xxx Dimensions: 3,2 @@ -65,6 +64,8 @@ FACT: Power: Amount: 0 ProvidesPrerequisite@buildingname: + Buildable: + Description: Builds structures FACT.GDI: Inherits: FACT @@ -96,13 +97,13 @@ NUKE: Cost: 500 Tooltip: Name: Power Plant - Description: Generates power ProvidesPrerequisite: Prerequisite: anypower Buildable: BuildPaletteOrder: 10 Prerequisites: fact Queue: Building.GDI, Building.Nod + Description: Generates power Building: Footprint: xx xx Dimensions: 2,2 @@ -121,13 +122,13 @@ NUK2: Cost: 800 Tooltip: Name: Advanced Power Plant - Description: Provides more power, cheaper than the\nstandard Power Plant ProvidesPrerequisite: Prerequisite: anypower Buildable: BuildPaletteOrder: 80 Prerequisites: anyhq, ~techlevel.medium Queue: Building.GDI, Building.Nod + Description: Provides more power, cheaper than the\nstandard Power Plant Building: Footprint: xx xx Dimensions: 2,2 @@ -146,11 +147,11 @@ PROC: Cost: 1500 Tooltip: Name: Tiberium Refinery - Description: Processes raw Tiberium\ninto useable resources Buildable: BuildPaletteOrder: 20 Prerequisites: anypower Queue: Building.GDI, Building.Nod + Description: Processes raw Tiberium\ninto useable resources Building: Footprint: _x_ xxx === Dimensions: 3,3 @@ -191,11 +192,11 @@ SILO: Cost: 300 Tooltip: Name: Tiberium Silo - Description: Stores processed Tiberium Buildable: BuildPaletteOrder: 35 Prerequisites: proc Queue: Defence.GDI, Defence.Nod + Description: Stores processed Tiberium Building: Footprint: xx Dimensions: 2,1 @@ -228,13 +229,13 @@ PYLE: Cost: 500 Tooltip: Name: Barracks - Description: Trains infantry ProvidesPrerequisite: Prerequisite: barracks Buildable: BuildPaletteOrder: 30 Prerequisites: anypower Queue: Building.GDI + Description: Trains infantry Building: Footprint: xx xx Dimensions: 2,2 @@ -270,13 +271,13 @@ HAND: Cost: 500 Tooltip: Name: Hand of Nod - Description: Trains infantry ProvidesPrerequisite: Prerequisite: barracks Buildable: BuildPaletteOrder: 30 Prerequisites: anypower Queue: Building.Nod + Description: Trains infantry Building: Footprint: xx xx Dimensions: 2,2 @@ -312,13 +313,13 @@ AFLD: Cost: 2000 Tooltip: Name: Airstrip - Description: Provides a dropzone\nfor vehicle reinforcements ProvidesPrerequisite: Prerequisite: vehicleproduction Buildable: BuildPaletteOrder: 40 Prerequisites: proc Queue: Building.Nod + Description: Provides a dropzone\nfor vehicle reinforcements Building: Footprint: xxxx xxxx Dimensions: 4,2 @@ -354,13 +355,13 @@ WEAP: Cost: 2000 Tooltip: Name: Weapons Factory - Description: Produces vehicles ProvidesPrerequisite: Prerequisite: vehicleproduction Buildable: BuildPaletteOrder: 40 Prerequisites: proc Queue: Building.GDI + Description: Produces vehicles Building: Footprint: xxx === Dimensions: 3,2 @@ -399,11 +400,11 @@ HPAD: Cost: 1000 Tooltip: Name: Helipad - Description: Produces, rearms and\nrepairs helicopters Buildable: BuildPaletteOrder: 50 Prerequisites: proc Queue: Building.GDI, Building.Nod + Description: Produces, rearms and\nrepairs helicopters Building: Footprint: xx xx Dimensions: 2,2 @@ -444,13 +445,13 @@ HQ: Cost: 1000 Tooltip: Name: Communications Center - Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate. ProvidesPrerequisite: Prerequisite: anyhq Buildable: BuildPaletteOrder: 70 Prerequisites: proc, ~techlevel.medium Queue: Building.GDI, Building.Nod + Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate. Building: Footprint: x_ xx Dimensions: 2,2 @@ -502,11 +503,11 @@ FIX: Cost: 500 Tooltip: Name: Repair Facility - Description: Repairs vehicles Buildable: BuildPaletteOrder: 60 Prerequisites: vehicleproduction Queue: Building.GDI, Building.Nod + Description: Repairs vehicles Building: Footprint: _x_ xxx _x_ Dimensions: 3,3 @@ -536,13 +537,13 @@ EYE: Cost: 1800 Tooltip: Name: Advanced Communications Center - Description: Provides radar and Orbital Ion Cannon support power.\nUnlocks Mammoth Tank and Commando.\nRequires power to operate. ProvidesPrerequisite: Prerequisite: anyhq Buildable: BuildPaletteOrder: 100 Prerequisites: anyhq, ~techlevel.high Queue: Building.GDI + Description: Provides radar and Orbital Ion Cannon support power.\nUnlocks Mammoth Tank and Commando.\nRequires power to operate. Building: Footprint: x_ xx Dimensions: 2,2 @@ -591,13 +592,13 @@ TMPL: Cost: 2000 Tooltip: Name: Temple of Nod - Description: Provides Nuclear Strike support power.\nUnlocks Stealth Tank, Chem. Warrior and Obelisk of Light.\nRequires power to operate. ProvidesPrerequisite: Prerequisite: anyhq Buildable: BuildPaletteOrder: 100 Prerequisites: anyhq, ~techlevel.high Queue: Building.Nod + Description: Provides Nuclear Strike support power.\nUnlocks Stealth Tank, Chem. Warrior and Obelisk of Light.\nRequires power to operate. Building: Footprint: xxx xxx Dimensions: 3,2 @@ -644,13 +645,13 @@ GUN: Cost: 600 Tooltip: Name: Turret - Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry Buildable: BuildPaletteOrder: 45 Prerequisites: barracks Queue: Defence.GDI, Defence.Nod BuildDuration: 1440 BuildDurationModifier: 40 + Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry Building: Health: HP: 400 @@ -685,13 +686,13 @@ SAM: Cost: 650 Tooltip: Name: SAM Site - Description: Anti-Aircraft base defense.\n Strong vs Aircraft\n Cannot target Ground units. Buildable: BuildPaletteOrder: 50 Prerequisites: hand Queue: Defence.Nod BuildDuration: 1700 BuildDurationModifier: 40 + Description: Anti-Aircraft base defense.\n Strong vs Aircraft\n Cannot target Ground units. Building: Footprint: xx Dimensions: 2,1 @@ -727,13 +728,13 @@ OBLI: Cost: 1500 Tooltip: Name: Obelisk of Light - Description: Advanced base defense.\nRequires power to operate.\n Strong vs all Ground units\n Cannot target Aircraft Buildable: BuildPaletteOrder: 60 Prerequisites: tmpl, ~techlevel.high Queue: Defence.Nod BuildDuration: 3120 BuildDurationModifier: 40 + Description: Advanced base defense.\nRequires power to operate.\n Strong vs all Ground units\n Cannot target Aircraft Selectable: Bounds: 24,24 SelectionDecorations: @@ -769,13 +770,13 @@ GTWR: Cost: 600 Tooltip: Name: Guard Tower - Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks Buildable: BuildPaletteOrder: 40 Prerequisites: barracks Queue: Defence.GDI, Defence.Nod BuildDuration: 1440 BuildDurationModifier: 40 + Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks Building: Health: HP: 400 @@ -804,13 +805,13 @@ ATWR: Cost: 1000 Tooltip: Name: Advanced Guard Tower - Description: All-purpose defensive structure.\n Strong vs Aircraft, Tanks\n Weak vs Infantry Buildable: BuildPaletteOrder: 60 Prerequisites: anyhq, ~techlevel.medium Queue: Defence.GDI BuildDuration: 2880 BuildDurationModifier: 40 + Description: All-purpose defensive structure.\n Strong vs Aircraft, Tanks\n Weak vs Infantry Selectable: Bounds: 24,24 SelectionDecorations: @@ -852,11 +853,11 @@ SBAG: Value: 0 Tooltip: Name: Sandbag Barrier - Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Buildable: BuildPaletteOrder: 20 Prerequisites: fact Queue: Defence.GDI + Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Armor: Type: Light LineBuild: @@ -875,11 +876,11 @@ CYCL: Value: 0 Tooltip: Name: Chain Link Barrier - Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Buildable: BuildPaletteOrder: 20 Prerequisites: fact Queue: Defence.Nod + Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Armor: Type: Light LineBuild: @@ -898,13 +899,13 @@ BRIK: Value: 0 Tooltip: Name: Concrete Barrier - Description: Stops infantry and most tanks.\nBlocks some projectiles. Buildable: BuildPaletteOrder: 30 Prerequisites: vehicleproduction Queue: Defence.GDI, Defence.Nod BuildDuration: 500 BuildDurationModifier: 40 + Description: Stops infantry and most tanks.\nBlocks some projectiles. Health: HP: 250 Armor: @@ -927,22 +928,26 @@ BARRACKS: AlwaysVisible: Tooltip: Name: Infantry Production + Buildable: Description: Infantry Production VEHICLEPRODUCTION: AlwaysVisible: Tooltip: Name: Vehicle Production + Buildable: Description: Vehicle Production ANYPOWER: AlwaysVisible: Tooltip: Name: Power Plant + Buildable: Description: Power Plant ANYHQ: AlwaysVisible: Tooltip: Name: a communications center + Buildable: Description: a communications center diff --git a/mods/cnc/rules/tech.yaml b/mods/cnc/rules/tech.yaml index ce550b818c..06651d1c0f 100644 --- a/mods/cnc/rules/tech.yaml +++ b/mods/cnc/rules/tech.yaml @@ -59,7 +59,6 @@ BIO: HP: 2500 Tooltip: Name: Biological Lab - Description: Grants Tiberium immunity to infantry. Exit@1: SpawnOffset: 0,-426,0 ExitCell: 0,-1 @@ -76,6 +75,8 @@ BIO: SpawnActorOnDeath: Actor: BIO.Husk ProvidesPrerequisite@buildingname: + Buildable: + Description: Grants Tiberium immunity to infantry. BIO.Husk: Inherits: ^CivBuildingHusk diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 2c1fdf4536..598d4f9ca0 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -4,11 +4,11 @@ MCV: Cost: 4000 Tooltip: Name: Mobile Construction Vehicle - Description: Deploys into another Construction Yard.\n Unarmed Buildable: BuildPaletteOrder: 100 Prerequisites: anyhq, ~techlevel.medium, fix Queue: Vehicle.GDI, Vehicle.Nod + Description: Deploys into another Construction Yard.\n Unarmed Selectable: Priority: 4 Mobile: @@ -43,11 +43,11 @@ HARV: Tooltip: Name: Harvester GenericName: Harvester - Description: Collects Tiberium for processing.\n Unarmed Buildable: BuildPaletteOrder: 10 Prerequisites: proc Queue: Vehicle.GDI, Vehicle.Nod + Description: Collects Tiberium for processing.\n Unarmed Selectable: Priority: 7 Harvester: @@ -82,11 +82,11 @@ APC: Cost: 600 Tooltip: Name: APC - Description: Armed infantry transport.\nCan attack Aircraft.\n Strong vs Vehicles\n Weak vs Infantry Buildable: BuildPaletteOrder: 30 Prerequisites: pyle Queue: Vehicle.GDI + Description: Armed infantry transport.\nCan attack Aircraft.\n Strong vs Vehicles\n Weak vs Infantry Mobile: UpgradeTypes: notmobile UpgradeMaxEnabledLevel: 0 @@ -131,11 +131,11 @@ ARTY: Cost: 600 Tooltip: Name: Artillery - Description: Long-range artillery.\n Strong vs Infantry, Vehicles and Buildings Buildable: BuildPaletteOrder: 60 Prerequisites: anyhq, ~techlevel.medium Queue: Vehicle.Nod + Description: Long-range artillery.\n Strong vs Infantry, Vehicles and Buildings Mobile: TurnSpeed: 4 Speed: 85 @@ -166,11 +166,11 @@ FTNK: Cost: 600 Tooltip: Name: Flame Tank - Description: Heavily armored flame-throwing vehicle.\n Strong vs Infantry, Buildings and Vehicles\n Weak vs Tanks Buildable: BuildPaletteOrder: 50 Prerequisites: anyhq, ~techlevel.medium Queue: Vehicle.Nod + Description: Heavily armored flame-throwing vehicle.\n Strong vs Infantry, Buildings and Vehicles\n Weak vs Tanks Mobile: TurnSpeed: 7 Speed: 99 @@ -199,11 +199,11 @@ BGGY: Cost: 300 Tooltip: Name: Nod Buggy - Description: Fast scout and anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks Buildable: BuildPaletteOrder: 20 Prerequisites: afld Queue: Vehicle.Nod + Description: Fast scout and anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks Mobile: TurnSpeed: 10 Speed: 170 @@ -233,11 +233,11 @@ BIKE: Cost: 500 Tooltip: Name: Recon Bike - Description: Fast scout vehicle, armed with\nrockets.\nCan attack Aircraft.\n Strong vs Vehicles, Tanks\n Weak vs Infantry Buildable: BuildPaletteOrder: 30 Prerequisites: afld Queue: Vehicle.Nod + Description: Fast scout vehicle, armed with\nrockets.\nCan attack Aircraft.\n Strong vs Vehicles, Tanks\n Weak vs Infantry Mobile: TurnSpeed: 10 Speed: 213 @@ -269,11 +269,11 @@ JEEP: Cost: 400 Tooltip: Name: Hum-Vee - Description: Fast scout and anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks Buildable: BuildPaletteOrder: 20 Prerequisites: weap Queue: Vehicle.GDI + Description: Fast scout and anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks Mobile: TurnSpeed: 10 Speed: 156 @@ -303,11 +303,11 @@ LTNK: Cost: 700 Tooltip: Name: Light Tank - Description: Fast, light tank.\n Strong vs Vehicles, Tanks\n Weak vs Infantry Buildable: BuildPaletteOrder: 40 Prerequisites: anyhq, ~techlevel.medium Queue: Vehicle.Nod + Description: Fast, light tank.\n Strong vs Vehicles, Tanks\n Weak vs Infantry Mobile: TurnSpeed: 7 Speed: 110 @@ -338,11 +338,11 @@ MTNK: Cost: 800 Tooltip: Name: Medium Tank - Description: General-Purpose GDI Tank.\n Strong vs Tanks, Vehicles\n Weak vs Infantry Buildable: BuildPaletteOrder: 40 Prerequisites: anyhq, ~techlevel.medium Queue: Vehicle.GDI + Description: General-Purpose GDI Tank.\n Strong vs Tanks, Vehicles\n Weak vs Infantry Mobile: Speed: 85 Health: @@ -374,11 +374,11 @@ HTNK: Cost: 1500 Tooltip: Name: Mammoth Tank - Description: Heavily armored GDI Tank.\nCan attack Aircraft.\n Strong vs Everything Buildable: BuildPaletteOrder: 60 Prerequisites: eye, ~techlevel.high Queue: Vehicle.GDI + Description: Heavily armored GDI Tank.\nCan attack Aircraft.\n Strong vs Everything Mobile: Crushes: wall, heavywall, crate, infantry Speed: 56 @@ -423,11 +423,11 @@ MSAM: Cost: 1000 Tooltip: Name: Rocket Launcher - Description: Long range rocket artillery.\n Strong vs all Ground units. Buildable: BuildPaletteOrder: 50 Prerequisites: anyhq, ~techlevel.medium Queue: Vehicle.GDI + Description: Long range rocket artillery.\n Strong vs all Ground units. Mobile: Speed: 85 TurnSpeed: 4 @@ -459,11 +459,11 @@ MLRS: Cost: 600 Tooltip: Name: Mobile S.A.M. - Description: Powerful anti-air unit.\nCannot attack Ground units. Buildable: BuildPaletteOrder: 70 Prerequisites: anyhq, ~techlevel.medium Queue: Vehicle.Nod + Description: Powerful anti-air unit.\nCannot attack Ground units. Mobile: Speed: 99 TurnSpeed: 7 @@ -501,11 +501,11 @@ STNK: Cost: 900 Tooltip: Name: Stealth Tank - Description: Long-range missile tank that can cloak.\nCan attack Aircraft.\nHas weak armor. Can be spotted by infantry and defense structures.\n Strong vs Vehicles, Tanks\n Weak vs Infantry. Buildable: BuildPaletteOrder: 90 Prerequisites: tmpl, ~techlevel.high Queue: Vehicle.Nod + Description: Long-range missile tank that can cloak.\nCan attack Aircraft.\nHas weak armor. Can be spotted by infantry and defense structures.\n Strong vs Vehicles, Tanks\n Weak vs Infantry. Mobile: TurnSpeed: 10 Speed: 142 @@ -540,7 +540,6 @@ MHQ: Cost: 1000 Tooltip: Name: Mobile HQ - Description: Mobile base of operations Health: HP: 200 Armor: @@ -552,3 +551,5 @@ MHQ: WithIdleOverlay@SPINNER: Sequence: spinner Offset: -256,0,256 + Buildable: + Description: Mobile base of operations diff --git a/mods/d2k/rules/aircraft.yaml b/mods/d2k/rules/aircraft.yaml index a4b7fa82af..77c8055252 100644 --- a/mods/d2k/rules/aircraft.yaml +++ b/mods/d2k/rules/aircraft.yaml @@ -4,7 +4,6 @@ carryall.reinforce: Cost: 1100 Tooltip: Name: Carryall - Description: Large winged, planet-bound ship\n Automatically lifts harvesters. Health: HP: 4800 Armor: @@ -42,6 +41,7 @@ carryall.reinforce: Buildable: BuildDuration: 648 BuildDurationModifier: 40 + Description: Large winged, planet-bound ship\n Automatically lifts harvesters. carryall: Inherits: carryall.reinforce @@ -60,7 +60,6 @@ frigate: DropRange: 1c0 Tooltip: Name: Frigate - Description: Supply spacecraft Aircraft: Speed: 189 # 126 * ~1.5 for balance reasons TurnSpeed: 1 @@ -72,6 +71,8 @@ frigate: PipCount: 10 FlyAwayOnIdle: RejectsOrders: + Buildable: + Description: Supply spacecraft ornithopter: Inherits: ^Plane diff --git a/mods/d2k/rules/arrakis.yaml b/mods/d2k/rules/arrakis.yaml index bbd288b957..3de4f67602 100644 --- a/mods/d2k/rules/arrakis.yaml +++ b/mods/d2k/rules/arrakis.yaml @@ -54,7 +54,6 @@ sandworm: Inherits@1: ^SpriteActor Tooltip: Name: Sandworm - Description: Attracted by vibrations in the sand.\nWill eat units whole and has a large appetite. Health: HP: 9990 Radius: 256 @@ -110,6 +109,8 @@ sandworm: UpgradeTypes: attacking UpgradeMaxEnabledLevel: 0 UpgradeManager: + Buildable: + Description: Attracted by vibrations in the sand.\nWill eat units whole and has a large appetite. sietch: Inherits: ^Building diff --git a/mods/d2k/rules/infantry.yaml b/mods/d2k/rules/infantry.yaml index cea226ca0d..bc40a2491a 100644 --- a/mods/d2k/rules/infantry.yaml +++ b/mods/d2k/rules/infantry.yaml @@ -5,11 +5,11 @@ light_inf: BuildPaletteOrder: 10 BuildDuration: 54 BuildDurationModifier: 40 + Description: General-purpose infantry\n Strong vs Infantry\n Weak vs Vehicles, Artillery Valued: Cost: 50 Tooltip: Name: Light Infantry - Description: General-purpose infantry\n Strong vs Infantry\n Weak vs Vehicles, Artillery Health: HP: 600 Mobile: @@ -28,11 +28,11 @@ engineer: Prerequisites: upgrade.barracks, ~techlevel.medium BuildDuration: 108 BuildDurationModifier: 40 + Description: Infiltrates and captures enemy structures\n Strong vs Buildings\n Weak vs Everything Valued: Cost: 400 Tooltip: Name: Engineer - Description: Infiltrates and captures enemy structures\n Strong vs Buildings\n Weak vs Everything Health: HP: 500 RevealsShroud: @@ -57,11 +57,11 @@ trooper: Prerequisites: upgrade.barracks, ~techlevel.medium BuildDuration: 73 BuildDurationModifier: 40 + Description: Anti-tank/Anti-aircraft infantry\n Strong vs Tanks, Aircraft\n Weak vs Infantry, Artillery Valued: Cost: 90 Tooltip: Name: Trooper - Description: Anti-tank/Anti-aircraft infantry\n Strong vs Tanks, Aircraft\n Weak vs Infantry, Artillery Health: HP: 700 RevealsShroud: @@ -84,11 +84,11 @@ thumper: Prerequisites: upgrade.barracks, ~techlevel.high BuildDuration: 108 BuildDurationModifier: 40 + Description: Attracts nearby worms\n Unarmed Valued: Cost: 200 Tooltip: Name: Thumper - Description: Attracts nearby worms\n Unarmed Health: HP: 375 RevealsShroud: @@ -131,11 +131,11 @@ fremen: Inherits: ^Infantry Tooltip: Name: Fremen - Description: Elite sniper infantry unit\n Strong vs Infantry\n Weak vs Vehicles\n Special Ability: Invisibility Buildable: Queue: Infantry BuildPaletteOrder: 100 Prerequisites: ~disabled + Description: Elite sniper infantry unit\n Strong vs Infantry\n Weak vs Vehicles\n Special Ability: Invisibility Mobile: Speed: 43 Valued: @@ -173,11 +173,11 @@ grenadier: Prerequisites: ~barracks.atreides, upgrade.barracks, high_tech_factory, ~techlevel.medium BuildDuration: 81 ## Wasn't converted, copied from Sardauker who has same value in TibEd. BuildDurationModifier: 40 + Description: Infantry armed with grenades. \n Strong vs Buildings, Infantry\n Weak vs Vehicles Valued: Cost: 80 Tooltip: Name: Grenadier - Description: Infantry armed with grenades. \n Strong vs Buildings, Infantry\n Weak vs Vehicles Health: HP: 600 Mobile: @@ -201,11 +201,11 @@ sardaukar: Prerequisites: ~barracks.harkonnen, upgrade.barracks, high_tech_factory, ~techlevel.high BuildDuration: 81 BuildDurationModifier: 40 + Description: Elite assault infantry\n Strong vs Infantry, Vehicles\n Weak vs Artillery Valued: Cost: 200 Tooltip: Name: Sardaukar - Description: Elite assault infantry\n Strong vs Infantry, Vehicles\n Weak vs Artillery Health: HP: 1000 Mobile: @@ -232,11 +232,11 @@ saboteur: Queue: Infantry BuildPaletteOrder: 100 Prerequisites: ~disabled + Description: Sneaky infantry, armed with explosives\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings Valued: Cost: 300 ## actually 0, but spawns from support power at Palace Tooltip: Name: Saboteur - Description: Sneaky infantry, armed with explosives\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings Health: HP: 400 Mobile: @@ -259,10 +259,10 @@ saboteur: nsfremen: Inherits: fremen Tooltip: - Description: Elite sniper infantry unit\n Strong vs Infantry\n Weak vs Vehicles Buildable: BuildPaletteOrder: 105 Prerequisites: ~disabled + Description: Elite sniper infantry unit\n Strong vs Infantry\n Weak vs Vehicles RenderSprites: Image: fremen -Cloak: diff --git a/mods/d2k/rules/misc.yaml b/mods/d2k/rules/misc.yaml index f1bbb5150c..91b97067b1 100644 --- a/mods/d2k/rules/misc.yaml +++ b/mods/d2k/rules/misc.yaml @@ -184,7 +184,6 @@ upgrade.conyard: AlwaysVisible: Tooltip: Name: Construction Yard Upgrade - Description: Unlocks new construction options Buildable: BuildPaletteOrder: 50 Prerequisites: construction_yard @@ -192,6 +191,7 @@ upgrade.conyard: BuildLimit: 1 BuildDuration: 590 BuildDurationModifier: 40 + Description: Unlocks new construction options Valued: Cost: 1000 RenderSprites: @@ -206,7 +206,6 @@ upgrade.barracks: AlwaysVisible: Tooltip: Name: Barracks Upgrade - Description: Unlocks additional infantry Buildable: BuildPaletteOrder: 50 Prerequisites: barracks @@ -214,6 +213,7 @@ upgrade.barracks: BuildLimit: 1 BuildDuration: 290 BuildDurationModifier: 40 + Description: Unlocks additional infantry Valued: Cost: 500 RenderSprites: @@ -229,7 +229,6 @@ upgrade.light: AlwaysVisible: Tooltip: Name: Light Factory Upgrade - Description: Unlocks additional light units Buildable: BuildPaletteOrder: 50 Prerequisites: light_factory @@ -237,6 +236,7 @@ upgrade.light: BuildLimit: 1 BuildDuration: 215 BuildDurationModifier: 40 + Description: Unlocks additional light units Valued: Cost: 400 RenderSprites: @@ -252,7 +252,6 @@ upgrade.heavy: AlwaysVisible: Tooltip: Name: Heavy Factory Upgrade - Description: Unlocks advanced technology and heavy weapons Buildable: BuildPaletteOrder: 50 Prerequisites: heavy_factory @@ -260,6 +259,7 @@ upgrade.heavy: BuildLimit: 1 BuildDuration: 380 BuildDurationModifier: 40 + Description: Unlocks advanced technology and heavy weapons Valued: Cost: 800 RenderSprites: @@ -275,7 +275,6 @@ upgrade.hightech: AlwaysVisible: Tooltip: Name: High Tech Factory Upgrade - Description: Unlocks the Air Strike superweapon Buildable: BuildPaletteOrder: 50 Prerequisites: ~hightech.atreides, ~techlevel.superweapons @@ -283,6 +282,7 @@ upgrade.hightech: BuildLimit: 1 BuildDuration: 720 BuildDurationModifier: 40 + Description: Unlocks the Air Strike superweapon Valued: Cost: 1500 RenderSprites: diff --git a/mods/d2k/rules/structures.yaml b/mods/d2k/rules/structures.yaml index 02f7ed204c..15ac57a353 100644 --- a/mods/d2k/rules/structures.yaml +++ b/mods/d2k/rules/structures.yaml @@ -10,7 +10,6 @@ TerrainTypes: Rock Tooltip: Name: Concrete - Description: Provides a strong foundation that prevents\ndamage from the terrain. RenderSprites: KillsSelf: RemoveInstead: true @@ -18,6 +17,7 @@ Queue: Building Prerequisites: construction_yard BuildPaletteOrder: 10 + Description: Provides a strong foundation that prevents\ndamage from the terrain. concretea: Inherits: ^concrete @@ -44,6 +44,8 @@ concreteb: construction_yard: Inherits: ^Building + Buildable: + Description: Produces structures. -DamagedByTerrain: Building: Footprint: xxx xxx @@ -114,13 +116,13 @@ wind_trap: BuildPaletteOrder: 10 BuildDuration: 180 BuildDurationModifier: 40 + Description: Provides power for other structures Selectable: Bounds: 64,64 Valued: Cost: 225 Tooltip: Name: Wind Trap - Description: Provides power for other structures Building: Footprint: xx xx Dimensions: 2,2 @@ -153,13 +155,13 @@ barracks: BuildPaletteOrder: 40 BuildDuration: 231 BuildDurationModifier: 40 + Description: Trains infantry Selectable: Bounds: 64,64 Valued: Cost: 225 Tooltip: Name: Barracks - Description: Trains infantry Building: Footprint: xx xx Dimensions: 2,2 @@ -228,13 +230,13 @@ refinery: BuildPaletteOrder: 20 BuildDuration: 540 BuildDurationModifier: 40 + Description: Harvesters unload Spice here for processing Selectable: Bounds: 96,64 Valued: Cost: 1500 Tooltip: Name: Spice Refinery - Description: Harvesters unload Spice here for processing Building: Footprint: =xx xx= Dimensions: 3,2 @@ -283,13 +285,13 @@ silo: BuildPaletteOrder: 30 BuildDuration: 135 BuildDurationModifier: 40 + Description: Stores excess harvested Spice Selectable: Bounds: 32,32 Valued: Cost: 120 Tooltip: Name: Silo - Description: Stores excess harvested Spice Building: Adjacent: 4 -GivesBuildableArea: @@ -330,13 +332,13 @@ light_factory: BuildPaletteOrder: 70 BuildDuration: 277 BuildDurationModifier: 40 + Description: Produces light vehicles Selectable: Bounds: 96,64 Valued: Cost: 500 Tooltip: Name: Light Factory - Description: Produces light vehicles Building: Footprint: xxx xx= Dimensions: 3,2 @@ -409,13 +411,13 @@ heavy_factory: BuildPaletteOrder: 100 BuildDuration: 648 BuildDurationModifier: 40 + Description: Produces heavy vehicles Selectable: Bounds: 96,68,0,12 Valued: Cost: 1000 Tooltip: Name: Heavy Factory - Description: Produces heavy vehicles Building: Footprint: _x_ xxx =xx Dimensions: 3,3 @@ -495,13 +497,13 @@ outpost: BuildPaletteOrder: 50 BuildDuration: 270 BuildDurationModifier: 40 + Description: Provides a radar map of the battlefield\n Requires power to operate Selectable: Bounds: 96,72,0,-8 Valued: Cost: 750 Tooltip: Name: Outpost - Description: Provides a radar map of the battlefield\n Requires power to operate Building: Footprint: xxx xxx Dimensions: 3,2 @@ -531,13 +533,13 @@ starport: Inherits: ^Building Tooltip: Name: Starport - Description: Dropzone for quick reinforcements, at a price.\n Requires power to operate Buildable: Prerequisites: construction_yard, heavy_factory, outpost, ~techlevel.high Queue: Building BuildPaletteOrder: 80 BuildDuration: 540 BuildDurationModifier: 40 + Description: Dropzone for quick reinforcements, at a price.\n Requires power to operate Valued: Cost: 1500 Building: @@ -608,6 +610,7 @@ wall: BuildPaletteOrder: 60 BuildDuration: 54 BuildDurationModifier: 40 + Description: Stop units and blocks enemy fire. SoundOnDamageTransition: DamagedSounds: DestroyedSounds: EXPLSML4.WAV @@ -617,7 +620,6 @@ wall: Value: 0 Tooltip: Name: Concrete Wall - Description: Stop units and blocks enemy fire. AppearsOnRadar: Building: BuildSounds: CHUNG.WAV @@ -660,11 +662,11 @@ medium_gun_turret: BuildPaletteOrder: 90 BuildDuration: 231 BuildDurationModifier: 40 + Description: Defensive structure\n Strong vs Tanks\n Weak vs Infantry, Aircraft Valued: Cost: 550 Tooltip: Name: Gun Turret - Description: Defensive structure\n Strong vs Tanks\n Weak vs Infantry, Aircraft Building: Adjacent: 4 BuildSounds: CHUNG.WAV @@ -702,11 +704,11 @@ large_gun_turret: BuildPaletteOrder: 120 BuildDuration: 270 BuildDurationModifier: 40 + Description: Defensive structure\n Strong vs Infantry, Aircraft\n Weak vs Tanks\n\n Requires power to operate Valued: Cost: 750 Tooltip: Name: Rocket Turret - Description: Defensive structure\n Strong vs Infantry, Aircraft\n Weak vs Tanks\n\n Requires power to operate Building: Adjacent: 4 BuildSounds: CHUNG.WAV @@ -747,11 +749,11 @@ repair_pad: BuildPaletteOrder: 130 BuildDuration: 324 BuildDurationModifier: 40 + Description: Repairs vehicles\n Allows construction of MCVs Valued: Cost: 800 Tooltip: Name: Repair Pad - Description: Repairs vehicles\n Allows construction of MCVs Building: Footprint: =x= =x= === Dimensions: 3,3 @@ -794,13 +796,13 @@ high_tech_factory: BuildPaletteOrder: 110 BuildDuration: 405 BuildDurationModifier: 40 + Description: Unlocks advanced technology Selectable: Bounds: 96,68,0,12 Valued: Cost: 1150 Tooltip: Name: High Tech Factory - Description: Unlocks advanced technology ProductionFromMapEdge: Produces: Aircraft Exit: @@ -863,13 +865,13 @@ research_centre: BuildPaletteOrder: 140 BuildDuration: 270 BuildDurationModifier: 40 + Description: Unlocks experimental tanks Selectable: Bounds: 96,64,0,16 Valued: Cost: 1000 Tooltip: Name: Ix Lab - Description: Unlocks experimental tanks Building: Footprint: _x_ xxx xxx Dimensions: 3,3 @@ -903,13 +905,13 @@ palace: BuildPaletteOrder: 150 BuildDuration: 810 BuildDurationModifier: 40 + Description: Unlocks elite infantry Selectable: Bounds: 96,96 Valued: Cost: 1600 Tooltip: Name: Palace - Description: Unlocks elite infantry Building: Footprint: xx= xxx =xx Dimensions: 3,3 diff --git a/mods/d2k/rules/vehicles.yaml b/mods/d2k/rules/vehicles.yaml index 7724c0eeab..b5c48e545d 100644 --- a/mods/d2k/rules/vehicles.yaml +++ b/mods/d2k/rules/vehicles.yaml @@ -6,11 +6,11 @@ mcv: BuildPaletteOrder: 110 BuildDuration: 648 BuildDurationModifier: 40 + Description: Deploys into another Construction Yard\n Unarmed Valued: Cost: 2000 Tooltip: Name: Mobile Construction Vehicle - Description: Deploys into another Construction Yard\n Unarmed Selectable: Class: mcv Priority: 3 @@ -54,11 +54,11 @@ harvester: BuildPaletteOrder: 10 BuildDuration: 540 BuildDurationModifier: 40 + Description: Collects Spice for processing\n Unarmed Valued: Cost: 1200 Tooltip: Name: Spice Harvester - Description: Collects Spice for processing\n Unarmed Selectable: Class: harvester Priority: 7 @@ -104,11 +104,11 @@ trike: Prerequisites: ~light.regulartrikes BuildDuration: 194 BuildDurationModifier: 40 + Description: Fast scout\n Strong vs Infantry\n Weak vs Tanks, Aircraft Valued: Cost: 300 Tooltip: Name: Trike - Description: Fast scout\n Strong vs Infantry\n Weak vs Tanks, Aircraft Selectable: Class: trike Health: @@ -144,11 +144,11 @@ quad: BuildPaletteOrder: 20 BuildDuration: 277 BuildDurationModifier: 40 + Description: Missile Scout\n Strong vs Vehicles\n Weak vs Infantry Valued: Cost: 400 Tooltip: Name: Missile Quad - Description: Missile Scout\n Strong vs Vehicles\n Weak vs Infantry Health: HP: 1100 Armor: @@ -179,11 +179,11 @@ siege_tank: BuildPaletteOrder: 50 BuildDuration: 324 BuildDurationModifier: 40 + Description: Siege Artillery\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft Valued: Cost: 700 Tooltip: Name: Siege Tank - Description: Siege Artillery\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft Health: HP: 1200 Armor: @@ -221,13 +221,13 @@ missile_tank: Inherits: ^Tank Tooltip: Name: Missile Tank - Description: Rocket Artillery\n Strong vs Vehicles, Buildings, Aircraft\n Weak vs Infantry Buildable: Queue: Armor Prerequisites: ~heavy.missiletank, upgrade.heavy, research_centre, ~techlevel.high BuildPaletteOrder: 60 BuildDuration: 441 BuildDurationModifier: 40 + Description: Rocket Artillery\n Strong vs Vehicles, Buildings, Aircraft\n Weak vs Infantry Valued: Cost: 900 Mobile: @@ -263,11 +263,11 @@ sonic_tank: Prerequisites: ~heavy.atreides, research_centre, ~techlevel.high BuildDuration: 486 BuildDurationModifier: 40 + Description: Fires sonic shocks\n Strong vs Infantry, Vehicles\n Weak vs Artillery, Aircraft Valued: Cost: 1000 Tooltip: Name: Sonic Tank - Description: Fires sonic shocks\n Strong vs Infantry, Vehicles\n Weak vs Artillery, Aircraft Health: HP: 3000 Armor: @@ -300,11 +300,11 @@ devastator: Prerequisites: ~heavy.harkonnen, research_centre, ~techlevel.high BuildDuration: 540 BuildDurationModifier: 40 + Description: Super Heavy Tank\n Strong vs Tanks\n Weak vs Artillery, Aircraft Valued: Cost: 1050 Tooltip: Name: Devastator - Description: Super Heavy Tank\n Strong vs Tanks\n Weak vs Artillery, Aircraft Health: HP: 5000 Armor: @@ -345,11 +345,11 @@ raider: Prerequisites: ~light.ordos BuildDuration: 194 BuildDurationModifier: 40 + Description: Improved Scout\n Strong vs Infantry, Light Vehicles Valued: Cost: 350 Tooltip: Name: Raider Trike - Description: Improved Scout\n Strong vs Infantry, Light Vehicles Health: HP: 1000 Armor: @@ -382,11 +382,11 @@ stealth_raider: BuildPaletteOrder: 30 BuildDuration: 194 ## Copied from Raider, not included in conversion. Both have same "BuildSpeed" in TibEd BuildDurationModifier: 40 + Description: Invisible Raider Trike\n Strong vs Infantry, Light Vehicles Valued: Cost: 400 Tooltip: Name: Stealth Raider Trike - Description: Invisible Raider Trike\n Strong vs Infantry, Light Vehicles Cloak: InitialDelay: 45 CloakDelay: 90 @@ -404,13 +404,13 @@ deviator: Cost: 1000 Tooltip: Name: Deviator - Description: Fires a warhead which changes\nthe allegiance of enemy vehicles Buildable: Queue: Armor BuildPaletteOrder: 50 Prerequisites: ~heavy.ordos, research_centre, ~techlevel.high BuildDuration: 486 BuildDurationModifier: 40 + Description: Fires a warhead which changes\nthe allegiance of enemy vehicles Mobile: TurnSpeed: 3 Speed: 53 @@ -441,11 +441,11 @@ deviator: BuildPaletteOrder: 40 BuildDuration: 373 BuildDurationModifier: 40 + Description: Main Battle Tank\n Strong vs Tanks\n Weak vs Infantry, Aircraft\n \n Atreides: +Range\n Harkonnen: +Health\n Ordos: +Speed Valued: Cost: 700 Tooltip: Name: Combat Tank - Description: Main Battle Tank\n Strong vs Tanks\n Weak vs Infantry, Aircraft\n \n Atreides: +Range\n Harkonnen: +Health\n Ordos: +Speed Health: HP: 2100 Armor: diff --git a/mods/ra/maps/bomber-john/rules.yaml b/mods/ra/maps/bomber-john/rules.yaml index 2af3a42a4b..dd1f3b6566 100644 --- a/mods/ra/maps/bomber-john/rules.yaml +++ b/mods/ra/maps/bomber-john/rules.yaml @@ -68,11 +68,11 @@ MNLYR: Queue: Vehicle BuildPaletteOrder: 30 Prerequisites: fix + Description: Lays mines to destroy unwary enemy units.\n Unarmed Valued: Cost: 800 Tooltip: Name: Bomber - Description: Lays mines to destroy unwary enemy units.\n Unarmed Health: HP: 500 Armor: @@ -145,6 +145,7 @@ MINVV: Buildable: Queue: Building BuildPaletteOrder: 30 + Description: Bomb (Hotkey B) Valued: Cost: 30 Health: @@ -154,7 +155,6 @@ MINVV: WithSpriteBody: Tooltip: Name: Bomb - Description: Bomb (Hotkey B) SelfHealing: Step: -1 Delay: 1 diff --git a/mods/ra/maps/drop-zone-battle-of-tikiaki/rules.yaml b/mods/ra/maps/drop-zone-battle-of-tikiaki/rules.yaml index 16bfbd9b2a..8b30550d0c 100644 --- a/mods/ra/maps/drop-zone-battle-of-tikiaki/rules.yaml +++ b/mods/ra/maps/drop-zone-battle-of-tikiaki/rules.yaml @@ -55,13 +55,14 @@ APC: HARV: Tooltip: Name: Bomb Truck - Description: Explodes like a damn nuke! Health: HP: 100 Explodes: Weapon: CrateNuke EmptyWeapon: CrateNuke AttackSuicides: + Buildable: + Description: Explodes like a damn nuke! SHOK: Health: diff --git a/mods/ra/maps/drop-zone/rules.yaml b/mods/ra/maps/drop-zone/rules.yaml index 16bfbd9b2a..8b30550d0c 100644 --- a/mods/ra/maps/drop-zone/rules.yaml +++ b/mods/ra/maps/drop-zone/rules.yaml @@ -55,13 +55,14 @@ APC: HARV: Tooltip: Name: Bomb Truck - Description: Explodes like a damn nuke! Health: HP: 100 Explodes: Weapon: CrateNuke EmptyWeapon: CrateNuke AttackSuicides: + Buildable: + Description: Explodes like a damn nuke! SHOK: Health: diff --git a/mods/ra/rules/aircraft.yaml b/mods/ra/rules/aircraft.yaml index 5db003caa7..d58a75c600 100644 --- a/mods/ra/rules/aircraft.yaml +++ b/mods/ra/rules/aircraft.yaml @@ -88,11 +88,11 @@ MIG: BuildAtProductionType: Plane BuildPaletteOrder: 50 Prerequisites: ~afld, stek, ~techlevel.high + Description: Fast Ground-Attack Plane.\n Strong vs Buildings, Tanks\n Weak vs Infantry, Light armor, Aircraft Valued: Cost: 2000 Tooltip: Name: Mig Attack Plane - Description: Fast Ground-Attack Plane.\n Strong vs Buildings, Tanks\n Weak vs Infantry, Light armor, Aircraft Health: HP: 70 Armor: @@ -143,11 +143,11 @@ YAK: BuildAtProductionType: Plane BuildPaletteOrder: 30 Prerequisites: ~afld, ~techlevel.medium + Description: Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Vehicles\n Weak vs Aircraft Valued: Cost: 1350 Tooltip: Name: Yak Attack Plane - Description: Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Vehicles\n Weak vs Aircraft Health: HP: 60 Armor: @@ -202,11 +202,11 @@ TRAN: BuildAtProductionType: Helicopter BuildPaletteOrder: 10 Prerequisites: ~hpad, ~techlevel.medium + Description: Fast Infantry Transport Helicopter.\n Unarmed Valued: Cost: 900 Tooltip: Name: Transport Helicopter - Description: Fast Infantry Transport Helicopter.\n Unarmed Health: HP: 120 Armor: @@ -256,11 +256,11 @@ HELI: BuildAtProductionType: Helicopter BuildPaletteOrder: 40 Prerequisites: ~hpad, atek, ~techlevel.high + Description: Helicopter gunship armed\nwith multi-purpose missiles.\n Strong vs Tanks, Aircraft\n Weak vs Infantry Valued: Cost: 2000 Tooltip: Name: Longbow - Description: Helicopter gunship armed\nwith multi-purpose missiles.\n Strong vs Tanks, Aircraft\n Weak vs Infantry Health: HP: 120 Armor: @@ -312,11 +312,11 @@ HIND: BuildAtProductionType: Helicopter BuildPaletteOrder: 20 Prerequisites: ~hpad, ~techlevel.medium + Description: Helicopter gunship armed\nwith dual chainguns.\n Strong vs Infantry, Light armor.\n Weak vs Tanks, Aircraft Valued: Cost: 1350 Tooltip: Name: Hind - Description: Helicopter gunship armed\nwith dual chainguns.\n Strong vs Infantry, Light armor.\n Weak vs Tanks, Aircraft Health: HP: 100 Armor: diff --git a/mods/ra/rules/defaults.yaml b/mods/ra/rules/defaults.yaml index f87c3d7e93..0daf7286ab 100644 --- a/mods/ra/rules/defaults.yaml +++ b/mods/ra/rules/defaults.yaml @@ -542,7 +542,6 @@ WithGateSpriteBody: Tooltip: Name: Gate - Description: Automated barrier that opens for allied units. Gate: Adjacent: 4 BlocksProjectilesHeight: 0 @@ -550,6 +549,8 @@ OpeningSound: cashturn.aud ClosingSound: cashturn.aud TerrainTypes: Clear, Road + Buildable: + Description: Automated barrier that opens for allied units. ^TechBuilding: Inherits: ^BasicBuilding diff --git a/mods/ra/rules/fakes.yaml b/mods/ra/rules/fakes.yaml index 63be10642f..5d550e0226 100644 --- a/mods/ra/rules/fakes.yaml +++ b/mods/ra/rules/fakes.yaml @@ -5,10 +5,10 @@ FPWR: BuildPaletteOrder: 870 Queue: Defense Prerequisites: ~structures.france, ~techlevel.infonly + Description: Looks like a Power Plant. Tooltip: Icon: fake-icon Name: Fake Power Plant - Description: Looks like a Power Plant. GenericName: Power Plant GenericVisibility: Enemy GenericStancePrefix: False @@ -32,10 +32,10 @@ SYRF: BuildPaletteOrder: 890 Queue: Defense Prerequisites: ~structures.france, ~techlevel.medium + Description: Looks like a Shipyard. Tooltip: Icon: fake-icon Name: Fake Shipyard - Description: Looks like a Shipyard. GenericName: Shipyard GenericVisibility: Enemy GenericStancePrefix: False @@ -66,10 +66,10 @@ SPEF: BuildPaletteOrder: 890 Queue: Defense Prerequisites: ~disabled + Description: Looks like a Sub Pen. Tooltip: Icon: fake-icon Name: Fake Sub Pen - Description: Looks like a Sub Pen. GenericName: Sub Pen GenericVisibility: Enemy GenericStancePrefix: False @@ -96,10 +96,10 @@ WEAF: BuildPaletteOrder: 920 Prerequisites: ~structures.france, ~techlevel.medium Queue: Defense + Description: Looks like a War Factory. Tooltip: Icon: fake-icon Name: Fake War Factory - Description: Looks like a War Factory. GenericName: War Factory GenericVisibility: Enemy GenericStancePrefix: False @@ -124,7 +124,6 @@ DOMF: Tooltip: Icon: fake-icon Name: Fake Radar Dome - Description: Looks like a Radar Dome. GenericName: Radar Dome GenericVisibility: Enemy GenericStancePrefix: False @@ -132,6 +131,7 @@ DOMF: BuildPaletteOrder: 930 Queue: Defense Prerequisites: ~structures.france, ~techlevel.medium + Description: Looks like a Radar Dome. Building: Footprint: xx xx Dimensions: 2,2 @@ -153,10 +153,10 @@ FIXF: BuildPaletteOrder: 940 Queue: Defense Prerequisites: ~structures.france, ~techlevel.medium + Description: Looks like a Service Depot. Tooltip: Icon: fake-icon Name: Fake Service Depot - Description: Looks like a Service Depot. GenericName: Service Depot GenericVisibility: Enemy GenericStancePrefix: False @@ -181,10 +181,10 @@ FAPW: BuildPaletteOrder: 950 Queue: Defense Prerequisites: ~structures.france, ~techlevel.medium + Description: Looks like an Advanced Power Plant. Tooltip: Icon: fake-icon Name: Fake Advanced Power Plant - Description: Looks like an Advanced Power Plant. GenericName: Advanced Power Plant GenericVisibility: Enemy GenericStancePrefix: False @@ -210,7 +210,6 @@ ATEF: Tooltip: Icon: fake-icon Name: Fake Allied Tech Center - Description: Looks like an Allied Tech Center. GenericName: Allied Tech Center GenericVisibility: Enemy GenericStancePrefix: False @@ -218,6 +217,7 @@ ATEF: BuildPaletteOrder: 970 Queue: Defense Prerequisites: ~structures.france, ~techlevel.high + Description: Looks like an Allied Tech Center. Building: Footprint: xx xx Dimensions: 2,2 @@ -238,7 +238,6 @@ PDOF: Tooltip: Icon: fake-icon Name: Fake Chronosphere - Description: Looks like a Chronosphere. GenericName: Chronosphere GenericVisibility: Enemy GenericStancePrefix: False @@ -247,6 +246,7 @@ PDOF: Queue: Defense Prerequisites: ~structures.france, ~techlevel.unrestricted BuildLimit: 1 + Description: Looks like a Chronosphere. Building: Footprint: xx xx Dimensions: 2,2 @@ -270,7 +270,6 @@ MSLF: Tooltip: Icon: fake-icon Name: Fake Missile Silo - Description: Looks like a Missile Silo. GenericName: Missile Silo GenericVisibility: Enemy GenericStancePrefix: False @@ -279,6 +278,7 @@ MSLF: Queue: Defense Prerequisites: ~structures.france, ~techlevel.unrestricted BuildLimit: 1 + Description: Looks like a Missile Silo. Building: Footprint: xx Dimensions: 2,1 @@ -301,10 +301,10 @@ FACF: BuildPaletteOrder: 1000 Queue: Defense Prerequisites: ~structures.france, ~techlevel.medium + Description: Looks like a Construction Yard. Tooltip: Icon: fake-icon Name: Fake Construction Yard - Description: Looks like a Construction Yard. GenericName: Construction Yard GenericVisibility: Enemy GenericStancePrefix: False diff --git a/mods/ra/rules/infantry.yaml b/mods/ra/rules/infantry.yaml index 9e4566bc8d..387534d3a0 100644 --- a/mods/ra/rules/infantry.yaml +++ b/mods/ra/rules/infantry.yaml @@ -5,11 +5,11 @@ DOG: BuildAtProductionType: Dog BuildPaletteOrder: 50 Prerequisites: ~kenn, ~techlevel.infonly + Description: Anti-infantry unit.\nCan detect cloaked units and spies.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft Valued: Cost: 200 Tooltip: Name: Attack Dog - Description: Anti-infantry unit.\nCan detect cloaked units and spies.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft GenericName: Dog Selectable: Bounds: 12,17,-1,-4 @@ -53,11 +53,11 @@ E1: BuildAtProductionType: Soldier BuildPaletteOrder: 10 Prerequisites: ~barracks, ~techlevel.infonly + Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft Valued: Cost: 100 Tooltip: Name: Rifle Infantry - Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft Health: HP: 50 Armament@PRIMARY: @@ -79,11 +79,11 @@ E2: BuildAtProductionType: Soldier BuildPaletteOrder: 40 Prerequisites: ~barr, ~techlevel.infonly + Description: Infantry armed with grenades.\n Strong vs Buildings, Infantry\n Weak vs Vehicles, Aircraft Valued: Cost: 160 Tooltip: Name: Grenadier - Description: Infantry armed with grenades.\n Strong vs Buildings, Infantry\n Weak vs Vehicles, Aircraft Health: HP: 50 Mobile: @@ -112,11 +112,11 @@ E3: BuildAtProductionType: Soldier BuildPaletteOrder: 30 Prerequisites: ~barracks, ~techlevel.infonly + Description: Anti-tank/Anti-aircraft infantry.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry Valued: Cost: 300 Tooltip: Name: Rocket Soldier - Description: Anti-tank/Anti-aircraft infantry.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry Health: HP: 45 Armament@PRIMARY: @@ -142,11 +142,11 @@ E4: BuildAtProductionType: Soldier BuildPaletteOrder: 70 Prerequisites: ~barr, ftur, ~techlevel.low + Description: Advanced anti-structure unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft Valued: Cost: 300 Tooltip: Name: Flamethrower - Description: Advanced anti-structure unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft Health: HP: 40 Armament@PRIMARY: @@ -169,11 +169,11 @@ E6: BuildAtProductionType: Soldier BuildPaletteOrder: 60 Prerequisites: ~barracks, ~techlevel.infonly + Description: Infiltrates and captures\nenemy structures.\n Unarmed Valued: Cost: 500 Tooltip: Name: Engineer - Description: Infiltrates and captures\nenemy structures.\n Unarmed Passenger: PipType: Yellow EngineerRepair: @@ -194,13 +194,13 @@ SPY: BuildAtProductionType: Soldier BuildPaletteOrder: 90 Prerequisites: ~!infantry.england, dome, ~tent, ~techlevel.medium + Description: Infiltrates enemy structures for intel or\nsabotage. Exact effect depends on the\nbuilding infiltrated.\nLoses disguise when attacking.\nCan detect cloaked units and spies.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft\n Special Ability: Disguised Valued: Cost: 500 -Tooltip: DisguiseToolTip: Name: Spy GenericName: Soldier - Description: Infiltrates enemy structures for intel or\nsabotage. Exact effect depends on the\nbuilding infiltrated.\nLoses disguise when attacking.\nCan detect cloaked units and spies.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft\n Special Ability: Disguised -Guard: RevealsShroud: Range: 5c0 @@ -258,11 +258,11 @@ E7: BuildPaletteOrder: 120 Prerequisites: ~tent, atek, ~techlevel.high BuildLimit: 1 + Description: Elite commando infantry. Armed with\ndual pistols and C4.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft\n Special Ability: Destroy Building with C4\nMaximum 1 can be trained. Valued: Cost: 1200 Tooltip: Name: Tanya - Description: Elite commando infantry. Armed with\ndual pistols and C4.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft\n Special Ability: Destroy Building with C4\nMaximum 1 can be trained. Health: HP: 100 Mobile: @@ -304,11 +304,11 @@ MEDI: BuildAtProductionType: Soldier BuildPaletteOrder: 40 Prerequisites: ~tent, ~techlevel.infonly + Description: Heals nearby infantry.\n Unarmed Valued: Cost: 200 Tooltip: Name: Medic - Description: Heals nearby infantry.\n Unarmed Health: HP: 80 RevealsShroud: @@ -335,11 +335,11 @@ MECH: BuildAtProductionType: Soldier BuildPaletteOrder: 100 Prerequisites: ~tent, fix, ~techlevel.medium + Description: Repairs nearby vehicles and restores\nhusks to working condition by capturing them.\n Unarmed Valued: Cost: 500 Tooltip: Name: Mechanic - Description: Repairs nearby vehicles and restores\nhusks to working condition by capturing them.\n Unarmed Health: HP: 80 Mobile: @@ -423,7 +423,6 @@ THF: Cost: 400 Tooltip: Name: Thief - Description: Steals enemy credits.\n Unarmed RevealsShroud: Range: 5c0 Passenger: @@ -437,6 +436,8 @@ THF: WithInfantryBody: -IdleSequences: StandSequences: stand + Buildable: + Description: Steals enemy credits.\n Unarmed HIJACKER: Inherits: ^Soldier @@ -445,11 +446,11 @@ HIJACKER: BuildAtProductionType: Soldier BuildPaletteOrder: 110 Prerequisites: ~barr, fix, ~techlevel.medium + Description: Hijacks enemy vehicles.\n Unarmed Valued: Cost: 500 Tooltip: Name: Hijacker - Description: Hijacks enemy vehicles.\n Unarmed Health: HP: 50 RevealsShroud: @@ -484,11 +485,11 @@ SHOK: BuildAtProductionType: Soldier BuildPaletteOrder: 130 Prerequisites: ~barr, stek, tsla, ~infantry.russia, ~techlevel.high + Description: Elite infantry with portable tesla coils.\n Strong vs Infantry, Vehicles\n Weak vs Aircraft Valued: Cost: 400 Tooltip: Name: Shock Trooper - Description: Elite infantry with portable tesla coils.\n Strong vs Infantry, Vehicles\n Weak vs Aircraft Health: HP: 60 Mobile: @@ -522,12 +523,12 @@ SNIPER: Cost: 700 Tooltip: Name: Sniper - Description: Elite sniper infantry unit.\nCan detect cloaked units.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 80 Prerequisites: ~disabled + Description: Elite sniper infantry unit.\nCan detect cloaked units.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft Health: HP: 80 Passenger: @@ -566,12 +567,12 @@ Zombie: Cost: 100 Tooltip: Name: Zombie - Description: Slow undead. Attacks in close combat. Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 200 Prerequisites: ~barracks, ~bio + Description: Slow undead. Attacks in close combat. Health: HP: 250 Mobile: @@ -594,13 +595,13 @@ Ant: Cost: 300 Tooltip: Name: Giant Ant - Description: Irradiated insect that grew oversize. GenericName: Ant Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 1954 Prerequisites: ~barracks, ~bio + Description: Irradiated insect that grew oversize. Selectable: Bounds: 24,24,0,-5 SelectionDecorations: diff --git a/mods/ra/rules/ships.yaml b/mods/ra/rules/ships.yaml index 0eed7e238d..61c661375b 100644 --- a/mods/ra/rules/ships.yaml +++ b/mods/ra/rules/ships.yaml @@ -5,11 +5,11 @@ SS: BuildAtProductionType: Submarine BuildPaletteOrder: 30 Prerequisites: ~spen, ~techlevel.medium + Description: Submerged anti-ship unit\narmed with torpedoes.\nCan detect other submarines.\n Strong vs Naval units\n Weak vs Ground units, Aircraft\n Special Ability: Submerge Valued: Cost: 950 Tooltip: Name: Submarine - Description: Submerged anti-ship unit\narmed with torpedoes.\nCan detect other submarines.\n Strong vs Naval units\n Weak vs Ground units, Aircraft\n Special Ability: Submerge Health: HP: 250 Armor: @@ -61,11 +61,11 @@ MSUB: BuildAtProductionType: Submarine BuildPaletteOrder: 60 Prerequisites: ~spen, stek, ~techlevel.high + Description: Submerged anti-ground siege unit\nwith anti-air capabilities.\nCan detect other submarines.\n Strong vs Buildings, Ground units, Aircraft\n Weak vs Naval units\n Special Ability: Submerge Valued: Cost: 2000 Tooltip: Name: Missile Submarine - Description: Submerged anti-ground siege unit\nwith anti-air capabilities.\nCan detect other submarines.\n Strong vs Buildings, Ground units, Aircraft\n Weak vs Naval units\n Special Ability: Submerge Health: HP: 400 Armor: @@ -121,11 +121,11 @@ DD: BuildAtProductionType: Boat BuildPaletteOrder: 40 Prerequisites: ~syrd, dome, ~techlevel.medium + Description: Fast multi-role ship.\nCan detect submarines.\n Strong vs Naval units, Light armor, Aircraft\n Weak vs Infantry, Tanks Valued: Cost: 1000 Tooltip: Name: Destroyer - Description: Fast multi-role ship.\nCan detect submarines.\n Strong vs Naval units, Light armor, Aircraft\n Weak vs Infantry, Tanks Health: HP: 400 Armor: @@ -167,11 +167,11 @@ CA: BuildAtProductionType: Boat BuildPaletteOrder: 50 Prerequisites: ~syrd, atek, ~techlevel.high + Description: Very slow long-range ship.\n Strong vs Buildings, Ground units\n Weak vs Naval units, Aircraft Valued: Cost: 2400 Tooltip: Name: Cruiser - Description: Very slow long-range ship.\n Strong vs Buildings, Ground units\n Weak vs Naval units, Aircraft Health: HP: 800 Armor: @@ -220,11 +220,11 @@ LST: Queue: Ship BuildPaletteOrder: 10 Prerequisites: ~techlevel.low + Description: General-purpose naval transport.\nCan carry infantry and tanks.\n Unarmed Valued: Cost: 700 Tooltip: Name: Transport - Description: General-purpose naval transport.\nCan carry infantry and tanks.\n Unarmed Health: HP: 350 Armor: @@ -257,11 +257,11 @@ PT: BuildAtProductionType: Boat BuildPaletteOrder: 20 Prerequisites: ~syrd, ~techlevel.medium + Description: Light scout & support ship.\nCan detect submarines.\n Strong vs Naval units\n Weak vs Ground units, Aircraft Valued: Cost: 500 Tooltip: Name: Gunboat - Description: Light scout & support ship.\nCan detect submarines.\n Strong vs Naval units\n Weak vs Ground units, Aircraft Health: HP: 200 Armor: diff --git a/mods/ra/rules/structures.yaml b/mods/ra/rules/structures.yaml index c44077a08d..7c65a2da92 100644 --- a/mods/ra/rules/structures.yaml +++ b/mods/ra/rules/structures.yaml @@ -4,12 +4,12 @@ MSLO: Cost: 2500 Tooltip: Name: Missile Silo - Description: Provides an atomic bomb.\nRequires power to operate.\n Special Ability: Atom Bomb\nMaximum 1 can be built. Buildable: Queue: Defense BuildPaletteOrder: 140 Prerequisites: techcenter, ~techlevel.unrestricted BuildLimit: 1 + Description: Provides an atomic bomb.\nRequires power to operate.\n Special Ability: Atom Bomb\nMaximum 1 can be built. Building: Footprint: xx Dimensions: 2,1 @@ -55,11 +55,11 @@ GAP: Cost: 800 Tooltip: Name: Gap Generator - Description: Obscures the enemy's view with shroud.\nRequires power to operate. Buildable: Queue: Defense BuildPaletteOrder: 110 Prerequisites: atek, ~structures.allies, ~techlevel.high + Description: Obscures the enemy's view with shroud.\nRequires power to operate. Selectable: Bounds: 24,24 SelectionDecorations: @@ -95,11 +95,11 @@ SPEN: Cost: 800 Tooltip: Name: Sub Pen - Description: Produces and repairs\nsubmarines and transports. Buildable: Queue: Building BuildPaletteOrder: 50 Prerequisites: anypower, ~structures.soviet, ~techlevel.low + Description: Produces and repairs\nsubmarines and transports. Targetable: TargetTypes: Ground, Water, Structure, C4, DetonateAttack, SpyInfiltrate Building: @@ -185,11 +185,11 @@ SYRD: Queue: Building BuildPaletteOrder: 40 Prerequisites: anypower, ~structures.allies, ~techlevel.low + Description: Produces and repairs ships\nand transports. Valued: Cost: 1000 Tooltip: Name: Shipyard - Description: Produces and repairs ships\nand transports. Targetable: TargetTypes: Ground, Water, Structure, C4, DetonateAttack, SpyInfiltrate Building: @@ -280,11 +280,11 @@ IRON: BuildPaletteOrder: 130 Prerequisites: stek, ~structures.soviet, ~techlevel.unrestricted BuildLimit: 1 + Description: Makes a group of units invulnerable\nfor a short time.\nRequires power to operate.\n Special Ability: Invulnerability\nMaximum 1 can be built. Valued: Cost: 1500 Tooltip: Name: Iron Curtain - Description: Makes a group of units invulnerable\nfor a short time.\nRequires power to operate.\n Special Ability: Invulnerability\nMaximum 1 can be built. Building: Footprint: xx Dimensions: 2,1 @@ -330,11 +330,11 @@ PDOX: BuildPaletteOrder: 120 Prerequisites: atek, ~structures.allies, ~techlevel.unrestricted BuildLimit: 1 + Description: Teleports a group of units across the\nmap for a short time.\nRequires power to operate.\n Special Ability: Chronoshift\nMaximum 1 can be built. Valued: Cost: 1500 Tooltip: Name: Chronosphere - Description: Teleports a group of units across the\nmap for a short time.\nRequires power to operate.\n Special Ability: Chronoshift\nMaximum 1 can be built. Building: Footprint: xx xx Dimensions: 2,2 @@ -400,11 +400,11 @@ TSLA: Queue: Defense BuildPaletteOrder: 80 Prerequisites: weap, ~structures.soviet, ~techlevel.medium + Description: Advanced base defense.\nRequires power to operate.\nCan detect cloaked units.\n Strong vs Vehicles, Infantry\n Weak vs Aircraft Valued: Cost: 1200 Tooltip: Name: Tesla Coil - Description: Advanced base defense.\nRequires power to operate.\nCan detect cloaked units.\n Strong vs Vehicles, Infantry\n Weak vs Aircraft RequiresPower: Selectable: Bounds: 24,24 @@ -444,11 +444,11 @@ AGUN: Queue: Defense BuildPaletteOrder: 90 Prerequisites: dome, ~structures.allies, ~techlevel.medium + Description: Anti-Air base defense.\nRequires power to operate.\nCan detect cloaked units.\n Strong vs Aircraft\n Weak vs Ground units Valued: Cost: 800 Tooltip: Name: AA Gun - Description: Anti-Air base defense.\nRequires power to operate.\nCan detect cloaked units.\n Strong vs Aircraft\n Weak vs Ground units Selectable: Bounds: 24,24 SelectionDecorations: @@ -494,11 +494,11 @@ DOME: Queue: Building BuildPaletteOrder: 90 Prerequisites: proc, ~techlevel.medium + Description: Provides an overview\nof the battlefield.\nCan detect cloaked units.\n Requires power to operate. Valued: Cost: 1800 Tooltip: Name: Radar Dome - Description: Provides an overview\nof the battlefield.\nCan detect cloaked units.\n Requires power to operate. Building: Footprint: xx xx Dimensions: 2,2 @@ -529,12 +529,12 @@ PBOX: Inherits: ^Defense Tooltip: Name: Pillbox - Description: Static defense with a fireport for a\ngarrisoned soldier.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft Building: Buildable: Queue: Defense BuildPaletteOrder: 40 Prerequisites: tent, ~structures.allies, ~techlevel.low + Description: Static defense with a fireport for a\ngarrisoned soldier.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft Valued: Cost: 400 Health: @@ -574,12 +574,12 @@ HBOX: Inherits: ^Defense Tooltip: Name: Camo Pillbox - Description: Camouflaged static defense with a fireport\nfor a garrisoned soldier.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft Building: Buildable: Queue: Defense BuildPaletteOrder: 50 Prerequisites: tent, ~structures.allies, ~techlevel.medium + Description: Camouflaged static defense with a fireport\nfor a garrisoned soldier.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft Valued: Cost: 600 Health: @@ -624,11 +624,11 @@ GUN: Queue: Defense BuildPaletteOrder: 70 Prerequisites: tent, ~structures.allies, ~techlevel.medium + Description: Anti-Armor base defense.\nCan detect cloaked units.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft Valued: Cost: 600 Tooltip: Name: Turret - Description: Anti-Armor base defense.\nCan detect cloaked units.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft Building: Health: HP: 400 @@ -664,11 +664,11 @@ FTUR: Queue: Defense BuildPaletteOrder: 60 Prerequisites: barr, ~structures.soviet, ~techlevel.low + Description: Anti-Infantry base defense.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft Valued: Cost: 600 Tooltip: Name: Flame Tower - Description: Anti-Infantry base defense.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft Building: Health: HP: 400 @@ -702,11 +702,11 @@ SAM: Queue: Defense BuildPaletteOrder: 100 Prerequisites: dome, ~structures.soviet, ~techlevel.medium + Description: Anti-Air base defense.\nRequires power to operate.\nCan detect cloaked units.\n Strong vs Aircraft\n Weak vs Ground units Valued: Cost: 750 Tooltip: Name: SAM Site - Description: Anti-Air base defense.\nRequires power to operate.\nCan detect cloaked units.\n Strong vs Aircraft\n Weak vs Ground units Building: Footprint: xx Dimensions: 2,1 @@ -746,11 +746,11 @@ ATEK: Queue: Building BuildPaletteOrder: 140 Prerequisites: weap, dome, ~structures.allies, ~techlevel.high + Description: Provides Allied advanced technologies.\n Special Ability: GPS Satellite Valued: Cost: 1500 Tooltip: Name: Allied Tech Center - Description: Provides Allied advanced technologies.\n Special Ability: GPS Satellite ProvidesPrerequisite: Prerequisite: techcenter Building: @@ -785,11 +785,11 @@ WEAP: Queue: Building BuildPaletteOrder: 80 Prerequisites: proc, ~techlevel.low + Description: Produces vehicles. Valued: Cost: 2000 Tooltip: Name: War Factory - Description: Produces vehicles. Building: Footprint: xxx xxx Dimensions: 3,2 @@ -889,6 +889,7 @@ FACT: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled + Description: Produces structures. ProvidesPrerequisite@allies: Factions: allies, england, france, germany Prerequisite: structures.allies @@ -929,7 +930,6 @@ FACT: Cost: 2500 Tooltip: Name: Construction Yard - Description: Produces structures. CustomSellValue: Value: 2500 BaseBuilding: @@ -960,11 +960,11 @@ PROC: Queue: Building BuildPaletteOrder: 60 Prerequisites: anypower, ~techlevel.infonly + Description: Refines Ore and Gems\ninto credits. Valued: Cost: 1400 Tooltip: Name: Ore Refinery - Description: Refines Ore and Gems\ninto credits. Building: Footprint: _x_ xxx x== Dimensions: 3,3 @@ -1014,11 +1014,11 @@ SILO: Queue: Defense BuildPaletteOrder: 35 Prerequisites: proc, ~techlevel.infonly + Description: Stores excess refined\nOre and Gems. Valued: Cost: 150 Tooltip: Name: Silo - Description: Stores excess refined\nOre and Gems. Building: -GivesBuildableArea: Health: @@ -1045,11 +1045,11 @@ HPAD: Queue: Building BuildPaletteOrder: 120 Prerequisites: dome, ~structures.allies, ~techlevel.medium + Description: Produces and reloads\nhelicopters. Valued: Cost: 500 Tooltip: Name: Helipad - Description: Produces and reloads\nhelicopters. Building: Footprint: xx xx Dimensions: 2,2 @@ -1124,11 +1124,11 @@ AFLD: Queue: Building BuildPaletteOrder: 130 Prerequisites: dome, ~structures.soviet, ~techlevel.medium + Description: Produces and reloads aircraft.\n Special Ability: Paratroopers\n Special Ability: Spy Plane Valued: Cost: 500 Tooltip: Name: Airfield - Description: Produces and reloads aircraft.\n Special Ability: Paratroopers\n Special Ability: Spy Plane Building: Footprint: xxx xxx Dimensions: 3,2 @@ -1241,11 +1241,11 @@ POWR: Queue: Building BuildPaletteOrder: 10 Prerequisites: ~techlevel.infonly + Description: Provides power for other structures. Valued: Cost: 300 Tooltip: Name: Power Plant - Description: Provides power for other structures. ProvidesPrerequisite: Prerequisite: anypower Building: @@ -1278,11 +1278,11 @@ APWR: Queue: Building BuildPaletteOrder: 110 Prerequisites: dome, ~techlevel.medium + Description: Provides double the power of a\nstandard Power Plant. Valued: Cost: 500 Tooltip: Name: Advanced Power Plant - Description: Provides double the power of a\nstandard Power Plant. ProvidesPrerequisite: Prerequisite: anypower Building: @@ -1319,11 +1319,11 @@ STEK: Queue: Building BuildPaletteOrder: 150 Prerequisites: weap, dome, ~structures.soviet, ~techlevel.high + Description: Provides Soviet advanced technologies. Valued: Cost: 1500 Tooltip: Name: Soviet Tech Center - Description: Provides Soviet advanced technologies. ProvidesPrerequisite: Prerequisite: techcenter Building: @@ -1346,11 +1346,11 @@ BARR: Queue: Building BuildPaletteOrder: 30 Prerequisites: anypower, ~structures.soviet, ~techlevel.infonly + Description: Trains infantry. Valued: Cost: 400 Tooltip: Name: Soviet Barracks - Description: Trains infantry. Building: Footprint: xx xx Dimensions: 2,2 @@ -1420,11 +1420,11 @@ KENN: Queue: Building BuildPaletteOrder: 175 Prerequisites: anypower, ~structures.soviet, ~techlevel.infonly + Description: Trains Attack Dogs. Valued: Cost: 100 Tooltip: Name: Kennel - Description: Trains Attack Dogs. Building: -GivesBuildableArea: Health: @@ -1468,11 +1468,11 @@ TENT: Queue: Building BuildPaletteOrder: 20 Prerequisites: anypower, ~structures.allies, ~techlevel.infonly + Description: Trains infantry. Valued: Cost: 400 Tooltip: Name: Allied Barracks - Description: Trains infantry. Building: Footprint: xx xx Dimensions: 2,2 @@ -1548,11 +1548,11 @@ FIX: Queue: Building BuildPaletteOrder: 100 Prerequisites: weap, ~techlevel.medium + Description: Repairs vehicles for credits. Valued: Cost: 1200 Tooltip: Name: Service Depot - Description: Repairs vehicles for credits. Building: Footprint: _x_ xxx _x_ Dimensions: 3,3 @@ -1586,13 +1586,13 @@ SBAG: Queue: Defense BuildPaletteOrder: 10 Prerequisites: fact, ~structures.allies, ~techlevel.low + Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Valued: Cost: 25 CustomSellValue: Value: 0 Tooltip: Name: Sandbag Wall - Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Health: HP: 300 Armor: @@ -1611,13 +1611,13 @@ FENC: Queue: Defense BuildPaletteOrder: 20 Prerequisites: fact, ~structures.soviet, ~techlevel.low + Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Valued: Cost: 25 CustomSellValue: Value: 0 Tooltip: Name: Wire Fence - Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Health: HP: 300 Armor: @@ -1636,13 +1636,13 @@ BRIK: Queue: Defense BuildPaletteOrder: 30 Prerequisites: fact, ~techlevel.medium + Description: Stop units and blocks enemy fire. Valued: Cost: 100 CustomSellValue: Value: 0 Tooltip: Name: Concrete Wall - Description: Stop units and blocks enemy fire. SoundOnDamageTransition: DamagedSounds: crmble2.aud DestroyedSounds: kaboom30.aud @@ -1738,16 +1738,19 @@ BARRACKS: AlwaysVisible: Tooltip: Name: Infantry Production + Buildable: Description: Infantry Production TECHCENTER: AlwaysVisible: Tooltip: Name: Tech Center + Buildable: Description: Tech Center ANYPOWER: AlwaysVisible: Tooltip: Name: Power Plant + Buildable: Description: Power Plant diff --git a/mods/ra/rules/vehicles.yaml b/mods/ra/rules/vehicles.yaml index e0e8b50c6d..86fb5b6507 100644 --- a/mods/ra/rules/vehicles.yaml +++ b/mods/ra/rules/vehicles.yaml @@ -4,11 +4,11 @@ V2RL: Queue: Vehicle BuildPaletteOrder: 80 Prerequisites: dome, ~vehicles.soviet, ~techlevel.medium + Description: Long-range rocket artillery.\n Strong vs Infantry, Light armor, Buildings\n Weak vs Tanks, Aircraft Valued: Cost: 900 Tooltip: Name: V2 Rocket - Description: Long-range rocket artillery.\n Strong vs Infantry, Light armor, Buildings\n Weak vs Tanks, Aircraft Health: HP: 200 Armor: @@ -37,11 +37,11 @@ V2RL: Queue: Vehicle BuildPaletteOrder: 50 Prerequisites: ~vehicles.allies, ~techlevel.low + Description: Light Tank, good for scouting.\n Strong vs Light armor\n Weak vs Infantry, Tanks, Aircraft Valued: Cost: 700 Tooltip: Name: Light Tank - Description: Light Tank, good for scouting.\n Strong vs Light armor\n Weak vs Infantry, Tanks, Aircraft Health: HP: 220 Armor: @@ -74,11 +74,11 @@ V2RL: Queue: Vehicle BuildPaletteOrder: 120 Prerequisites: fix, ~vehicles.allies, ~techlevel.medium + Description: Allied Main Battle Tank.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft Valued: Cost: 850 Tooltip: Name: Medium Tank - Description: Allied Main Battle Tank.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft Health: HP: 450 Armor: @@ -113,11 +113,11 @@ V2RL: Queue: Vehicle BuildPaletteOrder: 130 Prerequisites: fix, ~vehicles.soviet, ~techlevel.medium + Description: Soviet Main Battle Tank, with dual cannons\n Strong vs Vehicles\n Weak vs Infantry, Aircraft Valued: Cost: 1150 Tooltip: Name: Heavy Tank - Description: Soviet Main Battle Tank, with dual cannons\n Strong vs Vehicles\n Weak vs Infantry, Aircraft Health: HP: 550 Armor: @@ -154,11 +154,11 @@ V2RL: Prerequisites: fix, stek, ~vehicles.soviet, ~techlevel.high BuildDuration: 2500 BuildDurationModifier: 40 + Description: Big and slow tank, with anti-air capability.\n Strong vs Vehicles, Infantry, Aircraft\n Weak vs Nothing Valued: Cost: 2000 Tooltip: Name: Mammoth Tank - Description: Big and slow tank, with anti-air capability.\n Strong vs Vehicles, Infantry, Aircraft\n Weak vs Nothing Health: HP: 900 Armor: @@ -205,11 +205,11 @@ ARTY: Queue: Vehicle BuildPaletteOrder: 70 Prerequisites: dome, ~vehicles.allies, ~techlevel.medium + Description: Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft Valued: Cost: 800 Tooltip: Name: Artillery - Description: Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft Health: HP: 100 Armor: @@ -239,12 +239,12 @@ HARV: Queue: Vehicle BuildPaletteOrder: 10 Prerequisites: proc, ~techlevel.infonly + Description: Collects Ore and Gems for processing.\n Unarmed Valued: Cost: 1100 Tooltip: Name: Ore Truck GenericName: Harvester - Description: Collects Ore and Gems for processing.\n Unarmed Selectable: Priority: 7 SelectionDecorations: @@ -290,11 +290,11 @@ MCV: Prerequisites: fix, ~techlevel.medium BuildDuration: 2000 BuildDurationModifier: 40 + Description: Deploys into another Construction Yard.\n Unarmed Valued: Cost: 2000 Tooltip: Name: Mobile Construction Vehicle - Description: Deploys into another Construction Yard.\n Unarmed Selectable: Priority: 4 SelectionDecorations: @@ -326,11 +326,11 @@ JEEP: Queue: Vehicle BuildPaletteOrder: 30 Prerequisites: ~vehicles.allies, ~techlevel.low + Description: Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft Valued: Cost: 500 Tooltip: Name: Ranger - Description: Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft Health: HP: 150 Armor: @@ -366,11 +366,11 @@ APC: Queue: Vehicle BuildPaletteOrder: 40 Prerequisites: ~vehicles.soviet, ~techlevel.low + Description: Tough infantry transport.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft Valued: Cost: 850 Tooltip: Name: Armored Personnel Carrier - Description: Tough infantry transport.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft Health: HP: 300 Armor: @@ -403,11 +403,11 @@ MNLY.AP: Queue: Vehicle BuildPaletteOrder: 110 Prerequisites: fix, ~vehicles.soviet, ~techlevel.medium + Description: Lays mines to destroy\nunwary enemy units.\nCan detect mines.\n Unarmed Valued: Cost: 800 Tooltip: Name: Minelayer - Description: Lays mines to destroy\nunwary enemy units.\nCan detect mines.\n Unarmed Health: HP: 150 Armor: @@ -438,11 +438,11 @@ MNLY.AT: Queue: Vehicle BuildPaletteOrder: 100 Prerequisites: fix, ~vehicles.allies, ~techlevel.medium + Description: Lays mines to destroy\nunwary enemy units.\nCan detect mines.\n Unarmed Valued: Cost: 800 Tooltip: Name: Minelayer - Description: Lays mines to destroy\nunwary enemy units.\nCan detect mines.\n Unarmed Health: HP: 150 Armor: @@ -473,11 +473,11 @@ TRUK: Queue: Vehicle BuildPaletteOrder: 20 Prerequisites: ~techlevel.low + Description: Transports cash to other players.\n Unarmed Valued: Cost: 500 Tooltip: Name: Supply Truck - Description: Transports cash to other players.\n Unarmed Health: HP: 110 Armor: @@ -498,11 +498,11 @@ MGG: Queue: Vehicle BuildPaletteOrder: 160 Prerequisites: atek, ~vehicles.france, ~techlevel.high + Description: Regenerates the shroud nearby, \nobscuring the area.\n Unarmed Valued: Cost: 1200 Tooltip: Name: Mobile Gap Generator - Description: Regenerates the shroud nearby, \nobscuring the area.\n Unarmed Health: HP: 220 Armor: @@ -526,11 +526,11 @@ MRJ: Cost: 800 Tooltip: Name: Mobile Radar Jammer - Description: Jams nearby enemy radar domes\nand deflects incoming missiles.\nCan detect cloaked units.\n Unarmed Buildable: Queue: Vehicle BuildPaletteOrder: 150 Prerequisites: atek, ~vehicles.allies, ~techlevel.high + Description: Jams nearby enemy radar domes\nand deflects incoming missiles.\nCan detect cloaked units.\n Unarmed Health: HP: 220 Armor: @@ -557,11 +557,11 @@ TTNK: Queue: Vehicle BuildPaletteOrder: 180 Prerequisites: tsla, stek, ~vehicles.russia, ~techlevel.high + Description: Tank with mounted tesla coil.\n Strong vs Infantry, Vehicles, Buildings\n Weak vs Aircraft Valued: Cost: 1350 Tooltip: Name: Tesla Tank - Description: Tank with mounted tesla coil.\n Strong vs Infantry, Vehicles, Buildings\n Weak vs Aircraft Health: HP: 400 Armor: @@ -590,11 +590,11 @@ FTRK: Queue: Vehicle BuildPaletteOrder: 60 Prerequisites: ~vehicles.soviet, ~techlevel.low + Description: Mobile unit with mounted Flak Cannon.\n Strong vs Infantry, Light armor, Aircraft\n Weak vs Tanks Valued: Cost: 600 Tooltip: Name: Mobile Flak - Description: Mobile unit with mounted Flak Cannon.\n Strong vs Infantry, Light armor, Aircraft\n Weak vs Tanks Health: HP: 150 Armor: @@ -632,11 +632,11 @@ DTRK: Queue: Vehicle BuildPaletteOrder: 170 Prerequisites: stek, ~vehicles.ukraine, ~techlevel.high + Description: Demolition Truck, actively armed with\nnuclear explosives. Has very weak armor. Valued: Cost: 2500 Tooltip: Name: Demolition Truck - Description: Demolition Truck, actively armed with\nnuclear explosives. Has very weak armor. Health: HP: 50 Armor: @@ -662,11 +662,11 @@ CTNK: Queue: Vehicle BuildPaletteOrder: 210 Prerequisites: atek, ~vehicles.germany, ~techlevel.high + Description: Chrono Tank, teleports to areas within range.\n Strong vs Vehicles, Buildings\n Weak vs Infantry, Aircraft\n Special ability: Can teleport Valued: Cost: 1350 Tooltip: Name: Chrono Tank - Description: Chrono Tank, teleports to areas within range.\n Strong vs Vehicles, Buildings\n Weak vs Infantry, Aircraft\n Special ability: Can teleport SelectionDecorations: VisualBounds: 30,30 Health: @@ -699,11 +699,11 @@ QTNK: Queue: Vehicle BuildPaletteOrder: 200 Prerequisites: fix, stek, ~vehicles.soviet, ~techlevel.high + Description: Deals seismic damage to nearby vehicles\nand structures.\n Strong vs Vehicles, Buildings\n Weak vs Infantry, Aircraft Valued: Cost: 2000 Tooltip: Name: MAD Tank - Description: Deals seismic damage to nearby vehicles\nand structures.\n Strong vs Vehicles, Buildings\n Weak vs Infantry, Aircraft Health: HP: 900 Armor: @@ -726,11 +726,11 @@ STNK: Queue: Vehicle BuildPaletteOrder: 140 Prerequisites: atek, ~vehicles.england, ~techlevel.high + Description: Lightly armored infantry transport\nwhich can cloak. Can detect cloaked units.\n Strong vs Light armor\n Weak vs Infantry, Tanks, Aircraft Valued: Cost: 1350 Tooltip: Name: Phase Transport - Description: Lightly armored infantry transport\nwhich can cloak. Can detect cloaked units.\n Strong vs Light armor\n Weak vs Infantry, Tanks, Aircraft Health: HP: 300 Armor: diff --git a/mods/ts/rules/aircraft.yaml b/mods/ts/rules/aircraft.yaml index c3ffaf11a6..270e23ca80 100644 --- a/mods/ts/rules/aircraft.yaml +++ b/mods/ts/rules/aircraft.yaml @@ -68,11 +68,11 @@ ORCA: Cost: 1000 Tooltip: Name: Orca Fighter - Description: Fast assault gunship with\ndual missile launchers.\n Strong vs Buildings, Vehicles\n Weak vs Infantry, Aircraft Buildable: Queue: Air BuildPaletteOrder: 20 Prerequisites: ~gahpad + Description: Fast assault gunship with\ndual missile launchers.\n Strong vs Buildings, Vehicles\n Weak vs Infantry, Aircraft Selectable: Bounds: 30,24 Aircraft: @@ -109,11 +109,11 @@ ORCAB: Cost: 1600 Tooltip: Name: Orca Bomber - Description: Heavy bomber.\n Strong vs Buildings, Vehicles\n Weak vs Infantry, Aircraft Buildable: Queue: Air BuildPaletteOrder: 20 Prerequisites: ~gahpad, gatech + Description: Heavy bomber.\n Strong vs Buildings, Vehicles\n Weak vs Infantry, Aircraft Selectable: Bounds: 30,24 Aircraft: @@ -194,11 +194,11 @@ TRNSPORT: Cost: 750 Tooltip: Name: Carryall - Description: VTOL aircraft capable of lifting\nand transporting vehicles.\n Unarmed Buildable: Queue: Air BuildPaletteOrder: 10 Prerequisites: ~gahpad, gadept + Description: VTOL aircraft capable of lifting\nand transporting vehicles.\n Unarmed Aircraft: LandWhenIdle: true TurnSpeed: 5 @@ -231,11 +231,11 @@ SCRIN: Cost: 1500 Tooltip: Name: Banshee Fighter - Description: Advanced fighter-bomber craft\nwith twin plasma cannons.\n Strong vs Buildings, Vehicles\n Weak vs Infantry, Aircraft Buildable: Queue: Air BuildPaletteOrder: 20 Prerequisites: ~nahpad, natech + Description: Advanced fighter-bomber craft\nwith twin plasma cannons.\n Strong vs Buildings, Vehicles\n Weak vs Infantry, Aircraft Selectable: Bounds: 30,24 Voiced: @@ -278,11 +278,11 @@ APACHE: Cost: 1000 Tooltip: Name: Harpy - Description: Anti-personnel support gunship\narmed with dual chain guns.\n Strong vs Infantry, Light armor, Aircraft\n Weak vs Vehicles Buildable: Queue: Air BuildPaletteOrder: 20 Prerequisites: ~nahpad + Description: Anti-personnel support gunship\narmed with dual chain guns.\n Strong vs Infantry, Light armor, Aircraft\n Weak vs Vehicles Selectable: Bounds: 30,24 Aircraft: diff --git a/mods/ts/rules/civilian-infantry.yaml b/mods/ts/rules/civilian-infantry.yaml index a1963a5d7d..a8906b1208 100644 --- a/mods/ts/rules/civilian-infantry.yaml +++ b/mods/ts/rules/civilian-infantry.yaml @@ -245,7 +245,6 @@ VISC_SML: Inherits: ^Visceroid Tooltip: Name: Baby Visceroid - Description: infantry transmorgifies into this Health: HP: 200 AttackWander: @@ -254,12 +253,13 @@ VISC_SML: MaxMoveDelayInTicks: 60 RenderSprites: Image: vissml + Buildable: + Description: infantry transmorgifies into this VISC_LRG: Inherits: ^Visceroid Tooltip: Name: Adult Visceroid - Description: 2 small visceroids combine into this Health: HP: 500 Armament: @@ -275,6 +275,8 @@ VISC_LRG: Crushes: crate, infantry RenderSprites: Image: vislrg + Buildable: + Description: 2 small visceroids combine into this CIV1: Inherits: ^CivilianInfantry diff --git a/mods/ts/rules/civilian-structures.yaml b/mods/ts/rules/civilian-structures.yaml index fad53b364c..06cb66e260 100644 --- a/mods/ts/rules/civilian-structures.yaml +++ b/mods/ts/rules/civilian-structures.yaml @@ -683,7 +683,6 @@ CAHOSP: Inherits: ^BasicBuilding Tooltip: Name: Civilian Hospital - Description: Gives friendly units a medkit to heal themselves. Building: Footprint: xxx xxx xxx xxx Dimensions: 3, 4 @@ -696,6 +695,8 @@ CAHOSP: Capturable: CaptureNotification: ProvidesPrerequisite@BuildingName: + Buildable: + Description: Gives friendly units a medkit to heal themselves. CAPYR01: Inherits: ^CivBuilding @@ -1051,7 +1052,6 @@ CTDAM: Inherits: ^CivBuilding Tooltip: Name: Hydroelectric Dam - Description: Provides power for other structures Building: Footprint: xx xx xx xx xx Dimensions: 2, 5 @@ -1070,6 +1070,8 @@ CTDAM: Sequence: idle-lights WithIdleOverlay@WATER: Sequence: idle-water + Buildable: + Description: Provides power for other structures CTVEGA: Inherits: ^CivBuilding @@ -1195,6 +1197,7 @@ GASAND: Queue: Defense BuildPaletteOrder: 1000 Prerequisites: ~disabled + Description: Stops infantry and light vehicles.\nCan be crushed by tanks. SoundOnDamageTransition: DamagedSounds: sandbag1.aud DestroyedSounds: sandbag1.aud @@ -1204,7 +1207,6 @@ GASAND: Value: 0 Tooltip: Name: Sandbags - Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Health: HP: 250 Armor: @@ -1279,6 +1281,7 @@ TSTLAMP: RenderSprites: Image: galite Tooltip: + Buildable: Description: light post with alpha blending GAICBM: diff --git a/mods/ts/rules/defaults.yaml b/mods/ts/rules/defaults.yaml index 0a244b812c..3c4feccb5e 100644 --- a/mods/ts/rules/defaults.yaml +++ b/mods/ts/rules/defaults.yaml @@ -158,9 +158,10 @@ RevealsShroud: Range: 4c0 Tooltip: - Description: Civilian Building RenderSprites: Palette: terraindecoration + Buildable: + Description: Civilian Building ^CivBillboard: Inherits: ^CivBuilding @@ -858,7 +859,6 @@ WithGateSpriteBody: OpenSequence: open Tooltip: - Description: Automated barrier that opens for allied units. Gate: Adjacent: 4 BuildSounds: place2.aud @@ -866,6 +866,8 @@ ClosingSound: gatedwn1.aud TerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement BlocksProjectilesHeight: 640 + Buildable: + Description: Automated barrier that opens for allied units. ^Gate_A: Inherits: ^Gate diff --git a/mods/ts/rules/gdi-infantry.yaml b/mods/ts/rules/gdi-infantry.yaml index 704fce9cfe..9d57b86ad7 100644 --- a/mods/ts/rules/gdi-infantry.yaml +++ b/mods/ts/rules/gdi-infantry.yaml @@ -4,11 +4,11 @@ E2: Queue: Infantry BuildPaletteOrder: 20 Prerequisites: ~gapile + Description: Infantry armed with special explosive discs.\n Strong vs Buildings, Infantry\n Weak vs Vehicles, Aircraft Valued: Cost: 200 Tooltip: Name: Disc Thrower - Description: Infantry armed with special explosive discs.\n Strong vs Buildings, Infantry\n Weak vs Vehicles, Aircraft Health: HP: 150 Mobile: @@ -30,11 +30,11 @@ MEDIC: Cost: 600 Tooltip: Name: Medic - Description: Heals nearby infantry.\n Unarmed Buildable: Queue: Infantry BuildPaletteOrder: 70 Prerequisites: ~gapile + Description: Heals nearby infantry.\n Unarmed Voiced: VoiceSet: Medic RevealsShroud: @@ -65,11 +65,11 @@ JUMPJET: Cost: 600 Tooltip: Name: Jumpjet Infantry - Description: Airborne soldier.\n Strong vs Infantry, Aircraft\n Weak vs Vehicles Buildable: Queue: Infantry BuildPaletteOrder: 40 Prerequisites: ~gapile, garadr + Description: Airborne soldier.\n Strong vs Infantry, Aircraft\n Weak vs Vehicles Voiced: VoiceSet: JumpJet Mobile: @@ -100,12 +100,12 @@ GHOST: Cost: 1750 Tooltip: Name: Ghost Stalker - Description: Elite commando infantry, armed with\na railgun and C4.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft\n Special Ability: Destroy Building with C4\nMaximum 1 can be trained. Buildable: Queue: Infantry BuildPaletteOrder: 50 Prerequisites: ~gapile, gatech BuildLimit: 1 + Description: Elite commando infantry, armed with\na railgun and C4.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft\n Special Ability: Destroy Building with C4\nMaximum 1 can be trained. Voiced: VoiceSet: Ghost Armor: diff --git a/mods/ts/rules/gdi-structures.yaml b/mods/ts/rules/gdi-structures.yaml index 9be58d917d..476ea598aa 100644 --- a/mods/ts/rules/gdi-structures.yaml +++ b/mods/ts/rules/gdi-structures.yaml @@ -4,11 +4,11 @@ GAPOWR: Queue: Building BuildPaletteOrder: 0 Prerequisites: ~structures.gdi + Description: Provides power for other structures. Valued: Cost: 300 Tooltip: Name: GDI Power Plant - Description: Provides power for other structures. ProvidesPrerequisite: Prerequisite: anypower Building: @@ -69,11 +69,11 @@ GAPILE: Queue: Building BuildPaletteOrder: 30 Prerequisites: anypower, ~structures.gdi + Description: Produces infantry. Valued: Cost: 300 Tooltip: Name: GDI Barracks - Description: Produces infantry. ProvidesPrerequisite: Prerequisite: barracks Building: @@ -125,13 +125,13 @@ GAWEAP: Cost: 2000 Tooltip: Name: GDI War Factory - Description: Produces vehicles. ProvidesPrerequisite: Prerequisite: factory Buildable: Queue: Building BuildPaletteOrder: 50 Prerequisites: proc, ~structures.gdi + Description: Produces vehicles. Building: Footprint: xxx= xxx= xxx= Dimensions: 4,3 @@ -187,11 +187,11 @@ GAHPAD: Cost: 500 Tooltip: Name: Helipad - Description: Produces, rearms and\nrepairs helicopters. Buildable: BuildPaletteOrder: 60 Queue: Building Prerequisites: garadr, ~structures.gdi + Description: Produces, rearms and\nrepairs helicopters. Building: Footprint: xx xx Dimensions: 2,2 @@ -241,11 +241,11 @@ GADEPT: Cost: 1200 Tooltip: Name: Service Depot - Description: Repairs vehicles. Buildable: BuildPaletteOrder: 80 Prerequisites: factory, ~structures.gdi Queue: Building + Description: Repairs vehicles. Building: Footprint: =x= xxx =x= Dimensions: 3,3 @@ -291,11 +291,11 @@ GARADR: Queue: Building BuildPaletteOrder: 90 Prerequisites: proc, ~structures.gdi + Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nRequires power to operate. Valued: Cost: 1000 Tooltip: Name: GDI Radar - Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nRequires power to operate. ProvidesPrerequisite: Prerequisite: radar Building: @@ -336,11 +336,11 @@ GATECH: Queue: Building BuildPaletteOrder: 100 Prerequisites: gaweap, garadr, ~structures.gdi + Description: Provides access to advanced GDI technologies. Valued: Cost: 1500 Tooltip: Name: GDI Tech Center - Description: Provides access to advanced GDI technologies. ProvidesPrerequisite: Prerequisite: tech Building: @@ -368,13 +368,13 @@ GAPLUG: Cost: 1000 Tooltip: Name: GDI Upgrade Center - Description: Can be upgraded for additional technology. Selectable: Bounds: 115,72,0,-12 Buildable: BuildPaletteOrder: 100 Prerequisites: proc, gatech, ~structures.gdi Queue: Building + Description: Can be upgraded for additional technology. Building: Footprint: xxx xxx Dimensions: 2,3 diff --git a/mods/ts/rules/gdi-support.yaml b/mods/ts/rules/gdi-support.yaml index 47fcc095e6..1306aaed33 100644 --- a/mods/ts/rules/gdi-support.yaml +++ b/mods/ts/rules/gdi-support.yaml @@ -4,6 +4,7 @@ GAWALL: Queue: Defense BuildPaletteOrder: 20 Prerequisites: ~structures.gdi + Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks. -SoundOnDamageTransition: Valued: Cost: 50 @@ -11,7 +12,6 @@ GAWALL: Value: 0 Tooltip: Name: Concrete Wall - Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks. Health: HP: 225 Armor: @@ -50,11 +50,11 @@ GACTWR: Cost: 200 Tooltip: Name: Component Tower - Description: Modular tower for base defenses. Buildable: Queue: Defense BuildPaletteOrder: 30 Prerequisites: gapile, ~structures.gdi + Description: Modular tower for base defenses. Building: Selectable: Bounds: 48, 36, 0, -6 @@ -152,11 +152,11 @@ GAVULC: Cost: 150 Tooltip: Name: Vulcan Tower - Description: Basic base defense.\nDoes not require power to operate.\n Strong vs Infantry, Light armor\n Weak vs Aircraft Buildable: Queue: Defense BuildPaletteOrder: 40 Prerequisites: gactwr, gapile, ~structures.gdi + Description: Basic base defense.\nDoes not require power to operate.\n Strong vs Infantry, Light armor\n Weak vs Aircraft Plug: Type: tower.vulcan Power: @@ -168,11 +168,11 @@ GAROCK: Cost: 600 Tooltip: Name: RPG Upgrade - Description: GDI Advanced base defense.\nDoes not require power to operate.\n Strong vs Armored ground units\n Weak vs Aircraft Buildable: Queue: Defense BuildPaletteOrder: 40 Prerequisites: gactwr, gapile, ~structures.gdi + Description: GDI Advanced base defense.\nDoes not require power to operate.\n Strong vs Armored ground units\n Weak vs Aircraft Plug: Type: tower.rocket Power: @@ -184,11 +184,11 @@ GACSAM: Cost: 300 Tooltip: Name: SAM Upgrade - Description: GDI Anti-Air base defense.\nDoes not require power to operate.\n Strong vs Aircraft\n Weak vs Ground units Buildable: Queue: Defense BuildPaletteOrder: 40 Prerequisites: gactwr, garadr, ~structures.gdi + Description: GDI Anti-Air base defense.\nDoes not require power to operate.\n Strong vs Aircraft\n Weak vs Ground units Plug: Type: tower.sam Power: @@ -200,11 +200,11 @@ GAPOWRUP: Cost: 150 Tooltip: Name: Power Turbine - Description: Provides extra power generation. Buildable: Queue: Defense BuildPaletteOrder: 10 Prerequisites: gapowr, ~structures.gdi + Description: Provides extra power generation. Plug: Type: powrup Power: @@ -216,11 +216,11 @@ GAPLUG2: Cost: 1000 Tooltip: Name: Seeker Control - Description: Enables use of the hunter-seeker droid. Buildable: Queue: Defense BuildPaletteOrder: 1000 Prerequisites: gaplug, gatech, gaweap, ~structures.gdi + Description: Enables use of the hunter-seeker droid. Plug: Type: plug.hunterseeker Power: @@ -232,11 +232,11 @@ GAPLUG3: Cost: 1500 Tooltip: Name: Ion Cannon Uplink - Description: Enables use of the Ion Cannon. Buildable: Queue: Defense BuildPaletteOrder: 1000 Prerequisites: gaplug, gatech, ~structures.gdi + Description: Enables use of the Ion Cannon. Plug: Type: plug.ioncannon Power: diff --git a/mods/ts/rules/gdi-vehicles.yaml b/mods/ts/rules/gdi-vehicles.yaml index 0ed0e0a43f..194e9e707c 100644 --- a/mods/ts/rules/gdi-vehicles.yaml +++ b/mods/ts/rules/gdi-vehicles.yaml @@ -4,11 +4,11 @@ APC: Cost: 800 Tooltip: Name: Amphibious APC - Description: Armored infantry transport.\nCan move on water.\n Unarmed Buildable: Queue: Vehicle BuildPaletteOrder: 30 Prerequisites: ~gaweap, gapile + Description: Armored infantry transport.\nCan move on water.\n Unarmed Mobile: TurnSpeed: 5 Speed: 113 @@ -52,11 +52,11 @@ HVR: Cost: 900 Tooltip: Name: Hover MLRS - Description: Hovering vehicle armed with\nlong range missiles.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry Buildable: Queue: Vehicle BuildPaletteOrder: 50 Prerequisites: ~gaweap, garadr + Description: Hovering vehicle armed with\nlong range missiles.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry Mobile: Speed: 99 TerrainSpeeds: @@ -104,11 +104,11 @@ SMECH: Cost: 500 Tooltip: Name: Wolverine - Description: Anti-personnel walker.\n Strong vs Infantry, Light armor\n Weak vs Vehicles, Aircraft Buildable: Queue: Vehicle BuildPaletteOrder: 10 Prerequisites: ~gaweap + Description: Anti-personnel walker.\n Strong vs Infantry, Light armor\n Weak vs Vehicles, Aircraft Mobile: TurnSpeed: 5 Speed: 99 @@ -145,11 +145,11 @@ MMCH: Cost: 800 Tooltip: Name: Titan - Description: General purpose mechanized walker.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft Buildable: Queue: Vehicle BuildPaletteOrder: 30 Prerequisites: ~gaweap + Description: General purpose mechanized walker.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft Mobile: TurnSpeed: 5 Speed: 56 @@ -192,12 +192,12 @@ HMEC: Cost: 3000 Tooltip: Name: Mammoth Mk. II - Description: Slow heavy walker.\nArmed with dual railguns and rocket launchers.\n Strong vs Infantry, Vehicles, Aircraft and Buildings\n Weak vs Nothing\nMaximum 1 can be built. Buildable: Queue: Vehicle BuildPaletteOrder: 80 Prerequisites: ~gaweap, gatech BuildLimit: 1 + Description: Slow heavy walker.\nArmed with dual railguns and rocket launchers.\n Strong vs Infantry, Vehicles, Aircraft and Buildings\n Weak vs Nothing\nMaximum 1 can be built. Mobile: TurnSpeed: 3 Speed: 42 @@ -232,11 +232,11 @@ SONIC: Cost: 1300 Tooltip: Name: Disruptor - Description: Armored high-tech vehicle with\nlong range and sonic armament.\n Strong vs Infantry, Vehicles, Buildings\n Weak vs Aircraft Buildable: Queue: Vehicle BuildPaletteOrder: 70 Prerequisites: ~gaweap, gatech + Description: Armored high-tech vehicle with\nlong range and sonic armament.\n Strong vs Infantry, Vehicles, Buildings\n Weak vs Aircraft Targetable: TargetTypes: Ground, Vehicle, Repair, Disruptor Mobile: diff --git a/mods/ts/rules/nod-infantry.yaml b/mods/ts/rules/nod-infantry.yaml index 6a15c175e0..356df6da73 100644 --- a/mods/ts/rules/nod-infantry.yaml +++ b/mods/ts/rules/nod-infantry.yaml @@ -4,11 +4,11 @@ E3: Queue: Infantry BuildPaletteOrder: 20 Prerequisites: ~nahand + Description: Anti-tank infantry.\n Strong vs Vehicles, Aircraft, Buildings\n Weak vs Infantry Valued: Cost: 250 Tooltip: Name: Rocket Infantry - Description: Anti-tank infantry.\n Strong vs Vehicles, Aircraft, Buildings\n Weak vs Infantry Voiced: VoiceSet: Rocket Health: @@ -33,11 +33,11 @@ CYBORG: Cost: 650 Tooltip: Name: Cyborg Infantry - Description: Cybernetic infantry unit.\n Strong vs Infantry, Light armor\n Weak vs Vehicles, Aircraft Buildable: Queue: Infantry BuildPaletteOrder: 40 Prerequisites: ~nahand + Description: Cybernetic infantry unit.\n Strong vs Infantry, Light armor\n Weak vs Vehicles, Aircraft Selectable: Bounds: 16,31,0,-10 Voiced: @@ -66,12 +66,12 @@ CYC2: Cost: 2000 Tooltip: Name: Cyborg Commando - Description: Elite cybernetic infantry unit.\n Strong vs Infantry, Vehicles, Buildings\n Weak vs Aircraft\nMaximum 1 can be trained. Buildable: Queue: Infantry BuildPaletteOrder: 50 Prerequisites: ~nahand, natmpl BuildLimit: 1 + Description: Elite cybernetic infantry unit.\n Strong vs Infantry, Vehicles, Buildings\n Weak vs Aircraft\nMaximum 1 can be trained. Selectable: Bounds: 16,32,-1,-12 Voiced: @@ -100,11 +100,11 @@ MHIJACK: Queue: Infantry BuildPaletteOrder: 60 Prerequisites: ~nahand, natmpl + Description: Hijacks enemy vehicles.\n Unarmed Valued: Cost: 1850 Tooltip: Name: Mutant Hijacker - Description: Hijacks enemy vehicles.\n Unarmed BuildLimit: 1 Voiced: VoiceSet: Hijacker diff --git a/mods/ts/rules/nod-structures.yaml b/mods/ts/rules/nod-structures.yaml index 9a3a2485a6..8766c551c5 100644 --- a/mods/ts/rules/nod-structures.yaml +++ b/mods/ts/rules/nod-structures.yaml @@ -4,11 +4,11 @@ NAPOWR: Queue: Building BuildPaletteOrder: 0 Prerequisites: ~structures.nod + Description: Provides power for other structures. Valued: Cost: 300 Tooltip: Name: Nod Power Plant - Description: Provides power for other structures. ProvidesPrerequisite: Prerequisite: anypower Building: @@ -42,11 +42,11 @@ NAAPWR: Queue: Building BuildPaletteOrder: 5 Prerequisites: factory, ~structures.nod + Description: Provides twice as much power as\nthe normal Power Plant. Valued: Cost: 500 Tooltip: Name: Advanced Power Plant - Description: Provides twice as much power as\nthe normal Power Plant. ProvidesPrerequisite: Prerequisite: anypower Building: @@ -80,11 +80,11 @@ NAHAND: Queue: Building BuildPaletteOrder: 30 Prerequisites: anypower, ~structures.nod + Description: Produces infantry. Valued: Cost: 300 Tooltip: Name: Hand of Nod - Description: Produces infantry. ProvidesPrerequisite: Prerequisite: barracks Building: @@ -134,13 +134,13 @@ NAWEAP: Cost: 2000 Tooltip: Name: Nod War Factory - Description: Produces vehicles. ProvidesPrerequisite: Prerequisite: factory Buildable: Queue: Building BuildPaletteOrder: 50 Prerequisites: proc, ~structures.nod + Description: Produces vehicles. Building: Footprint: xxx= xxx= xxx= Dimensions: 4,3 @@ -192,11 +192,11 @@ NAHPAD: Cost: 500 Tooltip: Name: Helipad - Description: Produces, rearms and\nrepairs helicopters. Buildable: BuildPaletteOrder: 60 Queue: Building Prerequisites: naradr, ~structures.nod + Description: Produces, rearms and\nrepairs helicopters. Building: Footprint: xx xx Dimensions: 2,2 @@ -246,11 +246,11 @@ NARADR: Queue: Building BuildPaletteOrder: 90 Prerequisites: proc, ~structures.nod + Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nRequires power to operate. Valued: Cost: 1000 Tooltip: Name: Nod Radar - Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nRequires power to operate. ProvidesPrerequisite: Prerequisite: radar Building: @@ -291,11 +291,11 @@ NATECH: Queue: Building BuildPaletteOrder: 100 Prerequisites: naweap, naradr, ~structures.nod + Description: Provides access to advanced Nod technologies. Valued: Cost: 1500 Tooltip: Name: Nod Tech Center - Description: Provides access to advanced Nod technologies. ProvidesPrerequisite: Prerequisite: tech Building: @@ -323,12 +323,12 @@ NATMPL: Queue: Building BuildPaletteOrder: 200 Prerequisites: natech, ~structures.nod + Description: Provides access to advanced Nod technologies. ProvidesPrerequisite@buildingname: Valued: Cost: 2000 Tooltip: Name: Temple of Nod - Description: Provides access to advanced Nod technologies. Building: Adjacent: 3 Footprint: xxxx xxxx xxxx @@ -363,11 +363,11 @@ NASTLH: Cost: 2500 Tooltip: Name: Stealth Generator - Description: Generates a cloaking field\nto hide your forces from the enemy. Buildable: BuildPaletteOrder: 80 Prerequisites: proc, natech, ~structures.nod Queue: Building + Description: Generates a cloaking field\nto hide your forces from the enemy. Building: Footprint: xxx xxx Dimensions: 3,2 @@ -407,12 +407,12 @@ NAWAST: Cost: 1600 Tooltip: Name: Waste Refinery - Description: Processes Veins\ninto useable resources.\nMaximum 1 can be built. Buildable: BuildPaletteOrder: 110 Prerequisites: namisl, ~structures.nod Queue: Building BuildLimit: 1 + Description: Processes Veins\ninto useable resources.\nMaximum 1 can be built. Building: Footprint: =x= xx= =x= Dimensions: 3,3 diff --git a/mods/ts/rules/nod-support.yaml b/mods/ts/rules/nod-support.yaml index 808875da52..d2ee181bcf 100644 --- a/mods/ts/rules/nod-support.yaml +++ b/mods/ts/rules/nod-support.yaml @@ -4,6 +4,7 @@ NAWALL: Queue: Defense BuildPaletteOrder: 1001 Prerequisites: ~structures.nod + Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks. -SoundOnDamageTransition: Valued: Cost: 50 @@ -11,7 +12,6 @@ NAWALL: Value: 0 Tooltip: Name: Concrete Wall - Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks. Health: HP: 225 Armor: @@ -47,11 +47,11 @@ NALASR: Cost: 300 Tooltip: Name: Laser Turret - Description: Basic base defense.\nRequires power to operate.\n Strong vs Ground units\n Weak vs Aircraft Buildable: Queue: Defense Prerequisites: nahand, ~structures.nod BuildPaletteOrder: 50 + Description: Basic base defense.\nRequires power to operate.\n Strong vs Ground units\n Weak vs Aircraft Building: Selectable: Bounds: 40, 30, -8, -6 @@ -87,11 +87,11 @@ NAOBEL: Cost: 1500 Tooltip: Name: Obelisk of Light - Description: Advanced base defense.\nRequires power to operate.\n Strong vs Ground units\n Weak vs Aircraft Buildable: Queue: Defense BuildPaletteOrder: 90 Prerequisites: natech, ~structures.nod + Description: Advanced base defense.\nRequires power to operate.\n Strong vs Ground units\n Weak vs Aircraft Building: Footprint: xx xx Dimensions: 2,2 @@ -128,11 +128,11 @@ NASAM: Cost: 500 Tooltip: Name: S.A.M. Site - Description: Nod Anti-Air base defense.\nRequires power to operate.\n Strong vs Aircraft\n Weak vs Ground units Buildable: Queue: Defense Prerequisites: naradr, ~structures.nod BuildPaletteOrder: 60 + Description: Nod Anti-Air base defense.\nRequires power to operate.\n Strong vs Aircraft\n Weak vs Ground units Selectable: Bounds: 40, 30, -3, -8 RequiresPower: @@ -201,11 +201,11 @@ NAMISL: BuildPaletteOrder: 100 Prerequisites: natech, ~structures.nod BuildLimit: 1 + Description: Launches a devastating missile\nat a target location.\nRequires power to operate.\nMaximum 1 can be built. Valued: Cost: 1300 Tooltip: Name: Nod Missile Silo - Description: Launches a devastating missile\nat a target location.\nRequires power to operate.\nMaximum 1 can be built. ProvidesPrerequisite: Prerequisite: tech Building: diff --git a/mods/ts/rules/nod-vehicles.yaml b/mods/ts/rules/nod-vehicles.yaml index 51fad48922..974b3152fb 100644 --- a/mods/ts/rules/nod-vehicles.yaml +++ b/mods/ts/rules/nod-vehicles.yaml @@ -4,11 +4,11 @@ BGGY: Cost: 500 Tooltip: Name: Attack Buggy - Description: Fast scout and anti-infantry vehicle.\n Strong vs Infantry, Light armor\n Weak vs Vehicles, Aircraft Buildable: Queue: Vehicle BuildPaletteOrder: 40 Prerequisites: ~naweap + Description: Fast scout and anti-infantry vehicle.\n Strong vs Infantry, Light armor\n Weak vs Vehicles, Aircraft Mobile: TurnSpeed: 8 Speed: 142 @@ -37,11 +37,11 @@ BIKE: Cost: 600 Tooltip: Name: Attack Cycle - Description: Fast scout vehicle, armed with\nrockets.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft Buildable: Queue: Vehicle BuildPaletteOrder: 30 Prerequisites: ~naweap + Description: Fast scout vehicle, armed with\nrockets.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft Mobile: TurnSpeed: 8 Speed: 170 @@ -72,11 +72,11 @@ TTNK: Cost: 800 Tooltip: Name: Tick Tank - Description: Nod's main battle tank.\nCan deploy to gain extra protection.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft Buildable: Queue: Vehicle BuildPaletteOrder: 60 Prerequisites: ~naweap + Description: Nod's main battle tank.\nCan deploy to gain extra protection.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft Mobile: TurnSpeed: 5 Speed: 85 @@ -172,11 +172,11 @@ ART2: Cost: 975 Tooltip: Name: Artillery - Description: Mobile Artillery.\nNeeds to deploy in order to shoot.\n Strong vs Ground units\n Weak vs Aircraft Buildable: Queue: Vehicle BuildPaletteOrder: 100 Prerequisites: ~naweap, naradr + Description: Mobile Artillery.\nNeeds to deploy in order to shoot.\n Strong vs Ground units\n Weak vs Aircraft Health: HP: 300 Armor: @@ -201,11 +201,11 @@ REPAIR: Queue: Vehicle BuildPaletteOrder: 70 Prerequisites: ~naweap + Description: Repairs nearby vehicles.\n Unarmed Valued: Cost: 1000 Tooltip: Name: Mobile Repair Vehicle - Description: Repairs nearby vehicles.\n Unarmed Health: HP: 200 Mobile: @@ -228,11 +228,11 @@ WEED: Cost: 1400 Tooltip: Name: Weed Eater - Description: Collects veins for processing.\n Unarmed Buildable: Queue: Vehicle BuildPaletteOrder: 100 Prerequisites: ~naweap, nawast + Description: Collects veins for processing.\n Unarmed Harvester: DeliveryBuildings: nawast Capacity: 7 @@ -269,11 +269,11 @@ SAPC: Cost: 800 Tooltip: Name: Subterranean APC - Description: Troop transport that can move\nunderground to avoid detection.\n Unarmed Buildable: Queue: Vehicle BuildPaletteOrder: 30 Prerequisites: ~naweap, natech + Description: Troop transport that can move\nunderground to avoid detection.\n Unarmed Mobile: TurnSpeed: 5 Speed: 71 @@ -297,11 +297,11 @@ SUBTANK: Cost: 750 Tooltip: Name: Devil's Tongue - Description: Subterranean Flame Tank.\nIs able to move underground.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft Buildable: Queue: Vehicle BuildPaletteOrder: 40 Prerequisites: ~naweap, natech + Description: Subterranean Flame Tank.\nIs able to move underground.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft Mobile: TurnSpeed: 6 Speed: 71 @@ -324,11 +324,11 @@ STNK: Cost: 1100 Tooltip: Name: Stealth Tank - Description: Lightly armoured tank equipped with a personal\nstealth generator. Armed with missiles.\nCan be spotted by infantry at close range.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry Buildable: BuildPaletteOrder: 90 Prerequisites: ~naweap, natech Queue: Vehicle + Description: Lightly armoured tank equipped with a personal\nstealth generator. Armed with missiles.\nCan be spotted by infantry at close range.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry Mobile: TurnSpeed: 5 Speed: 85 diff --git a/mods/ts/rules/shared-infantry.yaml b/mods/ts/rules/shared-infantry.yaml index f457c1e27f..d8639598e7 100644 --- a/mods/ts/rules/shared-infantry.yaml +++ b/mods/ts/rules/shared-infantry.yaml @@ -4,11 +4,11 @@ E1: Queue: Infantry BuildPaletteOrder: 10 Prerequisites: ~barracks + Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft Valued: Cost: 120 Tooltip: Name: Light Infantry - Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft Health: HP: 125 Mobile: @@ -40,11 +40,11 @@ ENGINEER: Cost: 500 Tooltip: Name: Engineer - Description: Infiltrates and captures enemy structures.\n Unarmed Buildable: Queue: Infantry BuildPaletteOrder: 30 Prerequisites: ~barracks + Description: Infiltrates and captures enemy structures.\n Unarmed Voiced: VoiceSet: Engineer Mobile: diff --git a/mods/ts/rules/shared-structures.yaml b/mods/ts/rules/shared-structures.yaml index 12ae340ec8..98ef9c8120 100644 --- a/mods/ts/rules/shared-structures.yaml +++ b/mods/ts/rules/shared-structures.yaml @@ -8,6 +8,7 @@ GACNST: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled + Description: Builds base structures. Health: HP: 1500 Armor: @@ -20,7 +21,6 @@ GACNST: Cost: 2500 Tooltip: Name: Construction Yard - Description: Builds base structures. CustomSellValue: Value: 2500 BaseBuilding: @@ -59,11 +59,11 @@ PROC: Cost: 2000 Tooltip: Name: Tiberium Refinery - Description: Processes raw Tiberium\ninto useable resources. Buildable: Queue: Building BuildPaletteOrder: 20 Prerequisites: anypower + Description: Processes raw Tiberium\ninto useable resources. Building: Footprint: xxx= xx== xxx= Dimensions: 4,3 @@ -112,11 +112,11 @@ GASILO: Queue: Building BuildPaletteOrder: 70 Prerequisites: proc + Description: Stores excess Tiberium. Valued: Cost: 150 Tooltip: Name: Silo - Description: Stores excess Tiberium. Building: Footprint: xx xx Dimensions: 2, 2 @@ -152,28 +152,33 @@ ANYPOWER: AlwaysVisible: Tooltip: Name: Power Plant + Buildable: Description: Power Plant BARRACKS: AlwaysVisible: Tooltip: Name: Infantry Production + Buildable: Description: Infantry Production FACTORY: AlwaysVisible: Tooltip: Name: Vehicle Production + Buildable: Description: Vehicle Production RADAR: AlwaysVisible: Tooltip: Name: Radar + Buildable: Description: Radar TECH: AlwaysVisible: Tooltip: Name: Tech Center + Buildable: Description: Tech Center diff --git a/mods/ts/rules/shared-support.yaml b/mods/ts/rules/shared-support.yaml index 785a0be4af..33ba50e481 100644 --- a/mods/ts/rules/shared-support.yaml +++ b/mods/ts/rules/shared-support.yaml @@ -4,11 +4,11 @@ NAPULS: Cost: 1000 Tooltip: Name: E.M. Pulse Cannon - Description: Disables mechanical units in an area.\nRequires power to operate. Buildable: Queue: Defense BuildPaletteOrder: 90 Prerequisites: radar + Description: Disables mechanical units in an area.\nRequires power to operate. Building: Footprint: xx xx Dimensions: 2,2 diff --git a/mods/ts/rules/shared-vehicles.yaml b/mods/ts/rules/shared-vehicles.yaml index 8376144178..d50b5de29e 100644 --- a/mods/ts/rules/shared-vehicles.yaml +++ b/mods/ts/rules/shared-vehicles.yaml @@ -4,11 +4,11 @@ MCV: Queue: Vehicle BuildPaletteOrder: 110 Prerequisites: ~factory, tech + Description: Deploys into another Construction Yard.\n Unarmed Valued: Cost: 2000 Tooltip: Name: Mobile Construction Vehicle - Description: Deploys into another Construction Yard.\n Unarmed Selectable: Priority: 3 Health: @@ -43,11 +43,11 @@ HARV: Cost: 1400 Tooltip: Name: Harvester - Description: Collects Tiberium for processing.\n Unarmed Buildable: Queue: Vehicle BuildPaletteOrder: 10 Prerequisites: ~factory, proc + Description: Collects Tiberium for processing.\n Unarmed Selectable: Priority: 7 Bounds: 36,36 @@ -109,11 +109,11 @@ LPST: Queue: Vehicle BuildPaletteOrder: 100 Prerequisites: ~factory, radar + Description: Can detect cloaked and subterranean\nunits when deployed.\n Unarmed Valued: Cost: 950 Tooltip: Name: Mobile Sensor Array - Description: Can detect cloaked and subterranean\nunits when deployed.\n Unarmed Health: HP: 600 Armor: