Merge pull request #6070 from ScottNZ/kenneltech
Move dog to kenn and make kenn buildable
This commit is contained in:
@@ -8,7 +8,6 @@
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*/
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*/
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#endregion
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Buildings;
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@@ -76,8 +75,8 @@ namespace OpenRA.Mods.RA
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protected override bool BuildUnit(string name)
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protected override bool BuildUnit(string name)
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{
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{
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// Find a production structure to build this actor
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// Find a production structure to build this actor
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var info = self.World.Map.Rules.Actors[name];
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var ai = self.World.Map.Rules.Actors[name];
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var bi = info.Traits.GetOrDefault<BuildableInfo>();
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var bi = ai.Traits.GetOrDefault<BuildableInfo>();
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// Some units may request a specific production type, which is ignored if the AllTech cheat is enabled
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// Some units may request a specific production type, which is ignored if the AllTech cheat is enabled
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var type = bi == null || developerMode.AllTech ? Info.Type : bi.BuildAtProductionType ?? Info.Type;
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var type = bi == null || developerMode.AllTech ? Info.Type : bi.BuildAtProductionType ?? Info.Type;
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@@ -96,7 +95,7 @@ namespace OpenRA.Mods.RA
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foreach (var p in producers.Where(p => !p.Actor.IsDisabled()))
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foreach (var p in producers.Where(p => !p.Actor.IsDisabled()))
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{
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{
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if (p.Trait.Produce(p.Actor, info, Race))
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if (p.Trait.Produce(p.Actor, ai, Race))
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{
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{
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FinishProduction();
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FinishProduction();
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return true;
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return true;
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@@ -108,23 +107,24 @@ namespace OpenRA.Mods.RA
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public override int GetBuildTime(string unitString)
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public override int GetBuildTime(string unitString)
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{
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{
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var unit = self.World.Map.Rules.Actors[unitString];
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var ai = self.World.Map.Rules.Actors[unitString];
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if (unit == null || !unit.Traits.Contains<BuildableInfo>())
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var bi = ai.Traits.GetOrDefault<BuildableInfo>();
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if (bi == null)
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return 0;
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return 0;
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if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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return 0;
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return 0;
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var time = (int)(unit.GetBuildTime() * Info.BuildSpeed);
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var time = (int)(ai.GetBuildTime() * Info.BuildSpeed);
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if (info.SpeedUp)
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if (info.SpeedUp)
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{
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{
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var queues = unit.Traits.Get<BuildableInfo>().Queue;
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var type = bi.BuildAtProductionType ?? info.Type;
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var selfsameBuildings = self.World.ActorsWithTrait<Production>()
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.Where(p => p.Actor.Owner == self.Owner && p.Trait.Info.Produces.Intersect(queues).Any())
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.ToArray();
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var speedModifier = selfsameBuildings.Count().Clamp(1, info.BuildTimeSpeedReduction.Length) - 1;
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var selfsameBuildingsCount = self.World.ActorsWithTrait<Production>()
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.Count(p => p.Actor.Owner == self.Owner && p.Trait.Info.Produces.Contains(type));
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var speedModifier = selfsameBuildingsCount.Clamp(1, info.BuildTimeSpeedReduction.Length) - 1;
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time = (time * info.BuildTimeSpeedReduction[speedModifier]) / 100;
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time = (time * info.BuildTimeSpeedReduction[speedModifier]) / 100;
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}
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}
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@@ -1280,7 +1280,7 @@ Actors:
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Location: 73,63
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Location: 73,63
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Owner: Soviets
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Owner: Soviets
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FreeActor: False
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FreeActor: False
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Actor397: kenn
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Kennel: kenn
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Location: 64,61
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Location: 64,61
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Owner: Soviets
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Owner: Soviets
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Actor484: silo
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Actor484: silo
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@@ -45,7 +45,7 @@ HunterSubs = { { SubPen, {"ss", "ss"} } }
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GroundPatrolWpts = { PatrolWpt1, PatrolWpt2 }
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GroundPatrolWpts = { PatrolWpt1, PatrolWpt2 }
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GroundPatrolUnits = {
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GroundPatrolUnits = {
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{ { Barracks, {"e1", "e1", "e1", "e3", "e3", "dog"} } },
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{ { Barracks, {"e1", "e1", "e1", "e3", "e3"} }, { Kennel, {"dog"} } },
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{ { WarFactory, {"apc", "apc", "ftrk"} } },
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{ { WarFactory, {"apc", "apc", "ftrk"} } },
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{ { WarFactory, {"3tnk", "3tnk"} } }
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{ { WarFactory, {"3tnk", "3tnk"} } }
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}
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}
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@@ -2,8 +2,9 @@ DOG:
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Inherits: ^Infantry
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Inherits: ^Infantry
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Buildable:
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Buildable:
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Queue: Infantry
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Queue: Infantry
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BuildAtProductionType: Dog
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BuildPaletteOrder: 50
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BuildPaletteOrder: 50
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Prerequisites: ~barr, ~techlevel.infonly
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Prerequisites: ~kenn, ~techlevel.infonly
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Hotkey: o
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Hotkey: o
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Valued:
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Valued:
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Cost: 200
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Cost: 200
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@@ -32,8 +33,9 @@ E1:
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Inherits: ^Infantry
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Inherits: ^Infantry
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Buildable:
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Buildable:
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Queue: Infantry
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 10
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BuildPaletteOrder: 10
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Prerequisites: ~techlevel.infonly
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Prerequisites: ~barracks, ~techlevel.infonly
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Hotkey: i
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Hotkey: i
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Valued:
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Valued:
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Cost: 100
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Cost: 100
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@@ -63,6 +65,7 @@ E2:
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Inherits: ^Infantry
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Inherits: ^Infantry
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Buildable:
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Buildable:
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Queue: Infantry
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 20
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BuildPaletteOrder: 20
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Prerequisites: ~barr, ~techlevel.infonly
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Prerequisites: ~barr, ~techlevel.infonly
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Hotkey: g
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Hotkey: g
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@@ -99,8 +102,9 @@ E3:
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Inherits: ^Infantry
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Inherits: ^Infantry
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Buildable:
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Buildable:
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Queue: Infantry
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 30
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BuildPaletteOrder: 30
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Prerequisites: ~techlevel.infonly
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Prerequisites: ~barracks, ~techlevel.infonly
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Hotkey: r
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Hotkey: r
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Valued:
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Valued:
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Cost: 300
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Cost: 300
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@@ -133,6 +137,7 @@ E4:
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Inherits: ^Infantry
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Inherits: ^Infantry
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Buildable:
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Buildable:
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Queue: Infantry
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 70
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BuildPaletteOrder: 70
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Prerequisites: ~barr, ftur, ~techlevel.low
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Prerequisites: ~barr, ftur, ~techlevel.low
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Hotkey: t
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Hotkey: t
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@@ -165,8 +170,9 @@ E6:
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Inherits: ^Infantry
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Inherits: ^Infantry
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Buildable:
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Buildable:
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Queue: Infantry
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 60
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BuildPaletteOrder: 60
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Prerequisites: ~techlevel.infonly
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Prerequisites: ~barracks, ~techlevel.infonly
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Hotkey: e
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Hotkey: e
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Valued:
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Valued:
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Cost: 500
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Cost: 500
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@@ -197,6 +203,7 @@ SPY:
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Inherits: ^Infantry
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Inherits: ^Infantry
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Buildable:
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Buildable:
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Queue: Infantry
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 90
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BuildPaletteOrder: 90
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Prerequisites: dome, ~tent, ~techlevel.medium
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Prerequisites: dome, ~tent, ~techlevel.medium
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Hotkey: p
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Hotkey: p
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@@ -233,6 +240,7 @@ E7:
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Inherits: ^Infantry
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Inherits: ^Infantry
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Buildable:
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Buildable:
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Queue: Infantry
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 120
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BuildPaletteOrder: 120
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Prerequisites: ~tent, atek, ~techlevel.unrestricted
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Prerequisites: ~tent, atek, ~techlevel.unrestricted
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Hotkey: y
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Hotkey: y
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@@ -273,6 +281,7 @@ MEDI:
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Inherits: ^Infantry
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Inherits: ^Infantry
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Buildable:
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Buildable:
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Queue: Infantry
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 40
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BuildPaletteOrder: 40
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Prerequisites: ~tent, ~techlevel.infonly
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Prerequisites: ~tent, ~techlevel.infonly
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Hotkey: m
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Hotkey: m
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@@ -309,6 +318,7 @@ MECH:
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Inherits: ^Infantry
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Inherits: ^Infantry
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Buildable:
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Buildable:
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Queue: Infantry
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 100
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BuildPaletteOrder: 100
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Prerequisites: ~tent, fix, ~techlevel.medium
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Prerequisites: ~tent, fix, ~techlevel.medium
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Hotkey: c
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Hotkey: c
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@@ -426,6 +436,7 @@ HIJACKER:
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Inherits: ^Infantry
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Inherits: ^Infantry
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Buildable:
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Buildable:
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Queue: Infantry
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 110
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BuildPaletteOrder: 110
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Prerequisites: ~barr, fix, ~techlevel.medium
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Prerequisites: ~barr, fix, ~techlevel.medium
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Hotkey: j
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Hotkey: j
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@@ -453,6 +464,7 @@ SHOK:
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Inherits: ^Infantry
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Inherits: ^Infantry
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Buildable:
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Buildable:
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Queue: Infantry
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 130
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BuildPaletteOrder: 130
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Prerequisites: ~barr, stek, tsla, ~techlevel.unrestricted
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Prerequisites: ~barr, stek, tsla, ~techlevel.unrestricted
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Hotkey: l
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Hotkey: l
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@@ -492,6 +504,7 @@ SNIPER:
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Description: Elite sniper infantry unit.\nCan detect cloaked units.\n Strong vs Infantry\n Weak vs Vehicles
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Description: Elite sniper infantry unit.\nCan detect cloaked units.\n Strong vs Infantry\n Weak vs Vehicles
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Buildable:
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Buildable:
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Queue: Infantry
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 80
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BuildPaletteOrder: 80
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Prerequisites: ~barr, dome, ~techlevel.medium
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Prerequisites: ~barr, dome, ~techlevel.medium
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Hotkey: h
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Hotkey: h
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@@ -1039,10 +1039,47 @@ BARR:
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SpawnOffset: -725,640,0
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SpawnOffset: -725,640,0
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ExitCell: 0,2
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ExitCell: 0,2
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Production:
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Production:
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Produces: Infantry
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Produces: Infantry, Soldier
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PrimaryBuilding:
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PrimaryBuilding:
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IronCurtainable:
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IronCurtainable:
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ProductionBar:
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ProductionBar:
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ProvidesCustomPrerequisite:
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Prerequisite: barracks
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KENN:
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Inherits: ^Building
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Buildable:
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Queue: Building
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BuildPaletteOrder: 25
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Prerequisites: anypower, ~structures.soviet, ~techlevel.infonly
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Hotkey: k
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Valued:
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Cost: 100
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Tooltip:
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Name: Kennel
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Description: Trains Attack Dogs.
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Building:
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Power: -10
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-GivesBuildableArea:
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Health:
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HP: 300
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 4c0
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Bib:
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HasMinibib: True
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RallyPoint:
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RallyPoint: 0,2
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Exit:
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SpawnOffset: -280,400,0
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ExitCell: 0,1
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Production:
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Produces: Infantry, Dog
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PrimaryBuilding:
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IronCurtainable:
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ProductionBar:
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-EmitInfantryOnSell:
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TENT:
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TENT:
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Inherits: ^Building
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Inherits: ^Building
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@@ -1075,27 +1112,12 @@ TENT:
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SpawnOffset: -725,640,0
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SpawnOffset: -725,640,0
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ExitCell: 0,2
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ExitCell: 0,2
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Production:
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Production:
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Produces: Infantry
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Produces: Infantry, Soldier
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PrimaryBuilding:
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PrimaryBuilding:
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IronCurtainable:
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IronCurtainable:
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ProductionBar:
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ProductionBar:
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ProvidesCustomPrerequisite:
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KENN:
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Prerequisite: barracks
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Inherits: ^Building
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Tooltip:
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Name: Kennel
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Building:
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Power: -10
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-GivesBuildableArea:
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Health:
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HP: 300
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 4c0
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IronCurtainable:
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-EmitInfantryOnSell:
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-AcceptsSupplies:
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FIX:
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FIX:
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Inherits: ^Building
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Inherits: ^Building
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@@ -191,6 +191,9 @@ kenn:
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make: kennmake
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make: kennmake
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Start: 0
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Start: 0
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Length: *
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Length: *
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bib: mbSILO
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Start: 0
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Length: *
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icon: kennicon
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icon: kennicon
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Start: 0
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Start: 0
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Reference in New Issue
Block a user