NAWALL: Inherits: ^Wall Buildable: Queue: Defense BuildPaletteOrder: 20 Prerequisites: ~structures.nod, ~techlevel.low Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks. -SoundOnDamageTransition: Tooltip: Name: Concrete Wall Health: HP: 22500 Armor: Type: Concrete Crushable: CrushClasses: heavywall LineBuild: NodeTypes: wall, turret Replaceable: Types: NodGate NAGATE_A: Inherits: ^Gate_A Buildable: Queue: Defense BuildPaletteOrder: 40 Prerequisites: nahand, ~structures.nod, ~techlevel.low Tooltip: Name: Nod Gate Replacement: ReplaceableTypes: NodGate NAGATE_B: Inherits: ^Gate_B Buildable: Queue: Defense BuildPaletteOrder: 60 Prerequisites: nahand, ~structures.nod, ~techlevel.low Tooltip: Name: Nod Gate Replacement: ReplaceableTypes: NodGate NAPOST: Inherits: ^Building Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown Buildable: Queue: Defense BuildPaletteOrder: 150 Prerequisites: naapwr, ~structures.nod Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks. Valued: Cost: 200 Tooltip: Name: Laser Fence Health: HP: 30000 Armor: Type: Concrete -Capturable: LineBuild: Range: 10 NodeTypes: laserfencenode SegmentType: nafnce SegmentsRequireNode: true LineBuildNode: Types: laserfencenode Power: Amount: -25 RevealsShroud: Range: 4c0 GrantCondition@IDISABLE: RequiresCondition: lowpower || powerdown || empdisable Condition: disabled WithIdleOverlay@LIGHTS: RequiresCondition: !build-incomplete && !disabled Sequence: lights WithIdleOverlay@CHAINOFLIGHTS: RequiresCondition: !build-incomplete && !disabled Sequence: chainoflights LineBuildSegmentExternalCondition: RequiresCondition: !build-incomplete && !disabled Condition: active-posts NAFNCE: Inherits: ^Wall Tooltip: Name: Laser Fence LineBuild: NodeTypes: laserfence LineBuildNode: Types: laserfence -Crushable: -Sellable: Demolishable: -Condition: -Targetable: -Building: EnergyWall: ActiveCondition: active-posts == 2 Weapon: LaserFence GrantConditionOnLineBuildDirection@X: Direction: X Condition: laserfence-direction-x GrantConditionOnLineBuildDirection@Y: Direction: Y Condition: laserfence-direction-y -WithWallSpriteBody: ExternalCondition@ACTIVE: Condition: active-posts WithWallSpriteBody@XENABLED: RequiresCondition: laserfence-direction-x && active-posts == 2 Type: laserfence Sequence: enabled-x Name: x-enabled WithWallSpriteBody@YENABLED: RequiresCondition: laserfence-direction-y && active-posts == 2 Type: laserfence Sequence: enabled-y Name: y-enabled WithSpriteBody@XDISABLED: RequiresCondition: laserfence-direction-x && active-posts < 2 Sequence: disabled-x Name: x-disabled WithSpriteBody@YDISABLED: RequiresCondition: laserfence-direction-y && active-posts < 2 Sequence: disabled-y Name: y-disabled BlocksProjectiles: RequiresCondition: active-posts == 2 DamageMultiplier: # Prevent all normal damage, but still allows direct kills from the post Modifier: 0 Explodes: Weapon: BuildingExplosions EmptyWeapon: BuildingExplosions Type: Footprint ThrowsShrapnel@SMALL: Weapons: SmallDebris Pieces: 0, 1 Range: 2c0, 5c0 Interactable: Bounds: 48, 24 NALASR: Inherits: ^Defense Inherits@IDISABLE: ^DisableOnPowerDown Inherits@AUTOTARGET: ^AutoTargetGround Valued: Cost: 300 Tooltip: Name: Laser Turret Buildable: Queue: Defense Prerequisites: nahand, ~structures.nod, ~techlevel.low BuildPaletteOrder: 90 Description: Basic base defense.\nRequires power to operate.\n Strong vs Ground units\n Weak vs Aircraft Health: HP: 50000 Armor: Type: Wood RevealsShroud: Range: 7c0 DetectCloaked: Range: 3c0 Turreted: TurnSpeed: 40 InitialFacing: 896 Offset: 298,-171,288 RealignDelay: -1 AttackTurreted: RequiresCondition: !build-incomplete PauseOnCondition: empdisable || disabled Armament: Weapon: TurretLaserFire LocalOffset: 498,0,317 RenderVoxels: WithVoxelTurret: RequiresCondition: !build-incomplete Power: Amount: -40 BodyOrientation: QuantizedFacings: 0 NAOBEL: Inherits: ^Defense Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Inherits@AUTOTARGET: ^AutoTargetGround Inherits@SHAPE: ^2x2Shape Valued: Cost: 1500 Tooltip: Name: Obelisk of Light Buildable: Queue: Defense BuildPaletteOrder: 160 Prerequisites: natech, ~structures.nod, ~techlevel.high Description: Advanced base defense.\nRequires power to operate.\n Strong vs Ground units\n Weak vs Aircraft Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 72500 Armor: Type: Wood RevealsShroud: Range: 8c0 Armament: Weapon: ObeliskLaserFire LocalOffset: 1980,297,1131 AttackCharges: RequiresCondition: !build-incomplete PauseOnCondition: empdisable || disabled ChargeLevel: 65 ChargingCondition: charging AmbientSound: RequiresCondition: charging && !disabled SoundFiles: obelpowr.aud Interval: 30, 40 WithChargeOverlay: RequiresCondition: !build-incomplete Palette: player IsPlayerPalette: true WithIdleOverlay@LIGHTS: RequiresCondition: !build-incomplete && !disabled Sequence: idle-lights Power: Amount: -150 NASAM: Inherits: ^Defense Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Inherits@AUTOTARGET: ^AutoTargetAir Valued: Cost: 500 Tooltip: Name: S.A.M. Site Buildable: Queue: Defense Prerequisites: naradr, ~structures.nod, ~techlevel.medium BuildPaletteOrder: 100 Description: Nod Anti-Air base defense.\nRequires power to operate.\n Strong vs Aircraft\n Weak vs Ground units Health: HP: 60000 Armor: Type: Wood BodyOrientation: QuantizedFacings: 32 RenderRangeCircle: RangeCircleType: aa Turreted: TurnSpeed: 40 InitialFacing: 896 RealignDelay: -1 AttackTurreted: RequiresCondition: !build-incomplete PauseOnCondition: empdisable || disabled WithSpriteTurret: RequiresCondition: !build-incomplete Recoils: false Armament: Weapon: RedEye2 LocalOffset: 543,0,815 Power: Amount: -30