CONYARDH: Inherits: ^CONYARD PWRH: Inherits: ^POWER Buildable: Prerequisites: ~conyardh WALLH: Inherits: ^WALL Buildable: Prerequisites: ~conyardh, barracks GUNTOWERH: Inherits: ^GUNTOWER Buildable: Prerequisites: ~conyardh, barracks ROCKETTOWERH: Inherits: ^ROCKETTOWER Buildable: Prerequisites: ~conyardh, radar REFH: Inherits: ^REFINERY Buildable: Prerequisites: ~conyardh, power BARRH: Inherits: ^BARRACKS Buildable: Prerequisites: ~conyardh, power -RepairsUnits: REPAIRH: Inherits: ^REPAIR Buildable: Prerequisites: ~conyardh, heavy RESEARCHH: Inherits: ^RESEARCH Buildable: Prerequisites: ~conyardh, hightech SILOH: Inherits: ^SILO Buildable: Prerequisites: ~conyardh, refinery LIGHTH: Inherits: ^LIGHT Buildable: Prerequisites: ~conyardh, refinery ProvidesCustomPrerequisite@TRIKES: Prerequisite: trikes ProvidesCustomPrerequisite@LIGHT: Prerequisite: light HEAVYH: Inherits: ^HEAVY Buildable: Prerequisites: ~conyardh, refinery RADARH: Inherits: ^RADAR Buildable: Prerequisites: ~conyardh, barracks STARPORTH: Inherits: ^STARPORT Buildable: Prerequisites: ~conyardh, radar HIGHTECHH: Inherits: ^HIGHTECH Buildable: Prerequisites: ~conyardh, radar PALACEH: Inherits: ^PALACE Buildable: Prerequisites: ~conyardh, research Tooltip: Description: Provides elite infantry\n Special Ability: Death Hand Missile NukePower: Icon: deathhand ChargeTime: 300 Description: Death Hand Prerequisites: ~techlevel.superweapons LongDesc: Launches a nuclear missile at a target location BeginChargeSound: HI_PREP.AUD EndChargeSound: HI_DHRDY.AUD SelectTargetSound: LaunchSound: IncomingSound: MissileWeapon: atomic SpawnOffset: -512,1c171,0 DisplayBeacon: True DisplayRadarPing: True CameraActor: camera CanPowerDown: DisabledOverlay: RequiresPower: SupportPowerChargeBar: MCVH: Inherits: ^MCV Buildable: Prerequisites: ~heavyh, repair Transforms: Facing: 16 IntoActor: conyardh Offset: -1,-1 NoTransformSounds: HI_DPLOY.AUD RenderUnit: Image: DMCV MCVH.starport: Inherits: MCVH Buildable: Queue: Starport Valued: Cost: 2500 CARRYALLH: Inherits: ^CARRYALL RenderUnit: Image: CARRYALL Buildable: Queue: Armor Prerequisites: ~heavyh, refinery, hightech BuildPaletteOrder: 10 CARRYALLH.starport: Inherits: CARRYALLH Valued: Cost: 1500 Buildable: Queue: Starport COMBATH: Inherits: ^COMBAT Buildable: Prerequisites: ~heavyh Mobile: Speed: 53 ROT: 4 Turreted: ROT: 5 Health: HP: 440 RenderUnit: Image: COMBATH WithTurret: LeavesHusk: HuskActor: Combath.Husk COMBATH.Husk: Inherits: ^COMBAT.Husk RenderUnit: Image: combath.destroyed TransformOnCapture: IntoActor: combath COMBATH.starport: Inherits: COMBATH Buildable: Queue: Starport Valued: Cost: 875 DEVAST: Inherits: ^Tank Buildable: Queue: Armor BuildPaletteOrder: 100 Prerequisites: ~heavyh, research, ~techlevel.high Valued: Cost: 1200 Tooltip: Name: Devastator Description: Super Heavy Tank\n Strong vs Tanks\n Weak vs Artillery, Aircraft Health: HP: 650 Armor: Type: Heavy Mobile: ROT: 3 Speed: 42 Crushes: crate, infantry RevealsShroud: Range: 7c0 RenderUnit: Armament: Weapon: DevBullet LocalOffset: 256,0,32 MuzzleSequence: muzzle AttackFrontal: WithMuzzleFlash: AutoTarget: Explodes: Weapon: UnitExplodeScale EmptyWeapon: UnitExplodeScale Selectable: Bounds: 44,38,0,0 LeavesHusk: HuskActor: Devast.Husk DEVAST.Husk: Inherits: ^Husk Health: HP: 125 RenderUnit: Image: devast.destroyed TransformOnCapture: IntoActor: devast SARDAUKAR: Inherits: ^Infantry Buildable: Queue: Infantry BuildPaletteOrder: 80 Prerequisites: ~barrh, palace, ~techlevel.high Valued: Cost: 400 Tooltip: Name: Sardaukar Description: Elite asssault infantry\n Strong vs Infantry, Vehicles\n Weak vs Artillery Selectable: Bounds: 12,17,0,0 Voice: GenericVoice Health: HP: 100 Mobile: Speed: 42 RevealsShroud: Range: 6c0 TakeCover: Armament@PRIMARY: Weapon: Vulcan Armament@SECONDARY: Weapon: Slung AttackFrontal: