^concrete: Building: Adjacent: 4 TerrainTypes: Rock BuildSounds: CHUNG.WAV AllowInvalidPlacement: true LaysTerrain: Template: 88 TerrainTypes: Rock Tooltip: Name: Concrete Description: Provides a strong foundation that prevents\ndamage from the terrain. RenderSprites: KillsSelf: RemoveInstead: true Buildable: Queue: Building BuildPaletteOrder: 10 concretea: Inherits: ^concrete Building: Footprint: xx xx Dimensions: 2,2 Valued: Cost: 20 concreteb: Inherits: ^concrete Building: Footprint: xxx xxx xxx Dimensions: 3,3 Valued: Cost: 50 conyard: Inherits: ^Building Building: Footprint: xxx xxx Dimensions: 3,2 Adjacent: 4 LaysTerrain: TerrainTypes: Rock Template: 88 Bib: Selectable: Bounds: 96,64 Health: HP: 1000 Armor: Type: Concrete RevealsShroud: Range: 10c0 Production: Produces: Building Valued: Cost: 2000 Tooltip: Name: Construction Yard CustomSellValue: Value: 2000 BaseBuilding: ProductionBar: Power: Amount: 20 RenderBuilding: Image: conyard.harkonnen RaceImages: atreides: conyard.atreides ordos: conyard.ordos corrino: conyard.corrino WithBuildingPlacedOverlay: Palette: d2k PrimaryBuilding: power: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 10 Selectable: Bounds: 64,64 Valued: Cost: 300 Tooltip: Name: Windtrap Description: Provides power for other structures Building: Footprint: xx xx Dimensions: 2,2 Bib: Health: HP: 400 Armor: Type: Wood RevealsShroud: Range: 4c0 RenderBuilding: Image: power.harkonnen RaceImages: atreides: power.atreides ordos: power.ordos WithIdleOverlay@ZAPS: Sequence: idle-zaps Power: Amount: 100 ScalePowerWithHealth: ProvidesPrerequisite@buildingname: barracks: Inherits: ^Building Buildable: Prerequisites: power Queue: Building BuildPaletteOrder: 40 Selectable: Bounds: 64,64 Valued: Cost: 300 Tooltip: Name: Barracks Description: Trains infantry Building: Footprint: =x xx Dimensions: 2,2 Bib: Health: HP: 800 Armor: Type: Wood RevealsShroud: Range: 5c0 RallyPoint: RallyPoint: 1,3 Exit@1: SpawnOffset: 352,576,0 ExitCell: 0,2 Exit@2: SpawnOffset: 512,480,0 ExitCell: 1,2 Production: Produces: Infantry PrimaryBuilding: ProductionBar: ProvidesPrerequisite@atreides: Prerequisite: barracks.atreides Race: atreides ProvidesPrerequisite@ordos: Prerequisite: barracks.ordos Race: ordos ProvidesPrerequisite@harkonnen: Prerequisite: barracks.harkonnen Race: harkonnen ProvidesPrerequisite@medics: Prerequisite: barracks.medics Race: atreides, ordos Power: Amount: -20 RenderBuilding: Image: barracks.harkonnen RaceImages: atreides: barracks.atreides ordos: barracks.ordos ProvidesPrerequisite@buildingname: refinery: Inherits: ^Building Buildable: Prerequisites: power Queue: Building BuildPaletteOrder: 20 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 Bib: Health: HP: 900 Armor: Type: Wood RevealsShroud: Range: 6c0 Refinery: DockAngle: 160 DockOffset: 2,1 TickRate: 20 StoresResources: PipColor: green PipCount: 10 Capacity: 2000 CustomSellValue: Value: 500 FreeActorWithDelivery: Actor: harvester InitialActivity: FindResources DeliveryOffset: 2,2 DeliveringActor: carryall.reinforce Facing: 160 RenderBuilding: Image: refinery.harkonnen RaceImages: atreides: refinery.atreides ordos: refinery.ordos WithDockingOverlay@SMOKE: Sequence: smoke Power: Amount: -30 WithIdleOverlay@TOP: Sequence: idle-top ProvidesPrerequisite@buildingname: silo: Inherits: ^Building Buildable: Prerequisites: refinery Queue: Building BuildPaletteOrder: 30 Selectable: Bounds: 32,32 Valued: Cost: 150 Tooltip: Name: Silo Description: Stores excess harvested Spice Building: Adjacent: 4 -GivesBuildableArea: Health: HP: 300 Armor: Type: Wood RevealsShroud: Range: 4c0 -RenderBuilding: RenderBuildingSilo: Image: silo.harkonnen RaceImages: atreides: silo.atreides ordos: silo.ordos StoresResources: PipColor: green PipCount: 5 Capacity: 2000 -EmitInfantryOnSell: Power: Amount: -5 MustBeDestroyed: RequiredForShortGame: false light: Inherits: ^Building Buildable: Prerequisites: refinery Queue: Building BuildPaletteOrder: 70 Selectable: Bounds: 96,64 Valued: Cost: 500 Tooltip: Name: Light Factory Description: Produces light vehicles Building: Footprint: xxx xx= Dimensions: 3,2 Bib: Health: HP: 750 Armor: Type: Wood RevealsShroud: Range: 4c0 RenderBuilding: Image: light.harkonnen RaceImages: atreides: light.atreides ordos: light.ordos RallyPoint: RallyPoint: 2,2 Exit@1: SpawnOffset: 544,-224,0 ExitCell: 2,1 Production: Produces: Vehicle PrimaryBuilding: ProductionBar: ProvidesPrerequisite@atreides: Prerequisite: light.atreides Race: atreides ProvidesPrerequisite@ordos: Prerequisite: light.ordos Race: ordos ProvidesPrerequisite@harkonnen: Prerequisite: light.harkonnen Race: harkonnen ProvidesPrerequisite@TRIKES: Prerequisite: light.regulartrikes Race: atreides, harkonnen WithProductionOverlay@WELDING: Sequence: production-welding WithIdleOverlay@TOP: Sequence: idle-top Power: Amount: -20 heavy: Inherits: ^Building Buildable: Prerequisites: refinery Queue: Building BuildPaletteOrder: 100 Selectable: Bounds: 96,96 Valued: Cost: 2000 Tooltip: Name: Heavy Factory Description: Produces heavy vehicles Building: Footprint: _x_ xxx =xx Dimensions: 3,3 Bib: Health: HP: 1500 Armor: Type: Wood RevealsShroud: Range: 4c0 RallyPoint: RallyPoint: 0,3 Exit@1: SpawnOffset: 256,192,0 ExitCell: 0,2 Production: Produces: Armor PrimaryBuilding: ProductionBar: ProvidesPrerequisite@atreides: Prerequisite: heavy.atreides Race: atreides ProvidesPrerequisite@ordos: Prerequisite: heavy.ordos Race: ordos ProvidesPrerequisite@harkonnen: Prerequisite: heavy.harkonnen Race: harkonnen RenderBuilding: Image: heavy.harkonnen RaceImages: atreides: heavy.atreides ordos: heavy.ordos corrino: heavy.corrino WithProductionOverlay@WELDING: Sequence: production-welding WithIdleOverlay@TOP: Sequence: idle-top Power: Amount: -30 ProvidesPrerequisite@buildingname: radar: Inherits: ^Building RequiresPower: CanPowerDown: DisabledOverlay: Buildable: Prerequisites: barracks, ~techlevel.medium Queue: Building BuildPaletteOrder: 50 Selectable: Bounds: 96,64 Valued: Cost: 700 Tooltip: Name: Outpost Description: Provides a radar map of the battlefield\n Requires power to operate Building: Footprint: xxx xxx Dimensions: 3,2 Bib: Health: HP: 1000 Armor: Type: Wood RevealsShroud: Range: 10c0 ProvidesRadar: DetectCloaked: Range: 6 RenderDetectionCircle: RenderBuilding: Image: radar.harkonnen RaceImages: atreides: radar.atreides ordos: radar.ordos WithIdleOverlay@DISH: Sequence: idle-dish PauseOnLowPower: yes Power: Amount: -40 ProvidesPrerequisite@buildingname: starport: Inherits: ^Building Valued: Cost: 2000 Tooltip: Name: Starport Description: Dropzone for quick reinforcements, at a price.\n Requires power to operate Buildable: Prerequisites: radar, ~techlevel.high Queue: Building BuildPaletteOrder: 80 Building: Footprint: xxx x=x =x= Dimensions: 3,3 Selectable: Bounds: 96,64 Health: HP: 1000 Armor: Type: Wood RevealsShroud: Range: 7c0 RallyPoint: RallyPoint: 1,3 Exit@1: SpawnOffset: 0,-480,0 ExitCell: 2,2 Exit@2: SpawnOffset: 0,-480,0 ExitCell: 0,2 ProductionAirdrop: Produces: Starport ActorType: frigate RenderBuilding: Image: starport.harkonnen RaceImages: atreides: starport.atreides ordos: starport.ordos corrino: starport.corrino WithDeliveryOverlay: Palette: starportlights ProductionBar: PrimaryBuilding: RequiresPower: CanPowerDown: DisabledOverlay: ProvidesPrerequisite@atreides: Prerequisite: starport.atreides Race: atreides ProvidesPrerequisite@ordos: Prerequisite: starport.ordos Race: ordos ProvidesPrerequisite@harkonnen: Prerequisite: starport.harkonnen Race: harkonnen Power: Amount: -40 ProvidesPrerequisite@buildingname: wall: Buildable: Queue: Building Prerequisites: barracks BuildPaletteOrder: 60 SoundOnDamageTransition: DamagedSounds: DestroyedSounds: EXPLSML4.WAV Valued: Cost: 100 CustomSellValue: Value: 0 Tooltip: Name: Concrete Wall Description: Stop units and blocks enemy fire. AppearsOnRadar: Building: BuildSounds: CHUNG.WAV Adjacent: 7 TerrainTypes: Rock, Concrete Health: HP: 300 Armor: Type: Concrete Crushable: CrushClasses: Concretewall BlocksProjectiles: LineBuild: Range: 8 NodeTypes: wall, turret LineBuildNode: Types: wall TargetableBuilding: TargetTypes: Ground RenderBuildingWall: EditorAppearance: RelativeToTopLeft: yes AutoTargetIgnore: ProximityCaptor: Types: Wall Sellable: SellSounds: CHUNG.WAV Guardable: BodyOrientation: ThrowsShrapnel: Weapons: shrapnel Pieces: 3, 7 Range: 2c0, 5c0 guntower: Inherits: ^Building Buildable: Queue: Building Prerequisites: barracks BuildPaletteOrder: 90 Valued: Cost: 650 Tooltip: Name: Gun Tower Description: Defensive structure\n Strong vs Tanks\n Weak vs Infantry, Aircraft Building: Adjacent: 4 BuildSounds: CHUNG.WAV Sellable: SellSounds: CHUNG.WAV Selectable: Bounds: 32,40,0,-8 Priority: 3 -GivesBuildableArea: Health: HP: 400 Armor: Type: Concrete RevealsShroud: Range: 8c0 RenderRangeCircle: -RenderBuilding: RenderBuildingWall: BodyOrientation: QuantizedFacings: 32 WithTurret: WithMuzzleFlash: Turreted: ROT: 6 InitialFacing: 128 Armament: Weapon: TurretGun LocalOffset: 512,0,432 MuzzleSequence: muzzle AttackTurreted: AutoTarget: RenderDetectionCircle: DetectCloaked: Range: 5 -WithCrumbleOverlay: -WithMakeAnimation: LineBuildNode: Types: turret Power: Amount: -20 MustBeDestroyed: RequiredForShortGame: false rockettower: Inherits: ^Building Buildable: Queue: Building Prerequisites: radar, ~techlevel.medium BuildPaletteOrder: 120 Valued: Cost: 850 Tooltip: Name: Rocket Tower Description: Defensive structure\n Strong vs Infantry, Aircraft\n Weak vs Tanks\n\n Requires power to operate Building: Adjacent: 4 BuildSounds: CHUNG.WAV Sellable: SellSounds: CHUNG.WAV Selectable: Bounds: 32,40,0,-8 Priority: 3 -GivesBuildableArea: Health: HP: 400 Armor: Type: Concrete RevealsShroud: Range: 10c0 RenderRangeCircle: -RenderBuilding: RenderBuildingWall: BodyOrientation: QuantizedFacings: 32 WithTurret: Armament: Weapon: TowerMissile LocalOffset: 256,384,768, 256,-384,768 AttackTurreted: Turreted: ROT: 8 InitialFacing: 128 AutoTarget: RequiresPower: CanPowerDown: DisabledOverlay: RenderDetectionCircle: DetectCloaked: Range: 6 -WithCrumbleOverlay: -WithMakeAnimation: LineBuildNode: Types: turret Power: Amount: -30 MustBeDestroyed: RequiredForShortGame: false repair: Inherits: ^Building Buildable: Queue: Building Prerequisites: heavy, ~techlevel.medium BuildPaletteOrder: 130 Valued: Cost: 500 Tooltip: Name: Repair Pad Description: Repairs vehicles\n Allows construction of MCVs Building: Footprint: =x= =x= === Dimensions: 3,3 Health: HP: 500 Armor: Type: Concrete RevealsShroud: Range: 5c0 Reservable: RepairsUnits: Interval: 15 ValuePercentage: 50 FinishRepairingNotification: UnitRepaired RallyPoint: RallyPoint: 1,3 RenderBuilding: Image: repair.harkonnen RaceImages: atreides: repair.atreides ordos: repair.ordos WithRepairOverlay: Palette: effect75alpha Power: Amount: -10 ProvidesPrerequisite@buildingname: hightech: Inherits: ^Building Buildable: Prerequisites: radar, ~techlevel.medium Queue: Building BuildPaletteOrder: 110 Selectable: Bounds: 96,96 Valued: Cost: 750 Tooltip: Name: High Tech Facility Description: Unlocks advanced technology ProductionFromMapEdge: Produces: Aircraft Exit: SpawnOffset: 0,0,728 ExitCell: 0,0 Building: Footprint: _x_ xxx xxx Dimensions: 3,3 Bib: Health: HP: 1500 Armor: Type: Wood RevealsShroud: Range: 4c0 RenderBuilding: Image: hightech.harkonnen RaceImages: atreides: hightech.atreides ordos: hightech.ordos WithProductionOverlay@WELDING: Sequence: production-welding Power: Amount: -40 ProvidesPrerequisite@buildingname: research: Inherits: ^Building Buildable: Queue: Building Prerequisites: hightech, ~techlevel.high BuildPaletteOrder: 140 Selectable: Bounds: 96,64 Valued: Cost: 1500 Tooltip: Name: Ix Lab Description: Unlocks experimental tanks\n Special Ability: Carryall Combat Drop ParatroopersPower: Icon: paratroopers Prerequisites: ~techlevel.superweapons UnitType: carryall.infantry FlareTime: 0 ChargeTime: 180 Description: Paratroopers LongDesc: A Carryall drops a squad of Infantry \nanywhere on the map DropItems: RIFLE, RIFLE, BAZOOKA, BAZOOKA, ENGINEER, BAZOOKA, RIFLE, RIFLE SelectTargetSound: FlareType: Building: Footprint: _x_ xxx xxx Dimensions: 3,3 Bib: Health: HP: 1000 Armor: Type: Wood RevealsShroud: Range: 4c0 RenderBuilding: Image: research.harkonnen RaceImages: atreides: research.atreides ordos: research.ordos WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: -40 ProvidesPrerequisite@buildingname: palace: Inherits: ^Building Buildable: Prerequisites: research, ~techlevel.high Queue: Building BuildPaletteOrder: 150 Selectable: Bounds: 96,96 Valued: Cost: 2000 Tooltip: Name: Palace Description: Unlocks elite infantry and support powers Building: Footprint: xx= xxx =xx Dimensions: 3,3 Bib: HasMinibib: True Health: HP: 2000 Armor: Type: Wood RevealsShroud: Range: 8c0 RenderBuilding: Image: palace.harkonnen RaceImages: atreides: palace.atreides ordos: palace.ordos corrino: palace.corrino RenderDetectionCircle: DetectCloaked: Range: 4 Power: Amount: -50 ProvidesPrerequisite@airstrike: Prerequisite: palace.airstrike Race: atreides, ordos ProvidesPrerequisite@nuke: Prerequisite: palace.nuke Race: harkonnen AirstrikePower: Icon: ornistrike Prerequisites: ~techlevel.superweapons, ~palace.airstrike Description: Air Strike ChargeTime: 180 SquadSize: 3 LongDesc: Ornithopter drops a load of parachuted\nbombs on your target UnitType: orni.bomber SelectTargetSound: DisplayBeacon: True CameraActor: camera NukePower: Icon: deathhand Prerequisites: ~techlevel.superweapons, ~palace.nuke ChargeTime: 300 Description: Death Hand 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: ProvidesPrerequisite@buildingname: conyard.atreides: Inherits: conyard Buildable: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled ForceRace: atreides RenderBuilding: Image: conyard.atreides -RaceImages: conyard.harkonnen: Inherits: conyard Buildable: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled ForceRace: harkonnen RenderBuilding: Image: conyard.harkonnen -RaceImages: conyard.ordos: Inherits: conyard Buildable: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled ForceRace: ordos RenderBuilding: Image: conyard.ordos -RaceImages: