NAPOWR: Inherits: ^Building Inherits@SHAPE: ^2x2Shape Buildable: Queue: Building BuildPaletteOrder: 10 Prerequisites: ~structures.nod, ~techlevel.low Description: Provides power for other structures. Valued: Cost: 300 Tooltip: Name: Nod Power Plant ProvidesPrerequisite: Prerequisite: anypower Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 75000 Armor: Type: Wood RevealsShroud: Range: 4c0 MaxHeightDelta: 3 WithIdleOverlay@LIGHTS: RequiresCondition: !build-incomplete && !empdisable Sequence: idle-lights Power: Amount: 100 RequiresCondition: !empdisable Targetable: TargetTypes: Ground, Building, C4, SpyInfiltrate ScalePowerWithHealth: PowerTooltip: IsometricSelectable: Height: 48 NAAPWR: Inherits: ^Building Inherits@SHAPE: ^2x3Shape Buildable: Queue: Building BuildPaletteOrder: 70 Prerequisites: factory, ~structures.nod, ~techlevel.medium Description: Provides twice as much power as\nthe normal Power Plant. Valued: Cost: 500 Tooltip: Name: Advanced Power Plant ProvidesPrerequisite: Prerequisite: anypower Building: Footprint: xxx xxx Dimensions: 2,3 Health: HP: 75000 Armor: Type: Wood RevealsShroud: Range: 4c0 MaxHeightDelta: 3 WithIdleOverlay@LIGHTS: RequiresCondition: !build-incomplete && !empdisable Sequence: idle-lights Power: Amount: 200 RequiresCondition: !empdisable Targetable: TargetTypes: Ground, Building, C4, SpyInfiltrate ScalePowerWithHealth: PowerTooltip: ProvidesPrerequisite@buildingname: IsometricSelectable: Height: 48 NAHAND: Inherits: ^Building Inherits@SHAPE: ^3x2Shape Inherits@PRIMARY: ^PrimaryBuilding Buildable: Queue: Building BuildPaletteOrder: 20 Prerequisites: anypower, ~structures.nod, ~techlevel.low Description: Produces infantry. Valued: Cost: 300 Tooltip: Name: Hand of Nod ProvidesPrerequisite: Prerequisite: barracks Building: Footprint: xxx xxx Dimensions: 3,2 Health: HP: 80000 Armor: Type: Wood RevealsShroud: Range: 5c0 MaxHeightDelta: 3 Exit@1: SpawnOffset: 384,768,0 ExitCell: 2,2 Priority: 2 Exit@2: SpawnOffset: 384,768,0 ExitCell: 3,2 Priority: 2 Exit@fallback1: SpawnOffset: 384,768,0 ExitCell: 1,2 Exit@fallback2: SpawnOffset: 384,768,0 ExitCell: 3,1 Exit@fallback3: SpawnOffset: 1086,362,0 ExitCell: 3,0 Exit@fallback4: SpawnOffset: 1086,362,0 ExitCell: 3,-1 Exit@fallback5: SpawnOffset: 1086,362,0 ExitCell: 2,-1 Exit@fallback6: SpawnOffset: 362,-362,0 ExitCell: 1,-1 Exit@fallback7: SpawnOffset: -362,-1086,0 ExitCell: 0,-1 Exit@fallback8: SpawnOffset: -362,-1086,0 ExitCell: -1,-1 Exit@fallback9: SpawnOffset: -362,-1086,0 ExitCell: -1,0 Exit@fallback10: SpawnOffset: -1086,-362,0 ExitCell: -1,1 Exit@fallback11: SpawnOffset: -1086,-362,0 ExitCell: -1,2 Exit@fallback12: SpawnOffset: -1086,-362,0 ExitCell: 0,2 ExitsDebugOverlay: RallyPoint: Palette: mouse IsPlayerPalette: false LineWidth: 2 Production: Produces: Infantry PauseOnCondition: empdisable ProductionBar: ProductionType: Infantry WithIdleOverlay@LIGHTS: RequiresCondition: !build-incomplete Sequence: idle-lights WithIdleOverlay@LIGHT: RequiresCondition: !build-incomplete Sequence: idle-light Power: Amount: -20 ProvidesPrerequisite@buildingname: NAWEAP: Inherits: ^Building Inherits@SHAPE: ^4x3FactoryWithBibShape Inherits@PRIMARY: ^PrimaryBuilding Valued: Cost: 2000 Tooltip: Name: Nod War Factory ProvidesPrerequisite: Prerequisite: factory Buildable: Queue: Building BuildPaletteOrder: 50 Prerequisites: proc, ~structures.nod, ~techlevel.low Description: Produces vehicles. Building: Footprint: xxX+ xxX+ xxX+ Dimensions: 4,3 Health: HP: 100000 Armor: Type: Heavy RevealsShroud: Range: 4c0 MaxHeightDelta: 3 RallyPoint: Palette: mouse IsPlayerPalette: false LineWidth: 2 Exit@1: SpawnOffset: -384,-384,0 ExitCell: 3,1 ExitDelay: 5 ExitsDebugOverlay: Production: Produces: Vehicle PauseOnCondition: empdisable ProductionBar: ProductionType: Vehicle WithIdleOverlay@ROOF: RequiresCondition: !build-incomplete Sequence: idle-roof WithProductionDoorOverlay@DOOR: RequiresCondition: !build-incomplete WithIdleOverlay@LIGHTS: RequiresCondition: !build-incomplete Sequence: idle-lights WithIdleOverlay@BIB: RequiresCondition: !build-incomplete Sequence: bib Power: Amount: -30 ProvidesPrerequisite@buildingname: IsometricSelectable: Height: 48 NAHPAD: Inherits: ^Building Inherits@SHAPE: ^2x2Shape Inherits@PRIMARY: ^PrimaryBuilding Valued: Cost: 500 Tooltip: Name: Helipad Buildable: BuildPaletteOrder: 80 Queue: Building Prerequisites: naradr, ~structures.nod, ~techlevel.medium Description: Produces, rearms and\nrepairs helicopters. Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 60000 RevealsShroud: Range: 5c0 MaxHeightDelta: 3 Exit@1: SpawnOffset: 0,-256,0 Facing: 896 ExitsDebugOverlay: RallyPoint: Palette: mouse IsPlayerPalette: false LineWidth: 2 Production: Produces: Air PauseOnCondition: empdisable Reservable: RepairsUnits: HpPerStep: 1000 PauseOnCondition: empdisable PlayerExperience: 15 StartRepairingNotification: Repairing ProductionBar: ProductionType: Air WithIdleOverlay@PLATFORM: RequiresCondition: !build-incomplete Sequence: idle-platform WithIdleOverlay@LIGHTS: RequiresCondition: !build-incomplete Sequence: idle-lights WithDeathAnimation@BIB: DeathSequence: dead-platform UseDeathTypeSuffix: false Power: Amount: -10 ProvidesPrerequisite@buildingname: IsometricSelectable: Height: 36 NARADR: Inherits: ^Building Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown Inherits@SHAPE: ^2x2Shape Buildable: Queue: Building BuildPaletteOrder: 40 Prerequisites: proc, ~structures.nod, ~techlevel.low Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nRequires power to operate. Valued: Cost: 1000 Tooltip: Name: Nod Radar ProvidesPrerequisite: Prerequisite: radar Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 100000 Armor: Type: Wood ProvidesRadar: RequiresCondition: !disabled && !empdisable InfiltrateForExploration: DetectCloaked: Range: 10c0 RenderDetectionCircle: RevealsShroud: Range: 10c0 MaxHeightDelta: 3 WithIdleOverlay@DISH: RequiresCondition: !build-incomplete PauseOnCondition: disabled || empdisable Sequence: idle-dish Targetable: TargetTypes: Ground, Building, C4, SpyInfiltrate Power: Amount: -40 ProvidesPrerequisite@buildingname: IsometricSelectable: Height: 72 NATECH: Inherits: ^Building Inherits@IDISABLED: ^DisableOnLowPower Inherits@SHAPE: ^2x2Shape Buildable: Queue: Building BuildPaletteOrder: 90 Prerequisites: naweap, naradr, ~structures.nod, ~techlevel.medium Description: Provides access to advanced Nod technologies. Valued: Cost: 1500 Tooltip: Name: Nod Tech Center ProvidesPrerequisite: Prerequisite: tech Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 50000 Armor: Type: Wood RevealsShroud: Range: 4c0 MaxHeightDelta: 3 WithIdleOverlay@LIGHTS: RequiresCondition: !build-incomplete && !disabled Sequence: idle-lights Power: Amount: -150 ProvidesPrerequisite@buildingname: NASTLH: Inherits: ^Building Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown Inherits@SHAPE: ^3x2Shape HitShape: TargetableOffsets: 250,0,0, 600,-864,0 Valued: Cost: 2500 Tooltip: Name: Stealth Generator Buildable: Queue: Building BuildPaletteOrder: 100 Prerequisites: proc, natech, ~structures.nod, ~techlevel.high Description: Generates a cloaking field\nto hide your forces from the enemy. Building: Footprint: xxx XXX Dimensions: 3,2 Health: HP: 60000 Armor: Type: Wood RevealsShroud: Range: 6c0 MaxHeightDelta: 3 WithIdleOverlay@pulse: RequiresCondition: !build-incomplete && !empdisable && !disabled Sequence: pulse WithRangeCircle: Range: 12c0 Type: cloakgenerator Power: Amount: -350 ProximityExternalCondition: RequiresCondition: !empdisable && !disabled Condition: cloakgenerator Range: 12c0 EnableSound: cloak5.aud DisableSound: cloak5.aud AffectsParent: true NATMPL: Inherits: ^Building Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown Inherits@SHAPE: ^4x3Shape HitShape: TargetableOffsets: -1280,363,0 Buildable: Queue: Building BuildPaletteOrder: 110 Prerequisites: natech, ~structures.nod, ~techlevel.high Description: Provides access to advanced Nod technologies. ProvidesPrerequisite@buildingname: Valued: Cost: 2000 Tooltip: Name: Temple of Nod Building: Footprint: xxxx xxxx xxxX Dimensions: 4,3 RequiresBuildableArea: Adjacent: 3 Health: HP: 100000 Armor: Type: Wood RevealsShroud: Range: 6c0 MaxHeightDelta: 3 Power: Amount: -200 WithIdleOverlay@LIGHTS: RequiresCondition: !build-incomplete && !disabled Sequence: idle-lights ProduceActorPower: PauseOnCondition: empdisable || disabled Description: Hunter Seeker LongDesc: Releases a drone that will acquire and destroy an enemy target. Prerequisites: ~techlevel.superweapons Icon: hunterseeker Actors: hunter Type: HunterSeeker ChargeInterval: 18000 Production: Produces: HunterSeeker PauseOnCondition: empdisable Exit@1: ExitsDebugOverlay: IsometricSelectable: Height: 60 NAMISL: Inherits: ^Building Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Inherits@SHAPE: ^2x2Shape Buildable: Queue: Building BuildPaletteOrder: 120 Prerequisites: natech, ~structures.nod, ~techlevel.superweapons 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 ProvidesPrerequisite: Prerequisite: tech Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 100000 Armor: Type: Wood RevealsShroud: Range: 4c0 WithIdleOverlay@LIGHTS: RequiresCondition: !build-incomplete && !disabled Sequence: idle-lights Power: Amount: -50 ProvidesPrerequisite@buildingname: SupportPowerChargeBar: NukePower: PauseOnCondition: empdisable || disabled Cursor: nuke Icon: clustermissile ChargeInterval: 13500 Description: Cluster Missile LongDesc: Launches an explosive cluster warhead\nat a target location. EndChargeSpeechNotification: ClusterMissileReady SelectTargetSpeechNotification: SelectTarget IncomingSpeechNotification: MissileLaunchDetected LaunchSound: icbm1.aud MissileWeapon: ClusterMissile MissileDelay: 10 DetonationAltitude: 5c0 SpawnOffset: 72,72,0 DisplayTimerStances: None DisplayBeacon: False DisplayRadarPing: True BeaconPoster: CameraRange: 10c0 FlightVelocity: 1c0 TrailImage: small_smoke_trail TrailPalette: effectalpha75 TrailInterval: 0 TrailSequences: idle WithSupportPowerActivationOverlay: NAWAST: Inherits: ^Building HitShape: Type: Rectangle TopLeft: -1536, -1536 BottomRight: 512, 1536 Valued: Cost: 1600 Tooltip: Name: Waste Refinery Buildable: Queue: Buildig BuildPaletteOrder: 130 Prerequisites: namisl, ~structures.nod, ~techlevel.superweapons BuildLimit: 1 Description: Processes Veins\ninto useable resources.\nMaximum 1 can be built. Building: Footprint: Xx+ xx+ Xx+ Dimensions: 3,3 Health: HP: 40000 RevealsShroud: Range: 6c0 MaxHeightDelta: 3 TiberianSunRefinery: DockAngle: 640 DockOffset: 2,1 StoresResources: Capacity: 56 Power: Amount: -40 FreeActor: Actor: WEED SpawnOffset: 3,1 Facing: 640 WithIdleOverlay@GLOW: RequiresCondition: !build-incomplete Sequence: idle-glow WithIdleOverlay@LIGHTS: RequiresCondition: !build-incomplete Sequence: idle-lights WithIdleOverlay@BIB: RequiresCondition: !build-incomplete Sequence: bib ProvidesPrerequisite@buildingname: WithResourceStoragePipsDecoration: Position: BottomLeft RequiresSelection: true Margin: 8, 2 FullSequence: pip-red-building EmptySequence: pip-empty-building PipStride: 4, 2 PipCount: 15 Palette: pips