^concrete: AlwaysVisible: Interactable: D2kBuilding: TerrainTypes: Rock BuildSounds: CHUNG.WAV AllowInvalidPlacement: true FootprintPlaceBuildingPreview: RequiresBuildableArea: AreaTypes: building Adjacent: 4 Tooltip: Name: Concrete GenericName: Structure RenderSprites: KillsSelf: RemoveInstead: true Buildable: Queue: Building BuildPaletteOrder: 10 Description: Provides a strong foundation that prevents\ndamage from the terrain. concretea: Inherits: ^concrete D2kBuilding: Footprint: xx xx Dimensions: 2,2 Tooltip: Name: Concrete Slab Encyclopedia: Description: If buildings are not placed on concrete, they will be damaged. Buildings can be repaired, but unless the building sits completely on concrete, the building will suffer continual weathering damage from the erosive desert environment.\n\nConcrete is vulnerable to most weapon types. Concrete cannot be repaired if damaged. Category: Buildings Order: 10 Valued: Cost: 20 Buildable: BuildPaletteOrder: 110 Prerequisites: ~!global-auto-concrete BuildDuration: 62 BuildDurationModifier: 100 WithSpriteBody: Sequence: preview concreteb: Inherits: ^concrete D2kBuilding: Footprint: xxx xxx xxx Dimensions: 3,3 Tooltip: Name: Large Concrete Slab Valued: Cost: 50 Buildable: BuildPaletteOrder: 210 Prerequisites: upgrade.conyard, ~!global-auto-concrete BuildDuration: 94 BuildDurationModifier: 100 construction_yard: Inherits: ^Building Inherits@PRIMARY: ^PrimaryBuilding Inherits@UPGRADEABLE: ^Upgradeable Buildable: Description: Produces structures. D2kBuilding: Footprint: xxx xxx === Dimensions: 3,3 LocalCenterOffset: 0,-512,0 -ConcretePrerequisites: Encyclopedia: Description: The Construction Yard is the foundation of any base built on Arrakis. Construction Yards produce a small amount of power and are required for the building of any new structures. Protect this structure! It is critical to the success of your base.\n\nConstruction yards are fairly strong, but vulnerable in varying degrees to all types of weapons. Category: Buildings Order: 0 WithBuildingBib: Selectable: Bounds: 3072, 2048 Health: HP: 30000 HitShape: Type: Rectangle TopLeft: -1536, -1024 BottomRight: 1536, 1024 Armor: Type: cy RevealsShroud: Range: 5c768 Production: Produces: Building, Upgrade Valued: Cost: 2000 Tooltip: Name: Construction Yard CustomSellValue: Value: 2000 SpawnActorsOnSell: ActorTypes: light_inf GuaranteedActorTypes: light_inf, engineer BaseBuilding: ProductionBar: ProductionType: Building Power: Amount: 20 RenderSprites: Image: conyard.ordos FactionImages: atreides: conyard.atreides fremen: conyard.atreides harkonnen: conyard.harkonnen corrino: conyard.harkonnen WithBuildingPlacedOverlay: RequiresCondition: !build-incomplete Palette: d2k PrimaryBuilding: ProductionQueues: Building ProvidesPrerequisite@buildingname: GrantConditionOnPrerequisite@UPGRADEABLE: Prerequisites: upgrade.conyard RevealOnDeath: Radius: 5c768 wind_trap: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 120 BuildDuration: 208 BuildDurationModifier: 100 Description: Provides power for other structures. Selectable: Bounds: 2048, 2048 Valued: Cost: 225 Tooltip: Name: Wind Trap D2kBuilding: Footprint: xx xx == Dimensions: 2,3 LocalCenterOffset: 0,-512,0 Encyclopedia: Description: Wind Traps provide power and water to an installation. Large, above-ground ducts funnel wind currents underground into massive turbines which power generators and humidity extractors.\n\nWind Traps are vulnerable to most types of weapons. Category: Buildings Order: 20 Health: HP: 30000 HitShape: Type: Rectangle TopLeft: -1024, -1024 BottomRight: 1024, 1024 Armor: Type: building RevealsShroud: Range: 3c768 RenderSprites: Image: power.ordos FactionImages: atreides: power.atreides fremen: power.atreides harkonnen: power.harkonnen corrino: power.harkonnen WithBuildingBib: WithIdleOverlay@ZAPS: RequiresCondition: !build-incomplete Sequence: idle-zaps Power: Amount: 200 ScalePowerWithHealth: ProvidesPrerequisite@buildingname: RevealOnDeath: Radius: 3c768 barracks: Inherits: ^Building Inherits@PRIMARY: ^PrimaryBuilding Inherits@UPGRADEABLE: ^Upgradeable Buildable: Prerequisites: wind_trap Queue: Building BuildPaletteOrder: 220 BuildDuration: 268 BuildDurationModifier: 100 Description: Trains infantry. Selectable: Bounds: 2048, 2048 Valued: Cost: 225 Tooltip: Name: Barracks D2kBuilding: Footprint: xx xx == Dimensions: 2,3 LocalCenterOffset: 0,-512,0 Encyclopedia: Description: Barracks are required to produce and train light infantry units. Barracks can be upgraded for the production of more advanced infantry in later missions.\n\nBarracks are vulnerable to most types of weapons. Category: Buildings Order: 30 Health: HP: 32000 HitShape: Type: Rectangle TopLeft: -1024, -1024 BottomRight: 1024, 1024 Armor: Type: building RevealsShroud: Range: 3c768 RallyPoint: ForceSetType: Infantry CommandBarBlacklist: DisableStop: false Exit@1: SpawnOffset: 352,576,0 ExitCell: 0,2 Exit@2: SpawnOffset: 512,480,0 ExitCell: 1,2 Production: Produces: Infantry, Upgrade PrimaryBuilding: ProductionQueues: Infantry ProductionBar: ProductionType: Infantry ProvidesPrerequisite@atreides: Prerequisite: barracks.atreides Factions: atreides ProvidesPrerequisite@ordos: Prerequisite: barracks.ordos Factions: ordos ProvidesPrerequisite@harkonnen: Prerequisite: barracks.harkonnen Factions: harkonnen Power: Amount: -30 RenderSprites: Image: barracks.ordos FactionImages: atreides: barracks.atreides fremen: barracks.atreides harkonnen: barracks.harkonnen corrino: barracks.harkonnen WithBuildingBib: ProvidesPrerequisite@buildingname: GrantConditionOnPrerequisite@UPGRADEABLE: Prerequisites: upgrade.barracks RevealOnDeath: Radius: 3c768 refinery: Inherits: ^Building Buildable: Prerequisites: wind_trap Queue: Building BuildPaletteOrder: 130 BuildDuration: 625 BuildDurationModifier: 100 Description: Harvesters unload Spice here for processing. Selectable: Bounds: 3072, 2048 Valued: Cost: 1500 Tooltip: Name: Spice Refinery D2kBuilding: Footprint: =xx xx= === Dimensions: 3,3 LocalCenterOffset: 0,-512,0 Encyclopedia: Description: The Refinery is the basis of all Spice production on Dune. Harvesters transport mined Spice to the Refinery where it is converted into credits. Refined Spice is automatically distributed among the Silos and Refineries for storage. A refinery can store 2000 spice. A Spice Harvester is delivered via Carryall once a Refinery is built.\n\nRefineries are vulnerable to most types of weapons. Category: Buildings Order: 40 Health: HP: 30000 HitShape: Type: Rectangle TopLeft: -512, -1024 BottomRight: 1536, 0 HitShape@BOTTOM: Type: Rectangle TopLeft: -1536, 0 BottomRight: 512, 1024 Armor: Type: heavy RevealsShroud: Range: 3c768 Refinery: DockAngle: 640 DockOffset: 2,1 TickRate: 20 StoresResources: Capacity: 2000 CustomSellValue: Value: 500 FreeActorWithDelivery: Actor: harvester DeliveryOffset: 2,2 DeliveringActor: carryall.reinforce Facing: 160 RenderSprites: Image: refinery.ordos FactionImages: atreides: refinery.atreides fremen: refinery.atreides harkonnen: refinery.harkonnen corrino: refinery.harkonnen WithBuildingBib: WithIdleOverlay@TOP: RequiresCondition: !build-incomplete Sequence: idle-top WithDockedOverlay@SMOKE: RequiresCondition: !build-incomplete Sequence: smoke Power: Amount: -75 ProvidesPrerequisite@buildingname: WithResourceStoragePipsDecoration: Position: BottomLeft Margin: 1, 4 RequiresSelection: true PipCount: 10 silo: Inherits: ^Building Buildable: Prerequisites: refinery Queue: Building BuildPaletteOrder: 310 BuildDuration: 156 BuildDurationModifier: 100 Description: Stores excess harvested Spice. Selectable: Bounds: 1024, 1024 Encyclopedia: Description: The Spice Silo allows the player to store 1500 harvested Spice. When a Refinery completes processing, excess Spice is automatically distributed evenly among the Silos and Refineries. When harvested Spice exceeds Silo capacity, the excess will be lost. When Spice Silos are destroyed or captured, the amount stored will be dispersed among other Silos and Refineries unless there is insufficient storage capacity.\n\nThe Spice Silo is vulnerable to most types of weapons. Category: Buildings Order: 50 Valued: Cost: 120 Tooltip: Name: Silo RequiresBuildableArea: Adjacent: 4 -GivesBuildableArea: Health: HP: 15000 Armor: Type: building RevealsShroud: Range: 2c768 RenderSprites: Image: silo.ordos FactionImages: atreides: silo.atreides fremen: silo.atreides harkonnen: silo.harkonnen corrino: silo.harkonnen -WithSpriteBody: WithResourceLevelSpriteBody: Sequence: stages StoresResources: Capacity: 2000 -SpawnActorsOnSell: Power: Amount: -15 MustBeDestroyed: RequiredForShortGame: false ThrowsShrapnel: Weapons: Debris, Debris2, Debris3, Debris4 Pieces: 3, 5 Range: 2c0, 5c0 RevealOnDeath: Radius: 2c768 WithResourceStoragePipsDecoration: Position: BottomLeft Margin: 1, 4 RequiresSelection: true PipCount: 5 light_factory: Inherits: ^Building Inherits@PRIMARY: ^PrimaryBuilding Inherits@UPGRADEABLE: ^Upgradeable Buildable: Prerequisites: refinery Queue: Building BuildPaletteOrder: 230 BuildDuration: 321 BuildDurationModifier: 100 Description: Produces light vehicles. Selectable: Bounds: 3072, 2048 Valued: Cost: 500 Tooltip: Name: Light Factory D2kBuilding: Footprint: xxx xx= === Dimensions: 3,3 LocalCenterOffset: 0,-512,0 Encyclopedia: Description: The Light Factory is required for the production of small, lightly armored, combat vehicles. The Light Factory can be upgraded to produce more advanced light vehicles in later missions.\n\nA Light Factory is vulnerable to most types of weapons. Category: Buildings Order: 60 Health: HP: 33000 HitShape: TargetableOffsets: -210,608,0 Type: Rectangle TopLeft: -1536, -1024 BottomRight: 1536, 1024 Armor: Type: building RevealsShroud: Range: 5c768 RenderSprites: Image: light.ordos FactionImages: atreides: light.atreides fremen: light.atreides harkonnen: light.harkonnen corrino: light.harkonnen WithBuildingBib: WithIdleOverlay@TOP: RequiresCondition: !build-incomplete Sequence: idle-top WithProductionOverlay@WELDING: RequiresCondition: !build-incomplete Queues: Vehicle Sequence: production-welding RallyPoint: ForceSetType: Vehicle CommandBarBlacklist: DisableStop: false Exit@1: SpawnOffset: 544,-224,0 ExitCell: 2,1 Production: Produces: Vehicle, Upgrade PrimaryBuilding: ProductionQueues: Vehicle ProductionBar: ProductionType: Vehicle ProvidesPrerequisite@atreides: Prerequisite: light.atreides Factions: atreides ProvidesPrerequisite@ordos: Prerequisite: light.ordos Factions: ordos ProvidesPrerequisite@harkonnen: Prerequisite: light.harkonnen Factions: harkonnen ProvidesPrerequisite@trike: Prerequisite: light.trike Factions: atreides, fremen, harkonnen, corrino ProvidesPrerequisite@raider: Prerequisite: light.raider Factions: ordos, smuggler, mercenary ProvidesPrerequisite@buildingname: Power: Amount: -125 GrantConditionOnPrerequisite@UPGRADEABLE: Prerequisites: upgrade.light heavy_factory: Inherits: ^Building Inherits@PRIMARY: ^PrimaryBuilding Inherits@UPGRADEABLE: ^Upgradeable Buildable: Prerequisites: refinery Queue: Building BuildPaletteOrder: 330 BuildDuration: 750 BuildDurationModifier: 100 Description: Produces heavy vehicles. Selectable: Bounds: 3072, 3072 Valued: Cost: 1000 Tooltip: Name: Heavy Factory D2kBuilding: Footprint: _x_ xxx =xX === Dimensions: 3,4 LocalCenterOffset: 0,-512,0 Encyclopedia: Description: The Heavy Factory allows the player to build heavy vehicles such as Harvesters and Combat Tanks. When upgraded, this facility allows the construction of advanced vehicles, though some vehicles also require other buildings.\n\nThe Heavy Factory is vulnerable to most types of weapons. Category: Buildings Order: 70 Health: HP: 35000 HitShape: TargetableOffsets: -1155,-704,0, -1365,832,0 Type: Rectangle TopLeft: -1536, -512 BottomRight: 1536, 1536 HitShape@TOP: Type: Rectangle TopLeft: -512, -1536 BottomRight: 512, -512 Armor: Type: building RevealsShroud: Range: 4c768 RallyPoint: ForceSetType: Armor CommandBarBlacklist: DisableStop: false Exit@1: SpawnOffset: 256,192,0 ExitCell: 0,2 Production: Produces: Armor, Upgrade PrimaryBuilding: ProductionQueues: Armor ProductionBar: ProductionType: Armor ProvidesPrerequisite@atreides: Prerequisite: heavy.atreides Factions: atreides ProvidesPrerequisite@ordos: Prerequisite: heavy.ordos Factions: ordos ProvidesPrerequisite@harkonnen: Prerequisite: heavy.harkonnen Factions: harkonnen ProvidesPrerequisite@atreides_combat: Prerequisite: heavy.atreides_combat Factions: atreides, fremen ProvidesPrerequisite@ordos_combat: Prerequisite: heavy.ordos_combat Factions: ordos, smuggler, mercenary ProvidesPrerequisite@harkonnen_combat: Prerequisite: heavy.harkonnen_combat Factions: harkonnen, corrino ProvidesPrerequisite@missile_tank: Prerequisite: heavy.missile_tank Factions: atreides, fremen, harkonnen, corrino RenderSprites: Image: heavy.ordos FactionImages: atreides: heavy.atreides fremen: heavy.atreides harkonnen: heavy.harkonnen corrino: heavy.harkonnen mercenary: heavy.mercenary WithBuildingBib: WithIdleOverlay@TOP: RequiresCondition: !build-incomplete Sequence: idle-top WithProductionOverlay@WELDING: RequiresCondition: !build-incomplete Queues: Armor Sequence: production-welding Power: Amount: -150 ProvidesPrerequisite@buildingname: GrantConditionOnPrerequisite@UPGRADEABLE: Prerequisites: upgrade.heavy outpost: Inherits: ^Building Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Buildable: Prerequisites: barracks, ~techlevel.medium Queue: Building BuildPaletteOrder: 320 BuildDuration: 312 BuildDurationModifier: 100 Description: Provides a radar map of the battlefield.\n Requires power to operate. Selectable: Bounds: 3072, 2048 Valued: Cost: 750 Tooltip: Name: Outpost D2kBuilding: Footprint: xxx xxx === Dimensions: 3,3 LocalCenterOffset: 0,-512,0 Encyclopedia: Description: If the player has sufficient power, the Radar Outpost will generate a radar map. Radar is automatically activated when construction of the Outpost is complete.\n\nThe Radar Outpost is vulnerable to most types of weapons. Category: Buildings Order: 80 Health: HP: 35000 HitShape: Type: Rectangle TopLeft: -1536, -1024 BottomRight: 1536, 1024 Armor: Type: building RevealsShroud: Range: 5c768 ProvidesRadar: RequiresCondition: !disabled RenderSprites: Image: outpost.ordos FactionImages: atreides: outpost.atreides fremen: outpost.atreides harkonnen: outpost.harkonnen corrino: outpost.harkonnen WithBuildingBib: WithIdleOverlay@DISH: RequiresCondition: !build-incomplete && !severe-damaged Sequence: idle-dish PauseOnCondition: disabled GrantConditionOnDamageState@STOPDISH: Condition: severe-damaged Power: Amount: -125 ProvidesPrerequisite@buildingname: starport: Inherits: ^Building Inherits@PRIMARY: ^PrimaryBuilding Tooltip: Name: Starport Buildable: Prerequisites: heavy_factory, outpost, ~techlevel.high Queue: Building BuildPaletteOrder: 530 BuildDuration: 625 BuildDurationModifier: 100 Description: Dropzone for quick reinforcements, at a price. Valued: Cost: 1500 D2kBuilding: Footprint: xxx x=x =x= Dimensions: 3,3 Encyclopedia: Description: The Starport allows you to engage in intergalactic trading with the C.H.O.A.M. Merchants' Guild. The Starport provides a trading market for vehicles and airborne units at varying rates. You cannot purchase units from the Guild without this facility.\n\nArmor is heavy, but the Starport is vulnerable to most types of weapons. Category: Buildings Order: 90 Selectable: Bounds: 3072, 3072 Health: HP: 35000 HitShape: Type: Rectangle TopLeft: -1536, -1536 BottomRight: 1536, 512 HitShape@BOTTOM: Type: Rectangle TopLeft: -512, 512 BottomRight: 512, 1536 Armor: Type: heavy RevealsShroud: Range: 3c768 RallyPoint: ForceSetType: Starport CommandBarBlacklist: DisableStop: false Exit@1: SpawnOffset: 0,-480,0 ExitCell: 2,2 Exit@2: SpawnOffset: 0,-480,0 ExitCell: 0,2 ProductionAirdrop: Produces: Starport ActorType: frigate ReadyTextNotification: Reinforcements have arrived. RenderSprites: Image: starport.ordos FactionImages: atreides: starport.atreides fremen: starport.atreides harkonnen: starport.harkonnen corrino: starport.harkonnen smuggler: starport.smuggler WithDeliveryOverlay: RequiresCondition: !build-incomplete Palette: starportlights ProductionBar: ProductionType: Starport PrimaryBuilding: ProductionQueues: Starport ProvidesPrerequisite@atreides: Prerequisite: starport.atreides Factions: atreides ProvidesPrerequisite@ordos: Prerequisite: starport.ordos Factions: ordos ProvidesPrerequisite@harkonnen: Prerequisite: starport.harkonnen Factions: harkonnen ProvidesPrerequisite@atreides_combat: Prerequisite: starport.atreides_combat Factions: atreides, fremen ProvidesPrerequisite@ordos_combat: Prerequisite: starport.ordos_combat Factions: ordos, smuggler, mercenary ProvidesPrerequisite@harkonnen_combat: Prerequisite: starport.harkonnen_combat Factions: harkonnen, corrino Power: Amount: -150 ProvidesPrerequisite@buildingname: wall: Inherits@1: ^SpriteActor Interactable: CombatDebugOverlay: FrozenUnderFog: ScriptTriggers: OwnerLostAction: Action: ChangeOwner Buildable: Queue: Building Prerequisites: barracks BuildPaletteOrder: 410 BuildDuration: 62 BuildDurationModifier: 100 Description: Stop units and blocks enemy fire. Valued: Cost: 20 CustomSellValue: Value: 0 Tooltip: Name: Concrete Wall GenericName: Structure AppearsOnRadar: D2kBuilding: BuildSounds: CHUNG.WAV TerrainTypes: Rock, Concrete Encyclopedia: Description: Base defense. Concrete walls are the most effective barriers on Dune. Concrete walls will block tank bullets and impede unit movement.\n\nWalls can only be damaged by explosive weapons, missiles and shells. Like concrete slabs, walls cannot be repaired if damaged. Category: Buildings Order: 15 FootprintPlaceBuildingPreview: LineBuildFootprintAlpha: 0.65 RequiresBuildableArea: AreaTypes: building Adjacent: 7 Health: HP: 20000 Armor: Type: wall RevealsShroud: Range: 1c768 Crushable: CrushClasses: wall BlocksProjectiles: Height: 512 LineBuild: Range: 5 NodeTypes: wall, turret LineBuildNode: Types: wall Targetable: TargetTypes: Ground, Wall WithWallSpriteBody: Sellable: SellSounds: CHUNG.WAV Guardable: Explodes: Weapon: WallExplode EmptyWeapon: WallExplode ThrowsShrapnel: Weapons: Debris2, Debris3 Pieces: 1, 1 Range: 1c512, 2c768 HitShape: Type: Rectangle TopLeft: -512, -512 BottomRight: 512, 512 AppearsOnMapPreview: MapEditorData: Categories: Defense Replaceable: Types: Tower medium_gun_turret: Inherits: ^Defense Inherits@AUTOTARGET: ^AutoTargetGround Buildable: Queue: Building Prerequisites: barracks BuildPaletteOrder: 510 BuildDuration: 268 BuildDurationModifier: 100 Description: Defensive structure.\n Strong vs Tanks\n Weak vs Infantry, Aircraft Valued: Cost: 550 Tooltip: Name: Gun Turret RequiresBuildableArea: Adjacent: 4 Selectable: Bounds: 1024, 1024 DecorationBounds: 1024, 1280, 0, -256 Health: HP: 27000 Encyclopedia: Description: The Gun Turret has a medium range gun which is effective against vehicles, especially heavily armored vehicles. The Gun Turret will fire on any enemy unit within range.\n\nThe Gun Turret is resistant to bullet and explosive weapons, but vulnerable to missiles and high-caliber guns. Category: Buildings Order: 100 Armor: Type: heavy RevealsShroud: Range: 4c768 BodyOrientation: QuantizedFacings: 32 WithMuzzleOverlay: Turreted: TurnSpeed: 24 InitialFacing: 512 RealignDelay: -1 Armament: Weapon: 110mm_Gun LocalOffset: 512,0,432 MuzzleSequence: muzzle Power: Amount: -50 Replacement: ReplaceableTypes: Tower large_gun_turret: Inherits: ^Defense Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Inherits@AUTOTARGET: ^AutoTargetAll AttackTurreted: PauseOnCondition: disabled || build-incomplete Buildable: Queue: Building Prerequisites: outpost, upgrade.conyard, ~techlevel.medium BuildPaletteOrder: 610 BuildDuration: 312 BuildDurationModifier: 100 Description: Defensive structure.\n Strong vs Infantry, Aircraft\n Weak vs Tanks\n\n Requires power to operate. Valued: Cost: 750 Tooltip: Name: Rocket Turret Encyclopedia: Description: The substantially improved Rocket Turret has a longer range and a higher rate of fire than the Gun Turret. The Rocket Turret's advanced targeting equipment requires power to operate.\n\nThe Rocket Turret is resistant to bullet and explosive weapons, but vulnerable to missiles and high-caliber guns. Category: Buildings Order: 110 RequiresBuildableArea: Adjacent: 4 Selectable: Bounds: 1024, 1024 DecorationBounds: 1024, 1280, 0, -256 Health: HP: 30000 Armor: Type: heavy RevealsShroud: Range: 5c768 BodyOrientation: QuantizedFacings: 32 Armament: Weapon: TowerMissile LocalOffset: 256,384,768, 256,-384,768 Turreted: TurnSpeed: 32 InitialFacing: 512 RealignDelay: -1 Power: Amount: -60 RevealOnDeath: Radius: 5c768 Replacement: ReplaceableTypes: Tower repair_pad: Inherits: ^Building Buildable: Queue: Building Prerequisites: heavy_factory, upgrade.heavy, ~techlevel.medium BuildPaletteOrder: 430 BuildDuration: 375 BuildDurationModifier: 100 Description: Repairs vehicles.\n Allows construction of MCVs Valued: Cost: 800 Tooltip: Name: Repair Pad D2kBuilding: Footprint: +++ +++ +++ Dimensions: 3,3 Encyclopedia: Description: With a Repair Pad, vehicles can be repaired for a varying price.\n\nThe Repair Pad is vulnerable to most types of weapons. Category: Buildings Order: 120 Health: HP: 30000 HitShape: TargetableOffsets: 1024,0,0, 0,-1024,0, 0,1024,0, -1024,0,0 Type: Rectangle TopLeft: -1536, -512 BottomRight: 1536, 512 HitShape@TOPANDBOTTOM: Type: Rectangle TopLeft: -512, -1536 BottomRight: 512, 1536 Armor: Type: building RevealsShroud: Range: 3c768 Selectable: Bounds: 3072, 3072 Reservable: RepairsUnits: Interval: 10 HpPerStep: 800 StartRepairingNotification: Repairing StartRepairingTextNotification: Repairing. FinishRepairingNotification: UnitRepaired FinishRepairingTextNotification: Unit repaired. PlayerExperience: 10 RallyPoint: CommandBarBlacklist: DisableStop: false RenderSprites: Image: repair_pad.ordos FactionImages: atreides: repair_pad.atreides fremen: repair_pad.atreides harkonnen: repair_pad.harkonnen corrino: repair_pad.harkonnen WithRepairOverlay: RequiresCondition: !build-incomplete Palette: effect75alpha Power: Amount: -50 ProvidesPrerequisite@buildingname: high_tech_factory: Inherits: ^Building Inherits@PRIMARY: ^PrimaryBuilding Inherits@UPGRADEABLE: ^Upgradeable Buildable: Prerequisites: outpost, ~techlevel.medium Queue: Building BuildPaletteOrder: 420 BuildDuration: 468 BuildDurationModifier: 100 Description: Unlocks advanced technology. Selectable: Bounds: 3072, 3072 Valued: Cost: 1150 Tooltip: Name: High Tech Factory ProductionFromMapEdge: Produces: Aircraft, Upgrade ProductionBar: ProductionType: Aircraft PrimaryBuilding: ProductionQueues: Aircraft Exit: SpawnOffset: 0,0,728 ExitCell: 0,0 D2kBuilding: Footprint: _X_ xxx XXX === Dimensions: 3,4 LocalCenterOffset: 0,-512,0 Encyclopedia: Description: The High Tech Factory produces airborne units, and is required for the production of Carryalls. House Atreides can upgrade the High Tech Factory to build Ornithopters for an air strike in later missions.\n\nThe High Tech Factory is vulnerable to most types of weapons. Category: Buildings Order: 130 Health: HP: 35000 HitShape: TargetableOffsets: -1312,0,0, -1312,-1024,0, -1312,1024,0 Type: Rectangle TopLeft: -1536, -512 BottomRight: 1536, 1536 HitShape@TOP: TargetableOffsets: 1280,0,0 Type: Rectangle TopLeft: -512, -1536 BottomRight: 512, -512 Armor: Type: building RevealsShroud: Range: 4c768 RenderSprites: Image: hightech.ordos FactionImages: atreides: hightech.atreides fremen: hightech.atreides harkonnen: hightech.harkonnen corrino: hightech.harkonnen WithBuildingBib: WithProductionOverlay@WELDING: RequiresCondition: !build-incomplete Queues: Aircraft Sequence: production-welding ProvidesPrerequisite@upgrade: Prerequisite: hightech.atreides Factions: atreides ProvidesPrerequisite@buildingname: AirstrikePower: Icon: ornistrike Name: Air Strike Prerequisites: ~techlevel.superweapons, upgrade.hightech ChargeInterval: 7500 SquadSize: 3 SquadOffset: -1536, 1024, 0 Description: Ornithopters hit the target with bombs UnitType: ornithopter DisplayBeacon: True CameraActor: camera CameraRemoveDelay: 60 ArrowSequence: arrow CircleSequence: circles UseDirectionalTarget: True DirectionArrowAnimation: ornidirection SupportPowerPaletteOrder: 10 EndChargeTextNotification: Airstrike ready. SelectTargetTextNotification: Select target. Power: Amount: -75 GrantConditionOnPrerequisite@UPGRADEABLE: Prerequisites: upgrade.hightech research_centre: Inherits: ^Building Buildable: Queue: Building Prerequisites: outpost, heavy_factory, upgrade.heavy, ~techlevel.high BuildPaletteOrder: 520 BuildDuration: 312 BuildDurationModifier: 100 Description: Unlocks advanced tanks. Selectable: Bounds: 3072, 3072 Valued: Cost: 1000 Tooltip: Name: IX Research Center D2kBuilding: Footprint: _X_ xxx XXX === Dimensions: 3,4 LocalCenterOffset: 0,-512,0 Encyclopedia: Description: The IX Research Center provides technology upgrades for structures and vehicles. This facility is required for production of a number of advanced special weapons and prototypes.\n\nThe IX Research Center is vulnerable to most types of weapons. Category: Buildings Order: 140 Health: HP: 25000 HitShape: TargetableOffsets: -1574,-158,0, -1050,-1024,0, -1155,960,0 Type: Rectangle TopLeft: -1536, -512 BottomRight: 1536, 1536 HitShape@TOP: TargetableOffsets: 1312,0,0 Type: Rectangle TopLeft: -512, -1536 BottomRight: 512, -512 Armor: Type: building RevealsShroud: Range: 4c768 RenderSprites: Image: research.ordos FactionImages: atreides: research.atreides fremen: research.atreides harkonnen: research.harkonnen corrino: research.harkonnen WithBuildingBib: WithIdleOverlay@LIGHTS: RequiresCondition: !build-incomplete Sequence: idle-lights Power: Amount: -175 ProvidesPrerequisite@buildingname: palace: Inherits: ^Building Inherits@PRIMARY: ^PrimaryBuilding Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Buildable: Prerequisites: research_centre, ~techlevel.high Queue: Building BuildPaletteOrder: 620 BuildDuration: 937 BuildDurationModifier: 100 Description: Unlocks elite infantry and weapons. Selectable: Bounds: 3072, 3072 Valued: Cost: 1600 Tooltip: Name: Palace RallyPoint: CommandBarBlacklist: DisableStop: false D2kBuilding: Footprint: xx= xxx =xx Dimensions: 3,3 Encyclopedia: Description: The Palace serves as the command center once it is constructed. Palaces feature unique additional options, making available advanced special weapons.\n\nArmor is heavy, but the Palace is vulnerable to most types of weapons. Category: Buildings Order: 150 Health: HP: 40000 HitShape: Type: Rectangle TopLeft: -1536, -512 BottomRight: 1536, 512 HitShape@TOP: Type: Rectangle TopLeft: -1536, -1536 BottomRight: 512, -512 HitShape@BOTTOM: Type: Rectangle TopLeft: -512, 512 BottomRight: 1536, 1536 Armor: Type: heavy RevealsShroud: Range: 4c768 RenderSprites: Image: palace.ordos FactionImages: atreides: palace.atreides fremen: palace.atreides harkonnen: palace.harkonnen corrino: palace.corrino WithBuildingBib: HasMinibib: True WithSupportPowerActivationOverlay: RequiresCondition: !build-incomplete && !launchpad-damaged && harkonnen GrantConditionOnDamageState@LAUNCHPADDAMAGED: Condition: launchpad-damaged Power: Amount: -200 ProvidesPrerequisite@nuke: Prerequisite: palace.nuke Factions: harkonnen ProvidesPrerequisite@fremen: Prerequisite: palace.fremen Factions: atreides ProvidesPrerequisite@saboteur: Prerequisite: palace.saboteur Factions: ordos ProvidesPrerequisite@sardaukar: Prerequisite: palace.sardaukar Factions: corrino PrimaryBuilding: RequiresCondition: atreides || ordos WithTextDecoration@primary: RequiresCondition: primary && (atreides || ordos) NukePower: Cursor: nuke Icon: deathhand PauseOnCondition: disabled RequiresCondition: harkonnen Prerequisites: ~techlevel.superweapons, ~palace.nuke ChargeInterval: 7500 Name: Death Hand Description: Launches an atomic missile at a target location BeginChargeSpeechNotification: DeathHandMissilePrepping EndChargeSpeechNotification: DeathHandMissileReady IncomingSpeechNotification: MissileLaunchDetected BeginChargeTextNotification: Death Hand missile prepping. EndChargeTextNotification: Death Hand missile ready. IncomingTextNotification: Missile launch detected. SelectTargetTextNotification: Select target. MissileWeapon: deathhand MissileImage: deathhand MissileDelay: 18 SpawnOffset: 32,816,0 DetonationAltitude: 3c0 RemoveMissileOnDetonation: False DisplayBeacon: True DisplayRadarPing: True CameraRange: 10c0 CameraRemoveDelay: 60 ArrowSequence: arrow CircleSequence: circles FlightVelocity: 384 TrailInterval: 0 TrailImage: large_trail TrailSequences: idle SupportPowerPaletteOrder: 40 ProduceActorPower@fremen: Name: Recruit Fremen Description: Elite infantry unit armed with assault rifles and rockets\n Strong vs Infantry, Vehicles\n Weak vs Artillery\n Special Ability: Invisibility Icon: fremen PauseOnCondition: disabled RequiresCondition: atreides Prerequisites: ~techlevel.superweapons, ~palace.fremen Actors: fremen, fremen Type: Fremen ChargeInterval: 2250 EndChargeTextNotification: Fremen ready. ReadyAudio: Reinforce ReadyTextNotification: Reinforcements have arrived. BlockedAudio: NoRoom BlockedTextNotification: No room for new unit. OrderName: ProduceActorPower.Fremen SupportPowerPaletteOrder: 20 ProduceActorPower@saboteur: Name: Recruit Saboteur Description: Sneaky infantry, armed with explosives\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings Icon: saboteur PauseOnCondition: disabled RequiresCondition: ordos Prerequisites: ~techlevel.superweapons, ~palace.saboteur Actors: saboteur Type: Saboteur ChargeInterval: 2250 EndChargeTextNotification: Saboteur ready. ReadyAudio: Reinforce ReadyTextNotification: Reinforcements have arrived. BlockedAudio: NoRoom BlockedTextNotification: No room for new unit. OrderName: ProduceActorPower.Saboteur SupportPowerPaletteOrder: 30 Exit@1: SpawnOffset: -704,768,0 ExitCell: -1,2 Exit@2: SpawnOffset: -704,768,0 ExitCell: -1,3 Exit@3: SpawnOffset: -704,768,0 ExitCell: 0,3 Production@Atreides: Produces: Fremen RequiresCondition: atreides Production@Ordos: Produces: Saboteur RequiresCondition: ordos GrantConditionOnFaction@Atreides: Condition: atreides Factions: atreides, fremen GrantConditionOnFaction@Harkonnen: Condition: harkonnen Factions: harkonnen GrantConditionOnFaction@Ordos: Condition: ordos Factions: ordos, mercenary, smuggler SupportPowerChargeBar: RequiresCondition: atreides || harkonnen || ordos ProvidesPrerequisite@buildingname: conyard.atreides: Inherits: construction_yard Buildable: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled ForceFaction: atreides RenderSprites: Image: conyard.atreides -FactionImages: UpdatesPlayerStatistics: OverrideActor: construction_yard conyard.harkonnen: Inherits: construction_yard Buildable: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled ForceFaction: harkonnen RenderSprites: Image: conyard.harkonnen -FactionImages: UpdatesPlayerStatistics: OverrideActor: construction_yard conyard.ordos: Inherits: construction_yard Buildable: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled ForceFaction: ordos RenderSprites: Image: conyard.ordos -FactionImages: UpdatesPlayerStatistics: OverrideActor: construction_yard