MSLO: Inherits: ^ScienceBuilding Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Inherits@shape: ^2x1Shape Selectable: Bounds: 2048, 1024 Valued: Cost: 2500 Tooltip: Name: Missile Silo Buildable: Queue: Defense BuildPaletteOrder: 140 Prerequisites: techcenter, ~techlevel.unrestricted BuildLimit: 1 Description: Provides an atomic bomb.\nRequires power to operate.\nMaximum 1 can be built.\n Special Ability: Atom Bomb Building: Footprint: xx Dimensions: 2,1 Health: HP: 100000 Armor: Type: Wood RevealsShroud: MinRange: 5c0 Range: 6c0 RequiresCondition: !disabled RevealGeneratedShroud: False RevealsShroud@Offline: Range: 5c0 RequiresCondition: disabled RevealsShroud@GAPGEN: Range: 5c0 RequiresCondition: !disabled NukePower: PauseOnCondition: disabled Cursor: nuke Icon: abomb ChargeInterval: 13500 Name: Atom Bomb Description: Launches a devastating atomic bomb\nat a target location. BeginChargeSpeechNotification: AbombPrepping EndChargeSpeechNotification: AbombReady SelectTargetSpeechNotification: SelectTarget InsufficientPowerSpeechNotification: InsufficientPower IncomingSpeechNotification: AbombLaunchDetected SelectTargetTextNotification: Select target. InsufficientPowerTextNotification: Insufficient power. BeginChargeTextNotification: A-bomb prepping. EndChargeTextNotification: A-bomb ready. IncomingTextNotification: A-bomb launch detected. MissileWeapon: atomic MissileImage: atomic MissileDelay: 5 SpawnOffset: 1c0,427,0 DisplayTimerRelationships: Ally, Neutral, Enemy DisplayBeacon: True DisplayRadarPing: True BeaconPoster: atomicon CameraRange: 10c0 ArrowSequence: arrow ClockSequence: clock CircleSequence: circles SupportPowerPaletteOrder: 70 SupportPowerChargeBar: InfiltrateForSupportPowerReset: Types: SpyInfiltrate PlayerExperience: 10 Targetable: TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate Power: Amount: -150 MustBeDestroyed: RequiredForShortGame: false WithSupportPowerActivationAnimation: RequiresCondition: !build-incomplete GAP: Inherits: ^ScienceBuilding Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Valued: Cost: 800 Tooltip: Name: Gap Generator Buildable: Queue: Defense BuildPaletteOrder: 110 Prerequisites: atek, ~structures.allies, ~techlevel.high Description: Obscures the enemy's view with shroud.\nRequires power to operate. Selectable: Bounds: 1024, 1024 DecorationBounds: 1024, 2048, 0, -512 WithSpriteBody: PauseOnCondition: disabled Health: HP: 50000 Armor: Type: Heavy RevealsShroud: MinRange: 5c0 Range: 6c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 5c0 WithBuildingBib: HasMinibib: true CreatesShroud: Range: 6c0 RequiresCondition: !disabled RenderShroudCircle: Power: Amount: -60 MustBeDestroyed: RequiredForShortGame: false -AcceptsDeliveredCash: Explodes: Weapon: SmallBuildingExplode EmptyWeapon: SmallBuildingExplode HitShape: Type: Rectangle TopLeft: -512, -512 BottomRight: 512, 512 SPEN: Inherits: ^Building Inherits@PRIMARY: ^PrimaryBuilding Selectable: Bounds: 3072, 2048 InfiltrateForSupportPower: Proxy: powerproxy.sonarpulse Types: SpyInfiltrate PlayerExperience: 10 Valued: Cost: 800 Tooltip: Name: Sub Pen Buildable: Queue: Building BuildPaletteOrder: 50 Prerequisites: anypower, ~structures.soviet, ~techlevel.low Description: Produces and repairs\nsubmarines and transports. Targetable: TargetTypes: WaterActor, Structure, C4, DetonateAttack, SpyInfiltrate Building: Footprint: XXX xxx XXX Dimensions: 3,3 TerrainTypes: Water RequiresBuildableArea: AreaTypes: building Adjacent: 8 -GivesBuildableArea: Health: HP: 100000 Armor: Type: Wood RevealsShroud: MinRange: 4c0 Range: 5c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 4c0 Exit@1: RequiresCondition: !being-captured SpawnOffset: 0,-213,0 Facing: 384 ExitCell: -1,2 ProductionTypes: Submarine Exit@2: RequiresCondition: !being-captured SpawnOffset: 0,-213,0 Facing: 640 ExitCell: 3,2 ProductionTypes: Submarine Exit@3: RequiresCondition: !being-captured SpawnOffset: 0,0,0 Facing: 128 ExitCell: 0,0 ProductionTypes: Submarine Exit@4: RequiresCondition: !being-captured SpawnOffset: 0,0,0 Facing: 896 ExitCell: 2,0 ProductionTypes: Submarine Exit@b1: RequiresCondition: !being-captured SpawnOffset: -1024,1024,0 Facing: 640 ExitCell: 0,2 ProductionTypes: Ship Exit@b2: RequiresCondition: !being-captured SpawnOffset: 1024,1024,0 Facing: 896 ExitCell: 2,2 ProductionTypes: Ship Exit@b3: RequiresCondition: !being-captured SpawnOffset: -1024,-1024,0 Facing: 384 ExitCell: 0,0 ProductionTypes: Ship Exit@b4: RequiresCondition: !being-captured SpawnOffset: 1024,-1024,0 Facing: 128 ExitCell: 2,0 ProductionTypes: Ship Production: Produces: Ship, Submarine -SpawnActorsOnSell: RepairsUnits: HpPerStep: 1000 StartRepairingNotification: Repairing StartRepairingTextNotification: Repairing. FinishRepairingNotification: UnitRepaired FinishRepairingTextNotification: Unit repaired. PlayerExperience: 5 RallyPoint: ForceSetType: Ship CommandBarBlacklist: DisableStop: false ProductionBar: ProductionType: Ship Power: Amount: -30 DetectCloaked: DetectionTypes: Underwater Range: 10c0 RenderDetectionCircle: ProvidesPrerequisite@soviet: Factions: soviet, russia, ukraine Prerequisite: ships.soviet ProvidesPrerequisite@sovietvanilla: Factions: soviet Prerequisite: ships.sovietvanilla ProvidesPrerequisite@russia: Factions: russia Prerequisite: ships.russia ProvidesPrerequisite@ukraine: Factions: ukraine Prerequisite: ships.ukraine ProvidesPrerequisite@sovietstructure: RequiresPrerequisites: structures.soviet Prerequisite: ships.soviet ProvidesPrerequisite@sovietvanillastructure: RequiresPrerequisites: structures.sovietvanilla Prerequisite: ships.sovietvanilla ProvidesPrerequisite@russianstructure: RequiresPrerequisites: structures.russia Prerequisite: ships.russia ProvidesPrerequisite@ukrainianstructure: RequiresPrerequisites: structures.ukraine Prerequisite: ships.ukraine ProvidesPrerequisite@buildingname: MapEditorData: ExcludeTilesets: INTERIOR HitShape: Type: Rectangle TopLeft: -1536, -598 BottomRight: 1536, 598 HitShape@TOPANDBOTTOM: TargetableOffsets: 811,0,0, -811,0,0 Type: Rectangle TopLeft: -555, -1110 BottomRight: 555, 1110 SYRD: Inherits: ^Building Inherits@PRIMARY: ^PrimaryBuilding Selectable: Bounds: 3072, 2048 InfiltrateForSupportPower: Proxy: powerproxy.sonarpulse Types: SpyInfiltrate PlayerExperience: 10 Buildable: Queue: Building BuildPaletteOrder: 40 Prerequisites: anypower, ~structures.allies, ~techlevel.low Description: Produces and repairs\nships and transports. Valued: Cost: 1000 Tooltip: Name: Naval Yard Targetable: TargetTypes: WaterActor, Structure, C4, DetonateAttack, SpyInfiltrate Building: Footprint: XXX xxx XXX Dimensions: 3,3 TerrainTypes: Water RequiresBuildableArea: Adjacent: 8 -GivesBuildableArea: Health: HP: 100000 Armor: Type: Wood RevealsShroud: MinRange: 4c0 Range: 5c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 4c0 Exit@1: RequiresCondition: !being-captured SpawnOffset: -1024,1024,0 Facing: 640 ExitCell: 0,2 ProductionTypes: Ship, Boat Exit@2: RequiresCondition: !being-captured SpawnOffset: 1024,1024,0 Facing: 896 ExitCell: 2,2 ProductionTypes: Ship, Boat Exit@3: RequiresCondition: !being-captured SpawnOffset: -1024,-1024,0 Facing: 384 ExitCell: 0,0 ProductionTypes: Ship, Boat Exit@4: RequiresCondition: !being-captured SpawnOffset: 1024,-1024,0 Facing: 128 ExitCell: 2,0 ProductionTypes: Ship, Boat Production: Produces: Ship, Boat -SpawnActorsOnSell: RepairsUnits: HpPerStep: 1000 StartRepairingNotification: Repairing StartRepairingTextNotification: Repairing. FinishRepairingNotification: UnitRepaired FinishRepairingTextNotification: Unit repaired. PlayerExperience: 5 RallyPoint: ForceSetType: Ship CommandBarBlacklist: DisableStop: false ProductionBar: ProductionType: Ship Power: Amount: -30 DetectCloaked: DetectionTypes: Underwater Range: 10c0 RenderDetectionCircle: ProvidesPrerequisite@allies: Factions: allies, england, france, germany Prerequisite: ships.allies ProvidesPrerequisite@alliesvanilla: Factions: allies Prerequisite: ships.alliesvanilla ProvidesPrerequisite@england: Factions: england Prerequisite: ships.england ProvidesPrerequisite@france: Factions: france Prerequisite: ships.france ProvidesPrerequisite@germany: Factions: germany Prerequisite: ships.germany ProvidesPrerequisite@alliedstructure: RequiresPrerequisites: structures.allies Prerequisite: ships.allies ProvidesPrerequisite@alliedvanillastructure: RequiresPrerequisites: structures.alliesvanilla Prerequisite: ships.alliesvanilla ProvidesPrerequisite@englishstructure: RequiresPrerequisites: structures.england Prerequisite: ships.england ProvidesPrerequisite@frenchstructure: RequiresPrerequisites: structures.france Prerequisite: ships.france ProvidesPrerequisite@germanstructure: RequiresPrerequisites: structures.germany Prerequisite: ships.germany ProvidesPrerequisite@buildingname: MapEditorData: ExcludeTilesets: INTERIOR HitShape: TargetableOffsets: 768,0,0, 768,-1024,0, 768,1024,0 Type: Rectangle TopLeft: -1536, -1152 BottomRight: 1536, 598 HitShape@BOTTOM: TargetableOffsets: -768,0,0 Type: Rectangle TopLeft: -512, 598 BottomRight: 512, 1110 IRON: Inherits: ^ScienceBuilding Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Inherits@shape: ^2x1Shape Buildable: Queue: Defense BuildPaletteOrder: 130 Prerequisites: stek, ~structures.soviet, ~techlevel.unrestricted BuildLimit: 1 Description: Makes a group of units invulnerable\nfor a short time.\nRequires power to operate.\nMaximum 1 can be built.\n Special Ability: Invulnerability Valued: Cost: 1500 Tooltip: Name: Iron Curtain Building: Footprint: xx Dimensions: 2,1 Selectable: Bounds: 2048, 1194, 0, 85 DecorationBounds: 2133, 2133, 0, -512 Health: HP: 100000 Armor: Type: Wood RevealsShroud: MinRange: 5c0 Range: 6c0 RequiresCondition: !disabled RevealGeneratedShroud: False RevealsShroud@Offline: Range: 5c0 RequiresCondition: disabled RevealsShroud@GAPGEN: Range: 5c0 RequiresCondition: !disabled WithBuildingBib: HasMinibib: true GrantExternalConditionPower@IRONCURTAIN: PauseOnCondition: disabled Icon: invuln ChargeInterval: 3000 Name: Invulnerability Description: Makes a group of units invulnerable\nfor 20 seconds. Duration: 400 SelectTargetSpeechNotification: SelectTarget InsufficientPowerSpeechNotification: InsufficientPower BeginChargeSpeechNotification: IronCurtainCharging EndChargeSpeechNotification: IronCurtainReady SelectTargetTextNotification: Select target. InsufficientPowerTextNotification: Insufficient power. BeginChargeTextNotification: Iron curtain charging. EndChargeTextNotification: Iron curtain ready. DisplayRadarPing: True Condition: invulnerability OnFireSound: ironcur9.aud SupportPowerPaletteOrder: 10 Dimensions: 3, 3 Footprint: _x_ xxx _x_ SupportPowerChargeBar: InfiltrateForSupportPowerReset: Types: SpyInfiltrate PlayerExperience: 10 Targetable: TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate Power: Amount: -200 MustBeDestroyed: RequiredForShortGame: false PDOX: Inherits: ^ScienceBuilding Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Inherits@shape: ^2x2Shape Selectable: Bounds: 2048, 2048 Buildable: Queue: Defense BuildPaletteOrder: 120 Prerequisites: atek, ~structures.allies, ~techlevel.unrestricted BuildLimit: 1 Description: Teleports a group of units across the\nmap for a short time.\nRequires power to operate.\nMaximum 1 can be built.\n Special Ability: Chronoshift Valued: Cost: 1500 Tooltip: Name: Chronosphere Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 100000 Armor: Type: Wood RevealsShroud: MinRange: 5c0 Range: 6c0 RequiresCondition: !disabled RevealGeneratedShroud: False RevealsShroud@Offline: Range: 5c0 RequiresCondition: disabled RevealsShroud@GAPGEN: Range: 5c0 RequiresCondition: !disabled WithBuildingBib: HasMinibib: true ProvidesPrerequisite@germany: Factions: germany Prerequisite: pdox.germany ProvidesPrerequisite@germanstructure: RequiresPrerequisites: structures.germany Prerequisite: pdox.germany ChronoshiftPower@chronoshift: OrderName: Chronoshift PauseOnCondition: disabled Prerequisites: !pdox.germany Icon: chrono ChargeInterval: 3000 Name: Chronoshift Description: Teleports a group of units across\nthe map for 20 seconds. SelectTargetSpeechNotification: SelectTarget InsufficientPowerSpeechNotification: InsufficientPower BeginChargeSpeechNotification: ChronosphereCharging EndChargeSpeechNotification: ChronosphereReady SelectTargetTextNotification: Select target. InsufficientPowerTextNotification: Insufficient power. BeginChargeTextNotification: Chronosphere charging. EndChargeTextNotification: Chronosphere ready. Duration: 400 KillCargo: true DisplayRadarPing: True SupportPowerPaletteOrder: 20 Dimensions: 3, 3 Footprint: _x_ xxx _x_ ChronoshiftPower@advancedchronoshift: OrderName: AdvancedChronoshift PauseOnCondition: disabled Prerequisites: pdox.germany Icon: chrono ChargeInterval: 3000 Name: Advanced Chronoshift Description: Teleports a large group of units across\nthe map for 20 seconds. SelectTargetSpeechNotification: SelectTarget InsufficientPowerSpeechNotification: InsufficientPower BeginChargeSpeechNotification: ChronosphereCharging EndChargeSpeechNotification: ChronosphereReady SelectTargetTextNotification: Select target. InsufficientPowerTextNotification: Insufficient power. BeginChargeTextNotification: Chronosphere charging. EndChargeTextNotification: Chronosphere ready. Duration: 400 KillCargo: true DisplayRadarPing: True SupportPowerPaletteOrder: 30 Dimensions: 5, 5 Footprint: __x__ _xxx_ xxxxx _xxx_ __x__ SupportPowerChargeBar: InfiltrateForSupportPowerReset: Types: SpyInfiltrate PlayerExperience: 10 Targetable: TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate Power: Amount: -200 MustBeDestroyed: RequiredForShortGame: false ProvidesPrerequisite@buildingname: TSLA: Inherits: ^Defense Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Inherits@AUTOTARGET: ^AutoTargetGround Buildable: Queue: Defense BuildPaletteOrder: 80 Prerequisites: weap, ~structures.soviet, ~techlevel.medium Description: Advanced base defense.\nRequires power to operate.\nCan detect cloaked units.\n Strong vs Vehicles, Infantry\n Weak vs Aircraft Valued: Cost: 1200 Tooltip: Name: Tesla Coil Selectable: Bounds: 1024, 1024 DecorationBounds: 1024, 1706, 0, -341 Health: HP: 40000 Armor: Type: Heavy RevealsShroud: MinRange: 6c0 Range: 7c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 6c0 WithBuildingBib: HasMinibib: true WithTeslaChargeAnimation: Armament: Weapon: TeslaZap LocalOffset: 0,0,896 AttackTesla: PauseOnCondition: disabled || build-incomplete ChargeAudio: tslachg2.aud MaxCharges: 3 ReloadDelay: 120 Power: Amount: -100 DetectCloaked: Range: 6c0 RequiresCondition: !disabled ProvidesPrerequisite@buildingname: AGUN: Inherits: ^Defense Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Inherits@AUTOTARGET: ^AutoTargetAir Buildable: Queue: Defense BuildPaletteOrder: 90 Prerequisites: dome, ~structures.allies, ~techlevel.medium Description: Anti-Air base defense.\nRequires power to operate.\n Strong vs Aircraft\n Weak vs Ground units Valued: Cost: 800 Tooltip: Name: AA Gun Selectable: Bounds: 1024, 1024 DecorationBounds: 1024, 1365, 0, -170 Health: HP: 40000 Armor: Type: Heavy RevealsShroud: MinRange: 5c0 Range: 6c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 5c0 WithBuildingBib: HasMinibib: true Turreted: TurnSpeed: 60 InitialFacing: 832 RealignDelay: -1 RequiresCondition: !build-incomplete WithSpriteTurret: RequiresCondition: !build-incomplete Recoils: false Armament: Weapon: ZSU-23 LocalOffset: 520,100,450, 520,-150,450 MuzzleSequence: muzzle AttackTurreted: PauseOnCondition: disabled || build-incomplete WithMuzzleOverlay: RenderRangeCircle: RangeCircleType: aa Power: Amount: -50 -BodyOrientation: ClassicFacingBodyOrientation: DOME: Inherits: ^Building Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Inherits@shape: ^2x2Shape Selectable: Bounds: 2048, 2048 HitShape: UseTargetableCellsOffsets: false TargetableOffsets: 0,0,0, 630,-384,0, 630,384,0, -700,-512,0, -700,512,0 Buildable: Queue: Building BuildPaletteOrder: 90 Prerequisites: proc, ~techlevel.medium Description: Provides an overview\nof the battlefield.\nRequires power to operate. Valued: Cost: 1500 Tooltip: Name: Radar Dome Building: Footprint: xx xx == Dimensions: 2,3 LocalCenterOffset: 0,-512,0 Targetable: TargetTypes: GroundActor, Structure, C4, DetonateAttack, SpyInfiltrate Health: HP: 100000 Armor: Type: Wood RevealsShroud: MinRange: 6c0 Range: 10c0 RequiresCondition: !disabled RevealGeneratedShroud: False RevealsShroud@Offline: Range: 5c0 RequiresCondition: disabled RevealsShroud@GAPGEN: Range: 6c0 RequiresCondition: !disabled WithBuildingBib: ProvidesRadar: RequiresCondition: !jammed && !disabled InfiltrateForExploration: Types: SpyInfiltrate PlayerExperience: 10 Power: Amount: -40 ProvidesPrerequisite@buildingname: ExternalCondition@JAMMED: Condition: jammed PBOX: Inherits: ^Defense Inherits@AUTOTARGET: ^AutoTargetAll Inherits@CARGOPIPS: ^CargoPips Tooltip: Name: Pillbox Building: Buildable: Queue: Defense BuildPaletteOrder: 40 Prerequisites: tent, ~structures.allies, ~techlevel.low Description: Static defense with a fireport for\na garrisoned soldier.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft Valued: Cost: 600 CustomSellValue: Value: 400 Health: HP: 40000 Armor: Type: Heavy RevealsShroud: MinRange: 5c0 Range: 6c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 5c0 WithBuildingBib: HasMinibib: true Turreted: TurnSpeed: 512 -QuantizeFacingsFromSequence: BodyOrientation: QuantizedFacings: 8 InstantlyRepairable: RequiresCondition: damaged GrantConditionOnDamageState@DAMAGED: Condition: damaged ValidDamageStates: Light, Medium, Heavy, Critical Cargo: Types: Infantry MaxWeight: 1 InitialUnits: e1 -SpawnActorsOnSell: AttackGarrisoned: PauseOnCondition: build-incomplete Armaments: garrisoned PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128 PortYaws: 0, 176, 341, 512, 682, 853 PortCones: 88, 88, 88, 88, 88, 88 RenderRangeCircle: FallbackRange: 6c0 Power: Amount: -20 DetectCloaked: Range: 6c0 HBOX: Inherits: ^Defense Inherits@AUTOTARGET: ^AutoTargetAll Inherits@CARGOPIPS: ^CargoPips Tooltip: Name: Camo Pillbox Building: Buildable: Queue: Defense BuildPaletteOrder: 50 Prerequisites: tent, ~structures.allies, ~techlevel.medium Description: Camouflaged static defense with a fireport\nfor a garrisoned soldier.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft Valued: Cost: 750 CustomSellValue: Value: 550 Health: HP: 40000 Armor: Type: Heavy RevealsShroud: MinRange: 5c0 Range: 6c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 5c0 Cloak: InitialDelay: 125 CloakDelay: 60 IsPlayerPalette: true PauseOnCondition: cloak-force-disabled GrantConditionOnDamageState@UNCLOAK: Condition: cloak-force-disabled ValidDamageStates: Critical Turreted: TurnSpeed: 512 -QuantizeFacingsFromSequence: BodyOrientation: QuantizedFacings: 8 InstantlyRepairable: RequiresCondition: damaged GrantConditionOnDamageState@DAMAGED: Condition: damaged ValidDamageStates: Light, Medium, Heavy, Critical Cargo: Types: Infantry MaxWeight: 1 InitialUnits: e1 -SpawnActorsOnSell: DetectCloaked: Range: 6c0 RenderRangeCircle: FallbackRange: 6c0 AttackGarrisoned: PauseOnCondition: build-incomplete Armaments: garrisoned PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128 PortYaws: 0, 176, 341, 512, 682, 853 PortCones: 88, 88, 88, 88, 88, 88 Power: Amount: -20 -MustBeDestroyed: GUN: Inherits: ^Defense Inherits@AUTOTARGET: ^AutoTargetGround Buildable: Queue: Defense BuildPaletteOrder: 70 Prerequisites: tent, ~structures.allies, ~techlevel.medium Description: Anti-Armor base defense.\nCan detect cloaked units.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft Valued: Cost: 800 Tooltip: Name: Turret Building: Health: HP: 40000 Armor: Type: Heavy RevealsShroud: MinRange: 5c0 Range: 6c512 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 5c0 WithBuildingBib: HasMinibib: true Turreted: TurnSpeed: 48 InitialFacing: 192 RealignDelay: -1 RequiresCondition: !build-incomplete WithSpriteTurret: RequiresCondition: !build-incomplete Recoils: false WithTurretAttackAnimation: Sequence: recoil Armament: Weapon: TurretGun LocalOffset: 512,0,112 MuzzleSequence: muzzle AttackTurreted: PauseOnCondition: build-incomplete WithMuzzleOverlay: Power: Amount: -40 DetectCloaked: Range: 6c0 -BodyOrientation: ClassicFacingBodyOrientation: FTUR: Inherits: ^Defense Inherits@AUTOTARGET: ^AutoTargetGround Buildable: Queue: Defense BuildPaletteOrder: 60 Prerequisites: barr, ~structures.soviet, ~techlevel.low Description: Anti-Infantry base defense.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft Valued: Cost: 600 Tooltip: Name: Flame Tower Building: Health: HP: 40000 Armor: Type: Heavy RevealsShroud: MinRange: 5c0 Range: 6c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 5c0 WithBuildingBib: HasMinibib: true Turreted: TurnSpeed: 512 Offset: 0,0,112 Armament: Weapon: FireballLauncher LocalOffset: 512,0,0 AttackTurreted: PauseOnCondition: build-incomplete -QuantizeFacingsFromSequence: BodyOrientation: QuantizedFacings: 8 Power: Amount: -20 DetectCloaked: Range: 6c0 ProvidesPrerequisite@buildingname: Explodes: Weapon: BuildingExplode EmptyWeapon: BuildingExplode SAM: Inherits: ^Defense Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Inherits@AUTOTARGET: ^AutoTargetAir Inherits@shape: ^2x1Shape Selectable: Bounds: 2048, 1024 HitShape: Type: Rectangle TopLeft: -768,-512 BottomRight: 768,512 Buildable: Queue: Defense BuildPaletteOrder: 100 Prerequisites: dome, ~structures.soviet, ~techlevel.medium Description: Anti-Air base defense.\nRequires power to operate.\n Strong vs Aircraft\n Weak vs Ground units Valued: Cost: 700 Tooltip: Name: SAM Site Building: Footprint: xx Dimensions: 2,1 Health: HP: 40000 Armor: Type: Heavy RevealsShroud: MinRange: 5c0 Range: 8c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 5c0 WithBuildingBib: HasMinibib: true Turreted: TurnSpeed: 120 InitialFacing: 0 RealignDelay: -1 RequiresCondition: !build-incomplete WithSpriteTurret: RequiresCondition: !build-incomplete Recoils: false Armament: Weapon: Nike LocalOffset: 0,0,320 MuzzleSequence: muzzle AttackTurreted: PauseOnCondition: disabled || build-incomplete WithMuzzleOverlay: RenderRangeCircle: RangeCircleType: aa Power: Amount: -40 -BodyOrientation: ClassicFacingBodyOrientation: ATEK: Inherits: ^ScienceBuilding Inherits@IDISABLE: ^DisableOnLowPower Inherits@shape: ^2x2Shape Selectable: Bounds: 2048, 2048 Buildable: Queue: Building BuildPaletteOrder: 140 Prerequisites: weap, dome, ~structures.allies, ~techlevel.high Description: Provides Allied advanced technologies.\n Special Ability: GPS Satellite Valued: Cost: 1500 Tooltip: Name: Allied Tech Center ProvidesPrerequisite: Prerequisite: techcenter Building: Footprint: xx xx == Dimensions: 2,3 LocalCenterOffset: 0,-512,0 Health: HP: 60000 Armor: Type: Wood RevealsShroud: MinRange: 4c0 Range: 5c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 4c0 WithBuildingBib: GpsPower: PauseOnCondition: disabled Icon: gps OneShot: true ChargeInterval: 12000 Name: GPS Satellite Description: Reveals map terrain and provides tactical\ninformation. Requires power and active radar. RevealDelay: 375 LaunchSpeechNotification: SatelliteLaunched LaunchTextNotification: Satellite launched. DisplayTimerRelationships: Ally, Neutral, Enemy SupportPowerPaletteOrder: 90 SupportPowerChargeBar: InfiltrateForSupportPowerReset: Types: SpyInfiltrate PlayerExperience: 10 Targetable: TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate Power: Amount: -200 ProvidesPrerequisite@buildingname: WEAP: Inherits: ^Building Inherits@shape: ^3x2Shape Inherits@PRIMARY: ^PrimaryBuilding Selectable: Bounds: 3072, 2048 Buildable: Queue: Building BuildPaletteOrder: 80 Prerequisites: proc, ~techlevel.low Description: Produces vehicles. Valued: Cost: 2000 Tooltip: Name: War Factory Building: Footprint: xxx xxx === Dimensions: 3,3 LocalCenterOffset: 0,-512,0 Health: HP: 150000 Armor: Type: Wood RevealsShroud: MinRange: 4c0 Range: 5c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 4c0 WithBuildingBib: WithProductionDoorOverlay: RequiresCondition: !build-incomplete Sequence: build-top RallyPoint: ForceSetType: Vehicle CommandBarBlacklist: DisableStop: false Exit@1: RequiresCondition: !being-captured SpawnOffset: 213,-128,0 ExitCell: 1,2 Production: Produces: Vehicle ProvidesPrerequisite@allies: Factions: allies, england, france, germany Prerequisite: vehicles.allies ProvidesPrerequisite@alliesvanilla: Factions: allies Prerequisite: vehicles.alliesvanilla ProvidesPrerequisite@england: Factions: england Prerequisite: vehicles.england ProvidesPrerequisite@france: Factions: france Prerequisite: vehicles.france ProvidesPrerequisite@germany: Factions: germany Prerequisite: vehicles.germany ProvidesPrerequisite@soviet: Factions: soviet, russia, ukraine Prerequisite: vehicles.soviet ProvidesPrerequisite@sovietvanilla: Factions: soviet Prerequisite: vehicles.sovietvanilla ProvidesPrerequisite@russia: Factions: russia Prerequisite: vehicles.russia ProvidesPrerequisite@ukraine: Factions: ukraine Prerequisite: vehicles.ukraine ProvidesPrerequisite@alliedstructure: RequiresPrerequisites: structures.allies Prerequisite: vehicles.allies ProvidesPrerequisite@alliedvanillastructure: RequiresPrerequisites: structures.alliesvanilla Prerequisite: vehicles.alliesvanilla ProvidesPrerequisite@englishstructure: RequiresPrerequisites: structures.england Prerequisite: vehicles.england ProvidesPrerequisite@frenchstructure: RequiresPrerequisites: structures.france Prerequisite: vehicles.france ProvidesPrerequisite@germanstructure: RequiresPrerequisites: structures.germany Prerequisite: vehicles.germany ProvidesPrerequisite@sovietstructure: RequiresPrerequisites: structures.soviet Prerequisite: vehicles.soviet ProvidesPrerequisite@sovietvanillastructure: RequiresPrerequisites: structures.sovietvanilla Prerequisite: vehicles.sovietvanilla ProvidesPrerequisite@russianstructure: RequiresPrerequisites: structures.russia Prerequisite: vehicles.russia ProvidesPrerequisite@ukrainianstructure: RequiresPrerequisites: structures.ukraine Prerequisite: vehicles.ukraine ProductionBar: ProductionType: Vehicle Power: Amount: -30 ProvidesPrerequisite@buildingname: Targetable: TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate InfiltrateForSupportPower: Proxy: vehicles.upgraded Types: SpyInfiltrate PlayerExperience: 10 -ActorPreviewPlaceBuildingPreview: SequencePlaceBuildingPreview: Sequence: place SequenceAlpha: 0.65 FACT: Inherits: ^Building Selectable: Bounds: 3072, 3072 Building: Footprint: xxX xxx XxX === Dimensions: 3,4 LocalCenterOffset: 0,-512,0 Buildable: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled Description: Produces structures. ProvidesPrerequisite@allies: Factions: allies, england, france, germany Prerequisite: structures.allies ProvidesPrerequisite@alliesvanilla: Factions: allies Prerequisite: structures.alliesvanilla ProvidesPrerequisite@england: Factions: england Prerequisite: structures.england ProvidesPrerequisite@france: Factions: france Prerequisite: structures.france ProvidesPrerequisite@germany: Factions: germany Prerequisite: structures.germany ProvidesPrerequisite@soviet: Factions: soviet, russia, ukraine Prerequisite: structures.soviet ProvidesPrerequisite@sovietvanilla: Factions: soviet Prerequisite: structures.sovietvanilla ProvidesPrerequisite@russia: Factions: russia Prerequisite: structures.russia ProvidesPrerequisite@ukraine: Factions: ukraine Prerequisite: structures.ukraine Health: HP: 150000 Armor: Type: Wood RevealsShroud: MinRange: 4c0 Range: 5c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 4c0 Production: Produces: Building, Defense Valued: Cost: 2000 Tooltip: Name: Construction Yard SpawnActorsOnSell: ActorTypes: e1,e1,e1,tecn,tecn2 GuaranteedActorTypes: e1, e6 BaseBuilding: Transforms: RequiresCondition: factundeploy PauseOnCondition: chrono-vortex || being-captured || being-demolished || build-incomplete IntoActor: mcv Offset: 1,1 Facing: 384 TransformsIntoMobile: RequiresCondition: factundeploy Locomotor: heavywheeled RequiresForceMove: true TransformsIntoPassenger: RequiresCondition: factundeploy CargoType: Vehicle RequiresForceMove: true TransformsIntoRepairable: RequiresCondition: factundeploy RepairActors: fix RequiresForceMove: true TransformsIntoTransforms: RequiresCondition: factundeploy && build-incomplete Sellable: RequiresCondition: !build-incomplete && !chrono-vortex && !being-captured && !being-demolished GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY: Condition: factundeploy Prerequisites: global-factundeploy ProductionBar@Building: ProductionType: Building ProductionBar@Defense: ProductionType: Defense Color: 8A8A8A BaseProvider: PauseOnCondition: being-captured Range: 16c0 WithBuildingBib: WithBuildingPlacedAnimation: RequiresCondition: !build-incomplete && !chrono-vortex Power: Amount: 0 WithDeathAnimation: DeathSequence: dead UseDeathTypeSuffix: false ProvidesPrerequisite@buildingname: HitShape: TargetableOffsets: 1273,939,0, -980,-640,0, -980,640,0 Type: Rectangle TopLeft: -1536, -1536 BottomRight: 1536, 1536 ConyardChronoReturn: ReturnOriginalActorOnCondition: build-incomplete Condition: chrono-vortex Damage: 950 TransferTimedExternalConditionOnTransform: Condition: invulnerability PROC: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 60 Prerequisites: anypower, ~techlevel.infonly Description: Refines Ore and Gems\ninto credits. Valued: Cost: 1400 Tooltip: Name: Ore Refinery Building: Footprint: _X_ xxx X== === Dimensions: 3,4 LocalCenterOffset: 0,-512,0 Selectable: Bounds: 3072, 2133, 0, 170 DecorationBounds: 3072, 2986, 0, -85 Targetable: TargetTypes: GroundActor, Structure, C4, DetonateAttack, ThiefInfiltrate, SpyInfiltrate Health: HP: 90000 Armor: Type: Wood RevealsShroud: MinRange: 4c0 Range: 5c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 4c0 Refinery: DockAngle: 256 DockOffset: 1,2 StoresResources: Capacity: 2000 CustomSellValue: Value: 300 FreeActor: Actor: HARV SpawnOffset: 1,2 Facing: 256 InfiltrateForCash: Percentage: 50 PlayerExperience: 5 PlayerExperiencePercentage: 1 Types: SpyInfiltrate, ThiefInfiltrate InfiltratedNotification: CreditsStolen InfiltratedTextNotification: Credits stolen. WithBuildingBib: WithIdleOverlay@TOP: RequiresCondition: !build-incomplete Sequence: idle-top Power: Amount: -30 WithDeathAnimation: DeathSequence: dead UseDeathTypeSuffix: false ProvidesPrerequisite@buildingname: HitShape: Type: Rectangle TopLeft: -1536, -512 BottomRight: 1536, 598 HitShape@TOP: TargetableOffsets: 1680,0,0 Type: Rectangle TopLeft: -512, -1536 BottomRight: 512, -512 HitShape@BOTTOMLEFT: TargetableOffsets: -1260,-1024,0 Type: Rectangle TopLeft: -1536, 598 BottomRight: -512, 1280 -ActorPreviewPlaceBuildingPreview: SequencePlaceBuildingPreview: Sequence: idle SequenceAlpha: 0.65 WithResourceStoragePipsDecoration: Position: BottomLeft Margin: 4, 3 RequiresSelection: true PipCount: 17 FullSequence: pip-yellow SILO: Inherits: ^Building Selectable: Bounds: 1024, 1024 Buildable: Queue: Defense BuildPaletteOrder: 35 Prerequisites: proc, ~techlevel.infonly Description: Stores excess refined\nOre and Gems. Valued: Cost: 150 Targetable: TargetTypes: GroundActor, Structure, C4, DetonateAttack, ThiefInfiltrate Tooltip: Name: Silo -GivesBuildableArea: -MustBeDestroyed: Health: HP: 30000 Armor: Type: Wood RevealsShroud: Range: 4c0 InfiltrateForCash: Percentage: 50 PlayerExperience: 5 PlayerExperiencePercentage: 1 Types: ThiefInfiltrate InfiltratedNotification: CreditsStolen InfiltratedTextNotification: Credits stolen. WithBuildingBib: HasMinibib: true -WithSpriteBody: WithResourceLevelSpriteBody: Sequence: stages StoresResources: Capacity: 3000 -SpawnActorsOnSell: Power: Amount: -10 Explodes: Weapon: SmallBuildingExplode EmptyWeapon: SmallBuildingExplode WithResourceStoragePipsDecoration: Position: BottomLeft Margin: 4, 3 RequiresSelection: true PipCount: 5 FullSequence: pip-yellow HPAD: Inherits: ^Building Inherits@shape: ^2x2Shape Inherits@PRIMARY: ^PrimaryBuilding Selectable: Bounds: 2048, 2048 HitShape: UseTargetableCellsOffsets: false TargetableOffsets: 0,0,0, 768,-512,0, 768,512,0, -281,-512,0, -630,512,0 Buildable: Queue: Building BuildPaletteOrder: 120 Prerequisites: dome, ~structures.allies, ~techlevel.medium Description: Produces and reloads\nhelicopters. Valued: Cost: 500 Tooltip: Name: Helipad Building: Footprint: xx xx == Dimensions: 2,3 LocalCenterOffset: 0,-512,0 Health: HP: 80000 Armor: Type: Wood RevealsShroud: MinRange: 4c0 Range: 5c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 4c0 WithBuildingBib: WithResupplyAnimation: RequiresCondition: !build-incomplete Exit@1: RequiresCondition: !being-captured SpawnOffset: 0,-256,0 ExitCell: 0,0 Facing: 896 RallyPoint: ForceSetType: Helicopter CommandBarBlacklist: DisableStop: false Production: Produces: Aircraft, Helicopter Reservable: ProductionBar: ProductionType: Aircraft Power: Amount: -10 ProvidesPrerequisite@allies: Factions: allies, england, france, germany Prerequisite: aircraft.allies ProvidesPrerequisite@alliesvanilla: Factions: allies Prerequisite: aircraft.alliesvanilla ProvidesPrerequisite@england: Factions: england Prerequisite: aircraft.england ProvidesPrerequisite@france: Factions: france Prerequisite: aircraft.france ProvidesPrerequisite@germany: Factions: germany Prerequisite: aircraft.germany ProvidesPrerequisite@alliedstructure: RequiresPrerequisites: structures.allies Prerequisite: aircraft.allies ProvidesPrerequisite@alliedvanillastructure: RequiresPrerequisites: structures.alliesvanilla Prerequisite: aircraft.alliesvanilla ProvidesPrerequisite@englishstructure: RequiresPrerequisites: structures.england Prerequisite: aircraft.england ProvidesPrerequisite@frenchstructure: RequiresPrerequisites: structures.france Prerequisite: aircraft.france ProvidesPrerequisite@germanstructure: RequiresPrerequisites: structures.germany Prerequisite: aircraft.germany ProvidesPrerequisite@buildingname: Targetable: TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate InfiltrateForSupportPower: Proxy: aircraft.upgraded Types: SpyInfiltrate PlayerExperience: 10 AFLD: Inherits: ^Building Inherits@shape: ^3x2Shape Inherits@PRIMARY: ^PrimaryBuilding HitShape: UseTargetableCellsOffsets: false TargetableOffsets: 0,0,0, 420,0,0, 420,-1024,0, 420,1024,0, -777,0,0, -777,-1024,0, -777,1024,0 Buildable: Queue: Building BuildPaletteOrder: 130 Prerequisites: dome, ~structures.soviet, ~techlevel.medium, ~!structures.ukraine Description: Produces and reloads aircraft.\n Special Ability: Spy Plane\n Special Ability: Paratroopers Valued: Cost: 500 Tooltip: Name: Airfield Selectable: Class: afld Bounds: 3072, 2048 Building: Footprint: xxx xxx Dimensions: 3,2 Health: HP: 100000 Armor: Type: Wood RevealsShroud: MinRange: 4c0 Range: 5c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 4c0 Exit@1: RequiresCondition: !being-captured ExitCell: 1,1 Facing: 768 RallyPoint: ForceSetType: Plane CommandBarBlacklist: DisableStop: false Production: Produces: Aircraft, Plane Reservable: ProvidesPrerequisite@soviet: Factions: soviet, russia, ukraine Prerequisite: aircraft.soviet ProvidesPrerequisite@sovietvanilla: Factions: soviet Prerequisite: aircraft.sovietvanilla ProvidesPrerequisite@russia: Factions: russia Prerequisite: aircraft.russia ProvidesPrerequisite@ukraine: Factions: ukraine Prerequisite: aircraft.ukraine ProvidesPrerequisite@sovietstructure: RequiresPrerequisites: structures.soviet Prerequisite: aircraft.soviet ProvidesPrerequisite@sovietvanillastructure: RequiresPrerequisites: structures.sovietvanilla Prerequisite: aircraft.sovietvanilla ProvidesPrerequisite@russianstructure: RequiresPrerequisites: structures.russia Prerequisite: aircraft.russia ProvidesPrerequisite@ukrainianstructure: RequiresPrerequisites: structures.ukraine Prerequisite: aircraft.ukraine AirstrikePower@spyplane: OrderName: SovietSpyPlane Prerequisites: aircraft.soviet Icon: spyplane ChargeInterval: 3750 Name: Spy Plane Description: Reveals an area of the map. SelectTargetSpeechNotification: SelectTarget EndChargeSpeechNotification: SpyPlaneReady SelectTargetTextNotification: Select target. EndChargeTextNotification: Spy plane ready. CameraActor: camera.spyplane CameraRemoveDelay: 150 UnitType: u2 QuantizedFacings: 8 DisplayBeacon: true BeaconPoster: camicon ArrowSequence: arrow ClockSequence: clock CircleSequence: circles UseDirectionalTarget: True DirectionArrowAnimation: paradirection SupportPowerPaletteOrder: 60 ParatroopersPower@paratroopers: OrderName: SovietParatroopers Prerequisites: aircraft.soviet Icon: paratroopers ChargeInterval: 7500 Name: Paratroopers Description: A Badger drops a squad of infantry\nat the selected location. DropItems: E1R1,E1R1,E1R1,E3R1,E3R1 ReinforcementsArrivedSpeechNotification: ReinforcementsArrived SelectTargetSpeechNotification: SelectTarget ReinforcementsArrivedTextNotification: Reinforcements have arrived. SelectTargetTextNotification: Select target. AllowImpassableCells: false QuantizedFacings: 8 CameraActor: camera.paradrop DisplayBeacon: true BeaconPoster: pinficon ArrowSequence: arrow ClockSequence: clock CircleSequence: circles UseDirectionalTarget: True DirectionArrowAnimation: paradirection SupportPowerPaletteOrder: 50 AirstrikePower@parabombs: OrderName: UkraineParabombs Prerequisites: aircraft.ukraine Icon: parabombs ChargeInterval: 7500 Name: Parabombs Description: A Badger drops a load of parachuted bombs\nat the selected location. SelectTargetSpeechNotification: SelectTarget SelectTargetTextNotification: Select target. CameraActor: camera CameraRemoveDelay: 150 UnitType: badr.bomber QuantizedFacings: 8 DisplayBeacon: true BeaconPoster: pbmbicon SquadSize: 1 SquadOffset: 1792,1792,0 ArrowSequence: arrow ClockSequence: clock CircleSequence: circles UseDirectionalTarget: True DirectionArrowAnimation: paradirection SupportPowerPaletteOrder: 40 ProductionBar: ProductionType: Aircraft SupportPowerChargeBar: Power: Amount: -20 ProvidesPrerequisite@buildingname: Prerequisite: afld Targetable: TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate InfiltrateForSupportPower: Proxy: aircraft.upgraded Types: SpyInfiltrate PlayerExperience: 10 WithResupplyAnimation: RequiresCondition: !build-incomplete AFLD.Ukraine: Inherits: AFLD Buildable: Prerequisites: dome, ~techlevel.medium, ~structures.ukraine Description: Produces and reloads aircraft.\n Special Ability: Spy Plane\n Special Ability: Paratroopers\n Special Ability: Parabombs RenderSprites: Image: afld POWR: Inherits: ^Building Inherits@POWER_OUTAGE: ^DisabledByPowerOutage Inherits@shape: ^2x2Shape Selectable: Bounds: 2048, 2048 HitShape: UseTargetableCellsOffsets: false TargetableOffsets: 0,0,0, 640,-384,0, 640,512,0, -710,-512,0, -710,512,0 Buildable: Queue: Building BuildPaletteOrder: 10 Prerequisites: ~techlevel.infonly Description: Provides power for other structures. Valued: Cost: 300 Tooltip: Name: Power Plant ProvidesPrerequisite: Prerequisite: anypower Building: Footprint: xx xx == Dimensions: 2,3 LocalCenterOffset: 0,-512,0 Health: HP: 40000 Armor: Type: Wood RevealsShroud: Range: 4c0 WithBuildingBib: Power: Amount: 100 Targetable: TargetTypes: GroundActor, Structure, C4, DetonateAttack, SpyInfiltrate ScalePowerWithHealth: WithDeathAnimation: DeathSequence: dead UseDeathTypeSuffix: false APWR: Inherits: ^Building Inherits@POWER_OUTAGE: ^DisabledByPowerOutage Inherits@shape: ^3x2Shape HitShape: TargetableOffsets: -355,-1024,0 Buildable: Queue: Building BuildPaletteOrder: 110 Prerequisites: dome, ~techlevel.medium Description: Provides double the power of\na standard Power Plant. Valued: Cost: 500 Tooltip: Name: Advanced Power Plant ProvidesPrerequisite: Prerequisite: anypower Building: Footprint: xxx Xxx === Dimensions: 3,3 LocalCenterOffset: 0,-512,0 Selectable: Bounds: 3072, 2048 DecorationBounds: 3072, 2901, 0, -426 Health: HP: 70000 Armor: Type: Wood RevealsShroud: Range: 5c0 WithBuildingBib: Power: Amount: 200 Targetable: TargetTypes: GroundActor, Structure, C4, DetonateAttack, SpyInfiltrate ScalePowerWithHealth: WithDeathAnimation: DeathSequence: dead UseDeathTypeSuffix: false STEK: Inherits: ^ScienceBuilding Inherits@shape: ^3x2Shape Selectable: Bounds: 3072, 2048 HitShape: TargetableOffsets: 420,-768,0, 420,768,0, -770,-768,0, -770,768,0 Buildable: Queue: Building BuildPaletteOrder: 150 Prerequisites: weap, dome, ~structures.soviet, ~techlevel.high Description: Provides Soviet advanced technologies. Valued: Cost: 1500 Tooltip: Name: Soviet Tech Center ProvidesPrerequisite: Prerequisite: techcenter Building: Footprint: XxX XxX === Dimensions: 3,3 LocalCenterOffset: 0,-512,0 Health: HP: 80000 Armor: Type: Wood RevealsShroud: MinRange: 4c0 Range: 5c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 4c0 WithBuildingBib: Power: Amount: -100 ProvidesPrerequisite@buildingname: BARR: Inherits: ^Building Inherits@shape: ^2x2Shape Inherits@PRIMARY: ^PrimaryBuilding Selectable: Bounds: 2048, 2048 HitShape: UseTargetableCellsOffsets: false TargetableOffsets: 0,0,0, 490,-470,0, 355,512,0, -355,-512,0, -630,512,0 Buildable: Queue: Building BuildPaletteOrder: 30 Prerequisites: anypower, ~structures.soviet, ~techlevel.infonly Description: Trains infantry. Valued: Cost: 500 Tooltip: Name: Soviet Barracks Building: Footprint: xx xx == Dimensions: 2,3 LocalCenterOffset: 0,-512,0 Health: HP: 60000 Armor: Type: Wood RevealsShroud: MinRange: 4c0 Range: 5c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 4c0 WithBuildingBib: RallyPoint: ForceSetType: Infantry CommandBarBlacklist: DisableStop: false Exit@1: RequiresCondition: !being-captured SpawnOffset: -170,810,0 ExitCell: 1,2 ProductionTypes: Soldier, Infantry Exit@2: RequiresCondition: !being-captured SpawnOffset: -725,640,0 ExitCell: 0,2 ProductionTypes: Soldier, Infantry Production: Produces: Infantry, Soldier GrantExternalConditionToProduced: Condition: produced ProductionBar: ProductionType: Infantry ProvidesPrerequisite: Prerequisite: barracks ProvidesPrerequisite@soviet: Factions: soviet, russia, ukraine Prerequisite: infantry.soviet ProvidesPrerequisite@sovietvanilla: Factions: soviet Prerequisite: infantry.sovietvanilla ProvidesPrerequisite@russia: Factions: russia Prerequisite: infantry.russia ProvidesPrerequisite@ukraine: Factions: ukraine Prerequisite: infantry.ukraine ProvidesPrerequisite@sovietstructure: RequiresPrerequisites: structures.soviet Prerequisite: infantry.soviet ProvidesPrerequisite@sovietvanillastructure: RequiresPrerequisites: structures.sovietvanilla Prerequisite: infantry.sovietvanilla ProvidesPrerequisite@russianstructure: RequiresPrerequisites: structures.russia Prerequisite: infantry.russia ProvidesPrerequisite@ukrainianstructure: RequiresPrerequisites: structures.ukraine Prerequisite: infantry.ukraine Power: Amount: -20 ProvidesPrerequisite@buildingname: InfiltrateForSupportPower: Proxy: barracks.upgraded Types: SpyInfiltrate PlayerExperience: 10 Targetable: TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate KENN: Inherits: ^Building Inherits@PRIMARY: ^PrimaryBuilding Selectable: Bounds: 1024, 1024 Buildable: Queue: Building BuildPaletteOrder: 175 Prerequisites: anypower, ~structures.soviet, ~techlevel.infonly Description: Trains Attack Dogs. Valued: Cost: 200 Tooltip: Name: Kennel -GivesBuildableArea: Health: HP: 30000 Armor: Type: Wood RevealsShroud: Range: 4c0 WithBuildingBib: HasMinibib: True RallyPoint: ForceSetType: Dog CommandBarBlacklist: DisableStop: false Exit@0: RequiresCondition: !being-captured SpawnOffset: -280,400,0 ExitCell: -1,1 ProductionTypes: Dog, Infantry Priority: 3 Exit@1: RequiresCondition: !being-captured SpawnOffset: -280,400,0 ExitCell: 0,1 ProductionTypes: Dog, Infantry Priority: 2 Exit@2: RequiresCondition: !being-captured SpawnOffset: -280,400,0 ExitCell: -1,0 ProductionTypes: Dog, Infantry Priority: 2 Exit@fallback1: RequiresCondition: !being-captured SpawnOffset: -280,400,0 ExitCell: -1,-1 ProductionTypes: Dog, Infantry Exit@fallback2: RequiresCondition: !being-captured SpawnOffset: -280,400,0 ExitCell: 0,-1 ProductionTypes: Dog, Infantry Exit@fallback3: RequiresCondition: !being-captured SpawnOffset: -280,400,0 ExitCell: 1,-1 ProductionTypes: Dog, Infantry Exit@fallback4: RequiresCondition: !being-captured SpawnOffset: -280,400,0 ExitCell: 1,0 ProductionTypes: Dog, Infantry Exit@fallback5: RequiresCondition: !being-captured SpawnOffset: -280,400,0 ExitCell: 1,1 ProductionTypes: Dog, Infantry Production: Produces: Infantry, Dog ProductionBar: ProductionType: Infantry -SpawnActorsOnSell: Power: Amount: -10 ProvidesPrerequisite@buildingname: TENT: Inherits: ^Building Inherits@shape: ^2x2Shape Inherits@PRIMARY: ^PrimaryBuilding Selectable: Bounds: 2048, 2048 HitShape: UseTargetableCellsOffsets: false TargetableOffsets: 0,0,0, 630,-512,0, 355,512,0, -281,-512,0, -630,512,0 Buildable: Queue: Building BuildPaletteOrder: 20 Prerequisites: anypower, ~structures.allies, ~techlevel.infonly Description: Trains infantry. Valued: Cost: 500 Tooltip: Name: Allied Barracks Building: Footprint: xx xx == Dimensions: 2,3 LocalCenterOffset: 0,-512,0 Health: HP: 60000 Armor: Type: Wood RevealsShroud: MinRange: 4c0 Range: 5c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 4c0 WithBuildingBib: RallyPoint: ForceSetType: Infantry CommandBarBlacklist: DisableStop: false Exit@1: RequiresCondition: !being-captured SpawnOffset: -42,810,0 ExitCell: 1,2 ProductionTypes: Soldier, Infantry Exit@2: RequiresCondition: !being-captured SpawnOffset: -725,640,0 ExitCell: 0,2 ProductionTypes: Soldier, Infantry Production: Produces: Infantry, Soldier GrantExternalConditionToProduced: Condition: produced ProductionBar: ProductionType: Infantry ProvidesPrerequisite@barracks: Prerequisite: barracks ProvidesPrerequisite@allies: Factions: allies, england, france, germany Prerequisite: infantry.allies ProvidesPrerequisite@alliesvanilla: Factions: allies Prerequisite: infantry.alliesvanilla ProvidesPrerequisite@england: Factions: england Prerequisite: infantry.england ProvidesPrerequisite@france: Factions: france Prerequisite: infantry.france ProvidesPrerequisite@germany: Factions: germany Prerequisite: infantry.germany ProvidesPrerequisite@alliedstructure: RequiresPrerequisites: structures.allies Prerequisite: infantry.allies ProvidesPrerequisite@alliedvanillastructure: RequiresPrerequisites: structures.alliesvanilla Prerequisite: infantry.alliesvanilla ProvidesPrerequisite@englishstructure: RequiresPrerequisites: structures.england Prerequisite: infantry.england ProvidesPrerequisite@frenchstructure: RequiresPrerequisites: structures.france Prerequisite: infantry.france ProvidesPrerequisite@germanstructure: RequiresPrerequisites: structures.germany Prerequisite: infantry.germany Power: Amount: -20 ProvidesPrerequisite@buildingname: InfiltrateForSupportPower: Proxy: barracks.upgraded Types: SpyInfiltrate PlayerExperience: 10 Targetable: TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate FIX: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 100 Prerequisites: weap, ~techlevel.medium Description: Repairs vehicles for credits. Valued: Cost: 1200 Tooltip: Name: Service Depot Building: Footprint: _+_ +++ _+_ Dimensions: 3,3 Selectable: Bounds: 2901, 1450, 0, 128 DecorationBounds: 3072, 2048 Health: HP: 80000 Armor: Type: Wood RevealsShroud: MinRange: 4c0 Range: 5c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 4c0 Reservable: RallyPoint: CommandBarBlacklist: DisableStop: false RepairsUnits: HpPerStep: 1000 Interval: 7 StartRepairingNotification: Repairing StartRepairingTextNotification: Repairing. FinishRepairingNotification: UnitRepaired FinishRepairingTextNotification: Unit repaired. PlayerExperience: 5 WithBuildingBib: HasMinibib: true WithResupplyAnimation: RequiresCondition: !build-incomplete Power: Amount: -30 ProvidesPrerequisite@buildingname: HitShape: TargetableOffsets: 840,0,0, 598,-640,0, 598,640,0, -1060,0,0, -768,-640,0, -768,640,0 Type: Polygon Points: -1536,-300, -640,-811, 640,-811, 1536,-300, 1536,555, 640,1110, -640,1110, -1536,555 SBAG: Inherits: ^Wall Buildable: Queue: Defense BuildPaletteOrder: 10 Prerequisites: fact, ~structures.allies, ~techlevel.low Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Valued: Cost: 30 CustomSellValue: Value: 0 Tooltip: Name: Sandbag Wall Health: HP: 15000 Armor: Type: Wood LineBuild: NodeTypes: sandbag LineBuildNode: Types: sandbag WithWallSpriteBody: Type: sandbag FENC: Inherits: ^Wall Buildable: Queue: Defense BuildPaletteOrder: 20 Prerequisites: fact, ~structures.soviet, ~techlevel.low Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Valued: Cost: 30 CustomSellValue: Value: 0 Tooltip: Name: Wire Fence Health: HP: 15000 Armor: Type: Wood LineBuild: NodeTypes: fence LineBuildNode: Types: fence WithWallSpriteBody: Type: fence BRIK: Inherits: ^Wall Buildable: Queue: Defense BuildPaletteOrder: 30 Prerequisites: fact, ~techlevel.medium Description: Stop units and blocks enemy fire. Valued: Cost: 200 CustomSellValue: Value: 0 Tooltip: Name: Concrete Wall SoundOnDamageTransition: DamagedSounds: crmble2.aud DestroyedSounds: kaboom30.aud Health: HP: 40000 Armor: Type: Concrete Crushable: CrushClasses: heavywall BlocksProjectiles: LineBuild: NodeTypes: concrete LineBuildNode: Types: concrete WithWallSpriteBody: Type: concrete CYCL: Inherits: ^Wall Tooltip: Name: Chain-Link Barrier Armor: Type: Wood LineBuild: NodeTypes: chain LineBuildNode: Types: chain WithWallSpriteBody: Type: chain BARB: Inherits: ^Wall Tooltip: Name: Barbed-Wire Fence Armor: Type: Wood LineBuild: NodeTypes: barbwire LineBuildNode: Types: barbwire WithWallSpriteBody: Type: barbwire WOOD: Inherits: ^Wall Tooltip: Name: Wooden Fence Armor: Type: Wood LineBuild: NodeTypes: woodfence LineBuildNode: Types: woodfence WithWallSpriteBody: Type: woodfence BARRACKS: AlwaysVisible: Interactable: Tooltip: Name: Infantry Production TECHCENTER: AlwaysVisible: Interactable: Tooltip: Name: Tech Center ANYPOWER: AlwaysVisible: Interactable: Tooltip: Name: Any Power Generation