^concrete: AlwaysVisible: Building: Adjacent: 4 TerrainTypes: Rock BuildSounds: CHUNG.WAV AllowInvalidPlacement: true LaysTerrain: Template: 88 TerrainTypes: Rock Tooltip: Name: Concrete RenderSprites: KillsSelf: RemoveInstead: true Buildable: Queue: Building BuildPaletteOrder: 10 Description: Provides a strong foundation that prevents\ndamage from the terrain. concretea: Inherits: ^concrete Building: Footprint: xx xx Dimensions: 2,2 Tooltip: Name: Concrete Slab Valued: Cost: 20 Buildable: BuildPaletteOrder: 10 BuildDuration: 54 BuildDurationModifier: 40 concreteb: Inherits: ^concrete Building: Footprint: xxx xxx xxx Dimensions: 3,3 Tooltip: Name: Large Concrete Slab Valued: Cost: 50 Buildable: BuildPaletteOrder: 40 Prerequisites: upgrade.conyard BuildDuration: 81 BuildDurationModifier: 40 construction_yard: Inherits: ^Building Buildable: Description: Produces structures. -DamagedByTerrain: Building: Footprint: xxx xxx Dimensions: 3,2 Adjacent: 4 LaysTerrain: TerrainTypes: Rock Template: 88 Bib: Selectable: Bounds: 96,64 Health: HP: 3000 Armor: Type: cy RevealsShroud: Range: 5c768 Production: Produces: Building, Upgrade Exit: Valued: Cost: 2000 Tooltip: Name: Construction Yard CustomSellValue: Value: 2000 EmitInfantryOnSell: ActorTypes: light_inf, light_inf, engineer BaseBuilding: ProductionBar: Power: Amount: 20 RenderSprites: Image: conyard.harkonnen FactionImages: atreides: conyard.atreides ordos: conyard.ordos smuggler: conyard.ordos mercenary: conyard.ordos WithBuildingPlacedOverlay: Palette: d2k PrimaryBuilding: PrimaryCondition: primary ProvidesPrerequisite@buildingname: GrantConditionOnPrerequisite: Prerequisites: upgrade.conyard Condition: stardecoration WithDecoration@upgraded: RequiresSelection: true Image: pips Sequence: tag-upgraded ReferencePoint: Top, Right ZOffset: 256 RequiresCondition: stardecoration WithTextDecoration@primary: RequiresSelection: true Text: PRIMARY ReferencePoint: Top ZOffset: 256 RequiresCondition: primary wind_trap: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 20 BuildDuration: 180 BuildDurationModifier: 40 Description: Provides power for other structures. Selectable: Bounds: 64,64 Valued: Cost: 225 Tooltip: Name: Wind Trap Building: Footprint: xx xx Dimensions: 2,2 Bib: Health: HP: 3000 Armor: Type: building RevealsShroud: Range: 3c768 RenderSprites: Image: power.harkonnen FactionImages: atreides: power.atreides ordos: power.ordos smuggler: power.ordos mercenary: power.ordos WithIdleOverlay@ZAPS: Sequence: idle-zaps Power: Amount: 200 ScalePowerWithHealth: ProvidesPrerequisite@buildingname: barracks: Inherits: ^Building Buildable: Prerequisites: wind_trap Queue: Building BuildPaletteOrder: 50 BuildDuration: 231 BuildDurationModifier: 40 Description: Trains infantry. Selectable: Bounds: 64,64 Valued: Cost: 225 Tooltip: Name: Barracks Building: Footprint: xx xx Dimensions: 2,2 Bib: Health: HP: 3200 Armor: Type: wood RevealsShroud: Range: 3c768 RallyPoint: Offset: 1,2 Exit@1: SpawnOffset: 352,576,0 ExitCell: 0,2 Exit@2: SpawnOffset: 512,480,0 ExitCell: 1,2 Production: Produces: Infantry PrimaryBuilding: PrimaryCondition: primary ProductionBar: 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.harkonnen FactionImages: atreides: barracks.atreides ordos: barracks.ordos smuggler: barracks.ordos mercenary: barracks.ordos ProvidesPrerequisite@buildingname: GrantConditionOnPrerequisite: Prerequisites: upgrade.barracks Condition: stardecoration WithDecoration@upgraded: RequiresSelection: true Image: pips Sequence: tag-upgraded ReferencePoint: Top, Right ZOffset: 256 RequiresCondition: stardecoration WithTextDecoration@primary: RequiresSelection: true Text: PRIMARY ReferencePoint: Top ZOffset: 256 RequiresCondition: primary refinery: Inherits: ^Building Buildable: Prerequisites: wind_trap Queue: Building BuildPaletteOrder: 30 BuildDuration: 540 BuildDurationModifier: 40 Description: Harvesters unload Spice here for processing. Selectable: Bounds: 96,64 Valued: Cost: 1500 Tooltip: Name: Spice Refinery Building: Footprint: =xx xx= Dimensions: 3,2 Bib: Health: HP: 3000 Armor: Type: building RevealsShroud: Range: 4c768 Refinery: DockAngle: 160 DockOffset: 2,1 TickRate: 20 StoresResources: PipColor: green PipCount: 10 Capacity: 2000 CustomSellValue: Value: 500 FreeActorWithDelivery: Actor: harvester DeliveryOffset: 2,2 DeliveringActor: carryall.reinforce Facing: 160 RenderSprites: Image: refinery.harkonnen FactionImages: atreides: refinery.atreides ordos: refinery.ordos smuggler: refinery.ordos mercenary: refinery.ordos WithDockedOverlay@SMOKE: Sequence: smoke Power: Amount: -75 WithIdleOverlay@TOP: Sequence: idle-top ProvidesPrerequisite@buildingname: silo: Inherits: ^Building Buildable: Prerequisites: refinery Queue: Building BuildPaletteOrder: 120 BuildDuration: 135 BuildDurationModifier: 40 Description: Stores excess harvested Spice. Selectable: Bounds: 32,32 Valued: Cost: 120 Tooltip: Name: Silo Building: Adjacent: 4 -GivesBuildableArea: Health: HP: 1500 Armor: Type: wall RevealsShroud: Range: 2c768 RenderSprites: Image: silo.harkonnen FactionImages: atreides: silo.atreides ordos: silo.ordos smuggler: silo.ordos mercenary: silo.ordos WithSpriteBody: WithSiloAnimation: StoresResources: PipColor: green PipCount: 5 Capacity: 2000 -EmitInfantryOnSell: Power: Amount: -15 MustBeDestroyed: RequiredForShortGame: false ThrowsShrapnel: Weapons: Debris, Debris2, Debris3, Debris4 Pieces: 3, 5 Range: 2c0, 5c0 light_factory: Inherits: ^Building Buildable: Prerequisites: refinery Queue: Building BuildPaletteOrder: 60 BuildDuration: 277 BuildDurationModifier: 40 Description: Produces light vehicles. Selectable: Bounds: 96,64 Valued: Cost: 500 Tooltip: Name: Light Factory Building: Footprint: xxx xx= Dimensions: 3,2 Bib: Health: HP: 3300 Armor: Type: light RevealsShroud: Range: 4c768 RenderSprites: Image: light.harkonnen FactionImages: atreides: light.atreides ordos: light.ordos smuggler: light.ordos mercenary: light.ordos RallyPoint: Offset: 2,2 Exit@1: SpawnOffset: 544,-224,0 ExitCell: 2,1 Production: Produces: Vehicle PrimaryBuilding: PrimaryCondition: primary ProductionBar: ProvidesPrerequisite@atreides: Prerequisite: light.atreides Factions: atreides ProvidesPrerequisite@ordos: Prerequisite: light.ordos Factions: ordos ProvidesPrerequisite@harkonnen: Prerequisite: light.harkonnen Factions: harkonnen ProvidesPrerequisite@trikes: Prerequisite: light.regulartrikes Factions: atreides, harkonnen ProvidesPrerequisite@buildingname: WithProductionOverlay@WELDING: Sequence: production-welding WithIdleOverlay@TOP: Sequence: idle-top Power: Amount: -125 GrantConditionOnPrerequisite: Prerequisites: upgrade.light Condition: stardecoration WithDecoration@upgraded: RequiresSelection: true Image: pips Sequence: tag-upgraded ReferencePoint: Top, Right ZOffset: 256 RequiresCondition: stardecoration WithTextDecoration@primary: RequiresSelection: true Text: PRIMARY ReferencePoint: Top ZOffset: 256 RequiresCondition: primary heavy_factory: Inherits: ^Building Buildable: Prerequisites: refinery Queue: Building BuildPaletteOrder: 90 BuildDuration: 648 BuildDurationModifier: 40 Description: Produces heavy vehicles. Selectable: Bounds: 96,68,0,12 Valued: Cost: 1000 Tooltip: Name: Heavy Factory Building: Footprint: _x_ xxx =xx Dimensions: 3,3 Bib: Health: HP: 3500 Armor: Type: wood RevealsShroud: Range: 4c768 RallyPoint: Offset: 0,3 Exit@1: SpawnOffset: 256,192,0 ExitCell: 0,2 Production: Produces: Armor PrimaryBuilding: PrimaryCondition: primary ProductionBar: ProvidesPrerequisite@atreides: Prerequisite: heavy.atreides Factions: atreides ProvidesPrerequisite@ordos: Prerequisite: heavy.ordos Factions: ordos ProvidesPrerequisite@harkonnen: Prerequisite: heavy.harkonnen Factions: harkonnen ProvidesPrerequisite@missiletank: Prerequisite: heavy.missiletank Factions: atreides, harkonnen RenderSprites: Image: heavy.harkonnen FactionImages: atreides: heavy.atreides ordos: heavy.ordos mercenary: heavy.mercenary smuggler: heavy.ordos WithProductionOverlay@WELDING: Sequence: production-welding WithIdleOverlay@TOP: Sequence: idle-top Power: Amount: -150 ProvidesPrerequisite@buildingname: SelectionDecorations: VisualBounds: 96,96 GrantConditionOnPrerequisite: Prerequisites: upgrade.heavy Condition: stardecoration WithDecoration@upgraded: RequiresSelection: true Image: pips Sequence: tag-upgraded ReferencePoint: Top, Right ZOffset: 256 RequiresCondition: stardecoration WithTextDecoration@primary: RequiresSelection: true Text: PRIMARY ReferencePoint: Top ZOffset: 256 RequiresCondition: primary outpost: Inherits: ^Building RequiresPower: CanPowerDown: PowerupSound: EnablePower PowerdownSound: DisablePower DisabledOverlay: Buildable: Prerequisites: barracks, ~techlevel.medium Queue: Building BuildPaletteOrder: 80 BuildDuration: 270 BuildDurationModifier: 40 Description: Provides a radar map of the battlefield.\n Requires power to operate. Selectable: Bounds: 96,72,0,-8 Valued: Cost: 750 Tooltip: Name: Outpost Building: Footprint: xxx xxx Dimensions: 3,2 Bib: Health: HP: 3500 Armor: Type: light RevealsShroud: Range: 4c768 ProvidesRadar: RequiresCondition: !disabled RenderSprites: Image: outpost.harkonnen FactionImages: atreides: outpost.atreides ordos: outpost.ordos smuggler: outpost.ordos mercenary: outpost.ordos WithIdleOverlay@DISH: Sequence: idle-dish PauseOnLowPower: true Power: Amount: -125 ProvidesPrerequisite@buildingname: GrantConditionOnDisabled@IDISABLE: Condition: disabled starport: Inherits: ^Building Tooltip: Name: Starport Buildable: Prerequisites: heavy_factory, outpost, ~techlevel.high Queue: Building BuildPaletteOrder: 70 BuildDuration: 540 BuildDurationModifier: 40 Description: Dropzone for quick reinforcements, at a price. Valued: Cost: 1500 Building: Footprint: xxx x=x =x= Dimensions: 3,3 Selectable: Bounds: 96,64 Health: HP: 3500 Armor: Type: building RevealsShroud: Range: 4c768 RallyPoint: Offset: 1,3 Exit@1: SpawnOffset: 0,-480,0 ExitCell: 2,2 Exit@2: SpawnOffset: 0,-480,0 ExitCell: 0,2 ProductionAirdrop: Produces: Starport ActorType: frigate RenderSprites: Image: starport.harkonnen FactionImages: atreides: starport.atreides ordos: starport.ordos smuggler: starport.smuggler mercenary: starport.ordos WithDeliveryOverlay: Palette: starportlights ProductionBar: PrimaryBuilding: PrimaryCondition: primary DisabledOverlay: ProvidesPrerequisite@atreides: Prerequisite: starport.atreides Factions: atreides ProvidesPrerequisite@ordos: Prerequisite: starport.ordos Factions: ordos ProvidesPrerequisite@harkonnen: Prerequisite: starport.harkonnen Factions: harkonnen Power: Amount: -150 ProvidesPrerequisite@buildingname: WithTextDecoration@primary: RequiresSelection: true Text: PRIMARY ReferencePoint: Top ZOffset: 256 RequiresCondition: primary wall: Inherits@1: ^SpriteActor CombatDebugOverlay: HiddenUnderShroud: Buildable: Queue: Building Prerequisites: barracks BuildPaletteOrder: 130 BuildDuration: 54 BuildDurationModifier: 40 Description: Stop units and blocks enemy fire. SoundOnDamageTransition: DamagedSounds: DestroyedSounds: EXPLSML4.WAV Valued: Cost: 20 CustomSellValue: Value: 0 Tooltip: Name: Concrete Wall AppearsOnRadar: Building: BuildSounds: CHUNG.WAV Adjacent: 7 TerrainTypes: Rock, Concrete Health: HP: 2000 Shape: Rectangle TopLeft: -512, -512 BottomRight: 512, 512 Armor: Type: none RevealsShroud: Range: 2c768 Crushable: CrushClasses: wall BlocksProjectiles: Height: 512 LineBuild: Range: 5 NodeTypes: wall, turret LineBuildNode: Types: wall Targetable: TargetTypes: Ground, Wall WithWallSpriteBody: AutoTargetIgnore: Sellable: SellSounds: CHUNG.WAV Guardable: ThrowsShrapnel: Weapons: Debris, Debris3 Pieces: 2, 2 Range: 2c0, 4c0 medium_gun_turret: Inherits: ^Defense Buildable: Queue: Building Prerequisites: barracks BuildPaletteOrder: 100 BuildDuration: 231 BuildDurationModifier: 40 Description: Defensive structure.\n Strong vs Tanks\n Weak vs Infantry, Aircraft Valued: Cost: 550 Tooltip: Name: Gun Turret Building: Adjacent: 4 BuildSounds: CHUNG.WAV Sellable: SellSounds: CHUNG.WAV Selectable: Bounds: 32,32 Priority: 3 Health: HP: 2700 Armor: Type: heavy RevealsShroud: Range: 4c768 BodyOrientation: QuantizedFacings: 32 WithMuzzleOverlay: Turreted: TurnSpeed: 6 InitialFacing: 128 Armament: Weapon: 110mm_Gun LocalOffset: 512,0,432 MuzzleSequence: muzzle Power: Amount: -50 SelectionDecorations: VisualBounds: 32,40,0,-8 large_gun_turret: Inherits: ^Defense Buildable: Queue: Building Prerequisites: outpost, upgrade.conyard, ~techlevel.medium BuildPaletteOrder: 110 BuildDuration: 270 BuildDurationModifier: 40 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 Building: Adjacent: 4 BuildSounds: CHUNG.WAV Sellable: SellSounds: CHUNG.WAV Selectable: Bounds: 32,32 Priority: 3 Health: HP: 3000 Armor: Type: concrete RevealsShroud: Range: 5c768 BodyOrientation: QuantizedFacings: 32 Armament: Weapon: TowerMissile LocalOffset: 256,384,768, 256,-384,768 Turreted: TurnSpeed: 8 InitialFacing: 128 RequiresPower: CanPowerDown: PowerupSound: EnablePower PowerdownSound: DisablePower DisabledOverlay: Power: Amount: -60 SelectionDecorations: VisualBounds: 32,40,0,-8 repair_pad: Inherits: ^Building Buildable: Queue: Building Prerequisites: heavy_factory, upgrade.heavy, ~techlevel.medium BuildPaletteOrder: 150 BuildDuration: 324 BuildDurationModifier: 40 Description: Repairs vehicles.\n Allows construction of MCVs Valued: Cost: 800 Tooltip: Name: Repair Pad Building: Footprint: =x= =x= === Dimensions: 3,3 Health: HP: 3000 Armor: Type: building RevealsShroud: Range: 4c768 Selectable: Bounds: 96,64 SelectionDecorations: VisualBounds: 96,80 Reservable: RepairsUnits: Interval: 10 HpPerStep: 80 FinishRepairingNotification: UnitRepaired PlayerExperience: 15 RallyPoint: Offset: 1,3 RenderSprites: Image: repair_pad.harkonnen FactionImages: atreides: repair_pad.atreides ordos: repair_pad.ordos smuggler: repair_pad.ordos mercenary: repair_pad.ordos WithRepairOverlay: Palette: effect75alpha Power: Amount: -50 ProvidesPrerequisite@buildingname: high_tech_factory: Inherits: ^Building Buildable: Prerequisites: outpost, ~techlevel.medium Queue: Building BuildPaletteOrder: 140 BuildDuration: 405 BuildDurationModifier: 40 Description: Unlocks advanced technology. Selectable: Bounds: 96,68,0,12 Valued: Cost: 1150 Tooltip: Name: High Tech Factory ProductionFromMapEdge: Produces: Aircraft Exit: SpawnOffset: 0,0,728 ExitCell: 0,0 Building: Footprint: _x_ xxx xxx Dimensions: 3,3 Bib: Health: HP: 3500 Armor: Type: wood RevealsShroud: Range: 4c768 RenderSprites: Image: hightech.harkonnen FactionImages: atreides: hightech.atreides ordos: hightech.ordos smuggler: hightech.ordos mercenary: hightech.ordos ProvidesPrerequisite@upgrade: Prerequisite: hightech.atreides Factions: atreides ProvidesPrerequisite@buildingname: AirstrikePower: Icon: ornistrike Description: Air Strike Prerequisites: ~techlevel.superweapons, upgrade.hightech ChargeTime: 300 SquadSize: 3 LongDesc: Ornithopters hit the target with bombs UnitType: ornithopter DisplayBeacon: True CameraActor: camera ArrowSequence: arrow CircleSequence: circles WithProductionOverlay@WELDING: Sequence: production-welding Power: Amount: -75 SelectionDecorations: VisualBounds: 96,96 GrantConditionOnPrerequisite: Prerequisites: upgrade.hightech Condition: stardecoration WithDecoration@upgraded: RequiresSelection: true Image: pips Sequence: tag-upgraded ReferencePoint: Top, Right ZOffset: 256 RequiresCondition: stardecoration research_centre: Inherits: ^Building Buildable: Queue: Building Prerequisites: outpost, heavy_factory, upgrade.heavy, ~techlevel.high BuildPaletteOrder: 160 BuildDuration: 270 BuildDurationModifier: 40 Description: Unlocks advanced tanks. Selectable: Bounds: 96,64,0,16 Valued: Cost: 1000 Tooltip: Name: IX Research Center Building: Footprint: _x_ xxx xxx Dimensions: 3,3 Bib: Health: HP: 2500 Armor: Type: wood RevealsShroud: Range: 4c768 RenderSprites: Image: research.harkonnen FactionImages: atreides: research.atreides ordos: research.ordos smuggler: research.ordos mercenary: research.ordos WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: -175 ProvidesPrerequisite@buildingname: SelectionDecorations: VisualBounds: 96,80 palace: Inherits: ^Building Buildable: Prerequisites: research_centre, ~techlevel.high Queue: Building BuildPaletteOrder: 170 BuildDuration: 810 BuildDurationModifier: 40 Description: Unlocks elite infantry and weapons. Selectable: Bounds: 96,96 Valued: Cost: 1600 Tooltip: Name: Palace Building: Footprint: xx= xxx =xx Dimensions: 3,3 Bib: HasMinibib: True Health: HP: 4000 Armor: Type: wood RevealsShroud: Range: 4c768 RenderSprites: Image: palace.harkonnen FactionImages: atreides: palace.atreides ordos: palace.ordos corrino: palace.corrino smuggler: palace.ordos mercenary: palace.ordos Power: Amount: -200 ProvidesPrerequisite@nuke: Prerequisite: palace.nuke Factions: harkonnen ProvidesPrerequisite@fremen: Prerequisite: palace.fremen Factions: atreides ProvidesPrerequisite@saboteur: Prerequisite: palace.saboteur Factions: ordos NukePower: Cursor: nuke Icon: deathhand Prerequisites: ~techlevel.superweapons, ~palace.nuke ChargeTime: 300 Description: Death Hand LongDesc: Launches an atomic missile at a target location BeginChargeSpeechNotification: DeathHandMissilePrepping EndChargeSpeechNotification: DeathHandMissileReady MissileLaunchDetected: MissileLaunchDetected MissileWeapon: atomic SpawnOffset: -512,1c171,0 DisplayBeacon: True DisplayRadarPing: True CameraRange: 10c0 ActivationSequence: ArrowSequence: arrow CircleSequence: circles ProduceActorPower@fremen: Description: Recruit Fremen LongDesc: Elite infantry unit armed with assault rifles and rockets\n Strong vs Infantry, Vehicles\n Weak vs Artillery\n Special Ability: Invisibility Icon: fremen Prerequisites: ~techlevel.superweapons, ~palace.fremen Actors: fremen, fremen Type: Palace ChargeTime: 90 ReadyAudio: Reinforce BlockedAudio: NoRoom OrderName: ProduceActorPower.Fremen ProduceActorPower@saboteur: Description: Recruit Saboteur LongDesc: Sneaky infantry, armed with explosives\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings Icon: saboteur Prerequisites: ~techlevel.superweapons, ~palace.saboteur Actors: saboteur Type: Palace ChargeTime: 90 ReadyAudio: Reinforce BlockedAudio: NoRoom OrderName: ProduceActorPower.Saboteur 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: Produces: Palace CanPowerDown: PowerupSound: EnablePower PowerdownSound: DisablePower DisabledOverlay: RequiresPower: SupportPowerChargeBar: ProvidesPrerequisite@buildingname: conyard.atreides: Inherits: construction_yard Buildable: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled ForceFaction: atreides RenderSprites: Image: conyard.atreides -FactionImages: conyard.harkonnen: Inherits: construction_yard Buildable: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled ForceFaction: harkonnen RenderSprites: Image: conyard.harkonnen -FactionImages: conyard.ordos: Inherits: construction_yard Buildable: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled ForceFaction: ordos RenderSprites: Image: conyard.ordos -FactionImages: