^CONCRETE: Building: Adjacent: 4 TerrainTypes: Rock BuildSounds: CHUNG.WAV AllowInvalidPlacement: true LaysTerrain: Template: 88 TerrainTypes: Rock Tooltip: Name: Concrete Description: Provides a strong foundation that prevents\ndamage from the terrain. RenderSprites: RemoveOnConditions: CONCRETEA: Inherits: ^CONCRETE Building: Footprint: xx xx Dimensions: 2,2 Buildable: Queue: Building BuildPaletteOrder: 10 Prerequisites: ~conyard Valued: Cost: 20 CONCRETEB: Inherits: ^CONCRETE Building: Footprint: xxx xxx xxx Dimensions: 3,3 Buildable: Queue: Building BuildPaletteOrder: 10 Prerequisites: ~conyard Valued: Cost: 50 ^CONYARD: Inherits: ^Building Building: Footprint: xxx xxx Dimensions: 3,2 Adjacent: 4 LaysTerrain: TerrainTypes: Rock Template: 88 Bib: Buildable: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled Selectable: Bounds: 96,64 Health: HP: 1000 Armor: Type: Concrete RevealsShroud: Range: 10c0 Production: Produces: Building Valued: Cost: 2000 Tooltip: Name: Construction Yard CustomSellValue: Value: 2000 BaseBuilding: ProductionBar: ProvidesCustomPrerequisite: Prerequisite: conyard WithBuildingPlacedOverlay: Palette: d2k Power: Amount: 20 ^POWER: Inherits: ^Building Buildable: Prerequisites: ~conyard Queue: Building BuildPaletteOrder: 10 Selectable: Bounds: 64,64 Valued: Cost: 300 Tooltip: Name: Windtrap Description: Provides power for other structures Building: Footprint: xx xx Dimensions: 2,2 Bib: Health: HP: 400 Armor: Type: Wood RevealsShroud: Range: 4c0 ProvidesCustomPrerequisite: Prerequisite: power WithIdleOverlay@ZAPS: Sequence: idle-zaps Power: Amount: 100 ScalePowerWithHealth: ^BARRACKS: Inherits: ^Building Buildable: Prerequisites: ~conyard, power Queue: Building BuildPaletteOrder: 40 Selectable: Bounds: 64,64 Valued: Cost: 300 Tooltip: Name: Barracks Description: Trains infantry Building: Footprint: =x xx Dimensions: 2,2 Bib: Health: HP: 800 Armor: Type: Wood RevealsShroud: Range: 5c0 RallyPoint: RallyPoint: 1,3 Exit@1: SpawnOffset: 352,576,0 ExitCell: 0,2 Exit@2: SpawnOffset: 512,480,0 ExitCell: 1,2 Production: Produces: Infantry PrimaryBuilding: ProductionBar: RepairsUnits: ValuePercentage: 0 ProvidesCustomPrerequisite: Prerequisite: barracks Power: Amount: -20 ^REFINERY: Inherits: ^Building Buildable: Prerequisites: ~conyard, ~power Queue: Building BuildPaletteOrder: 20 Selectable: Bounds: 96,64 Valued: Cost: 1500 Tooltip: Name: Spice Refinery Description: Harvesters unload Spice here for processing Building: Footprint: =xx xx= Dimensions: 3,2 Bib: Health: HP: 900 Armor: Type: Wood RevealsShroud: Range: 6c0 OreRefinery: DockOffset: 2,1 DockAngle: 160 TickRate: 20 StoresResources: PipColor: green PipCount: 10 Capacity: 2000 CustomSellValue: Value: 500 FreeActor: Actor: HARVESTER InitialActivity: FindResources SpawnOffset: 2,1 Facing: 160 ProvidesCustomPrerequisite: Prerequisite: refinery WithDockingOverlay@SMOKE: Sequence: smoke Power: Amount: -30 WithIdleOverlay@TOP: Sequence: idle-top ^SILO: Inherits: ^Building Buildable: Prerequisites: ~conyard, refinery Queue: Building BuildPaletteOrder: 30 Selectable: Bounds: 32,32 Valued: Cost: 150 Tooltip: Name: Silo Description: Stores excess harvested Spice Building: Adjacent: 4 -GivesBuildableArea: Health: HP: 300 Armor: Type: Wood RevealsShroud: Range: 4c0 -RenderBuilding: RenderBuildingSilo: StoresResources: PipColor: green PipCount: 5 Capacity: 2000 -EmitInfantryOnSell: Power: Amount: -5 ^LIGHT: Inherits: ^Building Buildable: Prerequisites: ~conyard, refinery Queue: Building BuildPaletteOrder: 70 Selectable: Bounds: 96,64 Valued: Cost: 500 Tooltip: Name: Light Factory Description: Produces light vehicles Building: Footprint: xxx xx= Dimensions: 3,2 Bib: Health: HP: 750 Armor: Type: Wood RevealsShroud: Range: 4c0 RallyPoint: RallyPoint: 2,2 Exit@1: SpawnOffset: 544,-224,0 ExitCell: 2,1 Production: Produces: Vehicle PrimaryBuilding: ProductionBar: ProvidesCustomPrerequisite: Prerequisite: light WithProductionOverlay@WELDING: Sequence: production-welding WithIdleOverlay@TOP: Sequence: idle-top Power: Amount: -20 ^HEAVY: Inherits: ^Building Buildable: Prerequisites: ~conyard, refinery Queue: Building BuildPaletteOrder: 100 Selectable: Bounds: 96,96 Valued: Cost: 2000 Tooltip: Name: Heavy Factory Description: Produces heavy vehicles Building: Footprint: _x_ xxx =xx Dimensions: 3,3 Bib: Health: HP: 1500 Armor: Type: Wood RevealsShroud: Range: 4c0 RallyPoint: RallyPoint: 0,3 Exit@1: SpawnOffset: 256,192,0 ExitCell: 0,2 Production: Produces: Armor PrimaryBuilding: ProductionBar: ProvidesCustomPrerequisite: Prerequisite: heavy WithProductionOverlay@WELDING: Sequence: production-welding WithIdleOverlay@TOP: Sequence: idle-top Power: Amount: -30 ^RADAR: Inherits: ^Building RequiresPower: CanPowerDown: DisabledOverlay: Buildable: Prerequisites: ~conyard, barracks, ~techlevel.medium Queue: Building BuildPaletteOrder: 50 Selectable: Bounds: 96,64 Valued: Cost: 700 Tooltip: Name: Outpost Description: Provides a radar map of the battlefield\n Requires power to operate Building: Footprint: xxx xxx Dimensions: 3,2 Bib: Health: HP: 1000 Armor: Type: Wood RevealsShroud: Range: 10c0 ProvidesRadar: DetectCloaked: Range: 6 RenderDetectionCircle: ProvidesCustomPrerequisite: Prerequisite: radar WithIdleOverlay@DISH: Sequence: idle-dish PauseOnLowPower: yes Power: Amount: -40 ^STARPORT: Inherits: ^Building Valued: Cost: 2000 Tooltip: Name: Starport Description: Dropzone for quick reinforcements, at a price.\n Requires power to operate Buildable: Prerequisites: ~conyard, radar, ~techlevel.high Queue: Building BuildPaletteOrder: 80 Building: Footprint: xxx x=x =x= Dimensions: 3,3 Selectable: Bounds: 96,64 Health: HP: 1000 Armor: Type: Wood RevealsShroud: Range: 7c0 RallyPoint: RallyPoint: 1,3 Exit@1: SpawnOffset: 0,-480,0 ExitCell: 2,2 Exit@2: SpawnOffset: 0,-480,0 ExitCell: 0,2 ProductionAirdrop: Produces: Starport ActorType: frigate WithDeliveryOverlay: Palette: starportlights ProductionBar: PrimaryBuilding: RequiresPower: CanPowerDown: DisabledOverlay: ProvidesCustomPrerequisite: Prerequisite: starport Power: Amount: -40 ^WALL: Buildable: Queue: Building Prerequisites: ~conyard, barracks BuildPaletteOrder: 60 SoundOnDamageTransition: DamagedSound: DestroyedSound: EXPLSML4.WAV Valued: Cost: 100 CustomSellValue: Value: 0 Tooltip: Name: Concrete Wall Description: Stop units and blocks enemy fire. AppearsOnRadar: Building: BuildSounds: CHUNG.WAV Adjacent: 7 TerrainTypes: Rock, Concrete Health: HP: 300 Armor: Type: Concrete Crushable: CrushClasses: Concretewall BlocksBullets: LineBuild: Range: 8 NodeTypes: wall, turret LineBuildNode: Types: wall TargetableBuilding: TargetTypes: Ground RenderBuildingWall: Image: walla EditorAppearance: RelativeToTopLeft: yes AutoTargetIgnore: ProximityCaptor: Types: Wall Sellable: SellSounds: CHUNG.WAV Guardable: BodyOrientation: ThrowsShrapnel: Weapons: shrapnel Pieces: 3, 7 Range: 2c0, 5c0 WALL: Inherits: ^WALL Buildable: Prerequisites: ~disabled ^GUNTOWER: Inherits: ^Building Buildable: Queue: Building Prerequisites: ~conyard, barracks BuildPaletteOrder: 90 Valued: Cost: 650 Tooltip: Name: Gun Tower Description: Defensive structure\n Strong vs Tanks\n Weak vs Infantry, Aircraft Building: Adjacent: 4 BuildSounds: CHUNG.WAV Sellable: SellSounds: CHUNG.WAV Selectable: Bounds: 32,40,0,-8 Priority: 3 -GivesBuildableArea: Health: HP: 400 Armor: Type: Concrete RevealsShroud: Range: 8c0 RenderRangeCircle: -RenderBuilding: RenderBuildingWall: BodyOrientation: QuantizedFacings: 32 WithTurret: WithMuzzleFlash: IgnoreOffset: true Turreted: ROT: 6 InitialFacing: 128 Armament: Weapon: TurretGun LocalOffset: 672,0,480 MuzzleSequence: muzzle AttackTurreted: AutoTarget: RenderDetectionCircle: DetectCloaked: Range: 5 -WithCrumbleOverlay: -WithMakeAnimation: LineBuildNode: Types: turret Power: Amount: -20 ^ROCKETTOWER: Inherits: ^Building Buildable: Queue: Building Prerequisites: ~conyard, radar, ~techlevel.medium BuildPaletteOrder: 120 Valued: Cost: 850 Tooltip: Name: Rocket Tower Description: Defensive structure\n Strong vs Infantry, Aircraft\n Weak vs Tanks\n\n Requires power to operate Building: Adjacent: 4 BuildSounds: CHUNG.WAV Sellable: SellSounds: CHUNG.WAV Selectable: Bounds: 32,40,0,-8 Priority: 3 -GivesBuildableArea: Health: HP: 400 Armor: Type: Concrete RevealsShroud: Range: 10c0 RenderRangeCircle: -RenderBuilding: RenderBuildingWall: BodyOrientation: QuantizedFacings: 32 WithTurret: Armament: Weapon: TowerMissile LocalOffset: 256,384,768, 256,-384,768 AttackTurreted: Turreted: ROT: 8 InitialFacing: 128 AutoTarget: RequiresPower: CanPowerDown: DisabledOverlay: RenderDetectionCircle: DetectCloaked: Range: 6 -WithCrumbleOverlay: -WithMakeAnimation: LineBuildNode: Types: turret Power: Amount: -30 ^REPAIR: Inherits: ^Building Buildable: Queue: Building Prerequisites: ~conyard, heavy, ~techlevel.medium BuildPaletteOrder: 130 Valued: Cost: 500 Tooltip: Name: Repair Pad Description: Repairs vehicles\n Allows construction of MCVs Building: Footprint: =x= =x= === Dimensions: 3,3 Health: HP: 500 Armor: Type: Concrete RevealsShroud: Range: 5c0 Reservable: RepairsUnits: Interval: 15 ValuePercentage: 50 RallyPoint: RallyPoint: 1,3 ProvidesCustomPrerequisite: Prerequisite: repair WithRepairOverlay: Palette: repairlights Power: Amount: -10 ^HIGHTECH: Inherits: ^Building Buildable: Prerequisites: ~conyard, radar, ~techlevel.medium Queue: Building BuildPaletteOrder: 110 Selectable: Bounds: 96,96 Valued: Cost: 750 Tooltip: Name: High Tech Facility Description: Unlocks advanced technology Building: Footprint: _x_ xxx xxx Dimensions: 3,3 Bib: Health: HP: 1500 Armor: Type: Wood RevealsShroud: Range: 4c0 ProvidesCustomPrerequisite: Prerequisite: hightech # WithProductionOverlay@WELDING: # Sequence: production-welding Power: Amount: -40 ^RESEARCH: Inherits: ^Building Buildable: Queue: Building Prerequisites: ~conyard, hightech, ~techlevel.high BuildPaletteOrder: 140 Selectable: Bounds: 96,64 Valued: Cost: 1500 Tooltip: Name: Ix Lab Description: Unlocks experimental tanks\n Special Ability: Carryall Combat Drop ParatroopersPower: Icon: paratroopers Prerequisites: ~techlevel.superweapons UnitType: carryall.infantry FlareTime: 0 ChargeTime: 180 Description: Paratroopers LongDesc: A Carryall drops a squad of Infantry \nanywhere on the map DropItems: RIFLE, RIFLE, BAZOOKA, BAZOOKA, ENGINEER, BAZOOKA, RIFLE, RIFLE SelectTargetSound: FlareType: Building: Footprint: _x_ xxx xxx Dimensions: 3,3 Bib: Health: HP: 1000 Armor: Type: Wood RevealsShroud: Range: 4c0 ProvidesCustomPrerequisite: Prerequisite: research WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: -40 ^PALACE: Inherits: ^Building Buildable: Prerequisites: ~conyard, research, ~techlevel.high Queue: Building BuildPaletteOrder: 150 Selectable: Bounds: 96,96 Valued: Cost: 2000 Tooltip: Name: Palace Description: Unlocks elite infantry\n Special Ability: Ornithopter Strike Building: Footprint: xx= xxx =xx Dimensions: 3,3 Bib: HasMinibib: True Health: HP: 2000 Armor: Type: Wood RevealsShroud: Range: 8c0 RenderDetectionCircle: DetectCloaked: Range: 4 ProvidesCustomPrerequisite: Prerequisite: palace Power: Amount: -50 SIETCH: Inherits: ^Building Tooltip: Name: Fremen Sietch Building: Footprint: xx xx Dimensions: 2,2 TerrainTypes: Cliff Health: HP: 400 Armor: Type: Concrete RevealsShroud: Range: 10c0 -GivesBuildableArea: -Sellable: -ExternalCapturable: -ExternalCapturableBar: Power: Amount: 0 STARPORTC: Inherits: ^STARPORT -Buildable: PALACEC: Inherits: ^PALACE Buildable: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled Building: Footprint: =x= xxx xxx Dimensions: 3,3 RenderBuilding: HEAVYC: Inherits: ^HEAVY Buildable: Queue: Building BuildPaletteOrder: 1100 Prerequisites: ~disabled CONYARD: Tooltip: Name: Construction Yard BARRACKS: Tooltip: Name: Barracks LIGHT: Tooltip: Name: Light Factory HEAVY: Tooltip: Name: Heavy Factory HIGHTECH: Tooltip: Name: High-Tech Facility REPAIR: Tooltip: Name: Repair Pad RESEARCH: Tooltip: Name: Ix Lab RADAR: Tooltip: Name: Outpost POWER: Tooltip: Name: Windtrap REFINERY: Tooltip: Name: Spice Refinery