^CONCRETE: Building: Adjacent: 4 TerrainTypes: Rock BuildSounds: CHUNG.WAV SellSounds: CHUNG.WAV AllowInvalidPlacement: true LaysTerrain: Template: 88 TerrainTypes: Rock Tooltip: Name: Concrete Description: Provides a strong foundation that prevents\ndamage from the terrain. RenderSprites: RemoveImmediately: CONCRETEA: Inherits: ^CONCRETE Building: Footprint: xx xx Dimensions: 2,2 Buildable: Queue: Building BuildPaletteOrder: 10 Owner: atreides, harkonnen, ordos Valued: Cost: 20 CONCRETEB: Inherits: ^CONCRETE Building: Footprint: xxx xxx xxx Dimensions: 3,3 Buildable: Queue: Building BuildPaletteOrder: 10 Owner: atreides, harkonnen, ordos Valued: Cost: 50 ^CONYARD: Inherits: ^Building Building: Power: 20 Footprint: xxx xxx Dimensions: 3,2 Adjacent: 4 LaysTerrain: TerrainTypes: Rock Template: 88 Bib: Buildable: Queue: Building BuildPaletteOrder: 1000 Owner: None 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: Inherits: ^Building Buildable: Prerequisites: Conyard Queue: Building BuildPaletteOrder: 10 Hotkey: w Selectable: Bounds: 64,64 Valued: Cost: 300 Tooltip: Name: Windtrap Description: Provides power for other structures Building: Power: 100 Footprint: xx xx Dimensions: 2,2 Bib: Health: HP: 400 Armor: Type: Wood RevealsShroud: Range: 4c0 ProvidesCustomPrerequisite: Prerequisite: Power WithIdleOverlay@ZAPS: Sequence: idle-zaps ^BARRACKS: Inherits: ^Building Buildable: Prerequisites: Power Queue: Building BuildPaletteOrder: 40 Hotkey: b Selectable: Bounds: 64,64 Valued: Cost: 300 Tooltip: Name: Barracks Description: Trains infantry Building: Power: -20 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 ^REFINERY: Inherits: ^Building Buildable: Prerequisites: Power Queue: Building BuildPaletteOrder: 20 Hotkey: r Selectable: Bounds: 96,64 Valued: Cost: 1500 Tooltip: Name: Spice Refinery Description: Harvesters unload Spice here for processing Building: Power: -30 Footprint: xxx x== Dimensions: 3,2 Bib: Health: HP: 900 Armor: Type: Wood RevealsShroud: Range: 6c0 -RenderBuilding: 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 ^SILO: Inherits: ^Building Buildable: Prerequisites: Refinery Queue: Building BuildPaletteOrder: 30 Hotkey: i Selectable: Bounds: 32,32 Valued: Cost: 150 Tooltip: Name: Silo Description: Stores excess harvested Spice Building: Power: -5 Adjacent: 4 -GivesBuildableArea: Health: HP: 300 Armor: Type: Wood RevealsShroud: Range: 4c0 -RenderBuilding: RenderBuildingSilo: StoresResources: PipColor: green PipCount: 5 Capacity: 2000 -EmitInfantryOnSell: ^LIGHT: Inherits: ^Building Buildable: Prerequisites: Refinery Queue: Building BuildPaletteOrder: 70 Hotkey: l Selectable: Bounds: 96,64 Valued: Cost: 500 Tooltip: Name: Light Factory Description: Produces light vehicles Building: Power: -20 Footprint: xxx xx= Dimensions: 3,2 Bib: Health: HP: 750 Armor: Type: Wood RevealsShroud: Range: 4c0 -RenderBuilding: 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 ^HEAVY: Inherits: ^Building Buildable: Prerequisites: Refinery Queue: Building BuildPaletteOrder: 100 Hotkey: h Selectable: Bounds: 96,96 Valued: Cost: 2000 Tooltip: Name: Heavy Factory Description: Produces heavy vehicles Building: Power: -30 Footprint: _x_ xxx =xx Dimensions: 3,3 Bib: Health: HP: 1500 Armor: Type: Wood RevealsShroud: Range: 4c0 -RenderBuilding: 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 ^RADAR: Inherits: ^Building RequiresPower: CanPowerDown: DisabledOverlay: Buildable: Prerequisites: Barracks, ~techlevel.medium Queue: Building BuildPaletteOrder: 50 Hotkey: o Selectable: Bounds: 96,64 Valued: Cost: 700 Tooltip: Name: Outpost Description: Provides a radar map of the battlefield\n Requires power to operate Building: Power: -40 Footprint: xxx xxx Dimensions: 3,2 Bib: Health: HP: 1000 Armor: Type: Wood RevealsShroud: Range: 10c0 ProvidesRadar: DetectCloaked: Range: 6 RenderDetectionCircle: ProvidesCustomPrerequisite: Prerequisite: Outpost WithIdleOverlay@DISH: Sequence: idle-dish PauseOnLowPower: yes ^STARPORT: Inherits: ^Building Valued: Cost: 2000 Tooltip: Name: Starport Description: Dropzone for quick reinforcements, at a price.\n Requires power to operate Buildable: Prerequisites: Outpost, ~techlevel.high Queue: Building BuildPaletteOrder: 80 Hotkey: c Building: Power: -40 Footprint: xxx x=x =x= Dimensions: 3,3 Selectable: Bounds: 96,64 Bib: 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 ^WALL: Buildable: Queue: Building Prerequisites: 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. Hotkey: o AppearsOnRadar: Building: BuildSounds: CHUNG.WAV SellSounds: CHUNG.WAV Adjacent: 7 TerrainTypes: Rock, Concrete Health: HP: 300 Armor: Type: Concrete Wall: CrushClasses: Concretewall LineBuild: Range: 8 NodeTypes: wall, turret LineBuildNode: Types: wall TargetableBuilding: TargetTypes: Ground RenderBuildingWall: HasMakeAnimation: false Image: walla EditorAppearance: RelativeToTopLeft: yes AutoTargetIgnore: ProximityCaptor: Types: Wall Sellable: Guardable: BodyOrientation: ThrowsShrapnel: Weapons: shrapnel Pieces: 3, 7 Range: 2c0, 5c0 WALL: Inherits: ^WALL Buildable: Owner: ^GUNTOWER: Inherits: ^Building Buildable: Queue: Building Prerequisites: Barracks BuildPaletteOrder: 90 Hotkey: g Valued: Cost: 650 Tooltip: Name: Gun Tower Description: Defensive structure\n Strong vs Tanks\n Weak vs Infantry, Aircraft Building: Power: -20 Adjacent: 4 BuildSounds: CHUNG.WAV SellSounds: CHUNG.WAV Selectable: Bounds: 32,40,0,-8 Priority: 3 -GivesBuildableArea: Health: HP: 400 Armor: Type: Concrete RevealsShroud: Range: 8c0 RenderRangeCircle: -RenderBuilding: RenderBuildingWall: HasMakeAnimation: false 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: LineBuildNode: Types: turret ^ROCKETTOWER: Inherits: ^Building Buildable: Queue: Building Prerequisites: Outpost, ~techlevel.medium BuildPaletteOrder: 120 Hotkey: m 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: Power: -30 Adjacent: 4 BuildSounds: CHUNG.WAV SellSounds: CHUNG.WAV Selectable: Bounds: 32,40,0,-8 Priority: 3 -GivesBuildableArea: Health: HP: 400 Armor: Type: Concrete RevealsShroud: Range: 10c0 RenderRangeCircle: -RenderBuilding: RenderBuildingWall: HasMakeAnimation: false 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: LineBuildNode: Types: turret ^REPAIR: Inherits: ^Building Buildable: Queue: Building Prerequisites: Heavy, ~techlevel.medium BuildPaletteOrder: 130 Hotkey: e Valued: Cost: 500 Tooltip: Name: Repair Pad Description: Repairs vehicles\n Allows construction of MCVs Building: Power: -10 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 ^HIGHTECH: Inherits: ^Building Buildable: Prerequisites: Outpost, ~techlevel.medium Queue: Building BuildPaletteOrder: 110 Hotkey: t Selectable: Bounds: 96,96 Valued: Cost: 750 Tooltip: Name: High Tech Facility Description: Unlocks advanced technology Building: Power: -40 Footprint: _x_ xxx xxx Dimensions: 3,3 Bib: Health: HP: 1500 Armor: Type: Wood RevealsShroud: Range: 4c0 ProvidesCustomPrerequisite: Prerequisite: Hitech # WithProductionOverlay@WELDING: # Sequence: production-welding ^RESEARCH: Inherits: ^Building Buildable: Queue: Building Prerequisites: Hitech, ~techlevel.high BuildPaletteOrder: 140 Hotkey: v 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: Power: -40 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 ^PALACE: Inherits: ^Building Buildable: Prerequisites: Research, ~techlevel.high Queue: Building BuildPaletteOrder: 150 Hotkey: p Selectable: Bounds: 96,96 Valued: Cost: 2000 Tooltip: Name: Palace Description: Unlocks elite infantry\n Special Ability: Ornithopter Strike Building: Power: -50 Footprint: xxx xxx Dimensions: 3,2 Bib: Health: HP: 2000 Armor: Type: Wood RevealsShroud: Range: 8c0 RenderDetectionCircle: DetectCloaked: Range: 4 ProvidesCustomPrerequisite: Prerequisite: Palace SIETCH: Inherits: ^Building Tooltip: Name: Fremen Sietch Building: Power: 0 Footprint: xx xx Dimensions: 2,2 TerrainTypes: Cliff Bib: Sprite: bib2x Health: HP: 400 Armor: Type: Concrete RevealsShroud: Range: 10c0 -GivesBuildableArea: -Sellable: -ExternalCapturable: -ExternalCapturableBar: STARPORTC: Inherits: ^STARPORT -Buildable: PALACEC: Inherits: ^PALACE Buildable: Queue: Building BuildPaletteOrder: 1000 Owner: None Building: Footprint: xxx xxx Dimensions: 3,2 RenderBuilding: HasMakeAnimation: false HEAVYC: Inherits: ^HEAVY -Buildable: RenderBuildingWarFactory: Image: HEAVYC CONYARD: Tooltip: Name: Construction Yard LIGHT: Tooltip: Name: Light Factory HEAVY: Tooltip: Name: Heavy Factory HITECH: Tooltip: Name: High-Tech Facility REPAIR: Tooltip: Name: Repair Pad RESEARCH: Tooltip: Name: Ix Lab