Files
OpenRA/mods/cnc/rules/structures.yaml
psydev 735e437912 Made silos have double the capacity, cost more.
This is combined with slightly reducing the amount of tiberium stored in Refineries. Part of the reason for this is that refineries are targeted lots by ion cannons (one-shot kill) and nukes. Whenever this happens, you lose the money that's in them. By making a silo that stores more, you can store the tib farther away and keep a bit more of it safe.

The other part of the reason is to bring silos into the game as a somewhat strategic structure. By having more money, they are more capturable, because you can steal what's in them. It might also make sense to maybe airstrike them so that the opponent loses what money is in them.
The way to counteract this problem is to build more silos. They cost a bit more though (double) so that you have to think about how many you want.
2013-04-19 21:54:59 -07:00

792 lines
14 KiB
YAML

# Arranged structures in order, from basic to advanced: Buildings, Defenses, Walls, Misc.
FACT:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Owner: None
Valued:
Cost: 2000
Tooltip:
Name: Construction Yard
Description: Builds structures
Icon: facticnh
Building:
Power: 15
Footprint: xxx xxx
Dimensions: 3,2
Health:
HP: 1400
Armor:
Type: Wood
RevealsShroud:
Range: 10
Bib:
Production:
Produces: Building,Defense
Transforms:
IntoActor: mcv
Offset:1,1
Facing: 108
ProductionQueue@Building:
Type: Building
Group: Building
BuildSpeed: .4
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
ProductionQueue@Defense:
Type: Defense
Group: Defense
BuildSpeed: .4
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
BaseBuilding:
ProductionBar:
BaseProvider:
Cooldown: 100
Range: 14
NUKE:
Inherits: ^Building
Valued:
Cost: 300
Tooltip:
Name: Power Plant
Icon: nukeicnh
Description: Generates power
ProvidesCustomPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 10
Owner: gdi,nod
Prerequisites: fact
Building:
Power: 100
Footprint: x_ xx
Dimensions: 2,2
Health:
HP: 400
RevealsShroud:
Range: 4
Bib:
NUK2:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Advanced Power Plant
Icon:nuk2icnh
Description: Provides more power, cheaper than the \nstandard Power Plant
ProvidesCustomPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 30
Prerequisites: anyhq
Owner: gdi,nod
Building:
Power: 200
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 650
RevealsShroud:
Range: 4
Bib:
PROC:
Inherits: ^Building
Valued:
Cost: 1500
Tooltip:
Name: Tiberium Refinery
Icon: procicnh
Description: Processes raw Tiberium\ninto useable resources
Buildable:
BuildPaletteOrder: 20
Prerequisites: anypower
Owner: gdi,nod
Building:
Power: -30
Footprint: _x_ xxx ===
Dimensions: 3,3
Health:
HP: 900
RevealsShroud:
Range: 6
Bib:
TiberiumRefinery:
DockOffset: 0,2
TickRate: 15
StoresOre:
PipColor: Green
PipCount: 15
Capacity: 1500
Selectable:
Bounds: 73,72
CustomSellValue:
Value: 300
FreeActor:
Actor: HARV
InitialActivity: FindResources
SpawnOffset: 1,2
Facing: 64
-RenderBuilding:
RenderBuildingRefinery:
SILO:
Inherits: ^Building
Valued:
Cost: 300
Tooltip:
Name: Tiberium Silo
Icon: siloicnh
Description: Stores processed Tiberium
Buildable:
Queue: Defense
BuildPaletteOrder: 35
Prerequisites: proc
Owner: gdi,nod
Building:
Power: -10
Footprint: xx
Dimensions: 2,1
-GivesBuildableArea:
Health:
HP: 400
RevealsShroud:
Range: 4
RenderBuildingSilo:
StoresOre:
PipCount: 24
PipColor: Green
Capacity: 2400
Selectable:
Bounds: 49,30
-RenderBuilding:
-EmitInfantryOnSell:
PYLE:
Inherits: ^Building
Valued:
Cost: 300
Tooltip:
Name: Barracks
Icon: pyleicnh
Description: Trains infantry
ProvidesCustomPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 40
Prerequisites: anypower
Owner: gdi
Building:
Power: -20
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 500
RevealsShroud:
Range: 5
Bib:
RallyPoint:
Exit@1:
SpawnOffset: -10,2
ExitCell: 0,1
Exit@2:
SpawnOffset: 7,7
ExitCell: 1,1
Production:
Produces: Infantry
ProductionQueue:
Type: Infantry
Group: Infantry
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionBar:
HAND:
Inherits: ^Building
Valued:
Cost: 300
Tooltip:
Name: Hand of Nod
Icon: handicnh
Description: Trains infantry
ProvidesCustomPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 40
Prerequisites: anypower
Owner: nod
Building:
Power: -20
Footprint: __ xx xx
Dimensions: 2,3
Health:
HP: 500
RevealsShroud:
Range: 5
Bib:
RallyPoint:
Exit@1:
SpawnOffset: 12,24
ExitCell: 1,2
Production:
Produces: Infantry
ProductionQueue:
Type: Infantry
Group: Infantry
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionBar:
AFLD:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Airstrip
Icon: afldicnh
Description: Provides a dropzone\nfor vehicle reinforcements
ProvidesCustomPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 50
Prerequisites: proc
Owner: nod
Building:
Power: -30
Footprint: xxxx xxxx
Dimensions: 4,2
Health:
HP: 1000
RevealsShroud:
Range: 7
Bib:
RallyPoint:
RallyPoint: 4,2
BelowUnits:
Exit@1:
SpawnOffset: -24,0
ExitCell: 3,1
ProductionAirdrop:
Produces: Vehicle
ProductionQueue:
Type: Vehicle
Group: Vehicle
BuildSpeed: .4
LowPowerSlowdown: 3
ReadyAudio:
ProductionBar:
WEAP:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Weapons Factory
Icon: weapicnh
Description: Assembly point for\nvehicle reinforcements
ProvidesCustomPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 50
Prerequisites: proc
Owner: gdi
Building:
Power: -30
Footprint: ___ xxx ===
Dimensions: 3,3
Health:
HP: 1000
RevealsShroud:
Range: 4
Bib:
-RenderBuilding:
RenderBuildingWarFactory:
RallyPoint:
RallyPoint: 0,3
Exit@1:
SpawnOffset: -8,-8
ExitCell: 0,2
Production:
Produces: Vehicle
ProductionQueue:
Type: Vehicle
Group: Vehicle
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionBar:
HPAD:
Inherits: ^Building
Valued:
Cost: 1000
Tooltip:
Name: Helipad
Icon:hpadicnh
Description: Produces, rearms and\nrepairs helicopters
Buildable:
BuildPaletteOrder: 60
Prerequisites: barracks
Owner: gdi,nod
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 400
RevealsShroud:
Range: 5
Exit@1:
SpawnOffset: 0,-6
Production:
Produces: Aircraft
BelowUnits:
Reservable:
RepairsUnits:
RallyPoint:
ProductionQueue:
Type: Aircraft
Group: Aircraft
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionBar:
HQ:
RequiresPower:
CanPowerDown:
Inherits: ^Building
Valued:
Cost: 1000
Tooltip:
Name: Communications Center
Icon: hqicnh
Description: Provides an overview of the battlefield.\n Requires power to operate.
ProvidesCustomPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 70
Prerequisites: proc
Owner: gdi,nod
Building:
Power: -40
Footprint: x_ xx
Dimensions: 2,2
Health:
HP: 750
RevealsShroud:
Range: 10
Bib:
ProvidesRadar:
RenderDetectionCircle:
DetectCloaked:
Range: 8
AirstrikePower:
Image: bombicnh
ChargeTime: 180
Description: Air Strike
LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
EndChargeSound: airredy1.aud
SelectTargetSound: select1.aud
UnitType: a10
SupportPowerChargeBar:
FIX:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Repair Facility
Icon: fixicnh
Description: Repairs vehicles
Buildable:
BuildPaletteOrder: 80
Prerequisites: vehicleproduction
Owner: gdi,nod
Building:
Power: -30
Footprint: _x_ xxx _x_
Dimensions: 3,3
Health:
HP: 400
RevealsShroud:
Range: 5
BelowUnits:
Reservable:
RepairsUnits:
RallyPoint:
EYE:
RequiresPower:
CanPowerDown:
Inherits: ^Building
Valued:
Cost: 1800
Tooltip:
Name: Advanced Communications Center
Icon: eyeicnh
Description: Provides access to the Ion Cannon.\n Requires power to operate.
ProvidesCustomPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 100
Prerequisites: anyhq
Owner: gdi
Building:
Power: -200
Footprint: x_ xx
Dimensions: 2,2
Health:
HP: 1200
RevealsShroud:
Range: 10
Bib:
ProvidesRadar:
RenderDetectionCircle:
DetectCloaked:
Range: 8
IonCannonPower:
Image: ionicnh
ChargeTime: 180
Description: Ion Cannon
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
BeginChargeSound: ionchrg1.aud
EndChargeSound: ionredy1.aud
LaunchSound: ion1.aud
SelectTargetSound: select1.aud
SupportPowerChargeBar:
TMPL:
RequiresPower:
CanPowerDown:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Temple of Nod
Icon: tmplicnh
Description: Place of worship and secret missile silo.\n Requires power to operate.
ProvidesCustomPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 100
Prerequisites: anyhq
Owner: nod
Building:
Power: -150
Footprint: ___ xxx xxx
Dimensions: 3,3
Health:
HP: 2000
RevealsShroud:
Range: 6
Bib:
NukePower:
Image: atomicnh
ChargeTime: 300
Description: Nuclear Strike
LongDesc: Launch a tactical nuke.\nApplies heavy damage over a large area.
BeginChargeSound:
EndChargeSound: nukavail.aud
SelectTargetSound: select1.aud
LaunchSound: nukemisl.aud
MissileWeapon: atomic
SupportPowerChargeBar:
GUN:
Inherits: ^Building
Valued:
Cost: 600
Tooltip:
Name: Turret
Icon: gunicnh
Description: Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 45
Prerequisites: barracks
Owner: gdi,nod
Building:
Power: -20
-GivesBuildableArea:
Health:
HP: 400
RevealsShroud:
Range: 7
Turreted:
ROT: 12
InitialFacing: 50
RenderBuildingTurreted:
Armament:
Weapon: TurretGun
LocalOffset: -71,0,85
AttackTurreted:
AutoTarget:
DebugRetiliateAgainstAggressor:
DebugNextAutoTargetScanTime:
-AutoTargetIgnore:
-RenderBuilding:
-DeadBuildingState:
RenderRangeCircle:
RenderDetectionCircle:
DetectCloaked:
Range: 5
SAM:
Inherits: ^Building
RequiresPower:
Valued:
Cost: 750
Tooltip:
Name: SAM Site
Icon: samicnh
Description: Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
Buildable:
Queue: Defense
BuildPaletteOrder: 50
Prerequisites: hand
Owner: nod
Building:
Power: -20
Footprint: xx
Dimensions: 2,1
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 5
Turreted:
ROT: 10
InitialFacing: 0
RenderBuildingTurreted:
Armament:
Weapon: SAMMissile
AttackPopupTurreted:
WithMuzzleFlash:
AutoTarget:
DebugRetiliateAgainstAggressor:
DebugNextAutoTargetScanTime:
-RenderBuilding:
RenderRangeCircle:
OBLI:
RequiresPower:
Inherits: ^Building
Valued:
Cost: 1500
Tooltip:
Name: Obelisk of Light
Icon:obliicnh
Description: Advanced base defense.\n Requires power to operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 60
Prerequisites: tmpl
Owner: nod
Building:
Power: -150
Footprint: _ x
Dimensions: 1,2
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 8
RenderBuildingCharge:
ChargeAudio: obelpowr.aud
Armament:
Weapon: Laser
LocalOffset: 0,0,725
FireDelay: 8
AttackTurreted:
Turreted:
ROT:255
AutoTarget:
RenderBuilding:
QuantizedFacings: 8
DebugRetiliateAgainstAggressor:
DebugNextAutoTargetScanTime:
-AutoTargetIgnore:
-RenderBuilding:
RenderRangeCircle:
-EmitInfantryOnSell:
RenderDetectionCircle:
DetectCloaked:
Range: 6
GTWR:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Guard Tower
Icon: gtwricnh
Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 40
Prerequisites: barracks
Owner: gdi,nod
Building:
Power: -10
-GivesBuildableArea:
Health:
HP: 400
RevealsShroud:
Range: 7
Armament:
Weapon: HighV
LocalOffset: 256,0,256
AttackTurreted:
RenderBuilding:
QuantizedFacings: 8
AutoTarget:
DebugRetiliateAgainstAggressor:
DebugNextAutoTargetScanTime:
-AutoTargetIgnore:
DetectCloaked:
Range: 5
RenderDetectionCircle:
RenderRangeCircle:
WithMuzzleFlash:
Turreted:
ROT:255
ATWR:
Inherits: ^Building
RequiresPower:
Valued:
Cost: 1000
Tooltip:
Name: Advanced Guard Tower
Icon: atwricnh
Description: Anti-armor defensive structure.\n Strong vs Light Vehicles, Tanks\n Weak vs Infantry
Buildable:
Queue: Defense
BuildPaletteOrder: 60
Prerequisites: anyhq
Owner: gdi
Building:
Power: -40
Footprint: _ x
Dimensions: 1,2
-GivesBuildableArea:
Health:
HP: 600
Armor:
Type: Heavy
RevealsShroud:
Range: 9
Turreted:
ROT:255
Armament:
Weapon: TowerMissle
LocalOffset: 299,299,-85, 299,-299,-85
LocalYaw: -100,100
AttackTurreted:
AutoTarget:
RenderBuilding:
QuantizedFacings: 8
DebugRetiliateAgainstAggressor:
DebugNextAutoTargetScanTime:
-AutoTargetIgnore:
RenderDetectionCircle:
DetectCloaked:
Range: 6
RenderRangeCircle:
SBAG:
Inherits: ^Wall
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Sandbag Barrier
Icon:sbagicnh
Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
Buildable:
Queue: Defense
BuildPaletteOrder: 20
Prerequisites: fact
Owner: gdi
Health:
HP: 100
Armor:
Type: Light
CYCL:
Inherits: ^Wall
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Chain Link Barrier
Icon:cyclicnh
Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
Buildable:
Queue: Defense
BuildPaletteOrder: 20
Prerequisites: fact
Owner: nod
Health:
HP: 100
Armor:
Type: Light
BRIK:
Inherits: ^Wall
Valued:
Cost: 100
CustomSellValue:
Value: 0
Tooltip:
Name: Concrete Barrier
Icon:brikicnh
Description: Stop units and blocks enemy fire.
Buildable:
Queue: Defense
BuildPaletteOrder: 30
Prerequisites: vehicleproduction
Owner: gdi,nod
Health:
HP: 250
Armor:
Type: Heavy
Wall:
CrushClasses: heavywall
-CrushSound:
SoundOnDamageTransition:
DestroyedSound: crumble.aud
# custom prerequisites:
BARRACKS:
Tooltip:
Name: Infantry Production
Description: Infantry Production
VEHICLEPRODUCTION:
Tooltip:
Name: Vehicle Production
Description: Vehicle Production
ANYPOWER:
Tooltip:
Name: Power Plant
Description: Power Plant
ANYHQ:
Tooltip:
Name: a communications center
Description: a communications center