Files
OpenRA/mods/d2k/rules/structures.yaml
reaperrr 930aeb71c4 Some misc D2k cleanup
C. Yard doesn't need DamagedWithoutFoundation, aircraft aren't selectable so they don't need a voice, ordos tank ROT matches default, RepairBuildings on carryall is redundant.
2016-01-29 23:18:09 +01:00

1038 lines
21 KiB
YAML

^concrete:
AlwaysVisible:
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:
KillsSelf:
RemoveInstead: true
Buildable:
Queue: Building
Prerequisites: construction_yard
BuildPaletteOrder: 10
concretea:
Inherits: ^concrete
Building:
Footprint: xx xx
Dimensions: 2,2
Valued:
Cost: 20
CustomBuildTimeValue:
Value: 54
concreteb:
Inherits: ^concrete
Building:
Footprint: xxx xxx xxx
Dimensions: 3,3
Valued:
Cost: 50
CustomBuildTimeValue:
Value: 81
Buildable:
Prerequisites: construction_yard, upgrade.conyard
construction_yard:
Inherits: ^Building
-DamagedWithoutFoundation:
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:
ProvidesPrerequisite@buildingname:
GlobalUpgradable:
Prerequisites: upgrade.conyard
Upgrades: stardecoration
WithDecoration@upgraded:
RequiresSelection: true
Image: pips
Sequence: tag-upgraded
ReferencePoint: Top, Right
ZOffset: 256
UpgradeTypes: stardecoration
UpgradeMinEnabledLevel: 1
WithDecoration@primary:
RequiresSelection: true
Image: pips
Sequence: tag-primary
ReferencePoint: Top
ZOffset: 256
UpgradeTypes: primary
UpgradeMinEnabledLevel: 1
wind_trap:
Inherits: ^Building
Buildable:
Queue: Building
Prerequisites: construction_yard
BuildPaletteOrder: 10
Selectable:
Bounds: 64,64
Valued:
Cost: 225
CustomBuildTimeValue:
Value: 180
Tooltip:
Name: Wind Trap
Description: Provides power for other structures
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: construction_yard, wind_trap
Queue: Building
BuildPaletteOrder: 40
Selectable:
Bounds: 64,64
Valued:
Cost: 225
CustomBuildTimeValue:
Value: 231
Tooltip:
Name: Barracks
Description: Trains infantry
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:
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:
GlobalUpgradable:
Prerequisites: upgrade.barracks
Upgrades: stardecoration
WithDecoration@upgraded:
RequiresSelection: true
Image: pips
Sequence: tag-upgraded
ReferencePoint: Top, Right
ZOffset: 256
UpgradeTypes: stardecoration
UpgradeMinEnabledLevel: 1
WithDecoration@primary:
RequiresSelection: true
Image: pips
Sequence: tag-primary
ReferencePoint: Top
ZOffset: 256
UpgradeTypes: primary
UpgradeMinEnabledLevel: 1
refinery:
Inherits: ^Building
Buildable:
Prerequisites: construction_yard, wind_trap
Queue: Building
BuildPaletteOrder: 20
Selectable:
Bounds: 96,64
Valued:
Cost: 1500
CustomBuildTimeValue:
Value: 540
Tooltip:
Name: Spice Refinery
Description: Harvesters unload Spice here for processing
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: construction_yard, refinery
Queue: Building
BuildPaletteOrder: 30
Selectable:
Bounds: 32,32
Valued:
Cost: 120
CustomBuildTimeValue:
Value: 135
Tooltip:
Name: Silo
Description: Stores excess harvested Spice
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: construction_yard, refinery
Queue: Building
BuildPaletteOrder: 70
Selectable:
Bounds: 96,64
Valued:
Cost: 500
CustomBuildTimeValue:
Value: 277
Tooltip:
Name: Light Factory
Description: Produces light vehicles
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:
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
GlobalUpgradable:
Prerequisites: upgrade.light
Upgrades: stardecoration
WithDecoration@upgraded:
RequiresSelection: true
Image: pips
Sequence: tag-upgraded
ReferencePoint: Top, Right
ZOffset: 256
UpgradeTypes: stardecoration
UpgradeMinEnabledLevel: 1
WithDecoration@primary:
RequiresSelection: true
Image: pips
Sequence: tag-primary
ReferencePoint: Top
ZOffset: 256
UpgradeTypes: primary
UpgradeMinEnabledLevel: 1
heavy_factory:
Inherits: ^Building
Buildable:
Prerequisites: construction_yard, refinery
Queue: Building
BuildPaletteOrder: 100
Selectable:
Bounds: 96,68,0,12
Valued:
Cost: 1000
CustomBuildTimeValue:
Value: 648
Tooltip:
Name: Heavy Factory
Description: Produces heavy vehicles
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:
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
GlobalUpgradable:
Prerequisites: upgrade.heavy
Upgrades: stardecoration
WithDecoration@upgraded:
RequiresSelection: true
Image: pips
Sequence: tag-upgraded
ReferencePoint: Top, Right
ZOffset: 256
UpgradeTypes: stardecoration
UpgradeMinEnabledLevel: 1
WithDecoration@primary:
RequiresSelection: true
Image: pips
Sequence: tag-primary
ReferencePoint: Top
ZOffset: 256
UpgradeTypes: primary
UpgradeMinEnabledLevel: 1
outpost:
Inherits: ^Building
RequiresPower:
CanPowerDown:
PowerupSound: EnablePower
PowerdownSound: DisablePower
DisabledOverlay:
Buildable:
Prerequisites: construction_yard, barracks, ~techlevel.medium
Queue: Building
BuildPaletteOrder: 50
Selectable:
Bounds: 96,72,0,-8
Valued:
Cost: 750
CustomBuildTimeValue:
Value: 270
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: 3500
Armor:
Type: light
RevealsShroud:
Range: 4c768
ProvidesRadar:
RenderSprites:
Image: outpost.harkonnen
FactionImages:
atreides: outpost.atreides
ordos: outpost.ordos
smuggler: outpost.ordos
mercenary: outpost.ordos
WithIdleOverlay@DISH:
Sequence: idle-dish
PauseOnLowPower: yes
Power:
Amount: -125
ProvidesPrerequisite@buildingname:
starport:
Inherits: ^Building
Tooltip:
Name: Starport
Description: Dropzone for quick reinforcements, at a price.\n Requires power to operate
Buildable:
Prerequisites: construction_yard, heavy_factory, outpost, ~techlevel.high
Queue: Building
BuildPaletteOrder: 80
Valued:
Cost: 1500
CustomBuildTimeValue:
Value: 540
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:
RequiresPower:
CanPowerDown:
PowerupSound: EnablePower
PowerdownSound: DisablePower
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:
WithDecoration@primary:
RequiresSelection: true
Image: pips
Sequence: tag-primary
ReferencePoint: Top
ZOffset: 256
UpgradeTypes: primary
UpgradeMinEnabledLevel: 1
wall:
Inherits@1: ^SpriteActor
CombatDebugOverlay:
HiddenUnderShroud:
Buildable:
Queue: Building
Prerequisites: construction_yard, barracks
BuildPaletteOrder: 60
SoundOnDamageTransition:
DamagedSounds:
DestroyedSounds: EXPLSML4.WAV
Valued:
Cost: 20
CustomBuildTimeValue:
Value: 54
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: 2000
Shape: Rectangle
TopLeft: -512, -512
BottomRight: 512, 512
Armor:
Type: none
RevealsShroud:
Range: 2c768
Crushable:
CrushClasses: wall
BlocksProjectiles:
LineBuild:
Range: 5
NodeTypes: wall, turret
LineBuildNode:
Types: wall
Targetable:
TargetTypes: Ground, Wall
WithWallSpriteBody:
AutoTargetIgnore:
Sellable:
SellSounds: CHUNG.WAV
Guardable:
ThrowsShrapnel:
Weapons: Debris, Debris2, Debris3, Debris4
Pieces: 3, 7
Range: 2c0, 5c0
medium_gun_turret:
Inherits: ^Defense
Buildable:
Queue: Building
Prerequisites: construction_yard, barracks
BuildPaletteOrder: 90
Valued:
Cost: 550
CustomBuildTimeValue:
Value: 231
Tooltip:
Name: Gun Turret
Description: Defensive structure\n Strong vs Tanks\n Weak vs Infantry, Aircraft
Building:
Adjacent: 4
BuildSounds: CHUNG.WAV
Sellable:
SellSounds: CHUNG.WAV
Selectable:
Bounds: 32,32
Priority: 3
Health:
HP: 2700
Armor:
Type: heavy
RevealsShroud:
Range: 4c768
BodyOrientation:
QuantizedFacings: 32
WithMuzzleOverlay:
Turreted:
ROT: 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: construction_yard, outpost, upgrade.conyard, ~techlevel.medium
BuildPaletteOrder: 120
Valued:
Cost: 750
CustomBuildTimeValue:
Value: 270
Tooltip:
Name: Rocket Turret
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: 32,32
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:
ROT: 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: construction_yard, heavy_factory, upgrade.heavy, ~techlevel.medium
BuildPaletteOrder: 130
Valued:
Cost: 800
CustomBuildTimeValue:
Value: 324
Tooltip:
Name: Repair Pad
Description: Repairs vehicles\n Allows construction of MCVs
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
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: construction_yard, outpost, ~techlevel.medium
Queue: Building
BuildPaletteOrder: 110
Selectable:
Bounds: 96,68,0,12
Valued:
Cost: 1150
CustomBuildTimeValue:
Value: 405
Tooltip:
Name: High Tech Factory
Description: Unlocks advanced technology
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
SelectTargetSound:
DisplayBeacon: True
CameraActor: camera
WithProductionOverlay@WELDING:
Sequence: production-welding
Power:
Amount: -75
SelectionDecorations:
VisualBounds: 96,96
GlobalUpgradable:
Prerequisites: upgrade.hightech
Upgrades: stardecoration
WithDecoration@upgraded:
RequiresSelection: true
Image: pips
Sequence: tag-upgraded
ReferencePoint: Top, Right
ZOffset: 256
UpgradeTypes: stardecoration
UpgradeMinEnabledLevel: 1
research_centre:
Inherits: ^Building
Buildable:
Queue: Building
Prerequisites: construction_yard, outpost, heavy_factory, upgrade.heavy, ~techlevel.high
BuildPaletteOrder: 140
Selectable:
Bounds: 96,64,0,16
Valued:
Cost: 1000
CustomBuildTimeValue:
Value: 270
Tooltip:
Name: Ix Lab
Description: Unlocks experimental tanks
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: construction_yard, research_centre, ~techlevel.high
Queue: Building
BuildPaletteOrder: 150
Selectable:
Bounds: 96,96
Valued:
Cost: 1600
CustomBuildTimeValue:
Value: 810
Tooltip:
Name: Palace
Description: Unlocks elite infantry
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
BeginChargeSound: HI_PREP.AUD
EndChargeSound: HI_DHRDY.AUD
SelectTargetSound:
LaunchSound:
IncomingSound:
MissileWeapon: atomic
SpawnOffset: -512,1c171,0
DisplayBeacon: True
DisplayRadarPing: True
CameraActor: camera
ActivationSequence:
ProduceActorPower@fremen:
Description: Recruit Fremen
LongDesc: Elite sniper infantry unit \n Strong vs Infantry\n Weak vs Vehicles\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: