APC vs none decreased from 35 to 30 APC vs wood decreased from 35 to 25 APC vs heavy decreased from 35 to 25 Obelisk HP Increased from 600 (60000) to 750 (75000) APCs are doing to much damage vs structures and heavy armor. They are managing to kill Guard Towers, light tanks, and power plants to effectively in numbers between 5 and 10. This will help to prevent this from happening. A small decrease vs infantry allows rocket infantry to last just a little bit longer as well. Obelisk is getting a HP increase. Going from the old notes and responses happening now leaves me to believe its HP is to small. In one testing example an obelisk getting airstriked leaves it with no HP left. 4 minigunner shots and then it dies. Increasing the HP allows an expensive structure to stand longer.
1063 lines
22 KiB
YAML
1063 lines
22 KiB
YAML
FACT:
|
|
Inherits: ^BaseBuilding
|
|
Inherits@shape: ^3x2Shape
|
|
Valued:
|
|
Cost: 4000
|
|
Tooltip:
|
|
Name: Construction Yard
|
|
Building:
|
|
Footprint: xxx xxx ===
|
|
Dimensions: 3,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Health:
|
|
HP: 210000
|
|
Armor:
|
|
Type: Wood
|
|
RevealsShroud:
|
|
Range: 10c0
|
|
WithBuildingBib:
|
|
Production:
|
|
Produces: Building.GDI, Building.Nod, Defence.GDI, Defence.Nod
|
|
Transforms:
|
|
IntoActor: mcv
|
|
Offset: 1,1
|
|
Facing: 108
|
|
RequiresCondition: factundeploy
|
|
GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY:
|
|
Condition: factundeploy
|
|
Prerequisites: global-factundeploy
|
|
ProductionQueue@GDIBuilding:
|
|
Type: Building.GDI
|
|
Factions: gdi
|
|
Group: Building
|
|
LowPowerSlowdown: 2
|
|
QueuedAudio: Building
|
|
ReadyAudio: ConstructionComplete
|
|
ProductionQueue@NodBuilding:
|
|
Type: Building.Nod
|
|
Factions: nod
|
|
Group: Building
|
|
LowPowerSlowdown: 2
|
|
QueuedAudio: Building
|
|
ReadyAudio: ConstructionComplete
|
|
ProductionQueue@GDIDefense:
|
|
Type: Defence.GDI
|
|
Factions: gdi
|
|
Group: Defence
|
|
LowPowerSlowdown: 3
|
|
QueuedAudio: Building
|
|
ReadyAudio: ConstructionComplete
|
|
ProductionQueue@NodDefense:
|
|
Type: Defence.Nod
|
|
Factions: nod
|
|
Group: Defence
|
|
LowPowerSlowdown: 3
|
|
QueuedAudio: Building
|
|
ReadyAudio: ConstructionComplete
|
|
BaseBuilding:
|
|
ProductionBar@BuildingGDI:
|
|
ProductionType: Building.GDI
|
|
ProductionBar@BuildingNod:
|
|
ProductionType: Building.Nod
|
|
ProductionBar@DefenceGDI:
|
|
ProductionType: Defence.GDI
|
|
ProductionBar@DefenceNod:
|
|
ProductionType: Defence.Nod
|
|
BaseProvider:
|
|
Cooldown: 75
|
|
Range: 14c0
|
|
WithBuildingPlacedAnimation:
|
|
Power:
|
|
Amount: 0
|
|
ProvidesPrerequisite@buildingname:
|
|
Buildable:
|
|
Description: Builds structures
|
|
|
|
FACT.GDI:
|
|
Inherits: FACT
|
|
RenderSprites:
|
|
Image: fact
|
|
Buildable:
|
|
Queue: Building.GDI, Building.Nod
|
|
BuildPaletteOrder: 1000
|
|
Prerequisites: ~disabled
|
|
ForceFaction: gdi
|
|
Tooltip:
|
|
Name: Construction Yard (GDI)
|
|
|
|
FACT.NOD:
|
|
Inherits: FACT
|
|
RenderSprites:
|
|
Image: fact
|
|
Buildable:
|
|
Queue: Building.GDI, Building.Nod
|
|
BuildPaletteOrder: 1000
|
|
Prerequisites: ~disabled
|
|
ForceFaction: nod
|
|
Tooltip:
|
|
Name: Construction Yard (Nod)
|
|
|
|
NUKE:
|
|
Inherits: ^BaseBuilding
|
|
Inherits@shape: ^2x2Shape
|
|
HitShape:
|
|
TargetableOffsets: 630,299,0
|
|
Valued:
|
|
Cost: 500
|
|
Tooltip:
|
|
Name: Power Plant
|
|
ProvidesPrerequisite:
|
|
Prerequisite: anypower
|
|
Buildable:
|
|
BuildPaletteOrder: 10
|
|
Prerequisites: fact
|
|
Queue: Building.GDI, Building.Nod
|
|
Description: Generates power
|
|
Building:
|
|
Footprint: xX xx ==
|
|
Dimensions: 2,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Health:
|
|
HP: 50000
|
|
RevealsShroud:
|
|
Range: 4c0
|
|
WithBuildingBib:
|
|
Power:
|
|
Amount: 100
|
|
ScalePowerWithHealth:
|
|
|
|
NUK2:
|
|
Inherits: ^BaseBuilding
|
|
Inherits@shape: ^2x2Shape
|
|
HitShape:
|
|
TargetableOffsets: 630,299,0
|
|
Valued:
|
|
Cost: 800
|
|
Tooltip:
|
|
Name: Advanced Power Plant
|
|
ProvidesPrerequisite:
|
|
Prerequisite: anypower
|
|
Buildable:
|
|
BuildPaletteOrder: 80
|
|
Prerequisites: anyhq, ~techlevel.medium
|
|
Queue: Building.GDI, Building.Nod
|
|
Description: Provides more power, cheaper than the\nstandard Power Plant
|
|
Building:
|
|
Footprint: xX xx ==
|
|
Dimensions: 2,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Health:
|
|
HP: 70000
|
|
RevealsShroud:
|
|
Range: 4c0
|
|
WithBuildingBib:
|
|
Power:
|
|
Amount: 200
|
|
ScalePowerWithHealth:
|
|
|
|
PROC:
|
|
Inherits: ^BaseBuilding
|
|
HitShape:
|
|
Type: Rectangle
|
|
TopLeft: -1536, -512
|
|
BottomRight: 1536, 853
|
|
HitShape@TOP:
|
|
Type: Rectangle
|
|
TopLeft: -512, -1450
|
|
BottomRight: 896, -512
|
|
Valued:
|
|
Cost: 1500
|
|
Tooltip:
|
|
Name: Tiberium Refinery
|
|
Buildable:
|
|
BuildPaletteOrder: 20
|
|
Prerequisites: anypower
|
|
Queue: Building.GDI, Building.Nod
|
|
Description: Processes raw Tiberium\ninto useable resources
|
|
Building:
|
|
Footprint: _x_ xxx === ===
|
|
Dimensions: 3,4
|
|
LocalCenterOffset: 0,-512,0
|
|
Health:
|
|
HP: 100000
|
|
RevealsShroud:
|
|
Range: 6c0
|
|
WithBuildingBib:
|
|
Refinery:
|
|
DockAngle: 112
|
|
DockOffset: 0,2
|
|
IsDragRequired: True
|
|
DragOffset: -554,512,0
|
|
DragLength: 12
|
|
TickRate: 15
|
|
StoresResources:
|
|
PipColor: Green
|
|
PipCount: 10
|
|
Capacity: 700
|
|
Selectable:
|
|
Bounds: 72,56,0,12
|
|
DecorationBounds: 73,72
|
|
CustomSellValue:
|
|
Value: 500
|
|
FreeActor:
|
|
Actor: HARV
|
|
SpawnOffset: 1,2
|
|
Facing: 64
|
|
WithResources:
|
|
Power:
|
|
Amount: -40
|
|
ProvidesPrerequisite@buildingname:
|
|
SelectionDecorations:
|
|
|
|
SILO:
|
|
Inherits: ^BaseBuilding
|
|
Inherits@shape: ^2x1Shape
|
|
Valued:
|
|
Cost: 300
|
|
Tooltip:
|
|
Name: Tiberium Silo
|
|
Buildable:
|
|
BuildPaletteOrder: 35
|
|
Prerequisites: proc
|
|
Queue: Defence.GDI, Defence.Nod
|
|
Description: Stores processed Tiberium
|
|
Building:
|
|
Footprint: xx
|
|
Dimensions: 2,1
|
|
-GivesBuildableArea:
|
|
Health:
|
|
HP: 50000
|
|
RevealsShroud:
|
|
Range: 4c0
|
|
WithBuildingBib:
|
|
HasMinibib: Yes
|
|
RenderSprites:
|
|
WithSpriteBody:
|
|
WithSiloAnimation:
|
|
StoresResources:
|
|
PipCount: 10
|
|
PipColor: Green
|
|
Capacity: 3000
|
|
-EmitInfantryOnSell:
|
|
Power:
|
|
Amount: -10
|
|
MustBeDestroyed:
|
|
RequiredForShortGame: false
|
|
SelectionDecorations:
|
|
-AcceptsDeliveredCash:
|
|
Selectable:
|
|
DecorationBounds: 49,30
|
|
|
|
PYLE:
|
|
Inherits: ^BaseBuilding
|
|
HitShape:
|
|
UseTargetableCellsOffsets: false
|
|
TargetableOffsets: 0,0,0, 840,-256,0, 840,512,0, 210,-512,0, -71,512,0
|
|
Type: Rectangle
|
|
TopLeft: -1024, -1024
|
|
BottomRight: 1024, 640
|
|
Valued:
|
|
Cost: 500
|
|
Tooltip:
|
|
Name: Barracks
|
|
ProvidesPrerequisite:
|
|
Prerequisite: barracks
|
|
Buildable:
|
|
BuildPaletteOrder: 30
|
|
Prerequisites: anypower
|
|
Queue: Building.GDI
|
|
Description: Trains infantry
|
|
Building:
|
|
Footprint: xx xx ==
|
|
Dimensions: 2,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Health:
|
|
HP: 60000
|
|
RevealsShroud:
|
|
Range: 5c0
|
|
WithBuildingBib:
|
|
RallyPoint:
|
|
Exit@1:
|
|
SpawnOffset: -426,85,0
|
|
ExitCell: 0,1
|
|
Exit@2:
|
|
SpawnOffset: 298,298,0
|
|
ExitCell: 1,1
|
|
Production:
|
|
Produces: Infantry.GDI
|
|
ProductionQueue:
|
|
Type: Infantry.GDI
|
|
Group: Infantry
|
|
RequireOwner: false
|
|
LowPowerSlowdown: 3
|
|
ProductionBar:
|
|
Power:
|
|
Amount: -20
|
|
ProvidesPrerequisite@buildingname:
|
|
Selectable:
|
|
Bounds: 48,42,0,-5
|
|
|
|
HAND:
|
|
Inherits: ^BaseBuilding
|
|
Inherits@shape: ^2x2Shape
|
|
HitShape:
|
|
UseTargetableCellsOffsets: false
|
|
TargetableOffsets: 0,0,0, 630,-512,0, 355,512,0, -281,-512,0, -630,512,0
|
|
Valued:
|
|
Cost: 500
|
|
Tooltip:
|
|
Name: Hand of Nod
|
|
ProvidesPrerequisite:
|
|
Prerequisite: barracks
|
|
Buildable:
|
|
BuildPaletteOrder: 30
|
|
Prerequisites: anypower
|
|
Queue: Building.Nod
|
|
Description: Trains infantry
|
|
Building:
|
|
Footprint: xx xx ==
|
|
Dimensions: 2,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Health:
|
|
HP: 60000
|
|
RevealsShroud:
|
|
Range: 5c0
|
|
WithBuildingBib:
|
|
RallyPoint:
|
|
Offset: 1,2
|
|
Exit@1:
|
|
SpawnOffset: 512,1024,0
|
|
ExitCell: 1,2
|
|
Production:
|
|
Produces: Infantry.Nod
|
|
ProductionQueue:
|
|
Type: Infantry.Nod
|
|
Group: Infantry
|
|
RequireOwner: false
|
|
LowPowerSlowdown: 3
|
|
ProductionBar:
|
|
Power:
|
|
Amount: -20
|
|
ProvidesPrerequisite@buildingname:
|
|
Selectable:
|
|
Bounds: 48,48
|
|
DecorationBounds: 48,68,0,-10
|
|
SelectionDecorations:
|
|
|
|
AFLD:
|
|
Inherits: ^BaseBuilding
|
|
HitShape:
|
|
TargetableOffsets: 0,0,0, 0,-512,256, 0,-1451,384, 0,512,128, 0,1536,85
|
|
Type: Rectangle
|
|
TopLeft: -2048, -1024
|
|
BottomRight: 2048, 1024
|
|
Valued:
|
|
Cost: 2000
|
|
Tooltip:
|
|
Name: Airstrip
|
|
ProvidesPrerequisite:
|
|
Prerequisite: vehicleproduction
|
|
Buildable:
|
|
BuildPaletteOrder: 40
|
|
Prerequisites: proc
|
|
Queue: Building.Nod
|
|
Description: Provides a dropzone\nfor vehicle reinforcements
|
|
Building:
|
|
Footprint: XXXX xxxx ====
|
|
Dimensions: 4,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Health:
|
|
HP: 110000
|
|
RevealsShroud:
|
|
Range: 7c0
|
|
WithBuildingBib:
|
|
WithIdleOverlay@DISH:
|
|
Sequence: idle-dish
|
|
RallyPoint:
|
|
Offset: 4,2
|
|
Exit@1:
|
|
SpawnOffset: -1024,0,0
|
|
ExitCell: 3,1
|
|
ProductionAirdrop:
|
|
Produces: Vehicle.Nod
|
|
WithDeliveryAnimation:
|
|
ProductionQueue:
|
|
Type: Vehicle.Nod
|
|
Group: Vehicle
|
|
RequireOwner: false
|
|
LowPowerSlowdown: 3
|
|
ReadyAudio:
|
|
ProductionBar:
|
|
Power:
|
|
Amount: -50
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
WEAP:
|
|
Inherits: ^BaseBuilding
|
|
Inherits@shape: ^3x2Shape
|
|
HitShape:
|
|
TargetableOffsets: 0,0,0, 0,1024,0, 0,-1024,0
|
|
Type: Rectangle
|
|
TopLeft: -1536, -1024
|
|
BottomRight: 1536, 512
|
|
Valued:
|
|
Cost: 2000
|
|
Tooltip:
|
|
Name: Weapons Factory
|
|
ProvidesPrerequisite:
|
|
Prerequisite: vehicleproduction
|
|
Buildable:
|
|
BuildPaletteOrder: 40
|
|
Prerequisites: proc
|
|
Queue: Building.GDI
|
|
Description: Produces vehicles
|
|
Building:
|
|
Footprint: xxx === ===
|
|
Dimensions: 3,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Selectable:
|
|
Bounds: 72,48
|
|
DecorationBounds: 72,64,0,-16
|
|
SelectionDecorations:
|
|
Health:
|
|
HP: 110000
|
|
RevealsShroud:
|
|
Range: 4c0
|
|
WithBuildingBib:
|
|
WithProductionDoorOverlay:
|
|
Sequence: build-top
|
|
RallyPoint:
|
|
Offset: 0,2
|
|
Exit@1:
|
|
SpawnOffset: -512,-512,0
|
|
ExitCell: 0,1
|
|
ExitDelay: 3
|
|
Production:
|
|
Produces: Vehicle.GDI
|
|
ProductionQueue:
|
|
Type: Vehicle.GDI
|
|
RequireOwner: false
|
|
Group: Vehicle
|
|
LowPowerSlowdown: 3
|
|
ProductionBar:
|
|
Power:
|
|
Amount: -50
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
HPAD:
|
|
Inherits: ^BaseBuilding
|
|
Inherits@shape: ^2x2Shape
|
|
HitShape:
|
|
UseTargetableCellsOffsets: false
|
|
TargetableOffsets: 0,0,0, 768,-512,0, 768,512,0, -281,-512,0, -630,512,0
|
|
Valued:
|
|
Cost: 1000
|
|
Tooltip:
|
|
Name: Helipad
|
|
Buildable:
|
|
BuildPaletteOrder: 50
|
|
Prerequisites: proc
|
|
Queue: Building.GDI, Building.Nod
|
|
Description: Produces, rearms and\nrepairs helicopters
|
|
Building:
|
|
Footprint: xx xx
|
|
Dimensions: 2,2
|
|
Health:
|
|
HP: 60000
|
|
RevealsShroud:
|
|
Range: 5c0
|
|
Exit@1:
|
|
SpawnOffset: 0,-256,0
|
|
Production:
|
|
Produces: Aircraft.GDI, Aircraft.Nod
|
|
Reservable:
|
|
RepairsUnits:
|
|
HpPerStep: 1000
|
|
PlayerExperience: 25
|
|
WithRepairAnimation:
|
|
RallyPoint:
|
|
ProductionQueue@GDI:
|
|
Type: Aircraft.GDI
|
|
Factions: gdi
|
|
Group: Aircraft
|
|
LowPowerSlowdown: 3
|
|
ProductionQueue@Nod:
|
|
Type: Aircraft.Nod
|
|
Factions: nod
|
|
Group: Aircraft
|
|
LowPowerSlowdown: 3
|
|
ProductionBar@GDI:
|
|
ProductionType: Aircraft.GDI
|
|
ProductionBar@Nod:
|
|
ProductionType: Aircraft.Nod
|
|
Power:
|
|
Amount: -10
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
HQ:
|
|
Inherits: ^BaseBuilding
|
|
Inherits@IDISABLE: ^DisabledOverlay
|
|
HitShape:
|
|
TargetableOffsets: 0,0,0, 0,512,0, 420,-598,256
|
|
Type: Rectangle
|
|
TopLeft: -1024, -384
|
|
BottomRight: 1024, 1024
|
|
Valued:
|
|
Cost: 1000
|
|
Tooltip:
|
|
Name: Communications Center
|
|
ProvidesPrerequisite:
|
|
Prerequisite: anyhq
|
|
Buildable:
|
|
BuildPaletteOrder: 70
|
|
Prerequisites: proc, ~techlevel.medium
|
|
Queue: Building.GDI, Building.Nod
|
|
Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate.
|
|
Building:
|
|
Footprint: X_ xx ==
|
|
Dimensions: 2,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Selectable:
|
|
Bounds: 48,40,0,9
|
|
DecorationBounds: 48,53,0,-4
|
|
SelectionDecorations:
|
|
WithSpriteBody:
|
|
PauseOnCondition: lowpower
|
|
Health:
|
|
HP: 80000
|
|
RevealsShroud:
|
|
Range: 10c0
|
|
WithBuildingBib:
|
|
ProvidesRadar:
|
|
RequiresCondition: !lowpower
|
|
RenderDetectionCircle:
|
|
DetectCloaked:
|
|
Range: 5c0
|
|
RequiresCondition: !lowpower
|
|
AirstrikePower:
|
|
PauseOnCondition: lowpower
|
|
Prerequisites: ~techlevel.superweapons
|
|
Icon: airstrike
|
|
ChargeInterval: 6000
|
|
SquadSize: 3
|
|
QuantizedFacings: 8
|
|
Description: Air Strike
|
|
LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
|
|
EndChargeSpeechNotification: AirstrikeReady
|
|
SelectTargetSpeechNotification: SelectTarget
|
|
InsufficientPowerSpeechNotification: InsufficientPower
|
|
IncomingSpeechNotification: EnemyPlanesApproaching
|
|
UnitType: a10
|
|
DisplayBeacon: True
|
|
BeaconPoster: airstrike
|
|
BeaconPosterPalette: beaconposter
|
|
DisplayRadarPing: True
|
|
CameraActor: camera
|
|
ArrowSequence: arrow
|
|
ClockSequence: clock
|
|
CircleSequence: circles
|
|
SupportPowerChargeBar:
|
|
Power:
|
|
Amount: -50
|
|
|
|
FIX:
|
|
Inherits: ^BaseBuilding
|
|
HitShape:
|
|
Type: Rectangle
|
|
TopLeft: -1536, -683
|
|
BottomRight: 1536, 768
|
|
HitShape@TOPANDBOTTOM:
|
|
TargetableOffsets: 840,0,0, -1060,0,0
|
|
Type: Rectangle
|
|
TopLeft: -640, -980
|
|
BottomRight: 640, 1110
|
|
Valued:
|
|
Cost: 500
|
|
Tooltip:
|
|
Name: Repair Facility
|
|
Buildable:
|
|
BuildPaletteOrder: 60
|
|
Prerequisites: vehicleproduction
|
|
Queue: Building.GDI, Building.Nod
|
|
Description: Repairs vehicles
|
|
Building:
|
|
Footprint: _X_ xxx _X_
|
|
Dimensions: 3,3
|
|
Selectable:
|
|
Bounds: 64,34,0,3
|
|
DecorationBounds: 72,48
|
|
SelectionDecorations:
|
|
Health:
|
|
HP: 80000
|
|
RevealsShroud:
|
|
Range: 5c0
|
|
WithBuildingBib:
|
|
HasMinibib: Yes
|
|
Reservable:
|
|
RepairsUnits:
|
|
HpPerStep: 1000
|
|
Interval: 15
|
|
PlayerExperience: 25
|
|
RallyPoint:
|
|
WithRepairAnimation:
|
|
Power:
|
|
Amount: -30
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
EYE:
|
|
Inherits: ^BaseBuilding
|
|
Inherits@IDISABLE: ^DisabledOverlay
|
|
HitShape:
|
|
TargetableOffsets: 0,0,0, 0,512,128, 420,-598,213
|
|
Type: Rectangle
|
|
TopLeft: -1024, -384
|
|
BottomRight: 1024, 1024
|
|
Valued:
|
|
Cost: 1800
|
|
Tooltip:
|
|
Name: Advanced Communications Center
|
|
ProvidesPrerequisite:
|
|
Prerequisite: anyhq
|
|
Buildable:
|
|
BuildPaletteOrder: 100
|
|
Prerequisites: anyhq, ~techlevel.high
|
|
Queue: Building.GDI
|
|
Description: Provides radar and Orbital Ion Cannon support power.\nUnlocks Mammoth Tank and Commando.\nRequires power to operate.
|
|
Building:
|
|
Footprint: X_ xx ==
|
|
Dimensions: 2,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Selectable:
|
|
Bounds: 48,40,0,9
|
|
DecorationBounds: 48,53,0,-4
|
|
SelectionDecorations:
|
|
WithSpriteBody:
|
|
PauseOnCondition: lowpower
|
|
Health:
|
|
HP: 130000
|
|
RevealsShroud:
|
|
Range: 10c0
|
|
WithBuildingBib:
|
|
ProvidesRadar:
|
|
RequiresCondition: !lowpower
|
|
RenderDetectionCircle:
|
|
DetectCloaked:
|
|
Range: 5c0
|
|
RequiresCondition: !lowpower
|
|
IonCannonPower:
|
|
PauseOnCondition: lowpower
|
|
Prerequisites: ~techlevel.superweapons
|
|
Icon: ioncannon
|
|
Cursor: ioncannon
|
|
ChargeInterval: 6750
|
|
Description: Ion Cannon
|
|
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
|
|
BeginChargeSpeechNotification: IonCannonCharging
|
|
EndChargeSpeechNotification: IonCannonReady
|
|
SelectTargetSpeechNotification: SelectTarget
|
|
InsufficientPowerSpeechNotification: InsufficientPower
|
|
OnFireSound: ion1.aud
|
|
DisplayRadarPing: True
|
|
CameraActor: camera.small
|
|
SupportPowerChargeBar:
|
|
Power:
|
|
Amount: -200
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
TMPL:
|
|
Inherits: ^BaseBuilding
|
|
Inherits@IDISABLE: ^DisabledOverlay
|
|
Inherits@shape: ^3x2Shape
|
|
HitShape:
|
|
UseTargetableCellsOffsets: false
|
|
TargetableOffsets: 0,0,0, 0,-896,0, 0,896,0, 840,0,0, -706,0,0, -706,-768,0, -706,640,0
|
|
Valued:
|
|
Cost: 2000
|
|
Tooltip:
|
|
Name: Temple of Nod
|
|
ProvidesPrerequisite:
|
|
Prerequisite: anyhq
|
|
Buildable:
|
|
BuildPaletteOrder: 100
|
|
Prerequisites: anyhq, ~techlevel.high
|
|
Queue: Building.Nod
|
|
Description: Provides Nuclear Strike support power.\nUnlocks Stealth Tank, Chem. Warrior and Obelisk of Light.\nRequires power to operate.
|
|
Building:
|
|
Footprint: xxx xxx ===
|
|
Dimensions: 3,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Selectable:
|
|
Bounds: 72,48
|
|
DecorationBounds: 72,68,0,-12
|
|
SelectionDecorations:
|
|
Health:
|
|
HP: 210000
|
|
RevealsShroud:
|
|
Range: 6c0
|
|
WithBuildingBib:
|
|
RenderDetectionCircle:
|
|
DetectCloaked:
|
|
Range: 5c0
|
|
RequiresCondition: !lowpower
|
|
NukePower:
|
|
PauseOnCondition: lowpower
|
|
Prerequisites: ~techlevel.superweapons
|
|
Icon: abomb
|
|
Cursor: nuke
|
|
ChargeInterval: 9000
|
|
Description: Nuclear Strike
|
|
LongDesc: Launch a tactical nuclear warhead.\nApplies heavy damage over a large area.
|
|
EndChargeSpeechNotification: NuclearWeaponAvailable
|
|
SelectTargetSpeechNotification: SelectTarget
|
|
InsufficientPowerSpeechNotification: InsufficientPower
|
|
LaunchSpeechNotification: NuclearWeaponLaunched
|
|
IncomingSpeechNotification: NuclearWarheadApproaching
|
|
MissileWeapon: atomic
|
|
MissileDelay: 11
|
|
SpawnOffset: 3c0,0,-1c512
|
|
DisplayBeacon: True
|
|
BeaconPoster: atomic
|
|
BeaconPosterPalette: beaconposter
|
|
DisplayRadarPing: True
|
|
CameraRange: 10c0
|
|
ArrowSequence: arrow
|
|
ClockSequence: clock
|
|
CircleSequence: circles
|
|
WithNukeLaunchAnimation:
|
|
WithNukeLaunchOverlay:
|
|
Sequence: smoke
|
|
SupportPowerChargeBar:
|
|
Power:
|
|
Amount: -150
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
GUN:
|
|
Inherits: ^Defense
|
|
Inherits@AUTOTARGET: ^AutoTargetGround
|
|
Valued:
|
|
Cost: 600
|
|
Tooltip:
|
|
Name: Turret
|
|
Buildable:
|
|
BuildPaletteOrder: 45
|
|
Prerequisites: barracks
|
|
Queue: Defence.GDI, Defence.Nod
|
|
BuildDuration: 1440
|
|
BuildDurationModifier: 40
|
|
Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry
|
|
Building:
|
|
Health:
|
|
HP: 41000
|
|
Armor:
|
|
Type: Heavy
|
|
RevealsShroud:
|
|
Range: 6c0
|
|
WithBuildingBib:
|
|
HasMinibib: Yes
|
|
Turreted:
|
|
TurnSpeed: 12
|
|
InitialFacing: 56
|
|
-WithSpriteBody:
|
|
WithEmbeddedTurretSpriteBody:
|
|
Armament:
|
|
Weapon: TurretGun
|
|
LocalOffset: 512,0,112
|
|
MuzzleSequence: muzzle
|
|
AttackTurreted:
|
|
WithMuzzleOverlay:
|
|
-WithDeathAnimation:
|
|
DetectCloaked:
|
|
Range: 3c0
|
|
Power:
|
|
Amount: -20
|
|
BodyOrientation:
|
|
UseClassicFacingFudge: True
|
|
|
|
SAM:
|
|
Inherits: ^Defense
|
|
Inherits@IDISABLE: ^DisabledOverlay
|
|
Inherits@AUTOTARGET: ^AutoTargetAir
|
|
Inherits@shape: ^2x1Shape
|
|
HitShape:
|
|
Type: Rectangle
|
|
TopLeft: -768,-512
|
|
BottomRight: 768,512
|
|
Valued:
|
|
Cost: 650
|
|
Tooltip:
|
|
Name: SAM Site
|
|
Buildable:
|
|
BuildPaletteOrder: 50
|
|
Prerequisites: hand
|
|
Queue: Defence.Nod
|
|
BuildDuration: 1700
|
|
BuildDurationModifier: 40
|
|
Description: Anti-Aircraft base defense.\n Strong vs Aircraft\n Cannot target Ground units.
|
|
Building:
|
|
Footprint: xx
|
|
Dimensions: 2,1
|
|
Health:
|
|
HP: 40000
|
|
Armor:
|
|
Type: Heavy
|
|
RevealsShroud:
|
|
Range: 6c0
|
|
Turreted:
|
|
TurnSpeed: 10
|
|
InitialFacing: 0
|
|
RealignDelay: -1
|
|
-WithSpriteBody:
|
|
WithEmbeddedTurretSpriteBody:
|
|
Armament:
|
|
Weapon: Dragon
|
|
MuzzleSequence: muzzle
|
|
AttackPopupTurreted:
|
|
PauseOnCondition: lowpower
|
|
WithMuzzleOverlay:
|
|
-RenderDetectionCircle:
|
|
Power:
|
|
Amount: -20
|
|
BodyOrientation:
|
|
UseClassicFacingFudge: True
|
|
|
|
OBLI:
|
|
Inherits: ^Defense
|
|
Inherits@IDISABLE: ^DisabledOverlay
|
|
Inherits@AUTOTARGET: ^AutoTargetGround
|
|
Valued:
|
|
Cost: 1500
|
|
Tooltip:
|
|
Name: Obelisk of Light
|
|
Buildable:
|
|
BuildPaletteOrder: 60
|
|
Prerequisites: tmpl, ~techlevel.high
|
|
Queue: Defence.Nod
|
|
BuildDuration: 3120
|
|
BuildDurationModifier: 40
|
|
Description: Advanced base defense.\nRequires power to operate.\n Strong vs all Ground units\n Cannot target Aircraft
|
|
Selectable:
|
|
Bounds: 24,24
|
|
DecorationBounds: 22,44,0,-10
|
|
SelectionDecorations:
|
|
Health:
|
|
HP: 75000
|
|
Armor:
|
|
Type: Heavy
|
|
RevealsShroud:
|
|
Range: 8c0
|
|
WithBuildingBib:
|
|
HasMinibib: Yes
|
|
WithChargeAnimation:
|
|
Armament:
|
|
Weapon: Laser
|
|
LocalOffset: 0,-85,1280
|
|
AttackCharges:
|
|
PauseOnCondition: lowpower
|
|
ChargeLevel: 50
|
|
ChargingCondition: charging
|
|
AmbientSound:
|
|
RequiresCondition: charging
|
|
SoundFiles: obelpowr.aud
|
|
Interval: 30, 40
|
|
-EmitInfantryOnSell:
|
|
DetectCloaked:
|
|
Range: 5c0
|
|
RequiresCondition: !lowpower
|
|
Power:
|
|
Amount: -90
|
|
|
|
GTWR:
|
|
Inherits: ^Defense
|
|
Inherits@AUTOTARGET: ^AutoTargetGround
|
|
Valued:
|
|
Cost: 600
|
|
Tooltip:
|
|
Name: Guard Tower
|
|
Buildable:
|
|
BuildPaletteOrder: 40
|
|
Prerequisites: barracks
|
|
Queue: Defence.GDI, Defence.Nod
|
|
BuildDuration: 1440
|
|
BuildDurationModifier: 40
|
|
Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks
|
|
Building:
|
|
Health:
|
|
HP: 40000
|
|
RevealsShroud:
|
|
Range: 7c0
|
|
WithBuildingBib:
|
|
HasMinibib: Yes
|
|
Armament:
|
|
Weapon: HighV
|
|
LocalOffset: 256,0,256
|
|
MuzzleSequence: muzzle
|
|
AttackTurreted:
|
|
BodyOrientation:
|
|
QuantizedFacings: 8
|
|
DetectCloaked:
|
|
Range: 3c0
|
|
WithMuzzleOverlay:
|
|
Turreted:
|
|
TurnSpeed: 255
|
|
Power:
|
|
Amount: -10
|
|
|
|
ATWR:
|
|
Inherits: ^Defense
|
|
Inherits@IDISABLE: ^DisabledOverlay
|
|
Inherits@AUTOTARGET: ^AutoTargetAll
|
|
Valued:
|
|
Cost: 1000
|
|
Tooltip:
|
|
Name: Advanced Guard Tower
|
|
Buildable:
|
|
BuildPaletteOrder: 60
|
|
Prerequisites: anyhq, ~techlevel.medium
|
|
Queue: Defence.GDI
|
|
BuildDuration: 2880
|
|
BuildDurationModifier: 40
|
|
Description: All-purpose defensive structure.\n Strong vs Aircraft, Tanks\n Weak vs Infantry
|
|
Selectable:
|
|
Bounds: 24,24
|
|
DecorationBounds: 22,48,0,-12
|
|
SelectionDecorations:
|
|
Health:
|
|
HP: 55000
|
|
Armor:
|
|
Type: Heavy
|
|
RevealsShroud:
|
|
Range: 8c0
|
|
WithBuildingBib:
|
|
HasMinibib: Yes
|
|
Turreted:
|
|
TurnSpeed: 255
|
|
Offset: 128,128,384
|
|
Armament@PRIMARY:
|
|
Weapon: TowerMissile
|
|
LocalOffset: 256,128,0, 256,-128,0
|
|
LocalYaw: -100,100
|
|
Armament@SECONDARY:
|
|
Weapon: TowerAAMissile
|
|
LocalOffset: 256,128,0, 256,-128,0
|
|
LocalYaw: -100,100
|
|
AttackTurreted:
|
|
PauseOnCondition: lowpower
|
|
BodyOrientation:
|
|
QuantizedFacings: 8
|
|
DetectCloaked:
|
|
Range: 5c0
|
|
RequiresCondition: !lowpower
|
|
Power:
|
|
Amount: -50
|
|
|
|
SBAG:
|
|
Inherits: ^Wall
|
|
Valued:
|
|
Cost: 25
|
|
CustomSellValue:
|
|
Value: 0
|
|
Tooltip:
|
|
Name: Sandbag Barrier
|
|
Buildable:
|
|
BuildPaletteOrder: 20
|
|
Prerequisites: fact
|
|
Queue: Defence.GDI
|
|
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
|
|
Armor:
|
|
Type: Light
|
|
LineBuild:
|
|
Range: 8
|
|
NodeTypes: sandbag
|
|
LineBuildNode:
|
|
Types: sandbag
|
|
WithWallSpriteBody:
|
|
Type: sandbag
|
|
|
|
CYCL:
|
|
Inherits: ^Wall
|
|
Valued:
|
|
Cost: 25
|
|
CustomSellValue:
|
|
Value: 0
|
|
Tooltip:
|
|
Name: Chain Link Barrier
|
|
Buildable:
|
|
BuildPaletteOrder: 20
|
|
Prerequisites: fact
|
|
Queue: Defence.Nod
|
|
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
|
|
Armor:
|
|
Type: Light
|
|
LineBuild:
|
|
Range: 8
|
|
NodeTypes: chain
|
|
LineBuildNode:
|
|
Types: chain
|
|
WithWallSpriteBody:
|
|
Type: chain
|
|
|
|
BRIK:
|
|
Inherits: ^Wall
|
|
Valued:
|
|
Cost: 150
|
|
CustomSellValue:
|
|
Value: 0
|
|
Tooltip:
|
|
Name: Concrete Barrier
|
|
Buildable:
|
|
BuildPaletteOrder: 30
|
|
Prerequisites: vehicleproduction
|
|
Queue: Defence.GDI, Defence.Nod
|
|
BuildDuration: 500
|
|
BuildDurationModifier: 40
|
|
Description: Stops infantry and most tanks.\nBlocks some projectiles.
|
|
Health:
|
|
HP: 25000
|
|
Armor:
|
|
Type: Heavy
|
|
BlocksProjectiles:
|
|
Crushable:
|
|
CrushClasses: heavywall
|
|
-CrushSound:
|
|
SoundOnDamageTransition:
|
|
DestroyedSounds: crumble.aud
|
|
LineBuild:
|
|
Range: 8
|
|
NodeTypes: concrete
|
|
LineBuildNode:
|
|
Types: concrete
|
|
WithWallSpriteBody:
|
|
Type: concrete
|
|
|
|
BARRACKS:
|
|
AlwaysVisible:
|
|
Interactable:
|
|
Tooltip:
|
|
Name: Infantry Production
|
|
Buildable:
|
|
Description: Infantry Production
|
|
|
|
VEHICLEPRODUCTION:
|
|
AlwaysVisible:
|
|
Interactable:
|
|
Tooltip:
|
|
Name: Vehicle Production
|
|
Buildable:
|
|
Description: Vehicle Production
|
|
|
|
ANYPOWER:
|
|
AlwaysVisible:
|
|
Interactable:
|
|
Tooltip:
|
|
Name: Power Plant
|
|
Buildable:
|
|
Description: Power Plant
|
|
|
|
ANYHQ:
|
|
AlwaysVisible:
|
|
Interactable:
|
|
Tooltip:
|
|
Name: a communications center
|
|
Buildable:
|
|
Description: a communications center
|