1282 lines
33 KiB
YAML
1282 lines
33 KiB
YAML
^concrete:
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AlwaysVisible:
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Interactable:
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D2kBuilding:
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TerrainTypes: Rock
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BuildSounds: CHUNG.WAV
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AllowInvalidPlacement: true
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FootprintPlaceBuildingPreview:
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RequiresBuildableArea:
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AreaTypes: building
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Adjacent: 4
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Tooltip:
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Name: Concrete
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GenericName: Structure
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RenderSprites:
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KillsSelf:
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RemoveInstead: true
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Buildable:
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Queue: Building
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BuildPaletteOrder: 10
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Description: Provides a strong foundation that prevents\ndamage from the terrain.
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concretea:
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Inherits: ^concrete
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D2kBuilding:
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Footprint: xx xx
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Dimensions: 2,2
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Tooltip:
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Name: Concrete Slab
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Encyclopedia:
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Description: If buildings are not placed on concrete, they will be damaged. Buildings can be repaired, but unless the building sits completely on concrete, the building will suffer continual weathering damage from the erosive desert environment.\n\nConcrete is vulnerable to most weapon types. Concrete cannot be repaired if damaged.
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Category: Buildings
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Order: 10
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Valued:
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Cost: 20
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Buildable:
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BuildPaletteOrder: 110
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Prerequisites: ~!global-auto-concrete
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BuildDuration: 62
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BuildDurationModifier: 100
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WithSpriteBody:
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Sequence: preview
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concreteb:
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Inherits: ^concrete
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D2kBuilding:
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Footprint: xxx xxx xxx
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Dimensions: 3,3
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Tooltip:
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Name: Large Concrete Slab
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Valued:
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Cost: 50
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Buildable:
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BuildPaletteOrder: 210
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Prerequisites: upgrade.conyard, ~!global-auto-concrete
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BuildDuration: 94
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BuildDurationModifier: 100
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construction_yard:
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Inherits: ^Building
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Inherits@PRIMARY: ^PrimaryBuilding
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Inherits@UPGRADEABLE: ^Upgradeable
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Buildable:
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Description: Produces structures.
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D2kBuilding:
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Footprint: xxx xxx ===
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Dimensions: 3,3
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LocalCenterOffset: 0,-512,0
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-ConcretePrerequisites:
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Encyclopedia:
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Description: The Construction Yard is the foundation of any base built on Arrakis. Construction Yards produce a small amount of power and are required for the building of any new structures. Protect this structure! It is critical to the success of your base.\n\nConstruction yards are fairly strong, but vulnerable in varying degrees to all types of weapons.
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Category: Buildings
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Order: 0
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WithBuildingBib:
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Selectable:
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Bounds: 3072, 2048
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Health:
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HP: 30000
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HitShape:
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Type: Rectangle
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TopLeft: -1536, -1024
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BottomRight: 1536, 1024
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Armor:
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Type: cy
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RevealsShroud:
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Range: 5c768
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Production:
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Produces: Building, Upgrade
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Valued:
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Cost: 2000
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Tooltip:
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Name: Construction Yard
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CustomSellValue:
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Value: 2000
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SpawnActorsOnSell:
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ActorTypes: light_inf
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GuaranteedActorTypes: light_inf, engineer
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BaseBuilding:
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ProductionBar:
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ProductionType: Building
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Power:
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Amount: 20
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RenderSprites:
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Image: conyard.ordos
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FactionImages:
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atreides: conyard.atreides
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fremen: conyard.atreides
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harkonnen: conyard.harkonnen
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corrino: conyard.harkonnen
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WithBuildingPlacedOverlay:
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RequiresCondition: !build-incomplete
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Palette: d2k
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PrimaryBuilding:
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ProductionQueues: Building
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ProvidesPrerequisite@buildingname:
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GrantConditionOnPrerequisite@UPGRADEABLE:
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Prerequisites: upgrade.conyard
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RevealOnDeath:
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Radius: 5c768
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wind_trap:
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Inherits: ^Building
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Buildable:
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Queue: Building
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BuildPaletteOrder: 120
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BuildDuration: 208
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BuildDurationModifier: 100
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Description: Provides power for other structures.
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Selectable:
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Bounds: 2048, 2048
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Valued:
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Cost: 225
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Tooltip:
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Name: Wind Trap
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D2kBuilding:
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Footprint: xx xx ==
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Dimensions: 2,3
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LocalCenterOffset: 0,-512,0
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Encyclopedia:
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Description: Wind Traps provide power and water to an installation. Large, above-ground ducts funnel wind currents underground into massive turbines which power generators and humidity extractors.\n\nWind Traps are vulnerable to most types of weapons.
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Category: Buildings
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Order: 20
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Health:
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HP: 30000
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HitShape:
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Type: Rectangle
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TopLeft: -1024, -1024
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BottomRight: 1024, 1024
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Armor:
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Type: building
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RevealsShroud:
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Range: 3c768
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RenderSprites:
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Image: power.ordos
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FactionImages:
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atreides: power.atreides
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fremen: power.atreides
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harkonnen: power.harkonnen
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corrino: power.harkonnen
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WithBuildingBib:
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WithIdleOverlay@ZAPS:
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RequiresCondition: !build-incomplete
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Sequence: idle-zaps
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Power:
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Amount: 200
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ScalePowerWithHealth:
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ProvidesPrerequisite@buildingname:
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RevealOnDeath:
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Radius: 3c768
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barracks:
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Inherits: ^Building
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Inherits@PRIMARY: ^PrimaryBuilding
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Inherits@UPGRADEABLE: ^Upgradeable
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Buildable:
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Prerequisites: wind_trap
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Queue: Building
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BuildPaletteOrder: 220
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BuildDuration: 268
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BuildDurationModifier: 100
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Description: Trains infantry.
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Selectable:
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Bounds: 2048, 2048
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Valued:
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Cost: 225
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Tooltip:
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Name: Barracks
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D2kBuilding:
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Footprint: xx xx ==
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Dimensions: 2,3
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LocalCenterOffset: 0,-512,0
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Encyclopedia:
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Description: Barracks are required to produce and train light infantry units. Barracks can be upgraded for the production of more advanced infantry in later missions.\n\nBarracks are vulnerable to most types of weapons.
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Category: Buildings
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Order: 30
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Health:
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HP: 32000
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HitShape:
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Type: Rectangle
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TopLeft: -1024, -1024
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BottomRight: 1024, 1024
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Armor:
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Type: building
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RevealsShroud:
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Range: 3c768
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RallyPoint:
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ForceSetType: Infantry
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CommandBarBlacklist:
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DisableStop: false
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Exit@1:
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SpawnOffset: 352,576,0
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ExitCell: 0,2
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Exit@2:
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SpawnOffset: 512,480,0
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ExitCell: 1,2
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Production:
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Produces: Infantry, Upgrade
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PrimaryBuilding:
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ProductionQueues: Infantry
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ProductionBar:
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ProductionType: Infantry
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ProvidesPrerequisite@atreides:
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Prerequisite: barracks.atreides
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Factions: atreides
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ProvidesPrerequisite@ordos:
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Prerequisite: barracks.ordos
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Factions: ordos
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ProvidesPrerequisite@harkonnen:
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Prerequisite: barracks.harkonnen
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Factions: harkonnen
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Power:
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Amount: -30
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RenderSprites:
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Image: barracks.ordos
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FactionImages:
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atreides: barracks.atreides
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fremen: barracks.atreides
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harkonnen: barracks.harkonnen
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corrino: barracks.harkonnen
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WithBuildingBib:
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ProvidesPrerequisite@buildingname:
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GrantConditionOnPrerequisite@UPGRADEABLE:
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Prerequisites: upgrade.barracks
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RevealOnDeath:
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Radius: 3c768
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refinery:
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Inherits: ^Building
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Buildable:
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Prerequisites: wind_trap
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Queue: Building
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BuildPaletteOrder: 130
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BuildDuration: 625
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BuildDurationModifier: 100
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Description: Harvesters unload Spice here for processing.
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Selectable:
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Bounds: 3072, 2048
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Valued:
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Cost: 1500
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Tooltip:
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Name: Spice Refinery
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D2kBuilding:
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Footprint: =xx xx= ===
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Dimensions: 3,3
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LocalCenterOffset: 0,-512,0
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Encyclopedia:
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Description: The Refinery is the basis of all Spice production on Dune. Harvesters transport mined Spice to the Refinery where it is converted into credits. Refined Spice is automatically distributed among the Silos and Refineries for storage. A refinery can store 2000 spice. A Spice Harvester is delivered via Carryall once a Refinery is built.\n\nRefineries are vulnerable to most types of weapons.
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Category: Buildings
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Order: 40
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Health:
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HP: 30000
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HitShape:
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Type: Rectangle
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TopLeft: -512, -1024
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BottomRight: 1536, 0
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HitShape@BOTTOM:
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Type: Rectangle
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TopLeft: -1536, 0
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BottomRight: 512, 1024
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Armor:
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Type: heavy
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RevealsShroud:
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Range: 3c768
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Refinery:
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DockAngle: 640
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DockOffset: 2,1
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TickRate: 20
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StoresResources:
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Capacity: 2000
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CustomSellValue:
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Value: 500
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FreeActorWithDelivery:
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Actor: harvester
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DeliveryOffset: 2,2
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DeliveringActor: carryall.reinforce
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Facing: 160
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RenderSprites:
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Image: refinery.ordos
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FactionImages:
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atreides: refinery.atreides
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fremen: refinery.atreides
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harkonnen: refinery.harkonnen
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corrino: refinery.harkonnen
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WithBuildingBib:
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WithIdleOverlay@TOP:
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RequiresCondition: !build-incomplete
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Sequence: idle-top
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WithDockedOverlay@SMOKE:
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RequiresCondition: !build-incomplete
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Sequence: smoke
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Power:
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Amount: -75
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ProvidesPrerequisite@buildingname:
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WithResourceStoragePipsDecoration:
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Position: BottomLeft
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Margin: 1, 4
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RequiresSelection: true
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PipCount: 10
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silo:
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Inherits: ^Building
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Buildable:
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Prerequisites: refinery
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Queue: Building
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BuildPaletteOrder: 310
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BuildDuration: 156
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BuildDurationModifier: 100
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Description: Stores excess harvested Spice.
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Selectable:
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Bounds: 1024, 1024
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Encyclopedia:
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Description: The Spice Silo allows the player to store 1500 harvested Spice. When a Refinery completes processing, excess Spice is automatically distributed evenly among the Silos and Refineries. When harvested Spice exceeds Silo capacity, the excess will be lost. When Spice Silos are destroyed or captured, the amount stored will be dispersed among other Silos and Refineries unless there is insufficient storage capacity.\n\nThe Spice Silo is vulnerable to most types of weapons.
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Category: Buildings
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Order: 50
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Valued:
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Cost: 120
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Tooltip:
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Name: Silo
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RequiresBuildableArea:
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Adjacent: 4
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-GivesBuildableArea:
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Health:
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HP: 15000
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Armor:
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Type: building
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RevealsShroud:
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Range: 2c768
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RenderSprites:
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Image: silo.ordos
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FactionImages:
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atreides: silo.atreides
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fremen: silo.atreides
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harkonnen: silo.harkonnen
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corrino: silo.harkonnen
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-WithSpriteBody:
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WithResourceLevelSpriteBody:
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Sequence: stages
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StoresResources:
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Capacity: 2000
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-SpawnActorsOnSell:
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Power:
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Amount: -15
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MustBeDestroyed:
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RequiredForShortGame: false
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ThrowsShrapnel:
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Weapons: Debris, Debris2, Debris3, Debris4
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Pieces: 3, 5
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Range: 2c0, 5c0
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RevealOnDeath:
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Radius: 2c768
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WithResourceStoragePipsDecoration:
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Position: BottomLeft
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Margin: 1, 4
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RequiresSelection: true
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PipCount: 5
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light_factory:
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Inherits: ^Building
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Inherits@PRIMARY: ^PrimaryBuilding
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Inherits@UPGRADEABLE: ^Upgradeable
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Buildable:
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Prerequisites: refinery
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Queue: Building
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BuildPaletteOrder: 230
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BuildDuration: 321
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BuildDurationModifier: 100
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Description: Produces light vehicles.
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Selectable:
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Bounds: 3072, 2048
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Valued:
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Cost: 500
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Tooltip:
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Name: Light Factory
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D2kBuilding:
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Footprint: xxx xx= ===
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Dimensions: 3,3
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LocalCenterOffset: 0,-512,0
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Encyclopedia:
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Description: The Light Factory is required for the production of small, lightly armored, combat vehicles. The Light Factory can be upgraded to produce more advanced light vehicles in later missions.\n\nA Light Factory is vulnerable to most types of weapons.
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Category: Buildings
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Order: 60
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Health:
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HP: 33000
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HitShape:
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TargetableOffsets: -210,608,0
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Type: Rectangle
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TopLeft: -1536, -1024
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BottomRight: 1536, 1024
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Armor:
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Type: building
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RevealsShroud:
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Range: 5c768
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RenderSprites:
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Image: light.ordos
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FactionImages:
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atreides: light.atreides
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fremen: light.atreides
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harkonnen: light.harkonnen
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corrino: light.harkonnen
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WithBuildingBib:
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WithIdleOverlay@TOP:
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RequiresCondition: !build-incomplete
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Sequence: idle-top
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WithProductionOverlay@WELDING:
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RequiresCondition: !build-incomplete
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Queues: Vehicle
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Sequence: production-welding
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RallyPoint:
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ForceSetType: Vehicle
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CommandBarBlacklist:
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DisableStop: false
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Exit@1:
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SpawnOffset: 544,-224,0
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ExitCell: 2,1
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Production:
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Produces: Vehicle, Upgrade
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PrimaryBuilding:
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ProductionQueues: Vehicle
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ProductionBar:
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ProductionType: Vehicle
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ProvidesPrerequisite@atreides:
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Prerequisite: light.atreides
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Factions: atreides
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ProvidesPrerequisite@ordos:
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Prerequisite: light.ordos
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Factions: ordos
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ProvidesPrerequisite@harkonnen:
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Prerequisite: light.harkonnen
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Factions: harkonnen
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ProvidesPrerequisite@trike:
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Prerequisite: light.trike
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Factions: atreides, fremen, harkonnen, corrino
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ProvidesPrerequisite@raider:
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Prerequisite: light.raider
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Factions: ordos, smuggler, mercenary
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ProvidesPrerequisite@buildingname:
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Power:
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Amount: -125
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GrantConditionOnPrerequisite@UPGRADEABLE:
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Prerequisites: upgrade.light
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heavy_factory:
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Inherits: ^Building
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Inherits@PRIMARY: ^PrimaryBuilding
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Inherits@UPGRADEABLE: ^Upgradeable
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Buildable:
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Prerequisites: refinery
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Queue: Building
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BuildPaletteOrder: 330
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BuildDuration: 750
|
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BuildDurationModifier: 100
|
|
Description: Produces heavy vehicles.
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Selectable:
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Bounds: 3072, 3072
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Valued:
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Cost: 1000
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Tooltip:
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Name: Heavy Factory
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D2kBuilding:
|
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Footprint: _x_ xxx =xX ===
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|
Dimensions: 3,4
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|
LocalCenterOffset: 0,-512,0
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|
Encyclopedia:
|
|
Description: The Heavy Factory allows the player to build heavy vehicles such as Harvesters and Combat Tanks. When upgraded, this facility allows the construction of advanced vehicles, though some vehicles also require other buildings.\n\nThe Heavy Factory is vulnerable to most types of weapons.
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Category: Buildings
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Order: 70
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Health:
|
|
HP: 35000
|
|
HitShape:
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|
TargetableOffsets: -1155,-704,0, -1365,832,0
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Type: Rectangle
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|
TopLeft: -1536, -512
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BottomRight: 1536, 1536
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HitShape@TOP:
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Type: Rectangle
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TopLeft: -512, -1536
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BottomRight: 512, -512
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Armor:
|
|
Type: building
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|
RevealsShroud:
|
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Range: 4c768
|
|
RallyPoint:
|
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ForceSetType: Armor
|
|
CommandBarBlacklist:
|
|
DisableStop: false
|
|
Exit@1:
|
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SpawnOffset: 256,192,0
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ExitCell: 0,2
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Production:
|
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Produces: Armor, Upgrade
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PrimaryBuilding:
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ProductionQueues: Armor
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ProductionBar:
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ProductionType: Armor
|
|
ProvidesPrerequisite@atreides:
|
|
Prerequisite: heavy.atreides
|
|
Factions: atreides
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|
ProvidesPrerequisite@ordos:
|
|
Prerequisite: heavy.ordos
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|
Factions: ordos
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ProvidesPrerequisite@harkonnen:
|
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Prerequisite: heavy.harkonnen
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Factions: harkonnen
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ProvidesPrerequisite@atreides_combat:
|
|
Prerequisite: heavy.atreides_combat
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|
Factions: atreides, fremen
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|
ProvidesPrerequisite@ordos_combat:
|
|
Prerequisite: heavy.ordos_combat
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|
Factions: ordos, smuggler, mercenary
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ProvidesPrerequisite@harkonnen_combat:
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Prerequisite: heavy.harkonnen_combat
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|
Factions: harkonnen, corrino
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|
ProvidesPrerequisite@missile_tank:
|
|
Prerequisite: heavy.missile_tank
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|
Factions: atreides, fremen, harkonnen, corrino
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|
RenderSprites:
|
|
Image: heavy.ordos
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|
FactionImages:
|
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atreides: heavy.atreides
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fremen: heavy.atreides
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harkonnen: heavy.harkonnen
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corrino: heavy.harkonnen
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mercenary: heavy.mercenary
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WithBuildingBib:
|
|
WithIdleOverlay@TOP:
|
|
RequiresCondition: !build-incomplete
|
|
Sequence: idle-top
|
|
WithProductionOverlay@WELDING:
|
|
RequiresCondition: !build-incomplete
|
|
Queues: Armor
|
|
Sequence: production-welding
|
|
Power:
|
|
Amount: -150
|
|
ProvidesPrerequisite@buildingname:
|
|
GrantConditionOnPrerequisite@UPGRADEABLE:
|
|
Prerequisites: upgrade.heavy
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|
|
|
outpost:
|
|
Inherits: ^Building
|
|
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
|
|
Buildable:
|
|
Prerequisites: barracks, ~techlevel.medium
|
|
Queue: Building
|
|
BuildPaletteOrder: 320
|
|
BuildDuration: 312
|
|
BuildDurationModifier: 100
|
|
Description: Provides a radar map of the battlefield.\n Requires power to operate.
|
|
Selectable:
|
|
Bounds: 3072, 2048
|
|
Valued:
|
|
Cost: 750
|
|
Tooltip:
|
|
Name: Outpost
|
|
D2kBuilding:
|
|
Footprint: xxx xxx ===
|
|
Dimensions: 3,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Encyclopedia:
|
|
Description: If the player has sufficient power, the Radar Outpost will generate a radar map. Radar is automatically activated when construction of the Outpost is complete.\n\nThe Radar Outpost is vulnerable to most types of weapons.
|
|
Category: Buildings
|
|
Order: 80
|
|
Health:
|
|
HP: 35000
|
|
HitShape:
|
|
Type: Rectangle
|
|
TopLeft: -1536, -1024
|
|
BottomRight: 1536, 1024
|
|
Armor:
|
|
Type: building
|
|
RevealsShroud:
|
|
Range: 5c768
|
|
ProvidesRadar:
|
|
RequiresCondition: !disabled
|
|
RenderSprites:
|
|
Image: outpost.ordos
|
|
FactionImages:
|
|
atreides: outpost.atreides
|
|
fremen: outpost.atreides
|
|
harkonnen: outpost.harkonnen
|
|
corrino: outpost.harkonnen
|
|
WithBuildingBib:
|
|
WithIdleOverlay@DISH:
|
|
RequiresCondition: !build-incomplete && !severe-damaged
|
|
Sequence: idle-dish
|
|
PauseOnCondition: disabled
|
|
GrantConditionOnDamageState@STOPDISH:
|
|
Condition: severe-damaged
|
|
Power:
|
|
Amount: -125
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
starport:
|
|
Inherits: ^Building
|
|
Inherits@PRIMARY: ^PrimaryBuilding
|
|
Tooltip:
|
|
Name: Starport
|
|
Buildable:
|
|
Prerequisites: heavy_factory, outpost, ~techlevel.high
|
|
Queue: Building
|
|
BuildPaletteOrder: 530
|
|
BuildDuration: 625
|
|
BuildDurationModifier: 100
|
|
Description: Dropzone for quick reinforcements, at a price.
|
|
Valued:
|
|
Cost: 1500
|
|
D2kBuilding:
|
|
Footprint: xxx x=x =x=
|
|
Dimensions: 3,3
|
|
Encyclopedia:
|
|
Description: The Starport allows you to engage in intergalactic trading with the C.H.O.A.M. Merchants' Guild. The Starport provides a trading market for vehicles and airborne units at varying rates. You cannot purchase units from the Guild without this facility.\n\nArmor is heavy, but the Starport is vulnerable to most types of weapons.
|
|
Category: Buildings
|
|
Order: 90
|
|
Selectable:
|
|
Bounds: 3072, 3072
|
|
Health:
|
|
HP: 35000
|
|
HitShape:
|
|
Type: Rectangle
|
|
TopLeft: -1536, -1536
|
|
BottomRight: 1536, 512
|
|
HitShape@BOTTOM:
|
|
Type: Rectangle
|
|
TopLeft: -512, 512
|
|
BottomRight: 512, 1536
|
|
Armor:
|
|
Type: heavy
|
|
RevealsShroud:
|
|
Range: 3c768
|
|
RallyPoint:
|
|
ForceSetType: Starport
|
|
CommandBarBlacklist:
|
|
DisableStop: false
|
|
Exit@1:
|
|
SpawnOffset: 0,-480,0
|
|
ExitCell: 2,2
|
|
Exit@2:
|
|
SpawnOffset: 0,-480,0
|
|
ExitCell: 0,2
|
|
ProductionAirdrop:
|
|
Produces: Starport
|
|
ActorType: frigate
|
|
ReadyTextNotification: Reinforcements have arrived.
|
|
RenderSprites:
|
|
Image: starport.ordos
|
|
FactionImages:
|
|
atreides: starport.atreides
|
|
fremen: starport.atreides
|
|
harkonnen: starport.harkonnen
|
|
corrino: starport.harkonnen
|
|
smuggler: starport.smuggler
|
|
WithDeliveryOverlay:
|
|
RequiresCondition: !build-incomplete
|
|
Palette: starportlights
|
|
ProductionBar:
|
|
ProductionType: Starport
|
|
PrimaryBuilding:
|
|
ProductionQueues: Starport
|
|
ProvidesPrerequisite@atreides:
|
|
Prerequisite: starport.atreides
|
|
Factions: atreides
|
|
ProvidesPrerequisite@ordos:
|
|
Prerequisite: starport.ordos
|
|
Factions: ordos
|
|
ProvidesPrerequisite@harkonnen:
|
|
Prerequisite: starport.harkonnen
|
|
Factions: harkonnen
|
|
ProvidesPrerequisite@atreides_combat:
|
|
Prerequisite: starport.atreides_combat
|
|
Factions: atreides, fremen
|
|
ProvidesPrerequisite@ordos_combat:
|
|
Prerequisite: starport.ordos_combat
|
|
Factions: ordos, smuggler, mercenary
|
|
ProvidesPrerequisite@harkonnen_combat:
|
|
Prerequisite: starport.harkonnen_combat
|
|
Factions: harkonnen, corrino
|
|
Power:
|
|
Amount: -150
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
wall:
|
|
Inherits@1: ^SpriteActor
|
|
Interactable:
|
|
CombatDebugOverlay:
|
|
FrozenUnderFog:
|
|
ScriptTriggers:
|
|
OwnerLostAction:
|
|
Action: ChangeOwner
|
|
Buildable:
|
|
Queue: Building
|
|
Prerequisites: barracks
|
|
BuildPaletteOrder: 410
|
|
BuildDuration: 62
|
|
BuildDurationModifier: 100
|
|
Description: Stop units and blocks enemy fire.
|
|
Valued:
|
|
Cost: 20
|
|
CustomSellValue:
|
|
Value: 0
|
|
Tooltip:
|
|
Name: Concrete Wall
|
|
GenericName: Structure
|
|
AppearsOnRadar:
|
|
D2kBuilding:
|
|
BuildSounds: CHUNG.WAV
|
|
TerrainTypes: Rock, Concrete
|
|
Encyclopedia:
|
|
Description: Base defense. Concrete walls are the most effective barriers on Dune. Concrete walls will block tank bullets and impede unit movement.\n\nWalls can only be damaged by explosive weapons, missiles and shells. Like concrete slabs, walls cannot be repaired if damaged.
|
|
Category: Buildings
|
|
Order: 15
|
|
FootprintPlaceBuildingPreview:
|
|
LineBuildFootprintAlpha: 0.65
|
|
RequiresBuildableArea:
|
|
AreaTypes: building
|
|
Adjacent: 7
|
|
Health:
|
|
HP: 20000
|
|
Armor:
|
|
Type: wall
|
|
RevealsShroud:
|
|
Range: 1c768
|
|
Crushable:
|
|
CrushClasses: wall
|
|
BlocksProjectiles:
|
|
Height: 512
|
|
LineBuild:
|
|
Range: 5
|
|
NodeTypes: wall, turret
|
|
LineBuildNode:
|
|
Types: wall
|
|
Targetable:
|
|
TargetTypes: Ground, Wall
|
|
WithWallSpriteBody:
|
|
Sellable:
|
|
SellSounds: CHUNG.WAV
|
|
Guardable:
|
|
Explodes:
|
|
Weapon: WallExplode
|
|
EmptyWeapon: WallExplode
|
|
ThrowsShrapnel:
|
|
Weapons: Debris2, Debris3
|
|
Pieces: 1, 1
|
|
Range: 1c512, 2c768
|
|
HitShape:
|
|
Type: Rectangle
|
|
TopLeft: -512, -512
|
|
BottomRight: 512, 512
|
|
AppearsOnMapPreview:
|
|
MapEditorData:
|
|
Categories: Defense
|
|
Replaceable:
|
|
Types: Tower
|
|
|
|
medium_gun_turret:
|
|
Inherits: ^Defense
|
|
Inherits@AUTOTARGET: ^AutoTargetGround
|
|
Buildable:
|
|
Queue: Building
|
|
Prerequisites: barracks
|
|
BuildPaletteOrder: 510
|
|
BuildDuration: 268
|
|
BuildDurationModifier: 100
|
|
Description: Defensive structure.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
|
|
Valued:
|
|
Cost: 550
|
|
Tooltip:
|
|
Name: Gun Turret
|
|
RequiresBuildableArea:
|
|
Adjacent: 4
|
|
Selectable:
|
|
Bounds: 1024, 1024
|
|
DecorationBounds: 1024, 1280, 0, -256
|
|
Health:
|
|
HP: 27000
|
|
Encyclopedia:
|
|
Description: The Gun Turret has a medium range gun which is effective against vehicles, especially heavily armored vehicles. The Gun Turret will fire on any enemy unit within range.\n\nThe Gun Turret is resistant to bullet and explosive weapons, but vulnerable to missiles and high-caliber guns.
|
|
Category: Buildings
|
|
Order: 100
|
|
Armor:
|
|
Type: heavy
|
|
RevealsShroud:
|
|
Range: 4c768
|
|
BodyOrientation:
|
|
QuantizedFacings: 32
|
|
WithMuzzleOverlay:
|
|
Turreted:
|
|
TurnSpeed: 24
|
|
InitialFacing: 512
|
|
RealignDelay: -1
|
|
Armament:
|
|
Weapon: 110mm_Gun
|
|
LocalOffset: 512,0,432
|
|
MuzzleSequence: muzzle
|
|
Power:
|
|
Amount: -50
|
|
Replacement:
|
|
ReplaceableTypes: Tower
|
|
|
|
large_gun_turret:
|
|
Inherits: ^Defense
|
|
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
|
|
Inherits@AUTOTARGET: ^AutoTargetAll
|
|
AttackTurreted:
|
|
PauseOnCondition: disabled || build-incomplete
|
|
Buildable:
|
|
Queue: Building
|
|
Prerequisites: outpost, upgrade.conyard, ~techlevel.medium
|
|
BuildPaletteOrder: 610
|
|
BuildDuration: 312
|
|
BuildDurationModifier: 100
|
|
Description: Defensive structure.\n Strong vs Infantry, Aircraft\n Weak vs Tanks\n\n Requires power to operate.
|
|
Valued:
|
|
Cost: 750
|
|
Tooltip:
|
|
Name: Rocket Turret
|
|
Encyclopedia:
|
|
Description: The substantially improved Rocket Turret has a longer range and a higher rate of fire than the Gun Turret. The Rocket Turret's advanced targeting equipment requires power to operate.\n\nThe Rocket Turret is resistant to bullet and explosive weapons, but vulnerable to missiles and high-caliber guns.
|
|
Category: Buildings
|
|
Order: 110
|
|
RequiresBuildableArea:
|
|
Adjacent: 4
|
|
Selectable:
|
|
Bounds: 1024, 1024
|
|
DecorationBounds: 1024, 1280, 0, -256
|
|
Health:
|
|
HP: 30000
|
|
Armor:
|
|
Type: heavy
|
|
RevealsShroud:
|
|
Range: 5c768
|
|
BodyOrientation:
|
|
QuantizedFacings: 32
|
|
Armament:
|
|
Weapon: TowerMissile
|
|
LocalOffset: 256,384,768, 256,-384,768
|
|
Turreted:
|
|
TurnSpeed: 32
|
|
InitialFacing: 512
|
|
RealignDelay: -1
|
|
Power:
|
|
Amount: -60
|
|
RevealOnDeath:
|
|
Radius: 5c768
|
|
Replacement:
|
|
ReplaceableTypes: Tower
|
|
|
|
repair_pad:
|
|
Inherits: ^Building
|
|
Buildable:
|
|
Queue: Building
|
|
Prerequisites: heavy_factory, upgrade.heavy, ~techlevel.medium
|
|
BuildPaletteOrder: 430
|
|
BuildDuration: 375
|
|
BuildDurationModifier: 100
|
|
Description: Repairs vehicles.\n Allows construction of MCVs
|
|
Valued:
|
|
Cost: 800
|
|
Tooltip:
|
|
Name: Repair Pad
|
|
D2kBuilding:
|
|
Footprint: +++ +++ +++
|
|
Dimensions: 3,3
|
|
Encyclopedia:
|
|
Description: With a Repair Pad, vehicles can be repaired for a varying price.\n\nThe Repair Pad is vulnerable to most types of weapons.
|
|
Category: Buildings
|
|
Order: 120
|
|
Health:
|
|
HP: 30000
|
|
HitShape:
|
|
TargetableOffsets: 1024,0,0, 0,-1024,0, 0,1024,0, -1024,0,0
|
|
Type: Rectangle
|
|
TopLeft: -1536, -512
|
|
BottomRight: 1536, 512
|
|
HitShape@TOPANDBOTTOM:
|
|
Type: Rectangle
|
|
TopLeft: -512, -1536
|
|
BottomRight: 512, 1536
|
|
Armor:
|
|
Type: building
|
|
RevealsShroud:
|
|
Range: 3c768
|
|
Selectable:
|
|
Bounds: 3072, 3072
|
|
Reservable:
|
|
RepairsUnits:
|
|
Interval: 10
|
|
HpPerStep: 800
|
|
StartRepairingNotification: Repairing
|
|
StartRepairingTextNotification: Repairing.
|
|
FinishRepairingNotification: UnitRepaired
|
|
FinishRepairingTextNotification: Unit repaired.
|
|
PlayerExperience: 10
|
|
RallyPoint:
|
|
CommandBarBlacklist:
|
|
DisableStop: false
|
|
RenderSprites:
|
|
Image: repair_pad.ordos
|
|
FactionImages:
|
|
atreides: repair_pad.atreides
|
|
fremen: repair_pad.atreides
|
|
harkonnen: repair_pad.harkonnen
|
|
corrino: repair_pad.harkonnen
|
|
WithRepairOverlay:
|
|
RequiresCondition: !build-incomplete
|
|
Palette: effect75alpha
|
|
Power:
|
|
Amount: -50
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
high_tech_factory:
|
|
Inherits: ^Building
|
|
Inherits@PRIMARY: ^PrimaryBuilding
|
|
Inherits@UPGRADEABLE: ^Upgradeable
|
|
Buildable:
|
|
Prerequisites: outpost, ~techlevel.medium
|
|
Queue: Building
|
|
BuildPaletteOrder: 420
|
|
BuildDuration: 468
|
|
BuildDurationModifier: 100
|
|
Description: Unlocks advanced technology.
|
|
Selectable:
|
|
Bounds: 3072, 3072
|
|
Valued:
|
|
Cost: 1150
|
|
Tooltip:
|
|
Name: High Tech Factory
|
|
ProductionFromMapEdge:
|
|
Produces: Aircraft, Upgrade
|
|
ProductionBar:
|
|
ProductionType: Aircraft
|
|
PrimaryBuilding:
|
|
ProductionQueues: Aircraft
|
|
Exit:
|
|
SpawnOffset: 0,0,728
|
|
ExitCell: 0,0
|
|
D2kBuilding:
|
|
Footprint: _X_ xxx XXX ===
|
|
Dimensions: 3,4
|
|
LocalCenterOffset: 0,-512,0
|
|
Encyclopedia:
|
|
Description: The High Tech Factory produces airborne units, and is required for the production of Carryalls. House Atreides can upgrade the High Tech Factory to build Ornithopters for an air strike in later missions.\n\nThe High Tech Factory is vulnerable to most types of weapons.
|
|
Category: Buildings
|
|
Order: 130
|
|
Health:
|
|
HP: 35000
|
|
HitShape:
|
|
TargetableOffsets: -1312,0,0, -1312,-1024,0, -1312,1024,0
|
|
Type: Rectangle
|
|
TopLeft: -1536, -512
|
|
BottomRight: 1536, 1536
|
|
HitShape@TOP:
|
|
TargetableOffsets: 1280,0,0
|
|
Type: Rectangle
|
|
TopLeft: -512, -1536
|
|
BottomRight: 512, -512
|
|
Armor:
|
|
Type: building
|
|
RevealsShroud:
|
|
Range: 4c768
|
|
RenderSprites:
|
|
Image: hightech.ordos
|
|
FactionImages:
|
|
atreides: hightech.atreides
|
|
fremen: hightech.atreides
|
|
harkonnen: hightech.harkonnen
|
|
corrino: hightech.harkonnen
|
|
WithBuildingBib:
|
|
WithProductionOverlay@WELDING:
|
|
RequiresCondition: !build-incomplete
|
|
Queues: Aircraft
|
|
Sequence: production-welding
|
|
ProvidesPrerequisite@upgrade:
|
|
Prerequisite: hightech.atreides
|
|
Factions: atreides
|
|
ProvidesPrerequisite@buildingname:
|
|
AirstrikePower:
|
|
Icon: ornistrike
|
|
Name: Air Strike
|
|
Prerequisites: ~techlevel.superweapons, upgrade.hightech
|
|
ChargeInterval: 7500
|
|
SquadSize: 3
|
|
SquadOffset: -1536, 1024, 0
|
|
Description: Ornithopters hit the target with bombs
|
|
UnitType: ornithopter
|
|
DisplayBeacon: True
|
|
CameraActor: camera
|
|
CameraRemoveDelay: 60
|
|
ArrowSequence: arrow
|
|
CircleSequence: circles
|
|
UseDirectionalTarget: True
|
|
DirectionArrowAnimation: ornidirection
|
|
SupportPowerPaletteOrder: 10
|
|
EndChargeTextNotification: Airstrike ready.
|
|
SelectTargetTextNotification: Select target.
|
|
Power:
|
|
Amount: -75
|
|
GrantConditionOnPrerequisite@UPGRADEABLE:
|
|
Prerequisites: upgrade.hightech
|
|
|
|
research_centre:
|
|
Inherits: ^Building
|
|
Buildable:
|
|
Queue: Building
|
|
Prerequisites: outpost, heavy_factory, upgrade.heavy, ~techlevel.high
|
|
BuildPaletteOrder: 520
|
|
BuildDuration: 312
|
|
BuildDurationModifier: 100
|
|
Description: Unlocks advanced tanks.
|
|
Selectable:
|
|
Bounds: 3072, 3072
|
|
Valued:
|
|
Cost: 1000
|
|
Tooltip:
|
|
Name: IX Research Center
|
|
D2kBuilding:
|
|
Footprint: _X_ xxx XXX ===
|
|
Dimensions: 3,4
|
|
LocalCenterOffset: 0,-512,0
|
|
Encyclopedia:
|
|
Description: The IX Research Center provides technology upgrades for structures and vehicles. This facility is required for production of a number of advanced special weapons and prototypes.\n\nThe IX Research Center is vulnerable to most types of weapons.
|
|
Category: Buildings
|
|
Order: 140
|
|
Health:
|
|
HP: 25000
|
|
HitShape:
|
|
TargetableOffsets: -1574,-158,0, -1050,-1024,0, -1155,960,0
|
|
Type: Rectangle
|
|
TopLeft: -1536, -512
|
|
BottomRight: 1536, 1536
|
|
HitShape@TOP:
|
|
TargetableOffsets: 1312,0,0
|
|
Type: Rectangle
|
|
TopLeft: -512, -1536
|
|
BottomRight: 512, -512
|
|
Armor:
|
|
Type: building
|
|
RevealsShroud:
|
|
Range: 4c768
|
|
RenderSprites:
|
|
Image: research.ordos
|
|
FactionImages:
|
|
atreides: research.atreides
|
|
fremen: research.atreides
|
|
harkonnen: research.harkonnen
|
|
corrino: research.harkonnen
|
|
WithBuildingBib:
|
|
WithIdleOverlay@LIGHTS:
|
|
RequiresCondition: !build-incomplete
|
|
Sequence: idle-lights
|
|
Power:
|
|
Amount: -175
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
palace:
|
|
Inherits: ^Building
|
|
Inherits@PRIMARY: ^PrimaryBuilding
|
|
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
|
|
Buildable:
|
|
Prerequisites: research_centre, ~techlevel.high
|
|
Queue: Building
|
|
BuildPaletteOrder: 620
|
|
BuildDuration: 937
|
|
BuildDurationModifier: 100
|
|
Description: Unlocks elite infantry and weapons.
|
|
Selectable:
|
|
Bounds: 3072, 3072
|
|
Valued:
|
|
Cost: 1600
|
|
Tooltip:
|
|
Name: Palace
|
|
RallyPoint:
|
|
CommandBarBlacklist:
|
|
DisableStop: false
|
|
D2kBuilding:
|
|
Footprint: xx= xxx =xx
|
|
Dimensions: 3,3
|
|
Encyclopedia:
|
|
Description: The Palace serves as the command center once it is constructed. Palaces feature unique additional options, making available advanced special weapons.\n\nArmor is heavy, but the Palace is vulnerable to most types of weapons.
|
|
Category: Buildings
|
|
Order: 150
|
|
Health:
|
|
HP: 40000
|
|
HitShape:
|
|
Type: Rectangle
|
|
TopLeft: -1536, -512
|
|
BottomRight: 1536, 512
|
|
HitShape@TOP:
|
|
Type: Rectangle
|
|
TopLeft: -1536, -1536
|
|
BottomRight: 512, -512
|
|
HitShape@BOTTOM:
|
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Type: Rectangle
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TopLeft: -512, 512
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BottomRight: 1536, 1536
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Armor:
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Type: heavy
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RevealsShroud:
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Range: 4c768
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RenderSprites:
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Image: palace.ordos
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FactionImages:
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atreides: palace.atreides
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fremen: palace.atreides
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harkonnen: palace.harkonnen
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corrino: palace.corrino
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WithBuildingBib:
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HasMinibib: True
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WithSupportPowerActivationOverlay:
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RequiresCondition: !build-incomplete && !launchpad-damaged && harkonnen
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GrantConditionOnDamageState@LAUNCHPADDAMAGED:
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Condition: launchpad-damaged
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Power:
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Amount: -200
|
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ProvidesPrerequisite@nuke:
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Prerequisite: palace.nuke
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Factions: harkonnen
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ProvidesPrerequisite@fremen:
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Prerequisite: palace.fremen
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Factions: atreides
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ProvidesPrerequisite@saboteur:
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Prerequisite: palace.saboteur
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Factions: ordos
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ProvidesPrerequisite@sardaukar:
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Prerequisite: palace.sardaukar
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Factions: corrino
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PrimaryBuilding:
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RequiresCondition: atreides || ordos
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WithTextDecoration@primary:
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RequiresCondition: primary && (atreides || ordos)
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NukePower:
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Cursor: nuke
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Icon: deathhand
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PauseOnCondition: disabled
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RequiresCondition: harkonnen
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Prerequisites: ~techlevel.superweapons, ~palace.nuke
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ChargeInterval: 7500
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Name: Death Hand
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Description: Launches an atomic missile at a target location
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BeginChargeSpeechNotification: DeathHandMissilePrepping
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EndChargeSpeechNotification: DeathHandMissileReady
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IncomingSpeechNotification: MissileLaunchDetected
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BeginChargeTextNotification: Death Hand missile prepping.
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EndChargeTextNotification: Death Hand missile ready.
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IncomingTextNotification: Missile launch detected.
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SelectTargetTextNotification: Select target.
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MissileWeapon: deathhand
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MissileImage: deathhand
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MissileDelay: 18
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SpawnOffset: 32,816,0
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DetonationAltitude: 3c0
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RemoveMissileOnDetonation: False
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DisplayBeacon: True
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DisplayRadarPing: True
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CameraRange: 10c0
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CameraRemoveDelay: 60
|
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ArrowSequence: arrow
|
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CircleSequence: circles
|
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FlightVelocity: 384
|
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TrailInterval: 0
|
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TrailImage: large_trail
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TrailSequences: idle
|
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SupportPowerPaletteOrder: 40
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ProduceActorPower@fremen:
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Name: Recruit Fremen
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Description: Elite infantry unit armed with assault rifles and rockets\n Strong vs Infantry, Vehicles\n Weak vs Artillery\n Special Ability: Invisibility
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Icon: fremen
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PauseOnCondition: disabled
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RequiresCondition: atreides
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Prerequisites: ~techlevel.superweapons, ~palace.fremen
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Actors: fremen, fremen
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Type: Fremen
|
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ChargeInterval: 2250
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EndChargeTextNotification: Fremen ready.
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ReadyAudio: Reinforce
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ReadyTextNotification: Reinforcements have arrived.
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BlockedAudio: NoRoom
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BlockedTextNotification: No room for new unit.
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OrderName: ProduceActorPower.Fremen
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SupportPowerPaletteOrder: 20
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ProduceActorPower@saboteur:
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Name: Recruit Saboteur
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Description: Sneaky infantry, armed with explosives\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings
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Icon: saboteur
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PauseOnCondition: disabled
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RequiresCondition: ordos
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Prerequisites: ~techlevel.superweapons, ~palace.saboteur
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Actors: saboteur
|
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Type: Saboteur
|
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ChargeInterval: 2250
|
|
EndChargeTextNotification: Saboteur ready.
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|
ReadyAudio: Reinforce
|
|
ReadyTextNotification: Reinforcements have arrived.
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|
BlockedAudio: NoRoom
|
|
BlockedTextNotification: No room for new unit.
|
|
OrderName: ProduceActorPower.Saboteur
|
|
SupportPowerPaletteOrder: 30
|
|
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@Atreides:
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Produces: Fremen
|
|
RequiresCondition: atreides
|
|
Production@Ordos:
|
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Produces: Saboteur
|
|
RequiresCondition: ordos
|
|
GrantConditionOnFaction@Atreides:
|
|
Condition: atreides
|
|
Factions: atreides, fremen
|
|
GrantConditionOnFaction@Harkonnen:
|
|
Condition: harkonnen
|
|
Factions: harkonnen
|
|
GrantConditionOnFaction@Ordos:
|
|
Condition: ordos
|
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Factions: ordos, mercenary, smuggler
|
|
SupportPowerChargeBar:
|
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RequiresCondition: atreides || harkonnen || ordos
|
|
ProvidesPrerequisite@buildingname:
|
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|
conyard.atreides:
|
|
Inherits: construction_yard
|
|
Buildable:
|
|
Queue: Building
|
|
BuildPaletteOrder: 1000
|
|
Prerequisites: ~disabled
|
|
ForceFaction: atreides
|
|
RenderSprites:
|
|
Image: conyard.atreides
|
|
-FactionImages:
|
|
UpdatesPlayerStatistics:
|
|
OverrideActor: construction_yard
|
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|
conyard.harkonnen:
|
|
Inherits: construction_yard
|
|
Buildable:
|
|
Queue: Building
|
|
BuildPaletteOrder: 1000
|
|
Prerequisites: ~disabled
|
|
ForceFaction: harkonnen
|
|
RenderSprites:
|
|
Image: conyard.harkonnen
|
|
-FactionImages:
|
|
UpdatesPlayerStatistics:
|
|
OverrideActor: construction_yard
|
|
|
|
conyard.ordos:
|
|
Inherits: construction_yard
|
|
Buildable:
|
|
Queue: Building
|
|
BuildPaletteOrder: 1000
|
|
Prerequisites: ~disabled
|
|
ForceFaction: ordos
|
|
RenderSprites:
|
|
Image: conyard.ordos
|
|
-FactionImages:
|
|
UpdatesPlayerStatistics:
|
|
OverrideActor: construction_yard
|