Files
OpenRA/mods/d2k/rules/structures.yaml
2023-02-18 16:18:01 +01:00

1282 lines
33 KiB
YAML

^concrete:
AlwaysVisible:
Interactable:
D2kBuilding:
TerrainTypes: Rock
BuildSounds: CHUNG.WAV
AllowInvalidPlacement: true
FootprintPlaceBuildingPreview:
RequiresBuildableArea:
AreaTypes: building
Adjacent: 4
Tooltip:
Name: Concrete
GenericName: Structure
RenderSprites:
KillsSelf:
RemoveInstead: true
Buildable:
Queue: Building
BuildPaletteOrder: 10
Description: Provides a strong foundation that prevents\ndamage from the terrain.
concretea:
Inherits: ^concrete
D2kBuilding:
Footprint: xx xx
Dimensions: 2,2
Tooltip:
Name: Concrete Slab
Encyclopedia:
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.
Category: Buildings
Order: 10
Valued:
Cost: 20
Buildable:
BuildPaletteOrder: 110
Prerequisites: ~!global-auto-concrete
BuildDuration: 62
BuildDurationModifier: 100
WithSpriteBody:
Sequence: preview
concreteb:
Inherits: ^concrete
D2kBuilding:
Footprint: xxx xxx xxx
Dimensions: 3,3
Tooltip:
Name: Large Concrete Slab
Valued:
Cost: 50
Buildable:
BuildPaletteOrder: 210
Prerequisites: upgrade.conyard, ~!global-auto-concrete
BuildDuration: 94
BuildDurationModifier: 100
construction_yard:
Inherits: ^Building
Inherits@PRIMARY: ^PrimaryBuilding
Inherits@UPGRADEABLE: ^Upgradeable
Buildable:
Description: Produces structures.
D2kBuilding:
Footprint: xxx xxx ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
-ConcretePrerequisites:
Encyclopedia:
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.
Category: Buildings
Order: 0
WithBuildingBib:
Selectable:
Bounds: 3072, 2048
Health:
HP: 30000
HitShape:
Type: Rectangle
TopLeft: -1536, -1024
BottomRight: 1536, 1024
Armor:
Type: cy
RevealsShroud:
Range: 5c768
Production:
Produces: Building, Upgrade
Valued:
Cost: 2000
Tooltip:
Name: Construction Yard
CustomSellValue:
Value: 2000
SpawnActorsOnSell:
ActorTypes: light_inf
GuaranteedActorTypes: light_inf, engineer
BaseBuilding:
ProductionBar:
ProductionType: Building
Power:
Amount: 20
RenderSprites:
Image: conyard.ordos
FactionImages:
atreides: conyard.atreides
fremen: conyard.atreides
harkonnen: conyard.harkonnen
corrino: conyard.harkonnen
WithBuildingPlacedOverlay:
RequiresCondition: !build-incomplete
Palette: d2k
PrimaryBuilding:
ProductionQueues: Building
ProvidesPrerequisite@buildingname:
GrantConditionOnPrerequisite@UPGRADEABLE:
Prerequisites: upgrade.conyard
RevealOnDeath:
Radius: 5c768
wind_trap:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 120
BuildDuration: 208
BuildDurationModifier: 100
Description: Provides power for other structures.
Selectable:
Bounds: 2048, 2048
Valued:
Cost: 225
Tooltip:
Name: Wind Trap
D2kBuilding:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Encyclopedia:
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.
Category: Buildings
Order: 20
Health:
HP: 30000
HitShape:
Type: Rectangle
TopLeft: -1024, -1024
BottomRight: 1024, 1024
Armor:
Type: building
RevealsShroud:
Range: 3c768
RenderSprites:
Image: power.ordos
FactionImages:
atreides: power.atreides
fremen: power.atreides
harkonnen: power.harkonnen
corrino: power.harkonnen
WithBuildingBib:
WithIdleOverlay@ZAPS:
RequiresCondition: !build-incomplete
Sequence: idle-zaps
Power:
Amount: 200
ScalePowerWithHealth:
ProvidesPrerequisite@buildingname:
RevealOnDeath:
Radius: 3c768
barracks:
Inherits: ^Building
Inherits@PRIMARY: ^PrimaryBuilding
Inherits@UPGRADEABLE: ^Upgradeable
Buildable:
Prerequisites: wind_trap
Queue: Building
BuildPaletteOrder: 220
BuildDuration: 268
BuildDurationModifier: 100
Description: Trains infantry.
Selectable:
Bounds: 2048, 2048
Valued:
Cost: 225
Tooltip:
Name: Barracks
D2kBuilding:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Encyclopedia:
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.
Category: Buildings
Order: 30
Health:
HP: 32000
HitShape:
Type: Rectangle
TopLeft: -1024, -1024
BottomRight: 1024, 1024
Armor:
Type: building
RevealsShroud:
Range: 3c768
RallyPoint:
ForceSetType: Infantry
CommandBarBlacklist:
DisableStop: false
Exit@1:
SpawnOffset: 352,576,0
ExitCell: 0,2
Exit@2:
SpawnOffset: 512,480,0
ExitCell: 1,2
Production:
Produces: Infantry, Upgrade
PrimaryBuilding:
ProductionQueues: Infantry
ProductionBar:
ProductionType: Infantry
ProvidesPrerequisite@atreides:
Prerequisite: barracks.atreides
Factions: atreides
ProvidesPrerequisite@ordos:
Prerequisite: barracks.ordos
Factions: ordos
ProvidesPrerequisite@harkonnen:
Prerequisite: barracks.harkonnen
Factions: harkonnen
Power:
Amount: -30
RenderSprites:
Image: barracks.ordos
FactionImages:
atreides: barracks.atreides
fremen: barracks.atreides
harkonnen: barracks.harkonnen
corrino: barracks.harkonnen
WithBuildingBib:
ProvidesPrerequisite@buildingname:
GrantConditionOnPrerequisite@UPGRADEABLE:
Prerequisites: upgrade.barracks
RevealOnDeath:
Radius: 3c768
refinery:
Inherits: ^Building
Buildable:
Prerequisites: wind_trap
Queue: Building
BuildPaletteOrder: 130
BuildDuration: 625
BuildDurationModifier: 100
Description: Harvesters unload Spice here for processing.
Selectable:
Bounds: 3072, 2048
Valued:
Cost: 1500
Tooltip:
Name: Spice Refinery
D2kBuilding:
Footprint: =xx xx= ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Encyclopedia:
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.
Category: Buildings
Order: 40
Health:
HP: 30000
HitShape:
Type: Rectangle
TopLeft: -512, -1024
BottomRight: 1536, 0
HitShape@BOTTOM:
Type: Rectangle
TopLeft: -1536, 0
BottomRight: 512, 1024
Armor:
Type: heavy
RevealsShroud:
Range: 3c768
Refinery:
DockAngle: 640
DockOffset: 2,1
TickRate: 20
StoresResources:
Capacity: 2000
CustomSellValue:
Value: 500
FreeActorWithDelivery:
Actor: harvester
DeliveryOffset: 2,2
DeliveringActor: carryall.reinforce
Facing: 160
RenderSprites:
Image: refinery.ordos
FactionImages:
atreides: refinery.atreides
fremen: refinery.atreides
harkonnen: refinery.harkonnen
corrino: refinery.harkonnen
WithBuildingBib:
WithIdleOverlay@TOP:
RequiresCondition: !build-incomplete
Sequence: idle-top
WithDockedOverlay@SMOKE:
RequiresCondition: !build-incomplete
Sequence: smoke
Power:
Amount: -75
ProvidesPrerequisite@buildingname:
WithResourceStoragePipsDecoration:
Position: BottomLeft
Margin: 1, 4
RequiresSelection: true
PipCount: 10
silo:
Inherits: ^Building
Buildable:
Prerequisites: refinery
Queue: Building
BuildPaletteOrder: 310
BuildDuration: 156
BuildDurationModifier: 100
Description: Stores excess harvested Spice.
Selectable:
Bounds: 1024, 1024
Encyclopedia:
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.
Category: Buildings
Order: 50
Valued:
Cost: 120
Tooltip:
Name: Silo
RequiresBuildableArea:
Adjacent: 4
-GivesBuildableArea:
Health:
HP: 15000
Armor:
Type: building
RevealsShroud:
Range: 2c768
RenderSprites:
Image: silo.ordos
FactionImages:
atreides: silo.atreides
fremen: silo.atreides
harkonnen: silo.harkonnen
corrino: silo.harkonnen
-WithSpriteBody:
WithResourceLevelSpriteBody:
Sequence: stages
StoresResources:
Capacity: 2000
-SpawnActorsOnSell:
Power:
Amount: -15
MustBeDestroyed:
RequiredForShortGame: false
ThrowsShrapnel:
Weapons: Debris, Debris2, Debris3, Debris4
Pieces: 3, 5
Range: 2c0, 5c0
RevealOnDeath:
Radius: 2c768
WithResourceStoragePipsDecoration:
Position: BottomLeft
Margin: 1, 4
RequiresSelection: true
PipCount: 5
light_factory:
Inherits: ^Building
Inherits@PRIMARY: ^PrimaryBuilding
Inherits@UPGRADEABLE: ^Upgradeable
Buildable:
Prerequisites: refinery
Queue: Building
BuildPaletteOrder: 230
BuildDuration: 321
BuildDurationModifier: 100
Description: Produces light vehicles.
Selectable:
Bounds: 3072, 2048
Valued:
Cost: 500
Tooltip:
Name: Light Factory
D2kBuilding:
Footprint: xxx xx= ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Encyclopedia:
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.
Category: Buildings
Order: 60
Health:
HP: 33000
HitShape:
TargetableOffsets: -210,608,0
Type: Rectangle
TopLeft: -1536, -1024
BottomRight: 1536, 1024
Armor:
Type: building
RevealsShroud:
Range: 5c768
RenderSprites:
Image: light.ordos
FactionImages:
atreides: light.atreides
fremen: light.atreides
harkonnen: light.harkonnen
corrino: light.harkonnen
WithBuildingBib:
WithIdleOverlay@TOP:
RequiresCondition: !build-incomplete
Sequence: idle-top
WithProductionOverlay@WELDING:
RequiresCondition: !build-incomplete
Queues: Vehicle
Sequence: production-welding
RallyPoint:
ForceSetType: Vehicle
CommandBarBlacklist:
DisableStop: false
Exit@1:
SpawnOffset: 544,-224,0
ExitCell: 2,1
Production:
Produces: Vehicle, Upgrade
PrimaryBuilding:
ProductionQueues: Vehicle
ProductionBar:
ProductionType: Vehicle
ProvidesPrerequisite@atreides:
Prerequisite: light.atreides
Factions: atreides
ProvidesPrerequisite@ordos:
Prerequisite: light.ordos
Factions: ordos
ProvidesPrerequisite@harkonnen:
Prerequisite: light.harkonnen
Factions: harkonnen
ProvidesPrerequisite@trike:
Prerequisite: light.trike
Factions: atreides, fremen, harkonnen, corrino
ProvidesPrerequisite@raider:
Prerequisite: light.raider
Factions: ordos, smuggler, mercenary
ProvidesPrerequisite@buildingname:
Power:
Amount: -125
GrantConditionOnPrerequisite@UPGRADEABLE:
Prerequisites: upgrade.light
heavy_factory:
Inherits: ^Building
Inherits@PRIMARY: ^PrimaryBuilding
Inherits@UPGRADEABLE: ^Upgradeable
Buildable:
Prerequisites: refinery
Queue: Building
BuildPaletteOrder: 330
BuildDuration: 750
BuildDurationModifier: 100
Description: Produces heavy vehicles.
Selectable:
Bounds: 3072, 3072
Valued:
Cost: 1000
Tooltip:
Name: Heavy Factory
D2kBuilding:
Footprint: _x_ xxx =xX ===
Dimensions: 3,4
LocalCenterOffset: 0,-512,0
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.
Category: Buildings
Order: 70
Health:
HP: 35000
HitShape:
TargetableOffsets: -1155,-704,0, -1365,832,0
Type: Rectangle
TopLeft: -1536, -512
BottomRight: 1536, 1536
HitShape@TOP:
Type: Rectangle
TopLeft: -512, -1536
BottomRight: 512, -512
Armor:
Type: building
RevealsShroud:
Range: 4c768
RallyPoint:
ForceSetType: Armor
CommandBarBlacklist:
DisableStop: false
Exit@1:
SpawnOffset: 256,192,0
ExitCell: 0,2
Production:
Produces: Armor, Upgrade
PrimaryBuilding:
ProductionQueues: Armor
ProductionBar:
ProductionType: Armor
ProvidesPrerequisite@atreides:
Prerequisite: heavy.atreides
Factions: atreides
ProvidesPrerequisite@ordos:
Prerequisite: heavy.ordos
Factions: ordos
ProvidesPrerequisite@harkonnen:
Prerequisite: heavy.harkonnen
Factions: harkonnen
ProvidesPrerequisite@atreides_combat:
Prerequisite: heavy.atreides_combat
Factions: atreides, fremen
ProvidesPrerequisite@ordos_combat:
Prerequisite: heavy.ordos_combat
Factions: ordos, smuggler, mercenary
ProvidesPrerequisite@harkonnen_combat:
Prerequisite: heavy.harkonnen_combat
Factions: harkonnen, corrino
ProvidesPrerequisite@missile_tank:
Prerequisite: heavy.missile_tank
Factions: atreides, fremen, harkonnen, corrino
RenderSprites:
Image: heavy.ordos
FactionImages:
atreides: heavy.atreides
fremen: heavy.atreides
harkonnen: heavy.harkonnen
corrino: heavy.harkonnen
mercenary: heavy.mercenary
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
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:
Type: Rectangle
TopLeft: -512, 512
BottomRight: 1536, 1536
Armor:
Type: heavy
RevealsShroud:
Range: 4c768
RenderSprites:
Image: palace.ordos
FactionImages:
atreides: palace.atreides
fremen: palace.atreides
harkonnen: palace.harkonnen
corrino: palace.corrino
WithBuildingBib:
HasMinibib: True
WithSupportPowerActivationOverlay:
RequiresCondition: !build-incomplete && !launchpad-damaged && harkonnen
GrantConditionOnDamageState@LAUNCHPADDAMAGED:
Condition: launchpad-damaged
Power:
Amount: -200
ProvidesPrerequisite@nuke:
Prerequisite: palace.nuke
Factions: harkonnen
ProvidesPrerequisite@fremen:
Prerequisite: palace.fremen
Factions: atreides
ProvidesPrerequisite@saboteur:
Prerequisite: palace.saboteur
Factions: ordos
ProvidesPrerequisite@sardaukar:
Prerequisite: palace.sardaukar
Factions: corrino
PrimaryBuilding:
RequiresCondition: atreides || ordos
WithTextDecoration@primary:
RequiresCondition: primary && (atreides || ordos)
NukePower:
Cursor: nuke
Icon: deathhand
PauseOnCondition: disabled
RequiresCondition: harkonnen
Prerequisites: ~techlevel.superweapons, ~palace.nuke
ChargeInterval: 7500
Name: Death Hand
Description: Launches an atomic missile at a target location
BeginChargeSpeechNotification: DeathHandMissilePrepping
EndChargeSpeechNotification: DeathHandMissileReady
IncomingSpeechNotification: MissileLaunchDetected
BeginChargeTextNotification: Death Hand missile prepping.
EndChargeTextNotification: Death Hand missile ready.
IncomingTextNotification: Missile launch detected.
SelectTargetTextNotification: Select target.
MissileWeapon: deathhand
MissileImage: deathhand
MissileDelay: 18
SpawnOffset: 32,816,0
DetonationAltitude: 3c0
RemoveMissileOnDetonation: False
DisplayBeacon: True
DisplayRadarPing: True
CameraRange: 10c0
CameraRemoveDelay: 60
ArrowSequence: arrow
CircleSequence: circles
FlightVelocity: 384
TrailInterval: 0
TrailImage: large_trail
TrailSequences: idle
SupportPowerPaletteOrder: 40
ProduceActorPower@fremen:
Name: Recruit Fremen
Description: Elite infantry unit armed with assault rifles and rockets\n Strong vs Infantry, Vehicles\n Weak vs Artillery\n Special Ability: Invisibility
Icon: fremen
PauseOnCondition: disabled
RequiresCondition: atreides
Prerequisites: ~techlevel.superweapons, ~palace.fremen
Actors: fremen, fremen
Type: Fremen
ChargeInterval: 2250
EndChargeTextNotification: Fremen ready.
ReadyAudio: Reinforce
ReadyTextNotification: Reinforcements have arrived.
BlockedAudio: NoRoom
BlockedTextNotification: No room for new unit.
OrderName: ProduceActorPower.Fremen
SupportPowerPaletteOrder: 20
ProduceActorPower@saboteur:
Name: Recruit Saboteur
Description: Sneaky infantry, armed with explosives\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings
Icon: saboteur
PauseOnCondition: disabled
RequiresCondition: ordos
Prerequisites: ~techlevel.superweapons, ~palace.saboteur
Actors: saboteur
Type: Saboteur
ChargeInterval: 2250
EndChargeTextNotification: Saboteur ready.
ReadyAudio: Reinforce
ReadyTextNotification: Reinforcements have arrived.
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:
Produces: Fremen
RequiresCondition: atreides
Production@Ordos:
Produces: Saboteur
RequiresCondition: ordos
GrantConditionOnFaction@Atreides:
Condition: atreides
Factions: atreides, fremen
GrantConditionOnFaction@Harkonnen:
Condition: harkonnen
Factions: harkonnen
GrantConditionOnFaction@Ordos:
Condition: ordos
Factions: ordos, mercenary, smuggler
SupportPowerChargeBar:
RequiresCondition: atreides || harkonnen || ordos
ProvidesPrerequisite@buildingname:
conyard.atreides:
Inherits: construction_yard
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Prerequisites: ~disabled
ForceFaction: atreides
RenderSprites:
Image: conyard.atreides
-FactionImages:
UpdatesPlayerStatistics:
OverrideActor: construction_yard
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