Files
OpenRA/mods/cnc/rules/structures.yaml
AoAGeneral 8266c96a38 Add detection to temple of Nod.
(Nice to have detection then stealthers sneaking by it)

artillery minimum range increase from 2c896 to 3c0.

mammoth tank HP increase from 800 to 870.
(Dies by medium tank spams and e3 a little to easily from recent changes. With a longer build time they fall prey to mass numbers.)

ion time increase from 3:00 to 4:30.
(Ion strikes go off a little to fast. Mammoth armies take about 2:00 to build back up. By the time base attacks happen close to 3:00)

nuke timer from 5 to 6.
(Because the nuke damage has been buffed)

nuke damage spread from 2c512 to 5c512.
(Nuke damage spread was to weak. Barely killing a power plant where it lands just a few cells away from base hit)

nuke spread damage increased from 100 to 110. (First spread modifier)
(See line above)

a10 timer increased from 3:30 to 4:00.
(Timer increased because they were going off a little to fast still. These planes kill infantry builds as it is.)

MSAM HP from 120 to 180.
(To weak vs air. Missiles drain takes a few seconds to reload and then sniped within that time. Specially since dedicated AA)

Commando weapon range increased from 6c0 to 8c0.
(They had the same range as e3 and minigunners were able to close distances on them extremely fast. Take note they shoot farther then their vision range.)

Commando weapon projectile speed increased from 1c682 to 5c682.
(This was super annoying. You fire a shot and the infantry doesn't die because bullet travel to slow. Increased this fixed the problem.)

Commando price increase from 1000 to 2000.
(Extremely cheap when buffed. Increased price to match their power.)

Commando build time increased from 24 to 32. (2000 Build duration)
(Build time a little to fast. Compensates this with multiple barracks.)

Husks interval timer increased from 2 to 6.
(Husks blow up to fast to capture anything. Kept on low timer to prevent vehicle block. Only possible way is to have an engineer in an APC ready. Which Nod is unable to have APCs.)

Bike damage increase from 30 to 31.
(HP changes on harvs, structures, and mammoth. A very small change leading to a decent buff. Granting a 2 damage increase with constant hits)

Chem damage vs none reduced from 100 to 70.
(Chems performing a little to well by themselves. Having mixed units is a better solution. IE: My recent flame tank chem trooper mix)

Chem damage vs armor increased from 50 to 75.
(Chems performed a little to weak vs armor. Doing less damage then infantry and getting squashed by medium tanks and light tanks. This will make players think twice about squashing tactics. Also more damage vs armored defenses.)

Grenadier accuracy reduced from 213 to 813. (Makes them miss a lot more).
(Grenadiers were to accurate and unable to kill infantry packs. Looking at CNC95 and RA in ORA they miss their targets as well. Having them miss spreads their AoE damage and able to take out infantry packs. Players maye want to think of spreading infantry when fighting grenadiers)

Flamer damage vs armor reduced from 20 to 10. (Flame infantry)
(To much damage to APCs and light tanks)

Flamer damage vs none increased from 100 to 110. (Flame infantry.)
(Made them stronger vs infantry to balance out vs chems. Makes them a strong viable choice.)

Harv build timer increase from 24 to 27. (1680 build timer)
(Harv spamming is like a disease. Its gotten to strong to quickly. Increasing their timer slightly also increases other viable builds.)

Harvester HP increase from 600 to 625.
(Both medium tanks and bikes doing a little to much damage. Compensates slightly for build timer)

Refinery power reduced from 50 to 40.
(Offers more build choices. Opening barracks becomes stronger then going strip/factory all the time. Both openings strong strats just requires scouting.)

Refinery sell no longer refunds.
(Includes with the harv spamming. Gave 250 back which counted towards buggy/bike money. IE: PP > Ref > Strip (Strip makes 2-3 buggies 2 bikes then a harv) > Ref (Sell ref gain harv) > Strip (Because power only 30) > PP

Refinery tiberium hold reduced from 2000 to 700.
(This has had no impact to force people to build silos. But it opts people to protect refineries rather then "Lost a ref. Meh. Got 3 others.". Losing a ref now loses earned money. If it holds money. Also prevents sell trick to save power.)

Silo hold increase from 2000 to 3000.
(Compensate for Refinery. Also has extra HP now. See below.)

AGT HP from 600 to 550.
(Way to strong when it came to units coming to these in mass amounts. Also hard for artillery units to shell due to small box size and HP pool.)

Light Tank price reduced from 700 to 650.
(700 was a bit to high. 650 seems to hit the right spot but left build time as is. 0:17)

Visceroid spawn reduce from 10 to 5.
(This was a weird one. Infantry dieing in tiberium was at a good spot. But for some reason when chems kill infantry it would create 2-3 visceroids. Then those visceroids would create 2-3 at a time. RNG issue so was reduced.)

Increase all building HP by 100.
(Help balance vs medium tanks, bikes, light tanks, chems, grenadiers, air units, and stealth tanks.)

Gun turret HP increase from 400 to 410.
(This is taking baby steps. I want them a little tougher vs medium tanks but not at the point of RA style. Same logic as obrakmann taking baby steps with MCV.)

Starting units adjusted.
(This created a big problem in competitive scenes. Having early units is good to prevent infantry rushes. But starting with a bike/apc while your opponent starts with a hummer/buggy is to off balancing.)

MCV build time decreased from 1:36 to 1:00. (3750)
(Price unchanged. Takes a little to long in team games and some 1v1 scenarios to get one built. Also now drains money faster to compensate)

Engineer HP increase from 25 to 30.
(Dies a little to quick hummers/buggies. Same kill time as minigunner (If takes a hit while standing)

APC HP increase from 210 to 215.
(These are dieing a little to fast and weak vs certian units. IE: buggies/hummers and bikes. Tested vs light tanks and more optimal. Baby steps.)

APC Damage vs light decreased from 105 to 100.
(I don't want them killing bikes to fast now that they are cheaper.)

APC cost decreased from 600 to 550.
(APCs for infantry builds as GDI was waaaaay to expensive. Having a slightly faster build timer of 0:14 instead of 0:15 will help too. Helps to withstand early onslaught of Nod. Keep note bikes still 0:12 timer)

(Created new Sam weapon Dragon from RA e3 AA. Reason: Shared weapon with AGT.)

Samsite range increased from 8c0 to 12c0.
(Dedicated AA. Keep note: Longer range = longer time to kill a unit and able to escape. Closer it is the faster air units die.)

Samsite spread damage decreased from 682 to 128.
(To much AoE damage)

Samsite range limit increased from 9c614 to 15co.
(Missiles would die out within its own range circle.)

Samsite reveal shroud decreased from 8c0 to 6c0.
(Prevents the RA logic of build an AA in front of your base and all good. You need units/structures to make good use of its range.)

Samsite now fires two shots at a time.
(Increases damage and intuitive to home base of CNC95.)

Recon Bike HP decreased from 120 to 110.
(Takes to long to kill these units when vs minigunners and light vehicle types. APCs taking to long to kill these.)

Airstrip/Weapon Factory power increased from 30 to 50.
(Increased like a disease. Nod players going with an extremely fast 4 strip build without com center. GDI maxing at 3 factories with non stop vehicles. Infantry became to weak.)

Communication Center power increased from 40 to 50.
(See above.)

APC movement speed increased from 128 to 132.
(A little to slow vs light tanks and dealing with buggies. Buggies being faster still they are able to get a few extra shots off. Provides better base entry.)

MRLS range reduced from 12c0 to 11c0.
(Out ranging Nod artillery. Extremely accurate as is and to strong vs several units. Shorter range allows faster vehicles to reach them better.)

MRLS damage vs none reduced from 35 to 25.
(To much damage vs infantry. Specially to e3.)

Obelisk power reduced from 150 to 90.
(Having to build an adv power plant after each Obelisk is put up is insane. Two Obelisk = 180 now and adv power plant is 200.)
2017-01-04 10:57:29 -08:00

957 lines
18 KiB
YAML

FACT:
Inherits: ^BaseBuilding
Valued:
Cost: 4000
Tooltip:
Name: Construction Yard
Building:
Footprint: xxx xxx
Dimensions: 3,2
Health:
HP: 2100
Armor:
Type: Wood
RevealsShroud:
Range: 10c0
Bib:
Production:
Produces: Building.GDI, Building.Nod, Defence.GDI, Defence.Nod
Transforms:
IntoActor: mcv
Offset: 1,1
Facing: 108
ProductionQueue@GDIBuilding:
Type: Building.GDI
Factions: gdi
Group: Building
LowPowerSlowdown: 2
QueuedAudio: Building
ReadyAudio: ConstructionComplete
ProductionQueue@NodBuilding:
Type: Building.Nod
Factions: nod
Group: Building
LowPowerSlowdown: 2
QueuedAudio: Building
ReadyAudio: ConstructionComplete
ProductionQueue@GDIDefense:
Type: Defence.GDI
Factions: gdi
Group: Defence
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
ProductionQueue@NodDefense:
Type: Defence.Nod
Factions: nod
Group: Defence
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
BaseBuilding:
ProductionBar@BuildingGDI:
ProductionType: Building.GDI
ProductionBar@BuildingNod:
ProductionType: Building.Nod
ProductionBar@DefenceGDI:
ProductionType: Defence.GDI
ProductionBar@DefenceNod:
ProductionType: Defence.Nod
BaseProvider:
Cooldown: 75
Range: 14c0
WithBuildingPlacedAnimation:
Power:
Amount: 0
ProvidesPrerequisite@buildingname:
Buildable:
Description: Builds structures
FACT.GDI:
Inherits: FACT
RenderSprites:
Image: fact
Buildable:
Queue: Building.GDI, Building.Nod
BuildPaletteOrder: 1000
Prerequisites: ~disabled
ForceFaction: gdi
Tooltip:
Name: Construction Yard (GDI)
FACT.NOD:
Inherits: FACT
RenderSprites:
Image: fact
Buildable:
Queue: Building.GDI, Building.Nod
BuildPaletteOrder: 1000
Prerequisites: ~disabled
ForceFaction: nod
Tooltip:
Name: Construction Yard (Nod)
NUKE:
Inherits: ^BaseBuilding
Valued:
Cost: 500
Tooltip:
Name: Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 10
Prerequisites: fact
Queue: Building.GDI, Building.Nod
Description: Generates power
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 500
RevealsShroud:
Range: 4c0
Bib:
Power:
Amount: 100
ScalePowerWithHealth:
NUK2:
Inherits: ^BaseBuilding
Valued:
Cost: 800
Tooltip:
Name: Advanced Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 80
Prerequisites: anyhq, ~techlevel.medium
Queue: Building.GDI, Building.Nod
Description: Provides more power, cheaper than the\nstandard Power Plant
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 700
RevealsShroud:
Range: 4c0
Bib:
Power:
Amount: 200
ScalePowerWithHealth:
PROC:
Inherits: ^BaseBuilding
Valued:
Cost: 1500
Tooltip:
Name: Tiberium Refinery
Buildable:
BuildPaletteOrder: 20
Prerequisites: anypower
Queue: Building.GDI, Building.Nod
Description: Processes raw Tiberium\ninto useable resources
Building:
Footprint: _x_ xxx ===
Dimensions: 3,3
Health:
HP: 1000
RevealsShroud:
Range: 6c0
Bib:
Refinery:
DockAngle: 112
DockOffset: 0,2
IsDragRequired: True
DragOffset: -554,512,0
DragLength: 12
TickRate: 15
StoresResources:
PipColor: Green
PipCount: 10
Capacity: 700
Selectable:
Bounds: 72,56,0,12
CustomSellValue:
Value: 0
FreeActor:
Actor: HARV
SpawnOffset: 1,2
Facing: 64
WithResources:
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 73,72
SILO:
Inherits: ^BaseBuilding
Valued:
Cost: 300
Tooltip:
Name: Tiberium Silo
Buildable:
BuildPaletteOrder: 35
Prerequisites: proc
Queue: Defence.GDI, Defence.Nod
Description: Stores processed Tiberium
Building:
Footprint: xx
Dimensions: 2,1
-GivesBuildableArea:
Health:
HP: 500
RevealsShroud:
Range: 4c0
Bib:
HasMinibib: Yes
RenderSprites:
WithSpriteBody:
AutoSelectionSize:
WithSiloAnimation:
StoresResources:
PipCount: 10
PipColor: Green
Capacity: 3000
-EmitInfantryOnSell:
Power:
Amount: -10
MustBeDestroyed:
RequiredForShortGame: false
SelectionDecorations:
VisualBounds: 49,30
PYLE:
Inherits: ^BaseBuilding
Valued:
Cost: 500
Tooltip:
Name: Barracks
ProvidesPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 30
Prerequisites: anypower
Queue: Building.GDI
Description: Trains infantry
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 5c0
Bib:
RallyPoint:
Exit@1:
SpawnOffset: -426,85,0
ExitCell: 0,1
Exit@2:
SpawnOffset: 298,298,0
ExitCell: 1,1
Production:
Produces: Infantry.GDI
ProductionQueue:
Type: Infantry.GDI
Group: Infantry
RequireOwner: false
LowPowerSlowdown: 3
ProductionBar:
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
Selectable:
Bounds: 48,42,0,-5
HAND:
Inherits: ^BaseBuilding
Valued:
Cost: 500
Tooltip:
Name: Hand of Nod
ProvidesPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 30
Prerequisites: anypower
Queue: Building.Nod
Description: Trains infantry
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 5c0
Bib:
RallyPoint:
Offset: 1,2
Exit@1:
SpawnOffset: 512,1024,0
ExitCell: 1,2
Production:
Produces: Infantry.Nod
ProductionQueue:
Type: Infantry.Nod
Group: Infantry
RequireOwner: false
LowPowerSlowdown: 3
ProductionBar:
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
Selectable:
Bounds: 48,48
SelectionDecorations:
VisualBounds: 48,68,0,-10
AFLD:
Inherits: ^BaseBuilding
Valued:
Cost: 2000
Tooltip:
Name: Airstrip
ProvidesPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 40
Prerequisites: proc
Queue: Building.Nod
Description: Provides a dropzone\nfor vehicle reinforcements
Building:
Footprint: xxxx xxxx
Dimensions: 4,2
Health:
HP: 1100
RevealsShroud:
Range: 7c0
Bib:
WithIdleOverlay@DISH:
Sequence: idle-dish
RallyPoint:
Offset: 4,2
Exit@1:
SpawnOffset: -1024,0,0
ExitCell: 3,1
ProductionAirdrop:
Produces: Vehicle.Nod
WithDeliveryAnimation:
ProductionQueue:
Type: Vehicle.Nod
Group: Vehicle
RequireOwner: false
LowPowerSlowdown: 3
ReadyAudio:
ProductionBar:
Power:
Amount: -50
ProvidesPrerequisite@buildingname:
WEAP:
Inherits: ^BaseBuilding
Valued:
Cost: 2000
Tooltip:
Name: Weapons Factory
ProvidesPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 40
Prerequisites: proc
Queue: Building.GDI
Description: Produces vehicles
Building:
Footprint: xxx ===
Dimensions: 3,2
Selectable:
Bounds: 72,48
SelectionDecorations:
VisualBounds: 72,64,0,-16
Health:
HP: 1100
RevealsShroud:
Range: 4c0
Bib:
WithProductionDoorOverlay:
Sequence: build-top
RallyPoint:
Offset: 0,2
Exit@1:
SpawnOffset: -512,-512,0
ExitCell: 0,1
ExitDelay: 3
Production:
Produces: Vehicle.GDI
ProductionQueue:
Type: Vehicle.GDI
RequireOwner: false
Group: Vehicle
LowPowerSlowdown: 3
ProductionBar:
Power:
Amount: -50
ProvidesPrerequisite@buildingname:
HPAD:
Inherits: ^BaseBuilding
Valued:
Cost: 1000
Tooltip:
Name: Helipad
Buildable:
BuildPaletteOrder: 50
Prerequisites: proc
Queue: Building.GDI, Building.Nod
Description: Produces, rearms and\nrepairs helicopters
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 5c0
Exit@1:
SpawnOffset: 0,-256,0
Production:
Produces: Aircraft.GDI, Aircraft.Nod
Reservable:
RepairsUnits:
PlayerExperience: 25
WithRepairAnimation:
RallyPoint:
ProductionQueue@GDI:
Type: Aircraft.GDI
Factions: gdi
Group: Aircraft
LowPowerSlowdown: 3
ProductionQueue@Nod:
Type: Aircraft.Nod
Factions: nod
Group: Aircraft
LowPowerSlowdown: 3
ProductionBar@GDI:
ProductionType: Aircraft.GDI
ProductionBar@Nod:
ProductionType: Aircraft.Nod
Power:
Amount: -10
ProvidesPrerequisite@buildingname:
HQ:
Inherits: ^BaseBuilding
Valued:
Cost: 1000
Tooltip:
Name: Communications Center
ProvidesPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 70
Prerequisites: proc, ~techlevel.medium
Queue: Building.GDI, Building.Nod
Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate.
Building:
Footprint: x_ xx
Dimensions: 2,2
Selectable:
Bounds: 48,40,0,9
SelectionDecorations:
VisualBounds: 48,53,0,-4
RequiresPower:
CanPowerDown:
PowerupSound: EnablePower
PowerdownSound: DisablePower
DisabledOverlay:
WithSpriteBody:
PauseAnimationWhenDisabled: true
Health:
HP: 800
RevealsShroud:
Range: 10c0
Bib:
ProvidesRadar:
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
AirstrikePower:
Prerequisites: ~techlevel.superweapons
Icon: airstrike
ChargeTime: 240
SquadSize: 3
QuantizedFacings: 8
Description: Air Strike
LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
EndChargeSpeechNotification: AirstrikeReady
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
IncomingSpeechNotification: EnemyPlanesApproaching
UnitType: a10
DisplayBeacon: True
BeaconPoster: airstrike
BeaconPosterPalette: beaconposter
DisplayRadarPing: True
CameraActor: camera
SupportPowerChargeBar:
Power:
Amount: -50
FIX:
Inherits: ^BaseBuilding
Valued:
Cost: 500
Tooltip:
Name: Repair Facility
Buildable:
BuildPaletteOrder: 60
Prerequisites: vehicleproduction
Queue: Building.GDI, Building.Nod
Description: Repairs vehicles
Building:
Footprint: _x_ xxx _x_
Dimensions: 3,3
Selectable:
Bounds: 64,34,0,3
SelectionDecorations:
VisualBounds: 72,48
Health:
HP: 800
RevealsShroud:
Range: 5c0
Bib:
HasMinibib: Yes
Reservable:
RepairsUnits:
Interval: 15
PlayerExperience: 25
RallyPoint:
WithRepairAnimation:
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
EYE:
Inherits: ^BaseBuilding
Valued:
Cost: 1800
Tooltip:
Name: Advanced Communications Center
ProvidesPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 100
Prerequisites: anyhq, ~techlevel.high
Queue: Building.GDI
Description: Provides radar and Orbital Ion Cannon support power.\nUnlocks Mammoth Tank and Commando.\nRequires power to operate.
Building:
Footprint: x_ xx
Dimensions: 2,2
Selectable:
Bounds: 48,40,0,9
SelectionDecorations:
VisualBounds: 48,53,0,-4
RequiresPower:
CanPowerDown:
PowerupSound: EnablePower
PowerdownSound: DisablePower
DisabledOverlay:
WithSpriteBody:
PauseAnimationWhenDisabled: true
Health:
HP: 1300
RevealsShroud:
Range: 10c0
Bib:
ProvidesRadar:
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
IonCannonPower:
Prerequisites: ~techlevel.superweapons
Icon: ioncannon
Cursor: ioncannon
ChargeTime: 270
Description: Ion Cannon
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
BeginChargeSpeechNotification: IonCannonCharging
EndChargeSpeechNotification: IonCannonReady
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
OnFireSound: ion1.aud
DisplayRadarPing: True
CameraActor: camera.small
SupportPowerChargeBar:
Power:
Amount: -200
ProvidesPrerequisite@buildingname:
TMPL:
Inherits: ^BaseBuilding
Valued:
Cost: 2000
Tooltip:
Name: Temple of Nod
ProvidesPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 100
Prerequisites: anyhq, ~techlevel.high
Queue: Building.Nod
Description: Provides Nuclear Strike support power.\nUnlocks Stealth Tank, Chem. Warrior and Obelisk of Light.\nRequires power to operate.
Building:
Footprint: xxx xxx
Dimensions: 3,2
Selectable:
Bounds: 72,48
SelectionDecorations:
VisualBounds: 72,68,0,-12
RequiresPower:
CanPowerDown:
PowerupSound: EnablePower
PowerdownSound: DisablePower
DisabledOverlay:
Health:
HP: 2100
RevealsShroud:
Range: 6c0
Bib:
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
NukePower:
Prerequisites: ~techlevel.superweapons
Icon: abomb
Cursor: nuke
ChargeTime: 360
Description: Nuclear Strike
LongDesc: Launch a tactical nuclear warhead.\nApplies heavy damage over a large area.
EndChargeSpeechNotification: NuclearWeaponAvailable
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
LaunchSpeechNotification: NuclearWeaponLaunched
IncomingSpeechNotification: NuclearWarheadApproaching
MissileWeapon: atomic
DisplayBeacon: True
BeaconPoster: atomic
BeaconPosterPalette: beaconposter
DisplayRadarPing: True
CameraRange: 10c0
SupportPowerChargeBar:
Power:
Amount: -150
ProvidesPrerequisite@buildingname:
GUN:
Inherits: ^Defense
Valued:
Cost: 600
Tooltip:
Name: Turret
Buildable:
BuildPaletteOrder: 45
Prerequisites: barracks
Queue: Defence.GDI, Defence.Nod
BuildDuration: 1440
BuildDurationModifier: 40
Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry
Building:
Health:
HP: 410
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
Bib:
HasMinibib: Yes
Turreted:
TurnSpeed: 12
InitialFacing: 56
-WithSpriteBody:
WithTurretedSpriteBody:
Armament:
Weapon: TurretGun
LocalOffset: 512,0,112
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleOverlay:
-WithDeathAnimation:
DetectCloaked:
Range: 3c0
Power:
Amount: -20
BodyOrientation:
UseClassicFacingFudge: True
SAM:
Inherits: ^Defense
Valued:
Cost: 650
Tooltip:
Name: SAM Site
Buildable:
BuildPaletteOrder: 50
Prerequisites: hand
Queue: Defence.Nod
BuildDuration: 1700
BuildDurationModifier: 40
Description: Anti-Aircraft base defense.\n Strong vs Aircraft\n Cannot target Ground units.
Building:
Footprint: xx
Dimensions: 2,1
RequiresPower:
DisabledOverlay:
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
Turreted:
TurnSpeed: 10
InitialFacing: 0
RealignDelay: -1
-WithSpriteBody:
WithTurretedSpriteBody:
AutoSelectionSize:
Armament:
Weapon: SAMMissile
MuzzleSequence: muzzle
AttackPopupTurreted:
WithMuzzleOverlay:
-RenderDetectionCircle:
Power:
Amount: -20
BodyOrientation:
UseClassicFacingFudge: True
OBLI:
Inherits: ^Defense
Valued:
Cost: 1500
Tooltip:
Name: Obelisk of Light
Buildable:
BuildPaletteOrder: 60
Prerequisites: tmpl, ~techlevel.high
Queue: Defence.Nod
BuildDuration: 3120
BuildDurationModifier: 40
Description: Advanced base defense.\nRequires power to operate.\n Strong vs all Ground units\n Cannot target Aircraft
Selectable:
Bounds: 24,24
SelectionDecorations:
VisualBounds: 22,44,0,-10
RequiresPower:
DisabledOverlay:
Health:
HP: 600
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
Bib:
HasMinibib: Yes
WithChargeAnimation:
Armament:
Weapon: Laser
LocalOffset: 0,-85,1280
FireDelay: 0
AttackCharge:
ChargeAudio: obelpowr.aud
ReloadDelay: 40
InitialChargeDelay: 50
-EmitInfantryOnSell:
DetectCloaked:
Range: 5c0
Power:
Amount: -90
GTWR:
Inherits: ^Defense
Valued:
Cost: 600
Tooltip:
Name: Guard Tower
Buildable:
BuildPaletteOrder: 40
Prerequisites: barracks
Queue: Defence.GDI, Defence.Nod
BuildDuration: 1440
BuildDurationModifier: 40
Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks
Building:
Health:
HP: 400
RevealsShroud:
Range: 7c0
Bib:
HasMinibib: Yes
Armament:
Weapon: HighV
LocalOffset: 256,0,256
MuzzleSequence: muzzle
AttackTurreted:
BodyOrientation:
QuantizedFacings: 8
DetectCloaked:
Range: 3c0
WithMuzzleOverlay:
Turreted:
TurnSpeed: 255
Power:
Amount: -10
ATWR:
Inherits: ^Defense
Valued:
Cost: 1000
Tooltip:
Name: Advanced Guard Tower
Buildable:
BuildPaletteOrder: 60
Prerequisites: anyhq, ~techlevel.medium
Queue: Defence.GDI
BuildDuration: 2880
BuildDurationModifier: 40
Description: All-purpose defensive structure.\n Strong vs Aircraft, Tanks\n Weak vs Infantry
Selectable:
Bounds: 24,24
SelectionDecorations:
VisualBounds: 22,48,0,-12
RequiresPower:
DisabledOverlay:
Health:
HP: 550
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
Bib:
HasMinibib: Yes
Turreted:
TurnSpeed: 255
Offset: 128,128,384
Armament@PRIMARY:
Weapon: TowerMissle
LocalOffset: 256,128,0, 256,-128,0
LocalYaw: -100,100
Armament@SECONDARY:
Weapon: SAMMissile
LocalOffset: 256,128,0, 256,-128,0
LocalYaw: -100,100
AttackTurreted:
BodyOrientation:
QuantizedFacings: 8
DetectCloaked:
Range: 5c0
Power:
Amount: -50
SBAG:
Inherits: ^Wall
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Sandbag Barrier
Buildable:
BuildPaletteOrder: 20
Prerequisites: fact
Queue: Defence.GDI
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
Armor:
Type: Light
LineBuild:
Range: 8
NodeTypes: sandbag
LineBuildNode:
Types: sandbag
WithWallSpriteBody:
Type: sandbag
CYCL:
Inherits: ^Wall
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Chain Link Barrier
Buildable:
BuildPaletteOrder: 20
Prerequisites: fact
Queue: Defence.Nod
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
Armor:
Type: Light
LineBuild:
Range: 8
NodeTypes: chain
LineBuildNode:
Types: chain
WithWallSpriteBody:
Type: chain
BRIK:
Inherits: ^Wall
Valued:
Cost: 150
CustomSellValue:
Value: 0
Tooltip:
Name: Concrete Barrier
Buildable:
BuildPaletteOrder: 30
Prerequisites: vehicleproduction
Queue: Defence.GDI, Defence.Nod
BuildDuration: 500
BuildDurationModifier: 40
Description: Stops infantry and most tanks.\nBlocks some projectiles.
Health:
HP: 250
Armor:
Type: Heavy
BlocksProjectiles:
Crushable:
CrushClasses: heavywall
-CrushSound:
SoundOnDamageTransition:
DestroyedSounds: crumble.aud
LineBuild:
Range: 8
NodeTypes: concrete
LineBuildNode:
Types: concrete
WithWallSpriteBody:
Type: concrete
BARRACKS:
AlwaysVisible:
Tooltip:
Name: Infantry Production
Buildable:
Description: Infantry Production
VEHICLEPRODUCTION:
AlwaysVisible:
Tooltip:
Name: Vehicle Production
Buildable:
Description: Vehicle Production
ANYPOWER:
AlwaysVisible:
Tooltip:
Name: Power Plant
Buildable:
Description: Power Plant
ANYHQ:
AlwaysVisible:
Tooltip:
Name: a communications center
Buildable:
Description: a communications center