Apache damage vs infantry at prone increased from 50 percent to 80 percent. Apache damage was cut in half making them less effective versus infantry. Giving them an extra boost damage wise versus prone is enough then going with a universal damage boost. MCV Price from 4000 to 3500. Some say they want 3000 but im still paranoid of the epidemics that have happened in the past with 1v1 and team games. Needs more team game tests if they want 3000. Repair Pad decrease power from -30 to -20. Power consumption is a little high. Specifically if they want to build extras. APC Price from 550 to 600. APC HP from 21500 to 19000. APC turn speed from 8 to 5. APC build duration from 900 to 938. APC AA range from 7 to 6. APC reduce vision range from 7c0 to 6c0. APC projectile speed reduced from 2c0 to 900. See notes below. Power Plant buff HP from 50,000 to 55,000 Makes power plant sniping a little tougher. But still effective to take out. Change power structures (Airstrip/Factory and Refinery to 40 power) Important change. This allows more diverse builds to happen such as now able to build refinery > barracks > factory. This combo helps easy defends with quick vehicle herasses. MRLS Price reduction from 1000 to 900. Allows an easier method to build on the field. A unit that is often times killed by airstrikes allows more forgiveness when on the field. Light vehicle husks HP reduce to 2000. (reduce timer on field wreckage.) Prevents early on refinery blocks and other pathing unit issues. Oil Derrick reduce HP from 100,000 to 80,000 Oil Derricks were a little to strong. Easily can be killed now. Change power plant build duration from 12 seconds to 8 seconds. (Low power build duration from 24 seconds to 16 seconds.) Note: Does not include Adv. Power plant Due to the struggle of low power this enables players to build regular power plants to help get back up quickly. This however, does not apply to Adv. power plants. The outcome is then scattered extra power plants rather then Adv. power due to the player being on low power. Change engineer capture threshold from 50 to 55 and added a lower selection priority. Fixes the structures from being fixed and preventing the second engineer from getting canceled out or being wasted on damaging the structure again. NOTES: I have mentioned that I disagree on the above APC changes. The reasons I conclude may happen is buffing the bikes with a lack of counter. This may result in games where infantry are now used to help counter against buggy/bike play rather then an APC/infantry play or APC/hummer play. If and when players speak about bikes being OP please look back at the changes that happened in the past.
1069 lines
22 KiB
YAML
1069 lines
22 KiB
YAML
FACT:
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Inherits: ^BaseBuilding
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Inherits@shape: ^3x2Shape
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Tooltip:
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Footprint: xxx xxx ===
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Dimensions: 3,3
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Health:
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Transforms:
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Offset: 1,1
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RequiresCondition: factundeploy
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Prerequisites: global-factundeploy
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ProductionQueue@GDIBuilding:
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Type: Building.GDI
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Factions: gdi
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Group: Building
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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ProductionQueue@NodBuilding:
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ProductionQueue@GDIDefense:
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QueuedAudio: Building
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BaseBuilding:
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ProductionBar@BuildingGDI:
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ProductionType: Building.GDI
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ProductionBar@BuildingNod:
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ProductionBar@DefenceGDI:
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ProductionType: Defence.GDI
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ProductionBar@DefenceNod:
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BaseProvider:
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FACT.GDI:
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RenderSprites:
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Buildable:
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Prerequisites: ~disabled
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ForceFaction: gdi
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Tooltip:
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Name: Construction Yard (GDI)
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FACT.NOD:
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RenderSprites:
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Image: fact
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Buildable:
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NUKE:
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Inherits@shape: ^2x2Shape
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HitShape:
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TargetableOffsets: 630,299,0
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Valued:
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Cost: 500
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Tooltip:
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Name: Power Plant
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ProvidesPrerequisite:
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Prerequisite: anypower
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Buildable:
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Prerequisites: fact
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Building:
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Dimensions: 2,3
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LocalCenterOffset: 0,-512,0
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Health:
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RevealsShroud:
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NUK2:
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Inherits@shape: ^2x2Shape
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HitShape:
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TargetableOffsets: 630,299,0
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Tooltip:
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Name: Advanced Power Plant
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ProvidesPrerequisite:
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Buildable:
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Prerequisites: anyhq, ~techlevel.medium
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Queue: Building.GDI, Building.Nod
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Description: Provides more power, cheaper than the\nstandard Power Plant
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Building:
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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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Health:
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HP: 70000
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Tooltip:
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Name: Tiberium Refinery
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Buildable:
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BuildPaletteOrder: 20
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Prerequisites: anypower
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Queue: Building.GDI, Building.Nod
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Description: Processes raw Tiberium\ninto useable resources
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Building:
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Footprint: _x_ xxx === ===
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LocalCenterOffset: 0,-512,0
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Health:
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HP: 100000
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RevealsShroud:
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Range: 6c0
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WithBuildingBib:
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Refinery:
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DockAngle: 112
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DockOffset: 0,2
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IsDragRequired: True
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DragOffset: -554,512,0
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DragLength: 12
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TickRate: 15
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StoresResources:
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PipColor: Green
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PipCount: 10
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Capacity: 700
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Selectable:
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Bounds: 72,56,0,12
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DecorationBounds: 73,72
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CustomSellValue:
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Value: 500
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FreeActor:
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Actor: HARV
|
|
SpawnOffset: 1,2
|
|
Facing: 64
|
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WithResources:
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Power:
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|
Amount: -40
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ProvidesPrerequisite@buildingname:
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SelectionDecorations:
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SILO:
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Inherits: ^BaseBuilding
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Inherits@shape: ^2x1Shape
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Valued:
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Cost: 300
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Tooltip:
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|
Name: Tiberium Silo
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Buildable:
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BuildPaletteOrder: 35
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Prerequisites: proc
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Queue: Defence.GDI, Defence.Nod
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Description: Stores processed Tiberium
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Building:
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Footprint: xx
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Dimensions: 2,1
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-GivesBuildableArea:
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Health:
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HP: 50000
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RevealsShroud:
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Range: 4c0
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WithBuildingBib:
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HasMinibib: Yes
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RenderSprites:
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WithSpriteBody:
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WithSiloAnimation:
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StoresResources:
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PipCount: 10
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PipColor: Green
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Capacity: 3000
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-EmitInfantryOnSell:
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Power:
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Amount: -10
|
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MustBeDestroyed:
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RequiredForShortGame: false
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SelectionDecorations:
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-AcceptsDeliveredCash:
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Selectable:
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DecorationBounds: 49,30
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PYLE:
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Inherits: ^BaseBuilding
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HitShape:
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UseTargetableCellsOffsets: false
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TargetableOffsets: 0,0,0, 840,-256,0, 840,512,0, 210,-512,0, -71,512,0
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Type: Rectangle
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TopLeft: -1024, -1024
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BottomRight: 1024, 640
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Valued:
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Cost: 500
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Tooltip:
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Name: Barracks
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ProvidesPrerequisite:
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Prerequisite: barracks
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Buildable:
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BuildPaletteOrder: 30
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Prerequisites: anypower
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Queue: Building.GDI
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Description: Trains infantry
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Building:
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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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Health:
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HP: 60000
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RevealsShroud:
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Range: 5c0
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WithBuildingBib:
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RallyPoint:
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Exit@1:
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SpawnOffset: -426,85,0
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ExitCell: 0,1
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Exit@2:
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SpawnOffset: 298,298,0
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ExitCell: 1,1
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Production:
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Produces: Infantry.GDI
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ProductionQueue:
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Type: Infantry.GDI
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Group: Infantry
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RequireOwner: false
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LowPowerSlowdown: 3
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LimitedAudio: BuildingInProgress
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ProductionBar:
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Power:
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Amount: -20
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ProvidesPrerequisite@buildingname:
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Selectable:
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Bounds: 48,42,0,-5
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HAND:
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Inherits: ^BaseBuilding
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Inherits@shape: ^2x2Shape
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HitShape:
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TargetableOffsets: 0,0,0, 630,-512,0, 355,512,0, -281,-512,0, -630,512,0
|
|
Valued:
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|
Cost: 500
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Tooltip:
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Name: Hand of Nod
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ProvidesPrerequisite:
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Prerequisite: barracks
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Buildable:
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BuildPaletteOrder: 30
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Prerequisites: anypower
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Queue: Building.Nod
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Description: Trains infantry
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Building:
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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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Health:
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|
HP: 60000
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RevealsShroud:
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WithBuildingBib:
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RallyPoint:
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Exit@1:
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ExitCell: 1,2
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Production:
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Produces: Infantry.Nod
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ProductionQueue:
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Type: Infantry.Nod
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Group: Infantry
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LowPowerSlowdown: 3
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LimitedAudio: BuildingInProgress
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ProductionBar:
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Amount: -20
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ProvidesPrerequisite@buildingname:
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Selectable:
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Bounds: 48,48
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SelectionDecorations:
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AFLD:
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HitShape:
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BottomRight: 2048, 1024
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Valued:
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Cost: 2000
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Tooltip:
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Name: Airstrip
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ProvidesPrerequisite:
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|
Prerequisite: vehicleproduction
|
|
Buildable:
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BuildPaletteOrder: 40
|
|
Prerequisites: proc
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Queue: Building.Nod
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Description: Provides a dropzone\nfor vehicle reinforcements
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Building:
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Footprint: XXXX xxxx ====
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Dimensions: 4,3
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LocalCenterOffset: 0,-512,0
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Health:
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RallyPoint:
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Exit@1:
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ExitCell: 3,1
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ProductionAirdrop:
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Produces: Vehicle.Nod
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WithDeliveryAnimation:
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ProductionQueue:
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Group: Vehicle
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RequireOwner: false
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ReadyAudio:
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LimitedAudio: BuildingInProgress
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ProductionBar:
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Power:
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Amount: -40
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|
|
WEAP:
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Inherits@shape: ^3x2Shape
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|
HitShape:
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|
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|
BottomRight: 1536, 512
|
|
Valued:
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|
Cost: 2000
|
|
Tooltip:
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|
Name: Weapons Factory
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|
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|
|
Prerequisite: vehicleproduction
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|
Buildable:
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Prerequisites: proc
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|
Queue: Building.GDI
|
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|
|
Building:
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|
Footprint: xxx === ===
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|
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|
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Selectable:
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Bounds: 72,48
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LimitedAudio: BuildingInProgress
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ProductionBar:
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|
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|
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|
|
HPAD:
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|
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Inherits@shape: ^2x2Shape
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HitShape:
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|
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|
|
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|
|
Valued:
|
|
Cost: 1000
|
|
Tooltip:
|
|
Name: Helipad
|
|
Buildable:
|
|
BuildPaletteOrder: 50
|
|
Prerequisites: proc
|
|
Queue: Building.GDI, Building.Nod
|
|
Description: Produces, rearms and\nrepairs helicopters
|
|
Building:
|
|
Footprint: xx xx
|
|
Dimensions: 2,2
|
|
Health:
|
|
HP: 60000
|
|
RevealsShroud:
|
|
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|
|
Exit@1:
|
|
SpawnOffset: 0,-256,0
|
|
Production:
|
|
Produces: Aircraft.GDI, Aircraft.Nod
|
|
Reservable:
|
|
RepairsUnits:
|
|
HpPerStep: 1000
|
|
PlayerExperience: 25
|
|
WithRepairAnimation:
|
|
RallyPoint:
|
|
ProductionQueue@GDI:
|
|
Type: Aircraft.GDI
|
|
Factions: gdi
|
|
Group: Aircraft
|
|
LowPowerSlowdown: 3
|
|
LimitedAudio: BuildingInProgress
|
|
ProductionQueue@Nod:
|
|
Type: Aircraft.Nod
|
|
Factions: nod
|
|
Group: Aircraft
|
|
LowPowerSlowdown: 3
|
|
LimitedAudio: BuildingInProgress
|
|
ProductionBar@GDI:
|
|
ProductionType: Aircraft.GDI
|
|
ProductionBar@Nod:
|
|
ProductionType: Aircraft.Nod
|
|
Power:
|
|
Amount: -10
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
HQ:
|
|
Inherits: ^BaseBuilding
|
|
Inherits@IDISABLE: ^DisabledOverlay
|
|
HitShape:
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|
TargetableOffsets: 0,0,0, 0,512,0, 420,-598,256
|
|
Type: Rectangle
|
|
TopLeft: -1024, -384
|
|
BottomRight: 1024, 1024
|
|
Valued:
|
|
Cost: 1000
|
|
Tooltip:
|
|
Name: Communications Center
|
|
ProvidesPrerequisite:
|
|
Prerequisite: anyhq
|
|
Buildable:
|
|
BuildPaletteOrder: 70
|
|
Prerequisites: proc, ~techlevel.medium
|
|
Queue: Building.GDI, Building.Nod
|
|
Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate.
|
|
Building:
|
|
Footprint: X_ xx ==
|
|
Dimensions: 2,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Selectable:
|
|
Bounds: 48,40,0,9
|
|
DecorationBounds: 48,53,0,-4
|
|
SelectionDecorations:
|
|
WithSpriteBody:
|
|
PauseOnCondition: lowpower
|
|
Health:
|
|
HP: 80000
|
|
RevealsShroud:
|
|
Range: 10c0
|
|
WithBuildingBib:
|
|
ProvidesRadar:
|
|
RequiresCondition: !lowpower
|
|
RenderDetectionCircle:
|
|
DetectCloaked:
|
|
Range: 5c0
|
|
RequiresCondition: !lowpower
|
|
AirstrikePower:
|
|
PauseOnCondition: lowpower
|
|
Prerequisites: ~techlevel.superweapons
|
|
Icon: airstrike
|
|
ChargeInterval: 6000
|
|
SquadSize: 3
|
|
QuantizedFacings: 8
|
|
Description: Air Strike
|
|
LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
|
|
EndChargeSpeechNotification: AirstrikeReady
|
|
SelectTargetSpeechNotification: SelectTarget
|
|
InsufficientPowerSpeechNotification: InsufficientPower
|
|
IncomingSpeechNotification: EnemyPlanesApproaching
|
|
UnitType: a10
|
|
DisplayBeacon: True
|
|
BeaconPoster: airstrike
|
|
BeaconPosterPalette: beaconposter
|
|
DisplayRadarPing: True
|
|
CameraActor: camera
|
|
ArrowSequence: arrow
|
|
ClockSequence: clock
|
|
CircleSequence: circles
|
|
SupportPowerChargeBar:
|
|
Power:
|
|
Amount: -50
|
|
|
|
FIX:
|
|
Inherits: ^BaseBuilding
|
|
HitShape:
|
|
TargetableOffsets: 840,0,0, 598,-640,0, 598,640,0, -1060,0,0, -768,-640,0, -768,640,0
|
|
Type: Polygon
|
|
Points: -1536,-256, -341,-940, 341,-940, 1536,-256, 1536,341, 341,1110, -341,1110, -1536,341
|
|
Valued:
|
|
Cost: 500
|
|
Tooltip:
|
|
Name: Repair Facility
|
|
Buildable:
|
|
BuildPaletteOrder: 60
|
|
Prerequisites: vehicleproduction
|
|
Queue: Building.GDI, Building.Nod
|
|
Description: Repairs vehicles
|
|
Building:
|
|
Footprint: _X_ xxx _X_
|
|
Dimensions: 3,3
|
|
Selectable:
|
|
Bounds: 64,34,0,3
|
|
DecorationBounds: 72,48
|
|
SelectionDecorations:
|
|
Health:
|
|
HP: 80000
|
|
RevealsShroud:
|
|
Range: 5c0
|
|
WithBuildingBib:
|
|
HasMinibib: Yes
|
|
Reservable:
|
|
RepairsUnits:
|
|
HpPerStep: 1000
|
|
Interval: 15
|
|
PlayerExperience: 25
|
|
RallyPoint:
|
|
WithRepairAnimation:
|
|
Power:
|
|
Amount: -20
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
EYE:
|
|
Inherits: ^BaseBuilding
|
|
Inherits@IDISABLE: ^DisabledOverlay
|
|
HitShape:
|
|
TargetableOffsets: 0,0,0, 0,512,128, 420,-598,213
|
|
Type: Rectangle
|
|
TopLeft: -1024, -384
|
|
BottomRight: 1024, 1024
|
|
Valued:
|
|
Cost: 1800
|
|
Tooltip:
|
|
Name: Advanced Communications Center
|
|
ProvidesPrerequisite:
|
|
Prerequisite: anyhq
|
|
Buildable:
|
|
BuildPaletteOrder: 100
|
|
Prerequisites: anyhq, ~techlevel.high
|
|
Queue: Building.GDI
|
|
Description: Provides radar and Orbital Ion Cannon support power.\nUnlocks Mammoth Tank and Commando.\nRequires power to operate.
|
|
Building:
|
|
Footprint: X_ xx ==
|
|
Dimensions: 2,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Selectable:
|
|
Bounds: 48,40,0,9
|
|
DecorationBounds: 48,53,0,-4
|
|
SelectionDecorations:
|
|
WithSpriteBody:
|
|
PauseOnCondition: lowpower
|
|
Health:
|
|
HP: 130000
|
|
RevealsShroud:
|
|
Range: 10c0
|
|
WithBuildingBib:
|
|
ProvidesRadar:
|
|
RequiresCondition: !lowpower
|
|
RenderDetectionCircle:
|
|
DetectCloaked:
|
|
Range: 5c0
|
|
RequiresCondition: !lowpower
|
|
IonCannonPower:
|
|
PauseOnCondition: lowpower
|
|
Prerequisites: ~techlevel.superweapons
|
|
Icon: ioncannon
|
|
Cursor: ioncannon
|
|
ChargeInterval: 6750
|
|
Description: Ion Cannon
|
|
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
|
|
BeginChargeSpeechNotification: IonCannonCharging
|
|
EndChargeSpeechNotification: IonCannonReady
|
|
SelectTargetSpeechNotification: SelectTarget
|
|
InsufficientPowerSpeechNotification: InsufficientPower
|
|
OnFireSound: ion1.aud
|
|
DisplayRadarPing: True
|
|
CameraActor: camera.small
|
|
SupportPowerChargeBar:
|
|
Power:
|
|
Amount: -200
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
TMPL:
|
|
Inherits: ^BaseBuilding
|
|
Inherits@IDISABLE: ^DisabledOverlay
|
|
Inherits@shape: ^3x2Shape
|
|
HitShape:
|
|
UseTargetableCellsOffsets: false
|
|
TargetableOffsets: 0,0,0, 0,-896,0, 0,896,0, 840,0,0, -706,0,0, -706,-768,0, -706,640,0
|
|
Valued:
|
|
Cost: 2000
|
|
Tooltip:
|
|
Name: Temple of Nod
|
|
ProvidesPrerequisite:
|
|
Prerequisite: anyhq
|
|
Buildable:
|
|
BuildPaletteOrder: 100
|
|
Prerequisites: anyhq, ~techlevel.high
|
|
Queue: Building.Nod
|
|
Description: Provides Nuclear Strike support power.\nUnlocks Stealth Tank, Chem. Warrior and Obelisk of Light.\nRequires power to operate.
|
|
Building:
|
|
Footprint: xxx xxx ===
|
|
Dimensions: 3,3
|
|
LocalCenterOffset: 0,-512,0
|
|
Selectable:
|
|
Bounds: 72,48
|
|
DecorationBounds: 72,68,0,-12
|
|
SelectionDecorations:
|
|
Health:
|
|
HP: 210000
|
|
RevealsShroud:
|
|
Range: 6c0
|
|
WithBuildingBib:
|
|
RenderDetectionCircle:
|
|
DetectCloaked:
|
|
Range: 5c0
|
|
RequiresCondition: !lowpower
|
|
NukePower:
|
|
PauseOnCondition: lowpower
|
|
Prerequisites: ~techlevel.superweapons
|
|
Icon: abomb
|
|
Cursor: nuke
|
|
ChargeInterval: 9000
|
|
Description: Nuclear Strike
|
|
LongDesc: Launch a tactical nuclear warhead.\nApplies heavy damage over a large area.
|
|
EndChargeSpeechNotification: NuclearWeaponAvailable
|
|
SelectTargetSpeechNotification: SelectTarget
|
|
InsufficientPowerSpeechNotification: InsufficientPower
|
|
LaunchSpeechNotification: NuclearWeaponLaunched
|
|
IncomingSpeechNotification: NuclearWarheadApproaching
|
|
MissileWeapon: atomic
|
|
MissileDelay: 11
|
|
SpawnOffset: 3c0,0,-1c512
|
|
DisplayBeacon: True
|
|
BeaconPoster: atomic
|
|
BeaconPosterPalette: beaconposter
|
|
DisplayRadarPing: True
|
|
CameraRange: 10c0
|
|
ArrowSequence: arrow
|
|
ClockSequence: clock
|
|
CircleSequence: circles
|
|
WithNukeLaunchAnimation:
|
|
WithNukeLaunchOverlay:
|
|
Sequence: smoke
|
|
SupportPowerChargeBar:
|
|
Power:
|
|
Amount: -150
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
GUN:
|
|
Inherits: ^Defense
|
|
Inherits@AUTOTARGET: ^AutoTargetGround
|
|
Valued:
|
|
Cost: 600
|
|
Tooltip:
|
|
Name: Turret
|
|
Buildable:
|
|
BuildPaletteOrder: 45
|
|
Prerequisites: barracks
|
|
Queue: Defence.GDI, Defence.Nod
|
|
BuildDuration: 1440
|
|
BuildDurationModifier: 40
|
|
Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry
|
|
Building:
|
|
Health:
|
|
HP: 41000
|
|
Armor:
|
|
Type: Heavy
|
|
RevealsShroud:
|
|
Range: 6c0
|
|
WithBuildingBib:
|
|
HasMinibib: Yes
|
|
Turreted:
|
|
TurnSpeed: 12
|
|
InitialFacing: 56
|
|
-WithSpriteBody:
|
|
WithEmbeddedTurretSpriteBody:
|
|
Armament:
|
|
Weapon: TurretGun
|
|
LocalOffset: 512,0,112
|
|
MuzzleSequence: muzzle
|
|
AttackTurreted:
|
|
WithMuzzleOverlay:
|
|
-WithDeathAnimation:
|
|
DetectCloaked:
|
|
Range: 3c0
|
|
Power:
|
|
Amount: -20
|
|
BodyOrientation:
|
|
UseClassicFacingFudge: True
|
|
|
|
SAM:
|
|
Inherits: ^Defense
|
|
Inherits@IDISABLE: ^DisabledOverlay
|
|
Inherits@AUTOTARGET: ^AutoTargetAir
|
|
Inherits@shape: ^2x1Shape
|
|
HitShape:
|
|
Type: Rectangle
|
|
TopLeft: -768,-512
|
|
BottomRight: 768,512
|
|
Valued:
|
|
Cost: 650
|
|
Tooltip:
|
|
Name: SAM Site
|
|
Buildable:
|
|
BuildPaletteOrder: 50
|
|
Prerequisites: hand
|
|
Queue: Defence.Nod
|
|
BuildDuration: 1700
|
|
BuildDurationModifier: 40
|
|
Description: Anti-Aircraft base defense.\n Strong vs Aircraft\n Cannot target Ground units.
|
|
Building:
|
|
Footprint: xx
|
|
Dimensions: 2,1
|
|
Health:
|
|
HP: 40000
|
|
Armor:
|
|
Type: Heavy
|
|
RevealsShroud:
|
|
Range: 6c0
|
|
Turreted:
|
|
TurnSpeed: 10
|
|
InitialFacing: 0
|
|
RealignDelay: -1
|
|
-WithSpriteBody:
|
|
WithEmbeddedTurretSpriteBody:
|
|
Armament:
|
|
Weapon: Dragon
|
|
MuzzleSequence: muzzle
|
|
AttackPopupTurreted:
|
|
PauseOnCondition: lowpower
|
|
WithMuzzleOverlay:
|
|
-RenderDetectionCircle:
|
|
Power:
|
|
Amount: -20
|
|
BodyOrientation:
|
|
UseClassicFacingFudge: True
|
|
|
|
OBLI:
|
|
Inherits: ^Defense
|
|
Inherits@IDISABLE: ^DisabledOverlay
|
|
Inherits@AUTOTARGET: ^AutoTargetGround
|
|
Valued:
|
|
Cost: 1500
|
|
Tooltip:
|
|
Name: Obelisk of Light
|
|
Buildable:
|
|
BuildPaletteOrder: 60
|
|
Prerequisites: tmpl, ~techlevel.high
|
|
Queue: Defence.Nod
|
|
BuildDuration: 3120
|
|
BuildDurationModifier: 40
|
|
Description: Advanced base defense.\nRequires power to operate.\n Strong vs all Ground units\n Cannot target Aircraft
|
|
Selectable:
|
|
Bounds: 24,24
|
|
DecorationBounds: 22,44,0,-10
|
|
SelectionDecorations:
|
|
Health:
|
|
HP: 75000
|
|
Armor:
|
|
Type: Heavy
|
|
RevealsShroud:
|
|
Range: 8c0
|
|
WithBuildingBib:
|
|
HasMinibib: Yes
|
|
WithChargeAnimation:
|
|
Armament:
|
|
Weapon: Laser
|
|
LocalOffset: 0,-85,1280
|
|
AttackCharges:
|
|
PauseOnCondition: lowpower
|
|
ChargeLevel: 50
|
|
ChargingCondition: charging
|
|
AmbientSound:
|
|
RequiresCondition: charging
|
|
SoundFiles: obelpowr.aud
|
|
Interval: 30, 40
|
|
-EmitInfantryOnSell:
|
|
DetectCloaked:
|
|
Range: 5c0
|
|
RequiresCondition: !lowpower
|
|
Power:
|
|
Amount: -90
|
|
|
|
GTWR:
|
|
Inherits: ^Defense
|
|
Inherits@AUTOTARGET: ^AutoTargetGround
|
|
Valued:
|
|
Cost: 600
|
|
Tooltip:
|
|
Name: Guard Tower
|
|
Buildable:
|
|
BuildPaletteOrder: 40
|
|
Prerequisites: barracks
|
|
Queue: Defence.GDI, Defence.Nod
|
|
BuildDuration: 1440
|
|
BuildDurationModifier: 40
|
|
Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks
|
|
Building:
|
|
Health:
|
|
HP: 40000
|
|
RevealsShroud:
|
|
Range: 7c0
|
|
WithBuildingBib:
|
|
HasMinibib: Yes
|
|
Armament:
|
|
Weapon: HighV
|
|
LocalOffset: 256,0,256
|
|
MuzzleSequence: muzzle
|
|
AttackTurreted:
|
|
BodyOrientation:
|
|
QuantizedFacings: 8
|
|
DetectCloaked:
|
|
Range: 3c0
|
|
WithMuzzleOverlay:
|
|
Turreted:
|
|
TurnSpeed: 255
|
|
Power:
|
|
Amount: -10
|
|
|
|
ATWR:
|
|
Inherits: ^Defense
|
|
Inherits@IDISABLE: ^DisabledOverlay
|
|
Inherits@AUTOTARGET: ^AutoTargetAll
|
|
Valued:
|
|
Cost: 1000
|
|
Tooltip:
|
|
Name: Advanced Guard Tower
|
|
Buildable:
|
|
BuildPaletteOrder: 60
|
|
Prerequisites: anyhq, ~techlevel.medium
|
|
Queue: Defence.GDI
|
|
BuildDuration: 2880
|
|
BuildDurationModifier: 40
|
|
Description: All-purpose defensive structure.\n Strong vs Aircraft, Tanks\n Weak vs Infantry
|
|
Selectable:
|
|
Bounds: 24,24
|
|
DecorationBounds: 22,48,0,-12
|
|
SelectionDecorations:
|
|
Health:
|
|
HP: 55000
|
|
Armor:
|
|
Type: Heavy
|
|
RevealsShroud:
|
|
Range: 8c0
|
|
WithBuildingBib:
|
|
HasMinibib: Yes
|
|
Turreted:
|
|
TurnSpeed: 255
|
|
Offset: 128,128,384
|
|
Armament@PRIMARY:
|
|
Weapon: TowerMissile
|
|
LocalOffset: 256,128,0, 256,-128,0
|
|
LocalYaw: -100,100
|
|
Armament@SECONDARY:
|
|
Weapon: TowerAAMissile
|
|
LocalOffset: 256,128,0, 256,-128,0
|
|
LocalYaw: -100,100
|
|
AttackTurreted:
|
|
PauseOnCondition: lowpower
|
|
BodyOrientation:
|
|
QuantizedFacings: 8
|
|
DetectCloaked:
|
|
Range: 5c0
|
|
RequiresCondition: !lowpower
|
|
Power:
|
|
Amount: -50
|
|
|
|
SBAG:
|
|
Inherits: ^Wall
|
|
Valued:
|
|
Cost: 25
|
|
CustomSellValue:
|
|
Value: 0
|
|
Tooltip:
|
|
Name: Sandbag Barrier
|
|
Buildable:
|
|
BuildPaletteOrder: 20
|
|
Prerequisites: fact
|
|
Queue: Defence.GDI
|
|
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
|
|
Armor:
|
|
Type: Light
|
|
LineBuild:
|
|
Range: 8
|
|
NodeTypes: sandbag
|
|
LineBuildNode:
|
|
Types: sandbag
|
|
WithWallSpriteBody:
|
|
Type: sandbag
|
|
|
|
CYCL:
|
|
Inherits: ^Wall
|
|
Valued:
|
|
Cost: 25
|
|
CustomSellValue:
|
|
Value: 0
|
|
Tooltip:
|
|
Name: Chain Link Barrier
|
|
Buildable:
|
|
BuildPaletteOrder: 20
|
|
Prerequisites: fact
|
|
Queue: Defence.Nod
|
|
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
|
|
Armor:
|
|
Type: Light
|
|
LineBuild:
|
|
Range: 8
|
|
NodeTypes: chain
|
|
LineBuildNode:
|
|
Types: chain
|
|
WithWallSpriteBody:
|
|
Type: chain
|
|
|
|
BRIK:
|
|
Inherits: ^Wall
|
|
Valued:
|
|
Cost: 150
|
|
CustomSellValue:
|
|
Value: 0
|
|
Tooltip:
|
|
Name: Concrete Barrier
|
|
Buildable:
|
|
BuildPaletteOrder: 30
|
|
Prerequisites: vehicleproduction
|
|
Queue: Defence.GDI, Defence.Nod
|
|
BuildDuration: 500
|
|
BuildDurationModifier: 40
|
|
Description: Stops infantry and most tanks.\nBlocks some projectiles.
|
|
Health:
|
|
HP: 25000
|
|
Armor:
|
|
Type: Heavy
|
|
BlocksProjectiles:
|
|
Crushable:
|
|
CrushClasses: heavywall
|
|
-CrushSound:
|
|
SoundOnDamageTransition:
|
|
DestroyedSounds: crumble.aud
|
|
LineBuild:
|
|
Range: 8
|
|
NodeTypes: concrete
|
|
LineBuildNode:
|
|
Types: concrete
|
|
WithWallSpriteBody:
|
|
Type: concrete
|
|
|
|
BARRACKS:
|
|
AlwaysVisible:
|
|
Interactable:
|
|
Tooltip:
|
|
Name: Infantry Production
|
|
Buildable:
|
|
Description: Infantry Production
|
|
|
|
VEHICLEPRODUCTION:
|
|
AlwaysVisible:
|
|
Interactable:
|
|
Tooltip:
|
|
Name: Vehicle Production
|
|
Buildable:
|
|
Description: Vehicle Production
|
|
|
|
ANYPOWER:
|
|
AlwaysVisible:
|
|
Interactable:
|
|
Tooltip:
|
|
Name: Power Plant
|
|
Buildable:
|
|
Description: Power Plant
|
|
|
|
ANYHQ:
|
|
AlwaysVisible:
|
|
Interactable:
|
|
Tooltip:
|
|
Name: a communications center
|
|
Buildable:
|
|
Description: a communications center
|