Files
OpenRA/mods/cnc/rules/structures.yaml
AoAGeneral 31dcb825b7 Update TD balancing:
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.
2018-05-28 11:13:09 +01:00

1069 lines
22 KiB
YAML

FACT:
Inherits: ^BaseBuilding
Inherits@shape: ^3x2Shape
Valued:
Cost: 3500
Tooltip:
Name: Construction Yard
Building:
Footprint: xxx xxx ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Health:
HP: 210000
Armor:
Type: Wood
RevealsShroud:
Range: 10c0
WithBuildingBib:
Production:
Produces: Building.GDI, Building.Nod, Defence.GDI, Defence.Nod
Transforms:
IntoActor: mcv
Offset: 1,1
Facing: 108
RequiresCondition: factundeploy
GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY:
Condition: factundeploy
Prerequisites: global-factundeploy
ProductionQueue@GDIBuilding:
Type: Building.GDI
Factions: gdi
Group: Building
LowPowerSlowdown: 2
QueuedAudio: Building
ReadyAudio: ConstructionComplete
LimitedAudio: BuildingInProgress
ProductionQueue@NodBuilding:
Type: Building.Nod
Factions: nod
Group: Building
LowPowerSlowdown: 2
QueuedAudio: Building
ReadyAudio: ConstructionComplete
LimitedAudio: BuildingInProgress
ProductionQueue@GDIDefense:
Type: Defence.GDI
Factions: gdi
Group: Defence
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
LimitedAudio: BuildingInProgress
ProductionQueue@NodDefense:
Type: Defence.Nod
Factions: nod
Group: Defence
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
LimitedAudio: BuildingInProgress
BaseBuilding:
ProductionBar@BuildingGDI:
ProductionType: Building.GDI
ProductionBar@BuildingNod:
ProductionType: Building.Nod
ProductionBar@DefenceGDI:
ProductionType: Defence.GDI
ProductionBar@DefenceNod:
ProductionType: Defence.Nod
BaseProvider:
Cooldown: 75
Range: 14c0
WithBuildingPlacedAnimation:
Power:
Amount: 0
ProvidesPrerequisite@buildingname:
Buildable:
Description: Builds structures
FACT.GDI:
Inherits: FACT
RenderSprites:
Image: fact
Buildable:
Queue: Building.GDI, Building.Nod
BuildPaletteOrder: 1000
Prerequisites: ~disabled
ForceFaction: gdi
Tooltip:
Name: Construction Yard (GDI)
FACT.NOD:
Inherits: FACT
RenderSprites:
Image: fact
Buildable:
Queue: Building.GDI, Building.Nod
BuildPaletteOrder: 1000
Prerequisites: ~disabled
ForceFaction: nod
Tooltip:
Name: Construction Yard (Nod)
NUKE:
Inherits: ^BaseBuilding
Inherits@shape: ^2x2Shape
HitShape:
TargetableOffsets: 630,299,0
Valued:
Cost: 500
Tooltip:
Name: Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 10
Prerequisites: fact
Queue: Building.GDI, Building.Nod
BuildDuration: 330
Description: Generates power
Building:
Footprint: xX xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 55000
RevealsShroud:
Range: 4c0
WithBuildingBib:
Power:
Amount: 100
ScalePowerWithHealth:
NUK2:
Inherits: ^BaseBuilding
Inherits@shape: ^2x2Shape
HitShape:
TargetableOffsets: 630,299,0
Valued:
Cost: 800
Tooltip:
Name: Advanced Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 80
Prerequisites: anyhq, ~techlevel.medium
Queue: Building.GDI, Building.Nod
Description: Provides more power, cheaper than the\nstandard Power Plant
Building:
Footprint: xX xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 70000
RevealsShroud:
Range: 4c0
WithBuildingBib:
Power:
Amount: 200
ScalePowerWithHealth:
PROC:
Inherits: ^BaseBuilding
HitShape:
Type: Rectangle
TopLeft: -1536, -512
BottomRight: 1536, 853
HitShape@TOP:
Type: Rectangle
TopLeft: -512, -1450
BottomRight: 896, -512
Valued:
Cost: 1500
Tooltip:
Name: Tiberium Refinery
Buildable:
BuildPaletteOrder: 20
Prerequisites: anypower
Queue: Building.GDI, Building.Nod
Description: Processes raw Tiberium\ninto useable resources
Building:
Footprint: _x_ xxx === ===
Dimensions: 3,4
LocalCenterOffset: 0,-512,0
Health:
HP: 100000
RevealsShroud:
Range: 6c0
WithBuildingBib:
Refinery:
DockAngle: 112
DockOffset: 0,2
IsDragRequired: True
DragOffset: -554,512,0
DragLength: 12
TickRate: 15
StoresResources:
PipColor: Green
PipCount: 10
Capacity: 700
Selectable:
Bounds: 72,56,0,12
DecorationBounds: 73,72
CustomSellValue:
Value: 500
FreeActor:
Actor: HARV
SpawnOffset: 1,2
Facing: 64
WithResources:
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
SelectionDecorations:
SILO:
Inherits: ^BaseBuilding
Inherits@shape: ^2x1Shape
Valued:
Cost: 300
Tooltip:
Name: Tiberium Silo
Buildable:
BuildPaletteOrder: 35
Prerequisites: proc
Queue: Defence.GDI, Defence.Nod
Description: Stores processed Tiberium
Building:
Footprint: xx
Dimensions: 2,1
-GivesBuildableArea:
Health:
HP: 50000
RevealsShroud:
Range: 4c0
WithBuildingBib:
HasMinibib: Yes
RenderSprites:
WithSpriteBody:
WithSiloAnimation:
StoresResources:
PipCount: 10
PipColor: Green
Capacity: 3000
-EmitInfantryOnSell:
Power:
Amount: -10
MustBeDestroyed:
RequiredForShortGame: false
SelectionDecorations:
-AcceptsDeliveredCash:
Selectable:
DecorationBounds: 49,30
PYLE:
Inherits: ^BaseBuilding
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 840,-256,0, 840,512,0, 210,-512,0, -71,512,0
Type: Rectangle
TopLeft: -1024, -1024
BottomRight: 1024, 640
Valued:
Cost: 500
Tooltip:
Name: Barracks
ProvidesPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 30
Prerequisites: anypower
Queue: Building.GDI
Description: Trains infantry
Building:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 60000
RevealsShroud:
Range: 5c0
WithBuildingBib:
RallyPoint:
Exit@1:
SpawnOffset: -426,85,0
ExitCell: 0,1
Exit@2:
SpawnOffset: 298,298,0
ExitCell: 1,1
Production:
Produces: Infantry.GDI
ProductionQueue:
Type: Infantry.GDI
Group: Infantry
RequireOwner: false
LowPowerSlowdown: 3
LimitedAudio: BuildingInProgress
ProductionBar:
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
Selectable:
Bounds: 48,42,0,-5
HAND:
Inherits: ^BaseBuilding
Inherits@shape: ^2x2Shape
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 630,-512,0, 355,512,0, -281,-512,0, -630,512,0
Valued:
Cost: 500
Tooltip:
Name: Hand of Nod
ProvidesPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 30
Prerequisites: anypower
Queue: Building.Nod
Description: Trains infantry
Building:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 60000
RevealsShroud:
Range: 5c0
WithBuildingBib:
RallyPoint:
Offset: 1,2
Exit@1:
SpawnOffset: 512,1024,0
ExitCell: 1,2
Production:
Produces: Infantry.Nod
ProductionQueue:
Type: Infantry.Nod
Group: Infantry
RequireOwner: false
LowPowerSlowdown: 3
LimitedAudio: BuildingInProgress
ProductionBar:
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
Selectable:
Bounds: 48,48
DecorationBounds: 48,68,0,-10
SelectionDecorations:
AFLD:
Inherits: ^BaseBuilding
HitShape:
TargetableOffsets: 0,0,0, 0,-512,256, 0,-1451,384, 0,512,128, 0,1536,85
Type: Rectangle
TopLeft: -2048, -1024
BottomRight: 2048, 1024
Valued:
Cost: 2000
Tooltip:
Name: Airstrip
ProvidesPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 40
Prerequisites: proc
Queue: Building.Nod
Description: Provides a dropzone\nfor vehicle reinforcements
Building:
Footprint: XXXX xxxx ====
Dimensions: 4,3
LocalCenterOffset: 0,-512,0
Health:
HP: 110000
RevealsShroud:
Range: 7c0
WithBuildingBib:
WithIdleOverlay@DISH:
Sequence: idle-dish
RallyPoint:
Offset: 4,2
Exit@1:
SpawnOffset: -1024,0,0
ExitCell: 3,1
ProductionAirdrop:
Produces: Vehicle.Nod
WithDeliveryAnimation:
ProductionQueue:
Type: Vehicle.Nod
Group: Vehicle
RequireOwner: false
LowPowerSlowdown: 3
ReadyAudio:
LimitedAudio: BuildingInProgress
ProductionBar:
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
WEAP:
Inherits: ^BaseBuilding
Inherits@shape: ^3x2Shape
HitShape:
TargetableOffsets: 0,0,0, 0,1024,0, 0,-1024,0
Type: Rectangle
TopLeft: -1536, -1024
BottomRight: 1536, 512
Valued:
Cost: 2000
Tooltip:
Name: Weapons Factory
ProvidesPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 40
Prerequisites: proc
Queue: Building.GDI
Description: Produces vehicles
Building:
Footprint: xxx === ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Selectable:
Bounds: 72,48
DecorationBounds: 72,64,0,-16
SelectionDecorations:
Health:
HP: 110000
RevealsShroud:
Range: 4c0
WithBuildingBib:
WithProductionDoorOverlay:
Sequence: build-top
RallyPoint:
Offset: 0,2
Exit@1:
SpawnOffset: -512,-512,0
ExitCell: 0,1
ExitDelay: 3
Production:
Produces: Vehicle.GDI
ProductionQueue:
Type: Vehicle.GDI
RequireOwner: false
Group: Vehicle
LowPowerSlowdown: 3
LimitedAudio: BuildingInProgress
ProductionBar:
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
HPAD:
Inherits: ^BaseBuilding
Inherits@shape: ^2x2Shape
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 768,-512,0, 768,512,0, -281,-512,0, -630,512,0
Valued:
Cost: 1000
Tooltip:
Name: Helipad
Buildable:
BuildPaletteOrder: 50
Prerequisites: proc
Queue: Building.GDI, Building.Nod
Description: Produces, rearms and\nrepairs helicopters
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 60000
RevealsShroud:
Range: 5c0
Exit@1:
SpawnOffset: 0,-256,0
Production:
Produces: Aircraft.GDI, Aircraft.Nod
Reservable:
RepairsUnits:
HpPerStep: 1000
PlayerExperience: 25
WithRepairAnimation:
RallyPoint:
ProductionQueue@GDI:
Type: Aircraft.GDI
Factions: gdi
Group: Aircraft
LowPowerSlowdown: 3
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:
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