Files
OpenRA/mods/cnc/rules/structures.yaml
AoAGeneral fb95776170 TD Balance Changes v1192016
Balance changes are as followed:

Increase power of AGT to 50 from 40.

MSAM faster reload to 45 from 100.

Increase APC damage vs light target to 105 from 100.

MLRS attack speed increase to 100 from 140.

Rocket Infantry damage increase to 35 from 30.

MCV Price increase to 4000 from 2000. Build time increase from 0:48 to
1:36.

MCV unit HP increase to 950 from 750. armor type Heavy from Light.

MCV now requires both Command Center and Repair Pad to produce.

Construction yard HP increase to 2000 from 1400.

Repair pad HP increase to 600 from 400.

Link discussion at:
http://www.sleipnirstuff.com/forum/viewtopic.php?f=82&p=294421#294421
2016-01-19 12:41:51 -08:00

945 lines
18 KiB
YAML

FACT:
Inherits: ^BaseBuilding
Valued:
Cost: 4000
Tooltip:
Name: Construction Yard
Description: Builds structures
Building:
Footprint: xxx xxx
Dimensions: 3,2
Health:
HP: 2000
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
BuildSpeed: .4
LowPowerSlowdown: 2
QueuedAudio: Building
ReadyAudio: ConstructionComplete
ProductionQueue@NodBuilding:
Type: Building.Nod
Factions: nod
Group: Building
BuildSpeed: .4
LowPowerSlowdown: 2
QueuedAudio: Building
ReadyAudio: ConstructionComplete
ProductionQueue@GDIDefense:
Type: Defence.GDI
Factions: gdi
Group: Defence
BuildSpeed: .4
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
ProductionQueue@NodDefense:
Type: Defence.Nod
Factions: nod
Group: Defence
BuildSpeed: .4
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:
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
Description: Generates power
ProvidesPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 10
Prerequisites: fact
Queue: Building.GDI, Building.Nod
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
Description: Provides more power, cheaper than the\nstandard Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 80
Prerequisites: anyhq, ~techlevel.medium
Queue: Building.GDI, Building.Nod
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
Description: Processes raw Tiberium\ninto useable resources
Buildable:
BuildPaletteOrder: 20
Prerequisites: anypower
Queue: Building.GDI, Building.Nod
Building:
Footprint: _x_ xxx ===
Dimensions: 3,3
Health:
HP: 900
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: 2000
Selectable:
Bounds: 72,56,0,12
CustomSellValue:
Value: 500
FreeActor:
Actor: HARV
SpawnOffset: 1,2
Facing: 64
WithResources:
Power:
Amount: -50
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 73,72
SILO:
Inherits: ^BaseBuilding
Valued:
Cost: 300
Tooltip:
Name: Tiberium Silo
Description: Stores processed Tiberium
Buildable:
BuildPaletteOrder: 35
Prerequisites: proc
Queue: Defence.GDI, Defence.Nod
Building:
Footprint: xx
Dimensions: 2,1
-GivesBuildableArea:
Health:
HP: 400
RevealsShroud:
Range: 4c0
Bib:
HasMinibib: Yes
RenderSprites:
WithSpriteBody:
AutoSelectionSize:
WithSiloAnimation:
StoresResources:
PipCount: 10
PipColor: Green
Capacity: 2000
-EmitInfantryOnSell:
Power:
Amount: -10
MustBeDestroyed:
RequiredForShortGame: false
SelectionDecorations:
VisualBounds: 49,30
PYLE:
Inherits: ^BaseBuilding
Valued:
Cost: 500
Tooltip:
Name: Barracks
Description: Trains infantry
ProvidesPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 30
Prerequisites: anypower
Queue: Building.GDI
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 500
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
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionBar:
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
HAND:
Inherits: ^BaseBuilding
Valued:
Cost: 500
Tooltip:
Name: Hand of Nod
Description: Trains infantry
ProvidesPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 30
Prerequisites: anypower
Queue: Building.Nod
Building:
Footprint: __ xx xx
Dimensions: 2,3
Health:
HP: 500
RevealsShroud:
Range: 5c0
Bib:
RallyPoint:
Exit@1:
SpawnOffset: 512,1024,0
ExitCell: 1,2
Production:
Produces: Infantry.Nod
ProductionQueue:
Type: Infantry.Nod
Group: Infantry
RequireOwner: false
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionBar:
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
Selectable:
Bounds: 48,48,0,10
AFLD:
Inherits: ^BaseBuilding
Valued:
Cost: 2000
Tooltip:
Name: Airstrip
Description: Provides a dropzone\nfor vehicle reinforcements
ProvidesPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 40
Prerequisites: proc
Queue: Building.Nod
Building:
Footprint: xxxx xxxx
Dimensions: 4,2
Health:
HP: 1000
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
BuildSpeed: .4
LowPowerSlowdown: 3
ReadyAudio:
ProductionBar:
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
WEAP:
Inherits: ^BaseBuilding
Valued:
Cost: 2000
Tooltip:
Name: Weapons Factory
Description: Produces vehicles
ProvidesPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 40
Prerequisites: proc
Queue: Building.GDI
Building:
Footprint: ___ xxx ===
Dimensions: 3,3
Selectable:
Bounds: 72,48,0,12
Health:
HP: 1000
RevealsShroud:
Range: 4c0
Bib:
WithProductionDoorOverlay:
Sequence: build-top
RallyPoint:
Offset: 0,3
Exit@1:
SpawnOffset: -341,-341,0
ExitCell: 0,2
ExitDelay: 3
Production:
Produces: Vehicle.GDI
ProductionQueue:
Type: Vehicle.GDI
RequireOwner: false
Group: Vehicle
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionBar:
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
HPAD:
Inherits: ^BaseBuilding
Valued:
Cost: 1000
Tooltip:
Name: Helipad
Description: Produces, rearms and\nrepairs helicopters
Buildable:
BuildPaletteOrder: 50
Prerequisites: proc
Queue: Building.GDI, Building.Nod
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 500
RevealsShroud:
Range: 5c0
Exit@1:
SpawnOffset: 0,-256,0
Production:
Produces: Aircraft.GDI, Aircraft.Nod
Reservable:
RepairsUnits:
WithRepairAnimation:
RallyPoint:
ProductionQueue@GDI:
Type: Aircraft.GDI
Factions: gdi
Group: Aircraft
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionQueue@Nod:
Type: Aircraft.Nod
Factions: nod
Group: Aircraft
BuildSpeed: .4
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
Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate.
ProvidesPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 70
Prerequisites: proc, ~techlevel.medium
Queue: Building.GDI, Building.Nod
Building:
Footprint: x_ xx
Dimensions: 2,2
Selectable:
Bounds: 48,36,0,12
RequiresPower:
CanPowerDown:
PowerupSound: EnablePower
PowerdownSound: DisablePower
DisabledOverlay:
WithSpriteBody:
PauseAnimationWhenDisabled: true
Health:
HP: 700
RevealsShroud:
Range: 10c0
Bib:
ProvidesRadar:
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
AirstrikePower:
Prerequisites: ~techlevel.superweapons
Icon: airstrike
ChargeTime: 210
SquadSize: 3
QuantizedFacings: 8
Description: Air Strike
LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
EndChargeSound: airredy1.aud
SelectTargetSound: select1.aud
InsufficientPowerSound: nopower1.aud
IncomingSound: enemya.aud
UnitType: a10
DisplayBeacon: True
BeaconPoster: airstrike
BeaconPosterPalette: beaconposter
DisplayRadarPing: True
CameraActor: camera
SupportPowerChargeBar:
Power:
Amount: -40
FIX:
Inherits: ^BaseBuilding
Valued:
Cost: 500
Tooltip:
Name: Repair Facility
Description: Repairs vehicles
Buildable:
BuildPaletteOrder: 60
Prerequisites: vehicleproduction
Queue: Building.GDI, Building.Nod
Building:
Footprint: _x_ xxx _x_
Dimensions: 3,3
Selectable:
Bounds: 64,34,0,3
SelectionDecorations:
VisualBounds: 72,48
Health:
HP: 600
RevealsShroud:
Range: 5c0
Bib:
HasMinibib: Yes
Reservable:
RepairsUnits:
Interval: 15
RallyPoint:
WithRepairAnimation:
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
EYE:
Inherits: ^BaseBuilding
Valued:
Cost: 1800
Tooltip:
Name: Advanced Communications Center
Description: Provides radar and Orbital Ion Cannon support power.\nUnlocks Mammoth Tank and Commando.\nRequires power to operate.
ProvidesPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 100
Prerequisites: anyhq, ~techlevel.high
Queue: Building.GDI
Building:
Footprint: x_ xx
Dimensions: 2,2
Selectable:
Bounds: 48,36,0,12
RequiresPower:
CanPowerDown:
PowerupSound: EnablePower
PowerdownSound: DisablePower
DisabledOverlay:
WithSpriteBody:
PauseAnimationWhenDisabled: true
Health:
HP: 1200
RevealsShroud:
Range: 10c0
Bib:
ProvidesRadar:
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
IonCannonPower:
Prerequisites: ~techlevel.superweapons
Icon: ioncannon
Cursor: ioncannon
ChargeTime: 180
Description: Ion Cannon
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
BeginChargeSound: ionchrg1.aud
EndChargeSound: ionredy1.aud
LaunchSound: ion1.aud
SelectTargetSound: select1.aud
InsufficientPowerSound: nopower1.aud
DisplayRadarPing: True
CameraActor: camera.small
SupportPowerChargeBar:
Power:
Amount: -200
ProvidesPrerequisite@buildingname:
TMPL:
Inherits: ^BaseBuilding
Valued:
Cost: 2000
Tooltip:
Name: Temple of Nod
Description: Provides Nuclear Strike support power.\nUnlocks Stealth Tank, Chem. Warrior and Obelisk of Light.\nRequires power to operate.
ProvidesPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 100
Prerequisites: anyhq, ~techlevel.high
Queue: Building.Nod
Building:
Footprint: ___ xxx xxx
Dimensions: 3,3
Selectable:
Bounds: 72,48,0,16
RequiresPower:
CanPowerDown:
PowerupSound: EnablePower
PowerdownSound: DisablePower
DisabledOverlay:
Health:
HP: 2000
RevealsShroud:
Range: 6c0
Bib:
NukePower:
Prerequisites: ~techlevel.superweapons
Icon: abomb
Cursor: nuke
ChargeTime: 300
Description: Nuclear Strike
LongDesc: Launch a tactical nuclear warhead.\nApplies heavy damage over a large area.
BeginChargeSound:
EndChargeSound: nukavail.aud
SelectTargetSound: select1.aud
InsufficientPowerSound: nopower1.aud
LaunchSound: nuklnch1.aud
IncomingSound: nuke1.aud
MissileWeapon: atomic
DisplayBeacon: True
BeaconPoster: atomic
BeaconPosterPalette: beaconposter
DisplayRadarPing: True
CameraActor: camera
SupportPowerChargeBar:
Power:
Amount: -150
ProvidesPrerequisite@buildingname:
GUN:
Inherits: ^Defense
Valued:
Cost: 600
CustomBuildTimeValue:
Value: 1440
Tooltip:
Name: Turret
Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry
Buildable:
BuildPaletteOrder: 45
Prerequisites: barracks
Queue: Defence.GDI, Defence.Nod
Building:
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
Bib:
HasMinibib: Yes
Turreted:
ROT: 12
InitialFacing: 50
-WithSpriteBody:
WithTurretedSpriteBody:
Armament:
Weapon: TurretGun
LocalOffset: 512,0,112
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleOverlay:
-WithDeathAnimation:
DetectCloaked:
Range: 3c0
Power:
Amount: -20
SAM:
Inherits: ^Defense
Valued:
Cost: 700
CustomBuildTimeValue:
Value: 2000
Tooltip:
Name: SAM Site
Description: Anti-Aircraft base defense.\n Strong vs Aircraft\n Cannot target Ground units.
Buildable:
BuildPaletteOrder: 50
Prerequisites: hand
Queue: Defence.Nod
Building:
Footprint: xx
Dimensions: 2,1
RequiresPower:
DisabledOverlay:
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
Turreted:
ROT: 10
InitialFacing: 0
RealignDelay: -1
-WithSpriteBody:
WithTurretedSpriteBody:
AutoSelectionSize:
Armament:
Weapon: SAMMissile
MuzzleSequence: muzzle
AttackPopupTurreted:
WithMuzzleOverlay:
-RenderDetectionCircle:
Power:
Amount: -20
OBLI:
Inherits: ^Defense
Valued:
Cost: 1500
CustomBuildTimeValue:
Value: 3120
Tooltip:
Name: Obelisk of Light
Description: Advanced base defense.\nRequires power to operate.\n Strong vs all Ground units\n Cannot target Aircraft
Buildable:
BuildPaletteOrder: 60
Prerequisites: tmpl, ~techlevel.high
Queue: Defence.Nod
Building:
Footprint: _ x
Dimensions: 1,2
Selectable:
Bounds: 24,24,0,12
SelectionDecorations:
VisualBounds: 22,42
RequiresPower:
DisabledOverlay:
Health:
HP: 600
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
Bib:
HasMinibib: Yes
WithChargeAnimation:
Armament:
Weapon: Laser
LocalOffset: 0,0,725
FireDelay: 0
AttackCharge:
ChargeAudio: obelpowr.aud
ReloadTime: 40
InitialChargeDelay: 50
-EmitInfantryOnSell:
DetectCloaked:
Range: 5c0
Power:
Amount: -150
GTWR:
Inherits: ^Defense
Valued:
Cost: 600
CustomBuildTimeValue:
Value: 1440
Tooltip:
Name: Guard Tower
Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks
Buildable:
BuildPaletteOrder: 40
Prerequisites: barracks
Queue: Defence.GDI, Defence.Nod
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:
ROT: 255
Power:
Amount: -10
ATWR:
Inherits: ^Defense
Valued:
Cost: 1000
CustomBuildTimeValue:
Value: 2880
Tooltip:
Name: Advanced Guard Tower
Description: All-purpose defensive structure.\n Strong vs Aircraft, Tanks\n Weak vs Infantry
Buildable:
BuildPaletteOrder: 60
Prerequisites: anyhq, ~techlevel.medium
Queue: Defence.GDI
Building:
Footprint: _ x
Dimensions: 1,2
Selectable:
Bounds: 24,24,0,12
SelectionDecorations:
VisualBounds: 22,40,0,4
RequiresPower:
DisabledOverlay:
Health:
HP: 600
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
Bib:
HasMinibib: Yes
Turreted:
ROT: 255
Offset: 128,128,0
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
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
Buildable:
BuildPaletteOrder: 20
Prerequisites: fact
Queue: Defence.GDI
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
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
Buildable:
BuildPaletteOrder: 20
Prerequisites: fact
Queue: Defence.Nod
Armor:
Type: Light
LineBuild:
Range: 8
NodeTypes: chain
LineBuildNode:
Types: chain
WithWallSpriteBody:
Type: chain
BRIK:
Inherits: ^Wall
Valued:
Cost: 100
CustomSellValue:
Value: 0
Tooltip:
Name: Concrete Barrier
Description: Stops infantry and most tanks.\nBlocks some projectiles.
Buildable:
BuildPaletteOrder: 30
Prerequisites: vehicleproduction
Queue: Defence.GDI, Defence.Nod
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
Description: Infantry Production
VEHICLEPRODUCTION:
AlwaysVisible:
Tooltip:
Name: Vehicle Production
Description: Vehicle Production
ANYPOWER:
AlwaysVisible:
Tooltip:
Name: Power Plant
Description: Power Plant
ANYHQ:
AlwaysVisible:
Tooltip:
Name: a communications center
Description: a communications center