//----------------------------------------------------------------------------- //RULES FILE // //This example is to demonstrate the building and unit hierarchies, and how //the Group type stops icon duplication. // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //GENERAL SECTION //----------------------------------------------------------------------------- [General] Version = 1.23 SpiceValue = 200 FogRegrowRate = 10 RepairRate = 12 //health increase every 10 ticks buildings RearmRate = 50 //rearmrate for the orni's StarportCostUpdateDelay = 1500 //only update every n ticks StarportCostVariationPercent = 40 //percentage cost variation +- StarportStockIncreaseProb = 90 //percent chance of stock increase StarportStockIncreaseDelay = 1000 //only update every n ticks StarportMaxDeliverySingle = 6 FrigateCountdown = 2500 //time for frigate to arrive HarvReplacementDelay = 1000 // ticks before harvester gets replaced HawkStrikeDuration = 500 //How long does AT hawkstrike affect a unit? LightningDuration = 300 //How long does OR lightning affect a unit? DeviateDuration = 400 // How long does the deviator effect last? SoundStealthOn = StealthOn // Sfx hooks used for special fx. SoundStealthOff = StealthOff SoundShieldOn = ShieldOn SoundShieldOff = ShieldOff SoundRadarOn = RadarOn SoundRadarOff = RadarOff AdvCarryallPickupEnemyDelay=60 //make adv carryall more vunerable StealthDelay=30 //delay when stop moving before stealth StealthDelayAfterFiring=10 //delay after firing before stealth GuardTileRange=12 //guard tile range all units,20 was too big MinWormRideWaitDelay=100 //min time to start wormride MaxWormRideWaitDelay=2000 //max time to start wormride FrigateTimeout=1000 //delay before giving up RepairTileRange=10 //repair unit range WormRiderLifespan=1000 //how long wormride lasts MaxBuildingPlacementTileDist=6 //placement of buildings MinCarryTileDist=10 //carryall pickup harv BulletGravity = 1.0 // Old value was 0.3 SuppressionDelay = 200 //how long inf stays suppressed SuppressionProb = 5 //1 in n chance when damaged to suppress InfRockRangeBonus = 2 // Inf has 3 tiles extra range on inf rock HeightRangeBonus = 1 // 1 Tile for each height level InfDamageRangeBonus = 50 // Inf does 50% more damage on inf rock //WORMS : MaximumSurfaceWorms = 1 //Max on map at one time ChanceOfSurfaceWorm = 6000 //Chance each tick of a surface worm ChanceOfVerticalWorm = 5000 //Chance each tick of a vertical worm SurfaceWormMinLife = 600 //Random lifetime of worm will lie between... SurfaceWormMaxLife = 1000 //..the min and max values SurfaceWormDisappearHealth = 25 //Percentage health where by it goes away MinimumTicksWormCanAppear = 1000 //Delay before a worm is possible WormAttractionRadius = 32 //Tile attraction radius // REINFORCEMENTS / RESERVES / INITIAL UnitValueAttacker = 20 // Value of initial attackers units UnitValueDefender = 5 // Value of initial defenders units UnitValueReserves = 20 // Value of reserves UnitValueInitialReinforcements = 20 // Value of first set of reinforcements UnitValueSubsequentReinforcements = 10 // Subsequent reinforcements TicksBetweenReinforcements = 6600 // Delay between (6600=5.5 minutes) TicksBetweenReinforcementsVariation = 600 // Random applied to delay TicksBeforeReinforcementsForMessage = 100 // Ticks before for screen message StormKillChance = 127 //63 //the chance it will pick a unit up StormMinWait = 7500 // around 3 minute min wait StormMaxWait = 1500 // a random amount of this plus min will be max StormMaxLife = 2500 // 2 mins Max time a storm will be on the map StormMinLife = 2000 //Min time a storm will be on the map DeviateDuration = 500 CashDeliveryWhenNoSpiceAmountMax = 20000 CashDeliveryWhenNoSpiceAmountMin = 10000 CashDeliveryWhenNoSpiceFrequencyMax = 8000 CashDeliveryWhenNoSpiceFrequencyMin = 4000 CampaignAttackMoney = 5000 CampaignDefendMoney = 2500 ReplicaShouldFire = TRUE ReplicaFlickerChanceWhenMoving = 0 ReplicaFlickerChanceWhenStill = 0 ReplicaProjectionTime = 20 ReplicaVanishTime = 5 // Difficulty settings (all percentages) EasyBuildTime = 75 NormalBuildTime = 100 HardBuildTime = 125 EasyBuildCost = 50 //for the AI when the player selects HARD NormalBuildCost = 100 //AI gets a price decrease so it gives a better fight HardBuildCost = 125 //for the AI when the AI selects EASY //----------------------------------------------------------------------------- //DECLARATION SECTION //----------------------------------------------------------------------------- [HouseTypes] Atreides Ordos Harkonnen Ix Tleilaxu Fremen Imperial //same as Sardaukar Guild Incidental //these are the story characters [TerrainTypes] Sand //do in same order as hardcoded Rock //in the editor Cliff NBRock //non-buildable rock (but can drive on it) InfRock DustBowl MapEdge Ramp [ArmourTypes] None BPV Light Medium Heavy Concrete Walls Building CY Harvester Invulnerable Aircraft [ExplosionTypes] Muzzle1 Muzzle2 Muzzle3 ShellHit MissileHit DevMuzzle Gplasglow Smuzz2 Explosion SmExplosion Mghit DeviateHit BigExplosion DHBigExplosion MidExplosion SniperHit Sonicmuzzle Ltmuzzle SpiceBurst BloodSplat InkVineExplosion AerialExplosion DevImpact ORLightning //fx for beam weapon ORPalaceLightning //fx for beam weapon ATHawk //fx for hawk weapon ATPalaceBeam //fx for hawk weapon CashCrate //crate fx ShroudCrate //crate fx UnShroudCrate //crate fx StealthCrate //crate fx LargeChaosFX LargeDamageFX LargeSparkFX MediumChaosFX MediumDamageFX MediumSparkFX SmallChaosFX SmallDamageFX SmallSparkFX BloodFX WormSign0 WormSign1 WormSign2 WormSign3 [SpiceMoundTypes] SpiceMound [SplatTypes] InkVineSplat [CrateTypes] Crate [DebrisTypes] DebrisLarge DebrisMedium DebrisSmall [BulletTypes] ConceptualBullet StraightBomb HomingMissile SaboteurBomb BarrelBomb DeathHandBomb CheatKeyBomb Pistol_B LMG_B MMG_B LAW_B Rocket_B HMG_B Cal50_B mm80_B Kindjal_B Flame_B FlameTank_B FlameTurret_B Gas_B GasInf_B Detonate_B Howitzer_B KobraHowitzer_B Mortar_B HEAT_B HEATAPC_B HEATInf_B HEATADP_B ATHEATADP_B Laser_B PopUp_B SAW_B Stab_B IxStab_B Deviate_B DevPlasma_B DevRocket_B Sound_B SoundInf_B Strike_B Beam_B Death_B Flare_B Gplasbolt HKGunTurret_B SpicePuff Leech_B Contaminator_B InkVine_B InkVinePoison_B InkVineFlame_B EITSBomb_B Worm_B Beserk_B Hawk_B SurfaceWorm_B TrailMissile_B NiabBullet_B MakerBullet_B [WarheadTypes] AntiPersonnel AntiTank Pistol_W LMG_W HMG_W 50.cal_W 80mmGun_W Flame_W Poison_W Gas_W Detonate_W Howitzer_W BarrelBomb_W HEAT_W ANTIAIR_W HEATAIR_W HEATINF_W Laser_W Stab_W Deviate_W DevPlasma_W DevRocket_W Sound_W Strike_W Beam_W Death_W Flare_W //NiabTank Thingy_W PopUp_W [BuildingGroupTypes] //stop duplicate icons SmWindtrap Wall LaWindtrap Outpost Refinery RefineryDock Starport Helipad [BuildingTypes] HKSmWindtrap HKBarracks HKWall HKRefinery HKFactory HKFactoryFrigate HKOutpost //group icons HKFlameTurret HKGunTurret HKHanger HKHelipad HKStarport HKPalace //HKSmelter //Mutually exclusive HKConYard //HKLaWindtrap //Mutually exclusive ATSmWindtrap ATBarracks ATWall ATRefinery ATFactory ATFactoryFrigate ATOutpost //group icons ATPillbox ATRocketTurret ATHanger ATHelipad ATStarport ATPalace //ATSmelter //Mutually exclusive ATConYard //ATLaWindtrap //Mutually exclusive ORSmWindtrap ORBarracks ORWall ORRefinery ORFactory ORFactoryFrigate OROutpost //group icons ORGasTurret ORPopUpTurret ORHanger ORStarport ORPalace //ORSmelter //Mutually exclusive ORConYard //ORLaWindtrap //Mutually exclusive TLFleshVat GUPalace IXResCentre IMBarracks FRCamp HKRefineryDock ATRefineryDock ORRefineryDock BeaconFlare //TLDoom INHouse INMartHouse INMartHouse2 INPalace INStore INStore2 INWorkshop AKINhungfigure AKINhungfigure2 AKINhungfigure3 AKINhungfigure4 CNINATTree CNINATTree2 CNINATTree3 CNINATTree4 HKINTrafford HKINTYower HKINTwafford HKINStepHouse HKINRockHouse HKINPyramid HKINMossPalace HKINHut HKINHexhouse HKINHammock HKINApartments HKINTennament HKINTennament2 HKINTownhall HKINSultan HKINHouse HKINHouse2 HKINHouse3 HKINHouse5 HKINGiediRef ORINBubbleHouse ORINIndi ORINOuthouse ORINSnakehouse ORINTower ORINTower2 ORINTownhall ORINhall ATINSultan ATINBrancastle ATINEagleHouse ATINStPauls ATINHouse2 ATINHouse3 ATINHouse4 HLINLighGate HLINMhut HLINMHut2 HLINOxygen HLINElectricVent GPSFXLavasmoke GPSFXLavasmokeNL GPSFXGreensmoke GPSFXGreensmokeNL GUWormhead GURefinery GUbubble GUpyramid Guglasstank INIXTower INIXTower2 INIXDome INFRCampFire INFRTent INFRTent2 INGUCyclopseHouse INGUJackelHouse INIMShed INIMShed2 INTLWindtrap IXRefinery IXWindtrap IXWall INBarrel1 INBarrel2 INCrash TLINGreenhouse IMMonument SMStarport [UnitGroupTypes] FromBarracks FromFactory FromHanger FromFRCamp FromIMBarracks FromTLFleshVat FromIXResCentre FromGUPalace FromATPalace FromORPalace FromHKPalace [UnitTypes] //Generic Infantry //Scout //all houses //Thumper //all houses //HK Infantry HKScout //HK house only HKLightInf //HK house only HKTrooper //HK house only HKEngineer //HK house only HKFlamer //HK house only //AT Infantry ATScout //AT house only ATInfantry //AT house only ATSniper //AT house only ATEngineer //AT house only ATKindjal //AT house only //OR Infantry ORScout //OR house only ORChemical //OR house only ORAATrooper //OR house only OREngineer //AT house only ORMortar //OR house only ORSaboteur //OR house only //Story Generals IMGeneral ATGeneral HKGeneral ORGeneral IXScientist TLScientist IXSlave CubScout ATMilitia //HK Vehicles HKBuzzsaw //HK house only HKAssault //HK house only HKFlame //HK house only HKInkVine //HK house only HKMissile //HK house only HKDevastator //HK house only //AT Vehicles ATTrike //AT house only ATMongoose //AT house only ATAPC //AT house only ATRepairUnit //AT house only ATMinotaurus //AT house only ATSonicTank //AT house only //OR Vehicles ORDustScout //OR house only ORLaserTank //OR house only ORAPC //OR house only ORKobra //OR house only ORDeviator //OR house only //HK Vehicles HKGunship //HK house only HKADVCarryall HKDeathHand //HK house only HKADP //AT Vehicles ATOrni //AT house only ATADVCarryall ATHawkWeapon //AT house only ATADP //OR Vehicles OREITS //OR house only ORADVCarryall ORBeamWeapon //OR house only ORADP //Generic Vehicles Harvester //all houses MCV //all houses Carryall //all houses //Scavenger //all houses //Subhouse Units IXInfiltrator //IX house only IXProjector //IX house only TLContaminator //TL house only TLLeech //TL house only IMSardaukar //IM house only IMADVSardaukar //IM house only IMDropShip //IM house only FRFremen //FR house only FRADVFremen //FR house only StoryFRFremen //FR house only StoryFRADVFremen //FR house only WormRider GUMaker //GU house only GUNIABTank //GU house only INYak INYakHauder INYakRider INSandCrawler INBuggy INMedicalVehicle INFemaleCiv INMaleCiv INTLTransport INIXTransport INTLWalker INFRBiker GUWormCatcher SMQuad FakeHarvester SmallWorm SurfaceWorm Frigate BigWorm StuntATADVCarryall [TurretTypes] //GHarvesterLight ORMortarInfGun ORMortarInfBigGun ORChemicalGun ORAATrooperGun ORLaserTankBase ORAPCBase ORDeviatorGun ORDustGun ORKobraUndeployedGun ORKobraDeployedGun ORPopUpGun ORGasTurretBase ORGasTurretGun HKLightInfantryGun HKFlamerGun HKTrooperGun HKFlameTowerBase HKDevastatorGun HKDevastatorMissile HKFlameTankRight HKFlameTankLeft HKBuzzsawRight HKBuzzsawLeft HKAssaultTankBase HKMissileTankBarrage HKGunshipGun HKGunTurretBase HKGunTurretGun HKADPGun HKEngineerGun HKInkVineGun ATKindjalGun ATKindjalBigGun ATInfGun ATSniperGun ATTrikeGun ATSonicTankGun ATMongooseMissile //ATMongooseLight //ATMinotaurusLight ATAPCBase ATAPCGun ATMinotaurusGun ATOrnithopterGun ATADPGun ATPillboxGun ATRocketTurretBase ATRocketTurretGun TLLeechGun TLContaminatorGun IXProjectorTurretBase IXProjectorTurretGun IMADVSardaukarGun IMSardaukarGun IMADVSardaukarKnife IXSlaveKnife FRFremenGun FRADVFremenGun GUNIABTankGun GUMakerGun WormRiderGun SurfaceWormGun //*IMPORTANT*New stuff needs added below here so that save games are preserved [BuildingTypes] BirdBuilding [UnitTypes] StormUnit [BuildingTypes] TLTurret [BulletTypes] TLTurret_B [TurretTypes] TLTurretBase TLTurretGun [ArmourTypes] Earplugs [BulletTypes] BombBomb [BuildingTypes] Seaguls Whale PenguinRock [BulletTypes] InfiltratorDeath SabotuerDeath CrushedInfantry [WarheadTypes] ArmourOnly_W [BuildingTypes] Ship [UnitTypes] StuntFrigate [BuildingTypes] GPINSpotlight [TurretTypes] SpotlightBase SpotlightGun [BuildingTypes] INBuggyWreck INHarvesterWreck INMedicalWreck INSandCrawlerWreck [UnitTypes] TLINFlyer GUNIAP [TurretTypes] GUNIAPGun [BulletTypes] GuildRocket_B [UnitTypes] GUAdvisor IMAPC IMTANK [BuildingTypes] GUMegaCannon IXMegaCannon [BulletTypes] IXPlasma_B GUPlasma_B [ExplosionTypes] IXPlasmaFlash [TurretTypes] IXMegaTurretBase IXMegaTurretGun GUMegaTurretBase GUMegaTurretGun [ExplosionTypes] GUPlasmaFlash [UnitTypes] GUScavenger [BulletTypes] HKADP_B [BuildingTypes] AKINSilo AKINDrKynes AKINNoddingDonkey [CrateTypes] LeechCrate ContaminatorCrate InfiltratorCrate ProjectorCrate NiabCrate ADVSardaukarCrate SardaukarCrate MoneyCrate [BuildingTypes] IXTransport TLTransport [BulletTypes] InfLaser_B Gunship_B [TurretTypes] ATMinotaurusBase [ExplosionTypes] LargeHawkFX MediumHawkFX SmallHawkFX LaserHit [SplatTypes] DeathHandSplat [BulletTypes] DeathHandSplat_B [WarheadTypes] DeathHandSplat_W [ExplosionTypes] VetLevelFX [UnitTypes] DukeAchillus //----------------------------------------------------------------------------- //ATTRIBUTE SECTION //----------------------------------------------------------------------------- //--------------------- //House Attributes //--------------------- [Atreides] SoundFile = AT.txt [Ordos] SoundFile = OR.txt [Harkonnen] SoundFile = HK.txt [Tleilaxu] SubHouse = TRUE [Ix] SubHouse = TRUE [Fremen] SubHouse = TRUE [Guild] SubHouse = TRUE [Imperial] SubHouse = TRUE [Incidental] Subhouse = TRUE // SpiceMound Attributes [SpiceMound] Health = 100 // Health of spice mound Size = 1000 // Min. Duration in ticks before mound bursts Cost = 500 // Randomness added to mound lifespan BlastRadius = 6 // Radius of spice bloom patch (in tiles) SpiceCapacity = 50000 // Amount of spice a full mound holds ExplosionType = SpiceBurst // Burst explosion Resource = SpicePuff // Bullet used for spice appearance BuildTime = 6 // Delay before spice appears after a burst MinRange = 200 // Minimum delay before mound starts regrowing MaxRange = 2000 // Maximum delay before mound starts regrowing //--------------------- //Warhead Attributes //--------------------- [AntiTank] None = 100 Earplugs = 100 Light = 40 Heavy = 20 [ArmourOnly_W] //when infantry are crushed None = 0 Earplugs = 0 BPV = 0 Light = 100 Medium = 100 Heavy = 100 Concrete = 0 Walls = 0 Building = 0 CY = 0 Harvester = 100 Invulnerable = 0 Aircraft = 0 [Pistol_W] None = 50 Earplugs = 50 BPV = 40 Light = 35 Medium = 25 Heavy = 15 Concrete = 100 Walls = 15 Building = 15 CY = 15 Harvester = 15 Invulnerable = 0 Aircraft = 35 [LMG_W] None = 100 Earplugs = 100 BPV = 70 Light = 70 Medium = 50 Heavy = 40 Concrete = 100 Walls = 20 Building = 5 //was 20 CY = 5 //was 15 Harvester = 5 //was 25 Invulnerable = 0 Aircraft = 45 [HMG_W] None = 100 Earplugs = 100 BPV = 85 Light = 45 Medium = 35 Heavy = 20 Concrete = 100 Walls = 30 Building = 30 CY = 25 Harvester = 35 Invulnerable = 0 Aircraft = 35 [50.cal_W] None = 100 Earplugs = 100 BPV = 80 Light = 8 Medium = 5 Heavy = 2 Concrete = 60 Walls = 1 Building = 3 CY = 1 Harvester = 2 Invulnerable = 0 Aircraft = 8 [80mmGun_W] None = 10 Earplugs = 10 BPV = 5 Light = 100 Medium = 90 Heavy = 85 Concrete = 100 Walls = 50 Building = 50 CY = 25 Harvester = 30 Invulnerable = 0 Aircraft = 60 [Flame_W] None = 100 Earplugs = 100 BPV = 80 Light = 20 Medium = 15 Heavy = 3 Concrete = 100 Walls = 20 Building = 15 CY = 10 Harvester = 5 Invulnerable = 0 Aircraft = 60 [Poison_W] //Inkvine poisoning effect infantry only None = 100 Earplugs = 100 BPV = 80 Light = 0 Medium = 0 Heavy = 0 Concrete = 0 Walls = 0 Building = 0 CY = 0 Harvester = 0 Invulnerable = 0 Aircraft = 0 [DeathHandSplat_W] // Radioactive fallout from death hand None = 100 Earplugs = 100 BPV = 80 Light = 50 Medium = 50 Heavy = 50 Concrete = 10 //50 Walls = 10 //50 Building = 10 //50 CY = 10 //80 Harvester = 50 Invulnerable = 0 Aircraft = 50 [Gas_W] None = 100 Earplugs = 100 BPV = 80 Light = 50 Medium = 60 Heavy = 70 Concrete = 100 Walls = 30 Building = 30 CY = 25 Harvester = 30 Invulnerable = 0 Aircraft = 60 [Detonate_W] None = 100 Earplugs = 100 BPV = 75 Light = 70 Medium = 50 Heavy = 30 Concrete = 100 Walls = 50 Building = 100 CY = 25 Harvester = 30 Invulnerable = 0 Aircraft = 40 [Howitzer_W] None = 100 Earplugs = 100 BPV = 80 Light = 70 Medium = 50 Heavy = 30 Concrete = 60 Walls = 50 Building = 70 CY = 25 Harvester = 30 Invulnerable = 0 Aircraft = 40 [BarrelBomb_W] None = 100 Earplugs = 100 BPV = 100 Light = 100 Medium =100 Heavy = 100 Concrete = 100 Walls = 100 Building = 100 CY = 100 Harvester = 100 Invulnerable = 0 Aircraft = 100 [HEAT_W] None = 20 Earplugs = 20 BPV = 10 Light = 65 Medium = 90 Heavy = 100 Concrete = 100 Walls = 75 Building = 60 CY = 30 Harvester = 50 Invulnerable = 0 Aircraft = 85 [ANTIAIR_W] None = 30 Earplugs = 20 BPV = 15 Light = 65 Medium = 70 Heavy = 80 Concrete = 100 Walls = 75 Building = 15 CY = 15 Harvester = 20 Invulnerable = 0 Aircraft = 100 [HEATAIR_W] None = 20 Earplugs = 20 BPV = 10 Light = 60 Medium = 70 Heavy = 75 Concrete = 100 Walls = 75 Building = 70 CY = 30 Harvester = 50 Invulnerable = 0 Aircraft = 100 [HEATINF_W] None = 10 Earplugs = 10 BPV = 5 Light = 65 Medium = 90 Heavy = 100 Concrete = 100 Walls = 75 Building = 60 CY = 30 Harvester = 50 Invulnerable = 0 Aircraft = 85 [Laser_W] None = 10 Earplugs = 10 BPV = 10 Light = 65 Medium = 90 Heavy = 100 Concrete = 100 Walls = 75 Building = 40 CY = 25 Harvester = 50 Invulnerable = 0 Aircraft = 65 [PopUp_W] None = 8 Earplugs = 8 BPV = 5 Light = 65 Medium = 90 Heavy = 100 Concrete = 100 Walls = 75 Building = 40 CY = 25 Harvester = 50 Invulnerable = 0 Aircraft = 65 [Stab_W] None = 100 Earplugs = 100 BPV = 90 Light = 5 Medium = 5 Heavy = 5 Concrete = 5 Walls = 5 Building = 5 CY = 5 Harvester = 5 Invulnerable = 0 Aircraft = 40 [Deviate_W] None = 20 Earplugs = 20 BPV = 10 Light = 20 Medium = 20 Heavy = 20 Concrete = 100 Walls = 20 Building = 20 CY = 10 Harvester = 20 Invulnerable = 0 Aircraft = 20 [DevPlasma_W] None = 40 Earplugs = 40 BPV = 25 Light = 60 Medium = 100 Heavy = 100 Concrete = 100 Walls = 100 Building = 75 CY = 40 Harvester = 100 Invulnerable = 0 Aircraft = 60 [DevRocket_W] None = 10 Earplugs = 10 BPV = 8 Light = 50 Medium = 80 Heavy = 100 Concrete = 100 Walls = 70 Building = 40 CY = 20 Harvester = 50 Invulnerable = 0 Aircraft = 80 [Sound_W] None = 100 Earplugs = 2 BPV = 80 Light = 80 Medium = 80 Heavy = 80 Concrete = 100 Walls = 50 Building = 10 // was 20 CY = 20 Harvester = 20 // was 70 Invulnerable = 0 Aircraft = 100 [Strike_W] None = 90 Earplugs = 90 BPV = 75 Light = 60 Medium = 60 Heavy = 60 Concrete = 100 Walls = 50 Building = 75 CY = 25 Harvester = 60 Invulnerable = 0 Aircraft = 60 [Beam_W] None = 90 Earplugs = 90 BPV = 75 Light = 60 Medium = 60 Heavy = 60 Concrete = 100 Walls = 50 Building = 75 CY = 25 Harvester = 60 Invulnerable = 0 Aircraft = 60 [Death_W] None = 90 Earplugs = 90 BPV = 75 Light = 60 Medium = 60 Heavy = 60 Concrete = 100 Walls = 50 Building = 75 CY = 65 //was 25 Harvester = 60 Invulnerable = 0 Aircraft = 60 //Flare_W //NiabTank Thingy_W //--------------------- // Bullet Attributes //--------------------- [ConceptualBullet]//used for reference Speed = -1 // Conceptual (was 16) MaxRange = 9 Debris = DebrisSmall Damage = 500 Warhead = HEAT_W Shot = TRUE //infantry death anim [NiabBullet_B] Speed = -1 // Conceptual (was 16) MaxRange = 9 Debris = DebrisSmall Damage = 1250 Warhead = HEAT_W Shot = TRUE //infantry death anim [MakerBullet_B] Speed = -1 // Conceptual (was 16) MaxRange = 9 Debris = DebrisSmall Damage = 600 Warhead = Howitzer_W Shot = TRUE //infantry death anim ReduceDamageWithDistance = False BlastRadius = 96 //Tile is equal to 32 [SaboteurBomb] MaxRange = 0 //blow up immediatiely Debris = DebrisSmall Damage = 3000 ExplosionType = Explosion Warhead = Howitzer_W BlastRadius = 96 //Tile is equal to 32 BlowUp = TRUE //infantry death anim ReduceDamageWithDistance = False [BarrelBomb] MaxRange = 0 //blow up immediatiely Debris = DebrisSmall Damage = 5000 ExplosionType = Explosion Warhead = BarrelBomb_W BlastRadius = 128 //Tile is equal to 32 BlowUp = TRUE //infantry death anim [DeathHandBomb] MaxRange = 0 //blow up immediatiely Debris = DebrisSmall Damage = 5000 ExplosionType = DHBigExplosion Warhead = Death_W BlastRadius = 96 //Tile is equal to 32 BlowUp = TRUE //infantry death anim ReduceDamageWithDistance = False [InfiltratorDeath] MaxRange = 0 //blow up immediatiely Debris = DebrisSmall Damage = 1500 ExplosionType = Explosion Warhead = Howitzer_W BlastRadius = 96 //Tile is equal to 32 BlowUp = TRUE //infantry death anim ReduceDamageWithDistance = False [SabotuerDeath] MaxRange = 0 //blow up immediatiely Debris = DebrisSmall Damage = 1500 ExplosionType = Explosion Warhead = Howitzer_W BlastRadius = 32 //Tile is equal to 32 BlowUp = TRUE //infantry death anim ReduceDamageWithDistance = False [CrushedInfantry] MaxRange = 0 //blow up immediatiely Debris = DebrisSmall Damage = 330 //ExplosionType = Explosion not needed as attached to the model Warhead = ArmourOnly_W BlowUp = TRUE //infantry death anim ReduceDamageWithDistance = False BlastRadius = 32 //Tile is equal to 32 DamageFriendly = False [BombBomb] MaxRange = 0 //blow up immediatiely Debris = DebrisSmall Damage = 5000 ExplosionType = DHBigExplosion Warhead = Death_W BlastRadius = 320 //Tile is equal to 32 BlowUp = TRUE //infantry death anim ReduceDamageWithDistance = False [CheatKeyBomb] MaxRange = 0 //blow up immediatiely Debris = DebrisSmall Damage = 200 ExplosionType = MissileHit BlastRadius = 32 //Tile is equal to 32 BlowUp = TRUE //infantry death anim [StraightBomb] MaxRange = 9 Speed = 24//12.0 ExplosionType = ShellHit Debris = DebrisMedium Damage = 400 Warhead = HEAT_W BlowUp = TRUE //infantry death anim [Sound_B] Continuous = TRUE MaxRange = 10 Speed = 20//10.0 Debris = DebrisMedium Damage = 900 //600 //Low value because it does continuos damage Warhead = sound_W BlowUp = TRUE //infantry death anim ReduceDamageWithDistance = False FriendlyDamageAmount = 50 [SoundInf_B] Continuous = TRUE MaxRange = 5 Speed = 20//10.0 Debris = DebrisMedium Damage = 238 //Low value because it does continuos damage Warhead = sound_W BlowUp = TRUE //infantry death anim ReduceDamageWithDistance = False FriendlyDamageAmount = 50 [HomingMissile]//not used Homing = true MaxRange = 9 Speed = 28//14.0 TurnRate = 0.3 //radians per tick ExplosionType = MissileHit Debris = DebrisSmall Damage = 480 Warhead = Antitank BlowUp = TRUE //infantry death anim [Flame_B] Continuous = TRUE Speed = 32//16 MaxRange = 4 Debris = DebrisSmall Damage = 250 Warhead = Flame_W Burnt = TRUE //infantry death anim BlastRadius = 32 ReduceDamageWithDistance = False FriendlyDamageAmount = 50 [FlameTank_B] Continuous = TRUE Speed = 32//16 MaxRange = 4 Debris = DebrisSmall Damage = 125 Warhead = Flame_W Burnt = TRUE //infantry death anim BlastRadius = 32 ReduceDamageWithDistance = False FriendlyDamageAmount = 50 [FlameTurret_B] Continuous = TRUE Speed = 32//16 MaxRange = 8 Debris = DebrisSmall Damage = 500 Warhead = Flame_W Burnt = TRUE //infantry death anim BlastRadius = 32 ReduceDamageWithDistance = False FriendlyDamageAmount = 50 [Gas_B] Trajectory = true MaxRange = 14 ExplosionType = DeviateHit Debris = DebrisSmall Damage = 500 Warhead = Flame_W Gassed = TRUE //infantry death anim BlastRadius = 96 ReduceDamageWithDistance = False FriendlyDamageAmount = 50 [IXPlasma_B] Trajectory = true MaxRange = 255 //ExplosionType = DeviateHit Debris = DebrisSmall Damage = 3000 Warhead = Flame_W BlowUp = TRUE BlastRadius = 160 ReduceDamageWithDistance = False FriendlyDamageAmount = 50 [GUPlasma_B] Trajectory = true MaxRange = 255 //ExplosionType = DeviateHit Debris = DebrisSmall Damage = 3000 Warhead = Flame_W BlowUp = TRUE BlastRadius = 160 ReduceDamageWithDistance = False FriendlyDamageAmount = 50 [GasInf_B] Continuous = TRUE Speed = 32//16 MaxRange = 3 Debris = DebrisSmall Damage = 250 Warhead = Flame_W Gassed = TRUE ReduceDamageWithDistance = False FriendlyDamageAmount = 50 LingerDuration = 50 LingerDamage = 10 [Laser_B] MissileTrail=4 MissileTrailSize=1 MissileTrailWiggleFreq = 80 MissileTrailWiggleScale=6 MissileTrailLength = 7 MissileTrailDelta = 0.8 MaxRange = 10 //was 9 Speed = -1 // Conceptual //Speed = 28//14.0 ExplosionType = ShellHit Debris = DebrisSmall Damage = 400 Warhead = Laser_W BlowUp = TRUE //infantry death anim IsLaser = TRUE [InfLaser_B] MissileTrail=4 MissileTrailSize=1 MissileTrailWiggleFreq = 80 MissileTrailWiggleScale=6 MissileTrailLength = 7 MissileTrailDelta = 0.8 MaxRange = 10 Speed = -1 // Conceptual //Speed = 28//14.0 ExplosionType = ShellHit Debris = DebrisSmall Damage = 300 Warhead = Laser_W BlowUp = TRUE //infantry death anim IsLaser = TRUE AntiAircraft = true [PopUp_B] MaxRange = 9 Speed = -1 // now conceptual 20//10.0 ExplosionType = ShellHit Debris = DebrisSmall Damage = 550 Warhead = PopUp_W Shot = TRUE //infantry death anim [HEAT_B] MaxRange = 10 Homing = true Speed = 28//14.0 TurnRate = 0.3 //radians per tick ExplosionType = MissileHit Debris = DebrisSmall Damage = 425 AntiAircraft = true Warhead = HEAT_W BlowUp = TRUE //infantry death anim MissileTrail=0 MissileTrailSize=1 MissileTrailWiggleFreq = 80 MissileTrailWiggleScale=6 MissileTrailLength = 7 MissileTrailDelta = 0.8 [Rocket_B] MaxRange = 12 Homing = true Speed = 28//14.0 TurnRate = 0.3 //radians per tick ExplosionType = MissileHit Debris = DebrisSmall Damage = 250 AntiAircraft = true Warhead = HEAT_W BlowUp = TRUE //infantry death anim MissileTrail=0 MissileTrailSize=1 MissileTrailWiggleFreq = 80 MissileTrailWiggleScale=6 MissileTrailLength = 7 MissileTrailDelta = 0.8 [HEATAPC_B] MaxRange = 10 Homing = true Speed = 28//14.0 TurnRate = 0.3 //radians per tick ExplosionType = MissileHit Debris = DebrisSmall Damage = 200 Warhead = HEAT_W AntiAircraft = true BlowUp = TRUE //infantry death anim MissileTrail=3 MissileTrailSize=1 MissileTrailWiggleFreq = 80 MissileTrailWiggleScale=6 MissileTrailLength = 7 MissileTrailDelta = 0.8 [HEATInf_B] MaxRange = 8 Homing = true AntiAircraft = true //!!! Speed = 20//10.0 //was 14.0 TurnRate = 0.3 //radians per tick ExplosionType = MissileHit Debris = DebrisSmall Damage = 375 Warhead = HEATINF_W BlowUp = TRUE //infantry death anim MissileTrail=0 MissileTrailSize=1 MissileTrailWiggleFreq = 100 MissileTrailWiggleScale=8 MissileTrailLength = 6 MissileTrailDelta = 0.5 [ATHEATADP_B] MaxRange = 15 Homing = true HomingDelay = 10 // ticks till it starts turning Speed = 20.0 //was 14.0 //14.0 TurnRate = 0.3 //radians per tick ExplosionType = MissileHit Debris = DebrisSmall Damage = 800 AntiAircraft = true AntiGround = false Warhead = HEATAIR_W BlowUp = TRUE //infantry death anim MissileTrail=0 MissileTrailSize=1 MissileTrailWiggleFreq = 80 MissileTrailWiggleScale=6 MissileTrailLength = 7 MissileTrailDelta = 0.8 [HEATADP_B] MaxRange = 15 MinRange = 10 Homing = true HomingDelay = 5 //was 10 // ticks till it starts turning Speed = 28.0 //was 14.0 //14.0 TurnRate = 0.9 //was 0.3 //radians per tick ExplosionType = MissileHit Debris = DebrisSmall Damage = 480 //was 425 AntiAircraft = true Warhead = HEATAIR_W BlowUp = TRUE //infantry death anim MissileTrail=1 MissileTrailSize=1 MissileTrailWiggleFreq = 100 MissileTrailWiggleScale=8 MissileTrailLength = 8 MissileTrailDelta = 0.5 [HOWITZER_B]//not used MaxRange = 8 ExplosionType = ShellHit Debris = DebrisLarge Damage = 300 BlastRadius = 64 Warhead = Howitzer_W //Trajectory = true BlowUp = TRUE //infantry death anim FriendlyDamageAmount = 50 [KOBRAHOWITZER_B] MissileTrail=6 MissileTrailSize=2 MissileTrailWiggleFreq = 100 MissileTrailWiggleScale=8 MissileTrailLength = 8 MissileTrailDelta = 0.7 MaxRange = 16 ExplosionType = ShellHit Debris = DebrisLarge Damage = 600 BlastRadius = 96 Warhead = Howitzer_W Trajectory = true BlowUp = TRUE //infantry death anim FriendlyDamageAmount = 50 [MORTAR_B] MaxRange = 15 ExplosionType = ShellHit Debris = DebrisLarge Damage = 375 BlastRadius = 64 Warhead = Howitzer_W Trajectory = true BlowUp = TRUE //infantry death anim ReduceDamageWithDistance = False MissileTrail=1 MissileTrailSize=2 MissileTrailWiggleFreq = 10 MissileTrailWiggleScale=5 MissileTrailLength = 12 MissileTrailDelta = 0.5 FriendlyDamageAmount = 50 [mm80_B] MaxRange = 7 Speed = -1 //conceptual //Speed = 40//10.0 ExplosionType = ShellHit Debris = DebrisSmall Damage = 500 Warhead = 80mmGun_W BlowUp = TRUE //infantry death anim [Kindjal_B] MaxRange = 12 Speed = -1 //now conceptual 40//10.0 ExplosionType = ShellHit Debris = DebrisSmall Damage = 500 Warhead = 80mmGun_W BlowUp = TRUE //infantry death anim BlastRadius = 64 [cal50_B] Speed = -1 // Conceptual (was 16) MaxRange = 12 Debris = DebrisSmall Damage = 600 //one hit one kill on most infantry Warhead = 50.cal_W ExplosionType = SniperHit Shot = TRUE //infantry death anim [DevPlasma_B] MaxRange = 9 Speed = 20//10.0 ExplosionType = ShellHit Debris = DebrisSmall Damage = 813 Warhead = DevPlasma_W ExplosionType = DevImpact BlowUp = TRUE //infantry death anim FriendlyDamageAmount = 50 [DevRocket_B] Homing = true MaxRange = 9 Speed = 28//14.0 TurnRate = 0.3 //radians per tick ExplosionType = MissileHit Debris = DebrisSmall Damage = 600 AntiAircraft = true Warhead = DevRocket_W BlowUp = TRUE //infantry death anim MissileTrail=0 MissileTrailSize=1 MissileTrailWiggleFreq = 80 MissileTrailWiggleScale=60 MissileTrailLength = 8 MissileTrailDelta = 0.5 [HMG_B]//Data taken from straight bomb MaxRange = 9 Speed = -1 // Conceptual (was 20.0) ExplosionType = mgHit Debris = DebrisMedium Damage = 600 Warhead = HMG_W Shot = TRUE //infantry death anim [Stab_B] Speed = -1 // Conceptual (was 16) MaxRange = 1//5 Damage = 1000 Warhead = Stab_W Shot = TRUE //infantry death anim [IxStab_B] Speed = -1 // Conceptual (was 16) MaxRange = 1//5 Damage = 140 Warhead = Stab_W Shot = TRUE //infantry death anim [LMG_B]//Data taken from straight bomb Speed = -1 // Conceptual (was 20) MaxRange = 5 Debris = DebrisSmall Damage = 219 Warhead = LMG_W ExplosionType = mghit Shot = TRUE //infantry death anim [Pistol_B]//Data taken from straight bomb Speed = -1 // Conceptual (was 16) MaxRange = 5 Debris = DebrisSmall Damage = 100 Warhead = LMG_W ExplosionType = mghit Shot = TRUE //infantry death anim [MMG_B]//Data taken from straight bomb Speed = -1 // Conceptual (was 20) MaxRange = 7 Debris = DebrisSmall Damage = 350 //was 313 Warhead = LMG_W ExplosionType = mghit Shot = TRUE //infantry death anim [HKGunTurret_B] Speed = -1 // changed to conceptual 32//16 MaxRange = 10 Debris = DebrisSmall Damage = 400 AntiAircraft = true Warhead = ANTIAIR_W ExplosionType = mghit Shot = TRUE //infantry death anim [HKADP_B] Speed = -1 // changed to conceptual 32//16 MaxRange = 8 Debris = DebrisSmall Damage = 150 AntiAircraft = true Warhead = ANTIAIR_W ExplosionType = mghit Shot = TRUE //infantry death anim [DeathHandSplat_B] MaxRange = 0 //blow up immediatiely Damage = 15 //was 3 BlastRadius = 320 // Splat is 10 x 10 tiles DamageFriendly = TRUE // Damage friendly units! Ignites = TRUE // Don't ignite other splats! Warhead = DeathHandSplat_W [InkVine_B] MaxRange = 20 // was 11 ExplosionType = InkVineExplosion Debris = DebrisLarge Damage = 750 BlastRadius = 64 Warhead = Howitzer_W Trajectory = true Ignites = FALSE // Don't ignite other splats! Burnt = TRUE //infantry death anim FriendlyDamageAmount = 50 [InkVinePoison_B] Speed = 16 MaxRange = 0 //blow up immediatiely Damage = 3 BlastRadius = 48 // Splat is 3 x 3 tiles DamageFriendly = FALSE // Don't damage friendly units Ignites = FALSE // Don't ignite other splats! Gassed = TRUE //infantry death anim Warhead = Poison_W [InkVineFlame_B] Speed = 16 MaxRange = 0 //blow up immediatiely Damage = 20 BlastRadius = 48 // Splat is 3 x 3 tiles Ignites = TRUE Burnt = TRUE //infantry death anim Warhead = Flame_W [Deviate_B] Deviate = true MaxRange = 8 Speed = 16//12.0 ExplosionType = DeviateHit Debris = DebrisSmall Damage = 250 //nb will damage buildings Warhead = Deviate_W Shot = TRUE //infantry death anim MissileTrail=2 MissileTrailSize=2 MissileTrailWiggleFreq = 10 MissileTrailWiggleScale=5 MissileTrailLength = 12 MissileTrailDelta = 0.5 [SpicePuff] Continuous = true Damage = 10 BlastRadius = 16 //Tile is equal to 32 BlowUp = TRUE //infantry death anim Speed = 16 Warhead = Pistol_W [Leech_B] Leech = true Infantry = false // Only leech vehicles MaxRange = 7 Damage = 100 // Damage to non-leechable objects Trajectory = true Health = 200 ShieldHealth = 2//5 // Damage per tick to leeched units ExplosionType = BloodSplat Shot = TRUE //infantry death anim [TLTurret_B] Speed = -1 // changed to conceptual 32//16 MaxRange = 10 //was 8 Debris = DebrisSmall Damage = 1000 //was 400 AntiAircraft = true Warhead = ANTIAIR_W Shot = TRUE //infantry death anim [Contaminator_B] Speed = -1 Leech = true Infantry = true // Only contaminate infantry MaxRange = 1 Damage = 10 // Not much damage Health = 100 ShieldHealth = 10000 // Kill outright ExplosionType = BloodSplat Shot = TRUE //infantry death anim [EITSBomb_B] MaxRange = 16 // Doesn't use Speed = 8 ExplosionType = ShellHit Debris = DebrisLarge Damage = 400 BlastRadius = 64 Warhead = Howitzer_W Trajectory = true BlowUp = TRUE //infantry death anim MissileTrail=1 MissileTrailSize=2 MissileTrailWiggleFreq = 10 MissileTrailWiggleScale=5 MissileTrailLength = 12 MissileTrailDelta = 0.5 [Worm_B] Speed = 32//16 MaxRange = 1 Damage = 1000 Warhead = HEAT_W Shot = TRUE //infantry death anim [Beserk_B] Continuous = TRUE Speed = 32// 16 Beserk = TRUE ExplosionType = ORLightning BlastRadius = 128 //Tile is equal to 32 Damage = 1000 Warhead = HEAT_W Shot = TRUE //infantry death anim DamageColumn = TRUE DamageFriendly = False [Hawk_B] Continuous = TRUE Speed = 16 Retreat = TRUE ExplosionType = ATHawk BlastRadius = 128 //Tile is equal to 32 Damage = 1000 Warhead = HEAT_W Shot = TRUE //infantry death anim DamageColumn = TRUE DamageFriendly = False [SurfaceWorm_B] Speed = 32//16 MaxRange = 1 Debris = DebrisSmall Damage = 40000 Warhead = HEAT_W Shot = TRUE //infantry death anim [TrailMissile_B] //use for orni's MaxRange = 12 Homing = true Speed = 28//14.0 TurnRate = 0.3 //radians per tick ExplosionType = MissileHit Debris = DebrisSmall Damage = 200 AntiAircraft = true Warhead = HEATAIR_W BlowUp = TRUE //infantry death anim MissileTrail=0 MissileTrailSize=2 MissileTrailWiggleFreq = 80 MissileTrailWiggleScale=10 MissileTrailLength = 12 MissileTrailDelta = 0.5 [Gunship_B] MaxRange = 8 Homing = true Speed = 12//28//14.0 TurnRate = 0.3 //radians per tick ExplosionType = MissileHit Debris = DebrisSmall Damage = 500 AntiAircraft = true Warhead = HEATAIR_W BlowUp = TRUE //infantry death anim MissileTrail=0 MissileTrailSize=2 MissileTrailWiggleFreq = 80 MissileTrailWiggleScale=10 MissileTrailLength = 12 MissileTrailDelta = 0.5 [GuildRocket_B] //placeholder data, needs to be stronger MaxRange = 7 Homing = true Speed = 28//14.0 TurnRate = 0.3 //radians per tick ExplosionType = MissileHit Debris = DebrisSmall Damage = 300 //AntiAircraft = true Warhead = HEATAIR_W BlowUp = TRUE //infantry death anim //--------------------- // Explosion Attributes //--------------------- [InkVineExplosion] ExplosionType = InkVineSplat // object left after explosion [ATHawk] FaceCamera=true [DHBigExplosion] FaceCamera=true [VetLevelFX] FaceCamera=true [ShellHit] DamageToTile = 30 [LaserHit] DamageToTile = 30 [MissileHit] DamageToTile = 30 [DevMuzzle] DamageToTile = 30 [GplasGlow] DamageToTile = 30 [InkvineExplosion] DamageToTile = 30 [DeviateHit] DamageToTile = 30 [ORLightning] DamageToTile = 80 [DHBigExplosion] DamageToTile = 100 //--------------------- // Splat Attributes //--------------------- [InkVineSplat] Size = 3 // Size (in tiles) of splat Lifespan = 1000 // Ticks until splat disappears HomingDelay = 100 // Length of fade animation Resource = InkVinePoison_B // Bullet used for poison effect ExplosionType = InkVineFlame_B // Bullet used for flame effect Damage = 5 // How much quicker does a flaming splat die? [DeathHandSplat] Size = 10 // Size (in tiles) of splat Lifespan = 1000 // Ticks until splat disappears HomingDelay = 100 // Length of fade animation Resource = DeathHandSplat_B // Bullet used for poison effect Damage = 0 // How much quicker does a flaming splat die? //--------------------- // Crate Attributes //--------------------- [Crate] Size = 3 // Size (in tiles) of crate Lifespan = 10000 // Ticks until crate disappears 3000=2.5 minutes Terrain = Rock, Sand // valid terrain types for placement //Resource = SaboteurBomb // removed explosion crate [LeechCrate] Size = 2 // Size (in tiles) of crate Health = -1 Terrain = Rock, Sand // valid terrain types for placement CrateGiftObject = TLLeech [ContaminatorCrate] Size = 2 // Size (in tiles) of crate Health = -1 Terrain = Rock, Sand // valid terrain types for placement CrateGiftObject = TLContaminator [ProjectorCrate] Size = 2 // Size (in tiles) of crate Health = -1 Terrain = Rock, Sand // valid terrain types for placement CrateGiftObject = IXInfiltrator // was IXProjector - changed in resp. to bug [InfiltratorCrate] Size = 2 // Size (in tiles) of crate Health = -1 Terrain = Rock, Sand // valid terrain types for placement CrateGiftObject = IXInfiltrator [ADVSardaukarCrate] Size = 2 // Size (in tiles) of crate Health = -1 Terrain = Rock, Sand // valid terrain types for placement CrateGiftObject = IMADVSardaukar [MoneyCrate] Size = 2 // Size (in tiles) of crate Health = -1 Terrain = Rock, Sand // valid terrain types for placement CrateGiftObject = CASH2000 [SardaukarCrate] Size = 2 // Size (in tiles) of crate Health = -1 Terrain = Rock, Sand // valid terrain types for placement CrateGiftObject = IMSardaukar [NiabCrate] Size = 2 // Size (in tiles) of crate Health = -1 Terrain = Rock, Sand // valid terrain types for placement CrateGiftObject = GUNiabTank //--------------------- // Turret Attributes //--------------------- //[GHarvesterLight] //TurretMinYRotation = -80.0 //TurretMaxYRotation = 80.0 //TurretYRotationAngle = 1.0 [HKEngineerGun] Bullet = Pistol_B ReloadCount = 45 TurretDisableIfUnitDeployed = TRUE [ORMortarInfGun] Bullet = Pistol_B ReloadCount = 45 TurretDisableIfUnitDeployed = TRUE [ORMortarInfBigGun] TurretMinXRotation = -90.0 // 90 degrees up TurretMaxXRotation = -30.0 TurretXRotationAngle = 10.0 Bullet = Mortar_B //Trajectory weapon ReloadCount = 45 TurretDisableIfUnitUndeployed = TRUE [ORChemicalGun] Bullet = GasInf_B ReloadCount = 40 [ORAATrooperGun] TurretMuzzleFlash = Muzzle2 Bullet = HEATInf_B ReloadCount = 40 [ORLaserTankBase] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 16.0 //was 8.0 //Turret turn speed TurretMuzzleFlash = Ltmuzzle Bullet = Laser_B ReloadCount = 40 [ORAPCBase] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 2.0 TurretMuzzleFlash = Muzzle3 Bullet = HeatAPC_B ReloadCount = 50 [ORDeviatorGun] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 2.0 TurretMuzzleFlash = Muzzle3 Bullet = Deviate_B ReloadCount = 150 [ORDustGun] TurretMuzzleFlash = Muzzle1 Bullet = MMG_B ReloadCount = 50 [ORKobraUndeployedGun] //fixed weapon, can't move it TurretMuzzleFlash = Muzzle2 Bullet = Howitzer_B //this must not be a trajectory bullet ReloadCount = 30 TurretDisableIfUnitDeployed = TRUE //must be undeployed [ORKobraDeployedGun] TurretMinXRotation = -90.0 TurretMaxXRotation = 30.0 TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretXRotationAngle = 4.0 TurretYRotationAngle = 4.0 //rotate around y axis TurretMuzzleFlash = Muzzle2 Bullet = KobraHowitzer_B ReloadCount = 30 TurretDisableIfUnitUndeployed = TRUE //must be deployed //[ORGasGun] //TurretMinYRotation = -190.0 //TurretMaxYRotation = 190.0 //TurretYRotationAngle = 2.0 //Bullet = Gas_B //ReloadCount = 150 [ORGasTurretBase] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 6.0 TurretNextJoint = ORGasTurretGun TurretMuzzleFlash = Muzzle3 Bullet = Gas_B ReloadCount = 75 [ORGasTurretGun] TurretMinXRotation = -50.0 TurretMaxXRotation = 50.0 TurretXRotationAngle = 6.0 TurretYRotationAngle = 6.0 TurretMuzzleFlash = Muzzle3 Bullet = Gas_B ReloadCount = 75 [IXMegaTurretBase] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 6.0 TurretNextJoint = IXMegaTurretGun TurretMuzzleFlash = IXPlasmaFlash Bullet = IXPlasma_B ReloadCount = 100 [IXMegaTurretGun] TurretMinXRotation = -90.0 TurretMaxXRotation = -10.0 TurretXRotationAngle = 10.0 TurretYRotationAngle = 10.0 TurretMuzzleFlash = IXPlasmaFlash Bullet = IXPlasma_B ReloadCount = 100 [GUMegaTurretBase] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 6.0 TurretNextJoint = GUMegaTurretGun TurretMuzzleFlash = GUPlasmaFlash Bullet = GUPlasma_B ReloadCount = 100 [GUMegaTurretGun] TurretMinXRotation = -90.0 TurretMaxXRotation = -50.0 TurretXRotationAngle = 10.0 TurretYRotationAngle = 10.0 TurretMuzzleFlash = GUPlasmaFlash Bullet = GUPlasma_B ReloadCount = 100 [ORPopUpGun] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 6.0 TurretMuzzleFlash = Gplasglow Bullet = PopUp_B ReloadCount = 60 [HKFlameTowerBase] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 6.0 Bullet = FlameTurret_B ReloadCount = 30 [HKDevastatorGun] TurretMuzzleFlash = DevMuzzle Bullet = DevPlasma_B ReloadCount = 60 [HKDevastatorMissile] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 2.0 TurretMuzzleFlash = Muzzle2 Bullet = DevRocket_B ReloadCount = 80 [HKFlameTankLeft] TurretMinYRotation = 0.0 TurretMaxYRotation = 90.0 TurretYRotationAngle = 2.0 TurretYAcceptableAim = 5.0 Bullet = FlameTank_B ReloadCount = 60 [HKFlameTankRight] TurretMinYRotation = -90.0 TurretMaxYRotation = 0.0 TurretYRotationAngle = 2.0 TurretYAcceptableAim = 5.0 Bullet = FlameTank_B ReloadCount = 60 [HKBuzzsawLeft] TurretMinYRotation = 0.0 TurretMaxYRotation = 90.0 TurretYRotationAngle = 2.0 TurretYAcceptableAim = 5.0 TurretMuzzleFlash = Muzzle1 Bullet = MMG_B ReloadCount = 40 [HKBuzzsawRight] TurretMinYRotation = -90.0 TurretMaxYRotation = 0.0 TurretYRotationAngle = 2.0 TurretYAcceptableAim = 5.0 TurretMuzzleFlash = Muzzle1 Bullet = MMG_B ReloadCount = 40 [HKAssaultTankBase] TurretMinXRotation = -30.0 TurretMaxXRotation = 10.0 TurretXRotationAngle = 2.0 TurretMuzzleFlash = Muzzle2 Bullet = mm80_B ReloadCount = 30 [HKMissileTankBarrage] Bullet = HEAT_B TurretMuzzleFlash = Muzzle3 ReloadCount = 180 [HKLightInfantryGun] Bullet = LMG_B ReloadCount = 30 [HKTrooperGun] Bullet = HEATInf_B TurretMuzzleFlash = Muzzle2 ReloadCount = 100 [HKFlamerGun] Bullet = Flame_B ReloadCount = 30 [HKGunTurretBase] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 4.0 Bullet = HKGunTurret_B ReloadCount = 100 TurretNextJoint = HKGunTurretGun [HKGunTurretGun] TurretMinXRotation = -90.0 TurretMaxXRotation = 40.0 TurretXRotationAngle = 4.0 TurretMuzzleFlash = Muzzle3 Bullet = HKGunTurret_B ReloadCount = 100 [SpotlightBase] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 4.0 //Bullet = HKGunTurret_B what the light to track units but not fire anything ReloadCount = 100 TurretNextJoint = HKGunTurretGun [SpotlightGun] TurretMinXRotation = -40.0 TurretMaxXRotation = 40.0 TurretXRotationAngle = 4.0 //TurretMuzzleFlash = Muzzle3 //Bullet = HKGunTurret_B ReloadCount = 100 [HKADPGun] TurretMinXRotation = -40.0 TurretMaxXRotation = 90.0 TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 8.0 TurretXRotationAngle = 8.0 TurretMuzzleFlash = Muzzle3 Bullet = HKADP_B ReloadCount = 10 [HKInkVineGun] TurretMinXRotation = -90.0 TurretMaxXRotation = -20.0 TurretXRotationAngle = 2.0 // Al: No no no no no! TurretMinYRotation = -30.0 TurretMaxYRotation = 30.0 TurretYRotationAngle = 30.0 //rotate around y axis Bullet = InkVine_B ReloadCount = 100 [ATKindjalGun] //TurretMuzzleFlash = Muzzle1 Bullet = Pistol_B ReloadCount = 50 TurretDisableIfUnitDeployed = TRUE [ATKindjalBigGun] TurretMuzzleFlash = Muzzle2 Bullet = Kindjal_B ReloadCount = 50 TurretDisableIfUnitUndeployed = TRUE [ATInfGun] Bullet = LMG_B TurretMuzzleFlash = Smuzz2 ReloadCount = 30 [ATSniperGun] Bullet = cal50_B TurretMuzzleFlash = Smuzz2 ReloadCount = 76 [ATTrikeGun] TurretMuzzleFlash = Muzzle1 Bullet = MMG_B ReloadCount = 50 [ATSonicTankGun] Bullet = Sound_B TurretMuzzleFlash = Sonicmuzzle ReloadCount = 45 [ATMongooseMissile] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 3.0 TurretMuzzleFlash = Muzzle3 Bullet = HEAT_B ReloadCount = 30 //[ATMongooseLight] //TurretMinYRotation = -40.0 //TurretMaxYRotation = 40.0 //TurretYRotationAngle = 2.0 //[ATMinotaurusLight] //TurretMinYRotation = -190 //-40.0 changed to be the same as the kobra //TurretMaxYRotation = 190 //40.0 //TurretYRotationAngle = 2.0 [ATAPCBase] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 2.5 TurretNextJoint = ATAPCGun TurretMuzzleFlash = Muzzle1 Bullet = LMG_B ReloadCount = 30 [ATAPCGun] TurretMinXRotation = -80.0 //tilt up TurretMaxXRotation = 5.0 //tilt down TurretXRotationAngle = 2.5 TurretYRotationAngle = 0.0 TurretXAcceptableAim = 35.0 TurretMuzzleFlash = Muzzle1 Bullet = LMG_B ReloadCount = 30 [ATMinotaurusGun] TurretMinXRotation = -80.0 // 90 degrees up... TurretMaxXRotation = 30.0 // down TurretXRotationAngle = 2.0 //TurretMinYRotation = -45 //TurretMaxYRotation = 45 //TurretYRotationAngle = 2.0 TurretMuzzleFlash = Muzzle3 Bullet = KobraHowitzer_B ReloadCount = 120 [ATMinotaurusBase] //TurretMinXRotation = -80.0 // 90 degrees up... //TurretMaxXRotation = 30.0 // down //TurretXRotationAngle = 2.0 TurretMinYRotation = -45 TurretMaxYRotation = 45 TurretYRotationAngle = 5.0 TurretMuzzleFlash = Muzzle3 TurretNextJoint = ATMinotaurusGun Bullet = KobraHowitzer_B ReloadCount = 120 [ATOrnithopterGun] TurretMinYRotation = -90.0 TurretMaxYRotation = 90.0 TurretYRotationAngle = 2.0 TurretBulletCount = 10 Bullet = TrailMissile_B ReloadCount = 30 [ATADPGun] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 8.0 //was 2.0 Bullet = ATHEATADP_B ReloadCount = 30 [GUNIAPGun] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 2.0 Bullet = GuildRocket_B ReloadCount = 30 [ATPillboxGun] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 6.0 //TurretMuzzleFlash = Smuzz2 inc on model Bullet = HMG_B ReloadCount = 25 [ATRocketTurretBase] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 4.0 TurretNextJoint = ATRocketTurretGun TurretMuzzleFlash = Muzzle3 Bullet = Rocket_B ReloadCount = 45 [ATRocketTurretGun] TurretMinXRotation = -90.0 TurretMaxXRotation = 50.0 TurretXRotationAngle = 4.0 TurretYRotationAngle = 0.0 TurretMuzzleFlash = Muzzle3 Bullet = Rocket_B ReloadCount = 45 [HKGunshipGun] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 2.0 TurretBulletCount = 4 Bullet = Gunship_B ReloadCount = 60 [TLLeechGun] //Data taken from ORDustScout TurretMinXRotation = -90.0 TurretMaxXRotation = 90.0 TurretXRotationAngle = 90.0 Bullet = Leech_B ReloadCount = 30 [TLContaminatorGun] Bullet = Contaminator_B ReloadCount = 30 [TLTurretBase] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 4.0 Bullet = TLTurret_B ReloadCount = 100 TurretNextJoint = TLTurretGun [TLTurretGun] TurretMinXRotation = -40.0 TurretMaxXRotation = 40.0 TurretXRotationAngle = 4.0 TurretMuzzleFlash = Muzzle3 Bullet = TLTurret_B ReloadCount = 100 [IXProjectorTurretBase] TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 2.0 TurretNextJoint = IXProjectorTurretGun TurretMuzzleFlash = Muzzle1 Bullet = LMG_B ReloadCount = 30 [IXProjectorTurretGun] TurretMinXRotation = -80.0 TurretMaxXRotation = 20.0 TurretXRotationAngle = 2.0 TurretMuzzleFlash = Muzzle1 Bullet = LMG_B ReloadCount = 30 [IMADVSardaukarGun] Bullet = InfLaser_B ReloadCount = 50 //TurretDisableIfUnitDeployed = TRUE TurretDisableIfUnitDeployed = TRUE [IMSardaukarGun] Bullet = HMG_B ReloadCount = 20 TurretDisableIfUnitDeployed = TRUE [IMADVSardaukarKnife] Bullet = Stab_B ReloadCount = 34 // actual frames of animation //40 TurretDisableIfUnitUndeployed = TRUE [IXSlaveKnife] Bullet = IXStab_B ReloadCount = 40 [FRFremenGun] //Data from ATSniper probably needs separate bullet Bullet = cal50_b ReloadCount = 40 TurretMuzzleFlash = Smuzz2 [FRADVFremenGun] //Data from ATSonicTank TurretDisableIfUnitDeployed = TRUE Bullet = SoundInf_B ReloadCount = 40 [GUNIABTankGun] //Data from Laser tank //TurretMinYRotation = -190.0 //TurretMaxYRotation = 190.0 TurretYRotationAngle = 2.0 TurretMuzzleFlash = Muzzle2 Bullet = NiabBullet_B ReloadCount = 100 TurretDisableIfUnitDeployed = TRUE [GUMakerGun] //TurretMinYRotation = -90.0 //TurretMaxYRotation = 0.0 //TurretYRotationAngle = 2.0 Bullet = MakerBullet_B ReloadCount = 30 [WormRiderGun] //Data from Laser tank TurretMinYRotation = -190.0 TurretMaxYRotation = 190.0 TurretYRotationAngle = 2.0 Bullet = Worm_b ReloadCount = 100 TurretDisableIfUnitDeployed = TRUE [SurfaceWormGun] TurretMinXRotation = -190.0 TurretMaxXRotation = 190.0 TurretXRotationAngle = 2.0 Bullet = Worm_B ReloadCount = 1 //--------------------- //Building Attributes //--------------------- //Generic Buildings [HKWall] Group = Wall House = Harkonnen StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard Terrain = Rock Cost = 20 BuildTime = 60 //Converted from Dune 2000 data 23040/original figure ViewRange = 10 Wall = true Selectable = false Occupy = b Armour = Building Health = 1000 TechLevel = 1 ExplosionType = SmExplosion ExcludeFromSkirmishLose = TRUE ExcludeFromCampaignLose = TRUE RoofHeight = 48 CountsForStats = FALSE [ATWall] Group = Wall House = Atreides StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard Terrain = Rock Cost = 20 BuildTime = 60 ViewRange = 10 Wall = true Selectable = false Occupy = b Armour = Building Health = 1000 TechLevel = 1 ExplosionType = SmExplosion ExcludeFromSkirmishLose = TRUE ExcludeFromCampaignLose = TRUE RoofHeight = 48 CountsForStats = FALSE [ORWall] Group = Wall House = Ordos StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard Terrain = Rock Cost = 20 BuildTime = 60 ViewRange = 10 Wall = true Selectable = false Occupy = b Armour = Building Health = 1000 TechLevel = 1 ExplosionType = SmExplosion ExcludeFromSkirmishLose = TRUE ExcludeFromCampaignLose = TRUE RoofHeight = 48 CountsForStats = FALSE //HK Buildings [HKConYard] CanBePrimary = TRUE ConYard = true House = Harkonnen StormDamage=5 //only damages is never picked up Terrain = Rock Cost = 2000 ViewRange = 10 Occupy = sssss Occupy = sssss Occupy = sssss Occupy = nbbbn Occupy = nbbbn Occupy = nbbbn Occupy = nbbbn Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = nbbbb AiCritical = true Armour = CY Health = 4000 Resource = MCV CanBeEngineered = TRUE Debris = DebrisLarge UpgradeTechLevel = 4 UpgradeCost = 600 ExplosionType = BigExplosion Score = 4 NumInfantryWhenGone = 3 RoofHeight = 107 [HKSmWindtrap] RoofHeight=70 House = Harkonnen StormDamage=5 //only damages is never picked up Group = SmWindtrap PrimaryBuilding = ATConYard, ORConYard, HKConYard Terrain = Rock Cost = 225 //was 200 ViewRange = 10 BuildTime = 240 PowerGenerated = 100 Debris = DebrisSmall Occupy = bb Occupy = bb AiCritical = true Armour = Building Health = 1500 TechLevel = 1 CanBeEngineered = TRUE ExplosionType = Explosion NumInfantryWhenGone = 1 Score = 2 ExcludeFromSkirmishLose = TRUE ExcludeFromCampaignLose = TRUE //[HKLaWindtrap] //House = Harkonnen //Group = LaWindtrap //PrimaryBuilding = ATConYard, ORConYard, HKConYard //SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks //Terrain = Rock //Cost = 300 //PowerGenerated = 500 //BuildTime = 309 //Occupy = bbb //Occupy = bbb //AiCritical = true //Armour = Building //Health = 4000 //Debris = DebrisMedium //TechLevel = 3 //Score = 3 [HKBarracks] Barracks = TRUE House = Harkonnen StormDamage=5 //only damages is never picked up PrimaryBuilding = HKConYard SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap Terrain = Rock Cost = 225 ViewRange = 10 PowerUsed = 20 BuildTime = 309 //25 % reduction Occupy = sssss Occupy = sssss Occupy = sssss Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = nnbnn AiManufacturing = true AiExit = true DeployTile = 2,4 2,2 Armour = Building Health = 2500 Debris = DebrisMedium TechLevel = 1 CanBeEngineered = TRUE UpgradeTechLevel = 3 //same as engineer UpgradeCost = 800 CanBePrimary = TRUE ExplosionType = MidExplosion Score = 3 NumInfantryWhenGone = 2 RoofHeight=125 [HKFlameTurret] House = Harkonnen StormDamage=5 //only damages is never picked up PrimaryBuilding = HKConYard SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks Terrain = Rock Cost = 550 BuildTime = 240 //Converted from Dune 2000 data 23040/original figure ViewRange = 10 Occupy = bb Occupy = bb TurretAttach = HKFlameTowerBase AiDefence = true Armour = Heavy Health = 2700 Debris = DebrisSmall TechLevel = 2 ExplosionType = SmExplosion Score = 3 NumInfantryWhenGone = 1 UnstealthRange = 3 GetsHeightAdvantage = FALSE RoofHeight=80 AIThreat = 80 ChaosEffect = LargeChaosFX RangeIndicator = 8 RangeMask = 1 [HKGunTurret] House = Harkonnen StormDamage=5 //only damages is never picked up PrimaryBuilding = HKConYard SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks Terrain = Rock Cost = 1200 ViewRange = 10 PowerUsed = 75 BuildTime = 309 //Converted from Dune 2000 data 23040/original figure Occupy = bb Occupy = bb TurretAttach = HKGunTurretBase AiDefence = true Armour = Heavy Health = 3000 Debris = DebrisSmall TechLevel = 4 ExplosionType = SmExplosion Score = 3 NumInfantryWhenGone = 1 UnstealthRange = 6 UpgradedPrimaryRequired = TRUE DisableWithLowPower = TRUE RoofHeight=80 AIThreat = 100 ChaosEffect = LargeChaosFX RangeIndicator = 10 RangeMask = 1 [HKOutpost] Outpost = TRUE House = Harkonnen StormDamage=5 //only damages is never picked up Group = Outpost //GROUP! PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATSMWindtrap, ORSMWindtrap, HKSmWindtrap Terrain = Rock Cost = 400 ViewRange = 10 PowerUsed = 60 BuildTime = 240 //Converted from Dune 2000 data 23040/original figure Occupy = ssss Occupy = ssss Occupy = ssss Occupy = bbbb Occupy = bbbb Occupy = bbbb Occupy = bbbb AiCore = true Armour = Building Health = 2500 Debris = DebrisMedium TechLevel = 1 CanBeEngineered = TRUE ExplosionType = MidExplosion NumInfantryWhenGone = 2 Score = 3 RoofHeight=100 [HKRefinery] RoofHeight=100 Refinery = true Group = Refinery House = Harkonnen StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap Terrain = Rock Cost = 1500 ViewRange = 10 PowerUsed = 40 //SpiceCapacity = 8000 //2000 GetUnitWhenBuilt = Harvester BuildTime = 720 //Converted from Dune 2000 data 23040/original figure Occupy = sssssssssss Occupy = sssssssssss Occupy = sssssssssss Occupy = ddddddddddd Occupy = pppdddddppp Occupy = pppdddddppp Occupy = pppbbbbbppp Occupy = nnbbbbbbbnn Occupy = nnbbbbbbbnn Occupy = nnnnbbbnnnn Debris = DebrisLarge // Main pad DeployTile = 5,4 DeployAngle = 0 // Dockable pad 1 DeployTile = 9,5 DeployAngle = -45 // Dockable pad 2 DeployTile = 1,5 DeployAngle = 45 AiResource = true AiExit = true Armour = Building Health = 3000 TechLevel = 1 CanBeEngineered = TRUE ExplosionType = BigExplosion Score = 4 NumInfantryWhenGone = 3 DisableIfNoSpiceOnMap=TRUE [HKRefineryDock] Dockable = true Group = RefineryDock House = Harkonnen StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATRefinery, ORRefinery, HKRefinery Terrain = Rock UpgradeTechLevel = 3 UpgradeCost = 1200 ViewRange = 10 PowerUsed = 20 //SpiceCapacity = 2000 UpgradeBuildTime = 720 //same as building a ref BuildTime = 618 //was 309//Converted from Dune 2000 data 23040/original figure Occupy = ppp Occupy = ppp Occupy = ppp Health = 1000 Armour = Building TechLevel = 3 GetUnitWhenBuilt = Harvester AiResource = true DisableIfNoSpiceOnMap=TRUE //[HKSilo] //House = Harkonnen //PrimaryBuilding = HKConYard //SecondaryBuilding = HKRefinery //Health = 200 //Terrain = Rock //Cost = 100 //PowerUsed = 15 //SpiceCapacity = 2000 //Occupy = bb //Occupy = bb //AiCritical = true //Armour = Light [HKFactory] RoofHeight=145 Factory = TRUE House = Harkonnen StormDamage=5 //only damages is never picked up PrimaryBuilding = HKConYard // Removed for HW SecondaryBuilding = ATRefinery, ORRefinery, HKRefinery SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap Terrain = Rock Cost = 1000 ViewRange = 10 PowerUsed = 40 BuildTime = 864 Occupy = ssssssss Occupy = ssssssss Occupy = ssssssss Occupy = bbbbbbbb Occupy = bbbbbbbb Occupy = bbbbbbbb Occupy = bbbbbbbb Occupy = bbbbbbbb Occupy = nbbbbbbb Occupy = nbbbbbbb Occupy = nnbbbbbb DeployTile = 3,5 3,1 AiManufacturing = true AiExit = true Armour = Building Health = 4000 Debris = DebrisLarge TechLevel = 2 CanBeEngineered = TRUE ExplosionType = BigExplosion CanBePrimary = TRUE UpgradeTechLevel = 4 //same as HKFlameTank UpgradeCost = 1200 ExplosionType = BigExplosion Score = 4 NumInfantryWhenGone = 3 //[HKRepairPad] //House = Harkonnen //PrimaryBuilding = HKConYard //SecondaryBuilding = HKFactory //Terrain = Rock //Cost = 1000 //PowerUsed = 150 //Occupy = xxoxxx //Occupy = xxxxxx //Occupy = xxxxxx //Occupy = xxxxxx //Occupy = xxoxxx //AiCritical = true //Armour = Light [HKHanger] Hanger = TRUE House = Harkonnen StormDamage=5 //only damages is never picked up PrimaryBuilding = HKConYard SecondaryBuilding = ATFactory, ORFactory, HKFactory Terrain = Rock Cost = 1300 ViewRange = 10 PowerUsed = 50 BuildTime = 540 Occupy = sssssss Occupy = sssssss Occupy = sssssss Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = nbbbbbb Occupy = nbbbbbb Occupy = nnbbbnn AiManufacturing = true Armour = Building Health = 3500 DeployTile = 3,5 3,1 Debris = DebrisMedium CanBeEngineered = TRUE TechLevel = 5 CanBePrimary = TRUE UpgradeTechLevel = 5 //same as HKGunship UpgradeCost = 1200 ExplosionType = MidExplosion Score = 4 NumInfantryWhenGone = 3 RoofHeight=125 [HKHelipad] Helipad = true Group = Helipad House = Harkonnen StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATHanger, ORHanger, HKHanger Terrain = Rock Cost = 800 ViewRange = 10 PowerUsed = 30 BuildTime = 240 //Converted from Dune 2000 data 23040/original figure Occupy = bb Occupy = bb Occupy = bb DeployTile = 2,0 Armour = Building Health = 2000 Debris = DebrisSmall TechLevel = 5 CanBeEngineered = TRUE ExplosionType = MidExplosion RoofHeight = 72 AiExit = FALSE AiCritical = TRUE Score = 2 NumInfantryWhenGone = 1 //[HKSmelter] //House = Harkonnen //PrimaryBuilding = HKConYard //SecondaryBuilding = HKHanger //Terrain = Rock //Cost = 1500 //PowerUsed = 30 //Occupy = ssss //Occupy = ssss //Occupy = ssss //Occupy = nbbn //Occupy = bbbb //Occupy = bbbb //Occupy = nbbb //Occupy = nbbb //AiResource = true //DeployTile = 2,7 //Armour = Light //Health = 3000 //Debris = DebrisMedium //TechLevel = 1 //Mutually inclusive with the Refinery [HKStarport] RoofHeight=70 Starport = TRUE Group = Starport House = Harkonnen StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATHanger, ORHanger, HKHanger Terrain = Rock Cost = 1500 ViewRange = 10 PowerUsed = 100 BuildTime = 720 //Converted from Dune 2000 data 23040/original figure Occupy = sssssssss Occupy = sssssssss Occupy = sssssssss Occupy = sssbsbsss Occupy = sssbbbsss Occupy = ddddddddd Occupy = ddddddddd Occupy = ddddddddd Occupy = nnbbbbbnn Occupy = nnnbbbbnn DeployTile = 3,7, 3,1 AiManufacturing = true AiExit = true Armour = Building Health = 2500 Debris = DebrisLarge TechLevel = 7 CanBeEngineered = TRUE CanBePrimary = TRUE ExplosionType = MidExplosion Score = 4 NumInfantryWhenGone = 3 [HKPalace] HKPalace = TRUE House = Harkonnen StormDamage=5 //only damages is never picked up PrimaryBuilding = HKConYard SecondaryBuilding = ATStarport, ORStarport, HKStarport Terrain = Rock Cost = 1600 ViewRange = 10 PowerUsed = 150 BuildTime = 1080 Occupy = nnbbnnnnn Occupy = nbbbbnnnn Occupy = bbbbbbbbb Occupy = bbbbbbbbb Occupy = bbbbbbbbb Occupy = bbbbbbnnn Occupy = nbbbbnnnn DeployTile = 7,3 AiCore = true Armour = CY Health = 3000 Debris = DebrisLarge TechLevel = 8 CanBeEngineered = TRUE CanBePrimary = TRUE ExplosionType = BigExplosion NumInfantryWhenGone = 4 Score = 4 RoofHeight=285 [HKFactoryFrigate] Factory = TRUE House = Harkonnen StormDamage=5 //only damages is never picked up Terrain = Rock Cost = 1000 ViewRange = 10 Occupy = ssssssssssssssssss Occupy = ssssssssssssssssss Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb DeployTile = 8,5 8,1 //AiManufacturing = true AiExit = true Armour = Building Health = 1500 Debris = DebrisLarge TechLevel = 2 CanBeEngineered = FALSE //was TRUE ExplosionType = BigExplosion CanBePrimary = TRUE Score = 3 NumInfantryWhenGone = 2 RoofHeight=145 //AT Buildings [ATConYard] CanBePrimary = TRUE ConYard = true House = Atreides StormDamage=5 //only damages is never picked up TechLevel = 0 Terrain = Rock Cost = 2000 ViewRange = 10 Occupy = sssss Occupy = sssss Occupy = sssss Occupy = nbbbn Occupy = nbbbn Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = nbbbb AiCritical = true Armour = CY Health = 4000 Resource = MCV ExplosionType = BigExplosion Debris = DebrisLarge CanBeEngineered = TRUE UpgradeTechLevel = 4 UpgradeCost = 600 Score = 4 NumInfantryWhenGone = 3 RoofHeight = 107 [ATSmWindtrap] RoofHeight=70 House = Atreides StormDamage=5 //only damages is never picked up Group = SmWindtrap PrimaryBuilding = ATConYard, ORConYard, HKConYard Terrain = Rock Cost = 225 ViewRange = 10 PowerGenerated = 100 BuildTime = 240 Occupy = bb Occupy = bb AiCritical = true Armour = Building Health = 1500 Debris = DebrisSmall TechLevel = 1 CanBeEngineered = TRUE ExplosionType = Explosion Score = 2 NumInfantryWhenGone = 1 ExcludeFromSkirmishLose = TRUE ExcludeFromCampaignLose = TRUE //[ATLaWindtrap] //House = Atreides //TechLevel = 0 //Group = LaWindtrap //PrimaryBuilding = ATConYard //SecondaryBuilding = ATBarracks //Health = 350 //Terrain = Rock //Cost = 300 //PowerGenerated = 500 // BuildTime = 309 //Occupy = bb //Occupy = bb //AiCritical = true //Armour = Building //Health = 4000 //Debris = DebrisMedium //TechLevel = 3 // Score = 3 [ATBarracks] RoofHeight=125 Barracks = TRUE House = Atreides StormDamage=5 //only damages is never picked up TechLevel = 1 PrimaryBuilding = ATConYard SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap Terrain = Rock Cost = 225 ViewRange = 10 PowerUsed = 20 BuildTime = 309 Occupy = sssss Occupy = sssss Occupy = sssss Occupy = nbbbn Occupy = nbbbn Occupy = bbbbb Occupy = bbbbb AiExit = true AiManufacturing = true DeployTile = 2,4 2,2 Armour = Building Health = 2500 Debris = DebrisMedium CanBeEngineered = TRUE UpgradeTechLevel = 3 //same as engineer UpgradeCost = 800 CanBePrimary = TRUE ExplosionType = MidExplosion Score = 3 NumInfantryWhenGone = 3 [ATPillBox] House = Atreides StormDamage=5 //only damages is never picked up TechLevel = 2 PrimaryBuilding = ATConYard SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks //Health = 456 - value not used TurretAttach = ATPillboxGun Terrain = Rock Cost = 550 ViewRange = 10 BuildTime = 240 Occupy = bb Occupy = bb AiDefence = true Armour = Heavy Health = 2700 Debris = DebrisSmall ExplosionType = SmExplosion Score =3 NumInfantryWhenGone = 1 UnstealthRange = 3 GetsHeightAdvantage = FALSE RoofHeight=80 AIThreat = 80 ChaosEffect = LargeChaosFX RangeIndicator = 9 RangeMask = 1 [ATRocketTurret] House = Atreides StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks //Health = 456 - not sure why this is here? TurretAttach = ATRocketTurretBase Terrain = Rock Cost = 1200 ViewRange = 12 //was 10 (needs to match bullet range) PowerUsed = 75 BuildTime = 309 Occupy = bb Occupy = bb AiDefence = true Armour = Heavy Health = 4000 Debris = DebrisSmall TechLevel = 4 ExplosionType = SmExplosion Score = 3 NumInfantryWhenGone = 1 UnstealthRange = 6 GetsHeightAdvantage = FALSE UpgradedPrimaryRequired = TRUE DisableWithLowPower = TRUE RoofHeight=80 AIThreat = 100 ChaosEffect = LargeChaosFX RangeIndicator = 12 RangeMask = 1 [ATRefinery] RoofHeight=100 Refinery = true Group = Refinery House = Atreides StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap Terrain = Rock Cost = 1500 ViewRange = 10 PowerUsed = 40 //SpiceCapacity = 8000 GetUnitWhenBuilt = Harvester BuildTime = 720 Occupy = sssssssssss Occupy = sssssssssss Occupy = sssssssssss Occupy = ddddddddddd Occupy = pppdddddppp Occupy = pppdddddppp Occupy = pppbbbbbppp Occupy = nnbbbbbbbnn Occupy = nnbbbbbbbnn Occupy = nnnnbbbnnnn // Main pad DeployTile = 5,4 DeployAngle = 0 // Dockable pad 1 DeployTile = 9,5 DeployAngle = -45 // Dockable pad 2 DeployTile = 1,5 DeployAngle = 45 AiResource = true AiExit = true Armour = Building Health = 3000 Debris = DebrisLarge TechLevel = 1 CanBeEngineered = TRUE ExplosionType = BigExplosion Score = 4 NumInfantryWhenGone = 3 DisableIfNoSpiceOnMap=TRUE [ATRefineryDock] Dockable = true Group = RefineryDock House = Atreides StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATRefinery, ORRefinery, HKRefinery Terrain = Rock UpgradeTechLevel = 3 UpgradeCost = 1200 ViewRange = 10 PowerUsed = 20 //SpiceCapacity = 2000 UpgradeBuildTime = 720 BuildTime = 618 //was 309 Occupy = ppp Occupy = ppp Occupy = ppp Armour = Building Health = 1000 TechLevel = 3 GetUnitWhenBuilt = Harvester AiResource = true DisableIfNoSpiceOnMap=TRUE //[ATSilo] //House = Atreides //PrimaryBuilding = ATConYard //SecondaryBuilding = ATRefinery //Health = 200 //Terrain = Rock //Cost = 100 //PowerUsed = 15 //SpiceCapacity = 2000 //Occupy = xx //Occupy = xx //AiCritical = true //Armour = Light [ATOutpost] Outpost = TRUE House = Atreides StormDamage=5 //only damages is never picked up Group = Outpost //GROUP! Health = 100 Terrain = Rock Cost = 400 ViewRange = 10 PowerUsed = 60 PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATSMWindtrap, ORSMWindtrap, HKSmWindtrap BuildTime = 240 Occupy = sssss Occupy = sssss Occupy = sssss Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb AiCore = true Armour = Building Health = 2500 Debris = DebrisMedium TechLevel = 1 CanBeEngineered = TRUE ExplosionType = MidExplosion Score = 3 NumInfantryWhenGone = 2 RoofHeight=100 [ATFactory] RoofHeight=135 Factory = TRUE House = Atreides StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard //SecondaryBuilding = ATRefinery, ORRefinery, HKRefinery SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap Terrain = Rock Cost = 1000 ViewRange = 10 PowerUsed = 40 BuildTime = 864 Occupy = sssssss Occupy = sssssss Occupy = sssssss Occupy = nbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb DeployTile = 2,5 2,1 AiManufacturing = true AiExit = true Armour = Building Health = 4000 Debris = DebrisLarge TechLevel = 2 CanBeEngineered = TRUE CanBePrimary = TRUE UpgradeTechLevel = 4 //same as ATAPC UpgradeCost = 1200 ExplosionType = BigExplosion Score = 4 NumInfantryWhenGone = 3 [ATHanger] Hanger = TRUE House = Atreides StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard SecondaryBuilding = ATFactory, ORFactory, HKFactory Terrain = Rock Cost = 1300 ViewRange = 10 PowerUsed = 50 BuildTime = 540 Occupy = sssss Occupy = sssss Occupy = sssss Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb DeployTile = 2,5 2,1 AiManufacturing = true Armour = Building Health = 3500 Debris = DebrisMedium TechLevel = 5 CanBeEngineered = TRUE CanBePrimary = TRUE UpgradeTechLevel = 5 //Same as ATOrni UpgradeCost = 1200 ExplosionType = BigExplosion NumInfantryWhenGone = 3 Score = 4 RoofHeight=135 [ATHelipad] Helipad = true Group = Helipad House = Atreides StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATHanger, ORHanger, HKHanger Terrain = Rock Cost = 800 ViewRange = 10 PowerUsed = 30 BuildTime = 240 Occupy = bb Occupy = bb Occupy = bb DeployTile = 2,0 Armour = Building Health = 2000 Debris = DebrisMedium TechLevel = 5 CanBeEngineered = TRUE ExplosionType = MidExplosion RoofHeight = 72 AiExit = FALSE AiCritical = TRUE NumInfantryWhenGone = 1 Score = 2 //[ATSmelter] //House = Atreides //TechLevel = 0 //PrimaryBuilding = ATConYard //SecondaryBuilding = ATHanger //Terrain = Rock //Cost = 1500 //PowerUsed = 30 //Occupy = ssss //Occupy = ssss //Occupy = ssss //Occupy = nbbn //Occupy = bbbb //Occupy = bbbb //Occupy = nbbb //Occupy = nbbb //AiResource = true //DeployTile = 2,7 //Armour = Light //Health = 3000 //Debris = DebrisSmall //TechLevel = 1 // ExplosionType = MidExplosion [ATStarport] RoofHeight=70 Starport = TRUE Group = Starport House = Atreides StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATHanger, ORHanger, HKHanger Terrain = Rock Cost = 1500 ViewRange = 10 PowerUsed = 100 BuildTime = 720 Occupy = sssssssss Occupy = sssssssss Occupy = sssssssss Occupy = sssbsbsss Occupy = sssbbbsss Occupy = ddddddddd Occupy = ddddddddd Occupy = ddddddddd Occupy = nnbbbbbnn Occupy = nnnbbbbnn DeployTile = 3,7, 3,1 AiManufacturing = true AiExit = true Armour = Building Health = 2500 Debris = DebrisLarge TechLevel = 7 CanBeEngineered = TRUE CanBePrimary = TRUE ExplosionType = MidExplosion Score = 4 NumInfantryWhenGone = 3 [ATPalace] RoofHeight=220 ATPalace = TRUE House = Atreides StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard SecondaryBuilding = ATStarport, ORStarport, HKStarport Terrain = Rock Cost = 1600 ViewRange = 10 PowerUsed = 150 BuildTime = 1080 Occupy = sssssss Occupy = sssssss Occupy = sssssss Occupy = nnbbbnn Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb AiCore = true Armour = CY Health = 3000 Debris = DebrisMedium TechLevel = 8 CanBeEngineered = TRUE CanBePrimary = TRUE ExplosionType = BigExplosion NumInfantryWhenGone = 4 Score = 4 [ATFactoryFrigate] Factory = TRUE House = Atreides StormDamage=5 //only damages is never picked up Terrain = Rock Cost = 1000 ViewRange = 10 Occupy = ssssssssssssssssss Occupy = ssssssssssssssssss Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb DeployTile = 8,5 8,1 //AiManufacturing = true AiExit = true Armour = Heavy Health = 1500 Debris = DebrisLarge TechLevel = 2 CanBeEngineered = FALSE //was TRUE ExplosionType = BigExplosion CanBePrimary = TRUE NumInfantryWhenGone = 2 Score = 3 RoofHeight=135 //Ordos Buildings [ORConYard] CanBePrimary = TRUE ConYard = TRUE House = Ordos StormDamage=5 //only damages is never picked up Terrain = Rock Cost = 2000 ViewRange = 10 Occupy = sssss Occupy = sssss Occupy = sssss Occupy = nbbbn Occupy = nbbbn Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = nbbbn AiCritical = true Armour = CY Health = 4000 Resource = MCV Debris = DebrisLarge CanBeEngineered = TRUE UpgradeTechLevel = 4 UpgradeCost = 600 ExplosionType = BigExplosion Score = 4 NumInfantryWhenGone = 3 RoofHeight = 107 [ORSmWindtrap] RoofHeight=70 House = Ordos StormDamage=5//only damages is never picked up Group = SmWindtrap PrimaryBuilding = ATConYard, ORConYard, HKConYard Terrain = Rock Cost = 225 ViewRange = 10 PowerGenerated = 100 BuildTime = 240 Occupy = bb Occupy = bb AiCritical = true Armour = Building Health = 1500 Debris = DebrisSmall TechLevel = 1 CanBeEngineered = TRUE ExplosionType = SmExplosion NumInfantryWhenGone = 1 Score = 2 ExcludeFromSkirmishLose = TRUE ExcludeFromCampaignLose = TRUE //[ORLaWindtrap] //House = Ordos //Group = LaWindtrap //PrimaryBuilding = ORConYard //SecondaryBuilding = ORBarracks //Health = 100 //Terrain = Rock //Cost = 350 //PowerGenerated = 500 //BuildTime = 309 //Occupy = bb //Occupy = bb //AiCritical = true //Armour = Building //Health = 4000 //Debris = DebrisMedium //TechLevel = 3 //Score = 3 [ORBarracks] Barracks = TRUE House = Ordos StormDamage=5 //only damages is never picked up PrimaryBuilding = ORConYard SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap Terrain = Rock Cost = 225 ViewRange = 10 PowerUsed = 20 BuildTime = 309 Occupy = sssss Occupy = sssss Occupy = sssss Occupy = nbbbn Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb AiManufacturing = true AiExit = true DeployTile = 2,4 2,2 Armour = Building Health = 2500 Debris = DebrisMedium TechLevel = 1 CanBeEngineered = TRUE UpgradeTechLevel = 3 //same as engineer UpgradeCost = 800 CanBePrimary = TRUE ExplosionType = MidExplosion Score = 3 NumInfantryWhenGone = 3 RoofHeight = 120 [ORRefinery] RoofHeight=100 Refinery = true Group = Refinery House = Ordos StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap Terrain = Rock Cost = 1500 ViewRange = 10 PowerUsed = 40 //SpiceCapacity = 8000 GetUnitWhenBuilt = Harvester BuildTime = 720 Occupy = sssssssssss Occupy = sssssssssss Occupy = sssssssssss Occupy = ddddddddddd Occupy = pppdddddppp Occupy = pppdddddppp Occupy = pppbbbbbppp Occupy = nnbbbbbbbnn Occupy = nnbbbbbbbnn Occupy = nnnnbbbnnnn // Main pad DeployTile = 5,4 DeployAngle = 0 // Dockable pad 1 DeployTile = 9,5 DeployAngle = -45 // Dockable pad 2 DeployTile = 1,5 DeployAngle = 45 Armour = Building AiResource = true AiExit = true Health = 3000 Debris = DebrisLarge TechLevel = 1 CanBeEngineered = TRUE ExplosionType = BigExplosion NumInfantryWhenGone = 3 Score = 4 DisableIfNoSpiceOnMap=TRUE [ORRefineryDock] Dockable = true Group = RefineryDock House = Ordos StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATRefinery, ORRefinery, HKRefinery Terrain = Rock UpgradeTechLevel = 3 UpgradeCost = 1200 ViewRange = 10 PowerUsed = 20 //SpiceCapacity = 2000 UpgradeBuildTime = 720 BuildTime = 618 //was 309 Occupy = ppp Occupy = ppp Occupy = ppp Armour = Building Health = 1000 TechLevel = 3 GetUnitWhenBuilt = Harvester AiResource = true DisableIfNoSpiceOnMap=TRUE //[ORSilo] //House = Ordos //PrimaryBuilding = ORConYard //SecondaryBuilding = ORRefinery //Health = 200 //Terrain = Rock //Cost = 100 //PowerUsed = 15 //SpiceCapacity = 2000 //Occupy = xx //Occupy = xx //AiCritical = true //Armour = Light [OROutpost] Outpost = TRUE House = Ordos StormDamage=5 //only damages is never picked up Group = Outpost //GROUP! Terrain = Rock Cost = 400 ViewRange = 10 PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATSMWindtrap, ORSMWindtrap, HKSmWindtrap BuildTime = 240 PowerUsed = 60 Occupy = ssss Occupy = ssss Occupy = ssss Occupy = bbbb Occupy = bbbb Occupy = bbbb AiCore = true Armour = Building Health = 2500 Debris = DebrisMedium TechLevel = 1 CanBeEngineered = TRUE ExplosionType = MidExplosion NumInfantryWhenGone = 2 Score = 3 RoofHeight=100 [ORFactory] Factory = TRUE House = Ordos StormDamage=5//only damages is never picked up PrimaryBuilding = ORConYard //SecondaryBuilding = ATRefinery, ORRefinery, HKRefinery SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap Terrain = Rock Cost = 1000 ViewRange = 10 PowerUsed = 40 BuildTime = 864 Occupy = sssssss Occupy = sssssss Occupy = sssssss Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb AiManufacturing = true AiExit = true Armour = Building DeployTile = 4,5 4,1 Health = 4000 Debris = DebrisLarge TechLevel = 2 CanBeEngineered = TRUE CanBePrimary = TRUE UpgradeTechLevel = 4 //same as ORAPC UpgradeCost = 1200 ExplosionType = BigExplosion Score = 4 NumInfantryWhenGone = 3 RoofHeight=115 //[ORSmelter] //House = Ordos //PrimaryBuilding = ORConYard //SecondaryBuilding = ORHanger //Terrain = Rock //Cost = 1500 //PowerUsed = 30 //Occupy = ssss //Occupy = ssss //Occupy = ssss //Occupy = nbbn //Occupy = bbbb //Occupy = bbbb //Occupy = nbbb //Occupy = nbbb //AiResource = true //DeployTile = 2,7 //Health = 3000 //Debris = DebrisMedium //TechLevel = 1 [ORStarport] RoofHeight=70 Starport = TRUE Group = Starport House = Ordos StormDamage=5 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATHanger, ORHanger, HKHanger Terrain = Rock Cost = 1500 ViewRange = 10 PowerUsed = 100 BuildTime = 720 Occupy = sssssssss Occupy = sssssssss Occupy = sssssssss Occupy = ssdbbbdss Occupy = sddbbbdds Occupy = ddddddddd Occupy = ddddddddd Occupy = ddddddddd Occupy = nnbdddbnn Occupy = nnbbbbbnn Occupy = nnbbbbnnn DeployTile = 3,7, 3,1 AiManufacturing = true AiExit = true Armour = Building Health = 2500 Debris = DebrisLarge TechLevel = 7 CanBeEngineered = TRUE CanBePrimary = TRUE ExplosionType = MidExplosion NumInfantryWhenGone = 3 Score = 4 RoofHeight=70 [ORPalace] ORPalace = TRUE House = Ordos StormDamage=5 //only damages is never picked up PrimaryBuilding = ORConYard SecondaryBuilding = ATStarport, ORStarport, HKStarport Terrain = Rock Cost = 1600 ViewRange = 10 PowerUsed = 150 BuildTime = 1080 Occupy = sssssssss Occupy = sssssssss Occupy = sssssssss Occupy = nnbbbbbnn Occupy = nnbbbbbnn Occupy = bbbbbbbbb Occupy = nnbbbbbnn Occupy = nnnbbbnnn Occupy = nnnbbbnnn DeployTile = 4,6 //AnimationTie = ORPalaceTie AiCore = true Armour = CY Health = 3000 Debris = DebrisMedium TechLevel = 8 CanBeEngineered = TRUE CanBePrimary = TRUE ExplosionType = BigExplosion NumInfantryWhenGone = 4 Score = 4 RoofHeight=200 [ORHanger] Hanger = TRUE House = Ordos StormDamage=5//only damages is never picked up PrimaryBuilding = ORConYard SecondaryBuilding = ATFactory, ORFactory, HKFactory Terrain = Rock Cost = 1300 ViewRange = 10 PowerUsed = 50 BuildTime = 540 Occupy = sssssss Occupy = sssssss Occupy = sssssss Occupy = nbbbbbn Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb DeployTile = 3,5 3,1 AiManufacturing = true Armour = Building Health = 3500 Debris = DebrisMedium TechLevel = 5 CanBeEngineered = TRUE CanBePrimary = TRUE UpgradeTechLevel = 5 //same as OREITS UpgradeCost = 1200 ExplosionType = MidExplosion Score = 4 NumInfantryWhenGone = 3 RoofHeight=115 [ORPopUpTurret] PopupTurret = TRUE House = Ordos StormDamage=5 //only damages is never picked up PrimaryBuilding = ORConYard SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks Terrain = Rock Cost = 1200 ViewRange = 10 PowerUsed = 75 BuildTime = 309 Occupy = bb Occupy = bb TurretAttach = ORPopUpGun AiDefence = true Armour = Heavy Health = 3000 Debris = DebrisSmall TechLevel = 4 ExplosionType = SmExplosion NumInfantryWhenGone = 1 Score = 3 UnstealthRange = 6 DisableWithLowPower = TRUE GetsHeightAdvantage = FALSE UpgradedPrimaryRequired = TRUE RoofHeight=50 AIThreat = 100 ChaosEffect = LargeChaosFX RangeIndicator = 9 RangeMask = 1 [ORGasTurret] PopupTurret = TRUE House = Ordos StormDamage=5 //only damages is never picked up PrimaryBuilding = ORConYard SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks Terrain = Rock Cost = 550 ViewRange = 14 //was 10 - upped to match bullet range BuildTime = 240 Occupy = bb Occupy = bb TurretAttach = ORGasTurretBase AiDefence = true Armour = Heavy Health = 2700 Debris = DebrisSmall TechLevel = 2 ExplosionType = SmExplosion Score = 3 NumInfantryWhenGone = 1 UnstealthRange = 3 GetsHeightAdvantage = FALSE RoofHeight=20 AIThreat = 80 ChaosEffect = LargeChaosFX RangeIndicator = 14 RangeMask = 1 [ORFactoryFrigate] Factory = TRUE House = Ordos StormDamage=5 //only damages is never picked up Terrain = Rock Cost = 1000 ViewRange = 10 Occupy = ssssssssssssssssss Occupy = ssssssssssssssssss Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb Occupy = bbbbbbbbbbbbbbbbbb DeployTile = 8,5 8,1 //AiManufacturing = true AiExit = true Armour = Heavy Health = 1500 Debris = DebrisLarge TechLevel = 2 CanBeEngineered = FALSE //was TRUE ExplosionType = BigExplosion CanBePrimary = TRUE Score = 3 NumInfantryWhenGone = 2 RoofHeight=115 //SubHouse Buildings //Tleilaxu [TLFleshVat] TLFleshVat = TRUE House = Tleilaxu StormDamage=5 //only damages is never picked up PrimaryBuilding = ORConYard, HKConYard, ATConyard SecondaryBuilding = ORFactory, HKFactory, ATFactory Health = 4000 Terrain = Rock Cost = 1000 ViewRange = 10 PowerUsed = 60 BuildTime = 864 Occupy = sss Occupy = sss Occupy = sss Occupy = bdb Occupy = bbb Occupy = bbb Occupy = bbb Occupy = bbb Occupy = bbb Armour = Building DeployTile = 1,4 1,1 AiManufacturing = True AiExit = true Debris = DebrisSmall TechLevel = 4 CanBeEngineered = TRUE CanBePrimary = TRUE ExplosionType = MidExplosion Score = 4 UpgradeTechLevel = 5 //same as engineer UpgradeCost = 1500 RoofHeight=120 // Al: Guess NumInfantryWhenGone = 2 [TLTurret] House = Tleilaxu StormDamage=5 //only damages is never picked up Terrain = Rock Cost = 1200 ViewRange = 10 PowerUsed = 0 BuildTime = 309 //Converted from Dune 2000 data 23040/original figure Occupy = bb Occupy = bb TurretAttach = HKGunTurretBase AiDefence = true Armour = Heavy Health = 3000 Debris = DebrisSmall TechLevel = 4 ExplosionType = Explosion Score = 3 NumInfantryWhenGone = 1 UnstealthRange = 3 UpgradedPrimaryRequired = TRUE DisableWithLowPower = TRUE RoofHeight=80 ChaosEffect = LargeChaosFX RangeIndicator = 10 RangeMask = 1 //Ix [IXResCentre] IxResCentre = TRUE House = Ix StormDamage=5 //only damages is never picked up PrimaryBuilding = ORConYard, HKConYard, ATConyard SecondaryBuilding = ORFactory, HKFactory, ATFactory Health = 4000 Terrain = Rock Cost = 1000 ViewRange = 10 PowerUsed = 60 BuildTime = 864 Occupy = sssssss Occupy = sssssss Occupy = sssssss Occupy = dbbbddd Occupy = dbbbddd Occupy = dbbbbbd Occupy = bbbbbbd Occupy = bbbbbbb Occupy = bbbbbbb Occupy = dbbbbdd DeployTile = 3,6 3,1 Armour = Building Debris = DebrisSmall TechLevel = 4 CanBeEngineered = TRUE CanBePrimary = TRUE ExplosionType = BigExplosion Score = 4 UpgradeTechLevel = 5 //same as engineer UpgradeCost = 1500 //Guild AiManufacturing = true AiExit = true RoofHeight=180 //Al: guess [IXMegaCannon] House = IX StormDamage=5 //only damages is never picked up //PrimaryBuilding = ORConYard //SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks Terrain = Rock Cost = 550 ViewRange = 10 BuildTime = 240 Occupy = bbbb Occupy = bbbb Occupy = bbbb Occupy = bbbb TurretAttach = IXMegaTurretBase AiDefence = true Armour = Heavy Health = 2700 Debris = DebrisSmall TechLevel = 2 ExplosionType = BigExplosion Score = 3 UnstealthRange = 3 GetsHeightAdvantage = FALSE RoofHeight=20 DisableWithLowPower = TRUE AIThreat = 100 CanBeEngineered = TRUE PowerUsed = 60 [GUMegaCannon] House = Guild StormDamage=5 //only damages is never picked up //PrimaryBuilding = ORConYard //SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks Terrain = Rock Cost = 550 ViewRange = 10 BuildTime = 240 Occupy = bbbb Occupy = bbbb Occupy = bbbb Occupy = bbbb TurretAttach = GUMegaTurretBase AiDefence = true Armour = Heavy Health = 2700 Debris = DebrisSmall TechLevel = 2 ExplosionType = BigExplosion Score = 3 NumInfantryWhenGone = 1 UnstealthRange = 3 GetsHeightAdvantage = FALSE RoofHeight=20 DisableWithLowPower = TRUE AIThreat = 100 CanBeEngineered = TRUE PowerUsed = 60 [GUPalace] GUPalace = TRUE House = Guild StormDamage=5 //only damages is never picked up PrimaryBuilding = ORConYard, HKConYard, ATConyard SecondaryBuilding = ORFactory, HKFactory, ATFactory Terrain = Rock Cost = 2000 ViewRange = 10 PowerUsed = 180 BuildTime = 1080 Occupy = sssssss Occupy = sssssss Occupy = sdsssds Occupy = bdbbbdb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = ddbbbdd Occupy = bbdbdbb AiManufacturing = true AiExit = true Armour = CY DeployTile = 3,5 3,1 Health = 5000 Debris = DebrisLarge TechLevel = 4 CanBeEngineered = TRUE CanBePrimary = TRUE ExplosionType = BigExplosion Score = 4 UpgradeTechLevel = 5 //same as engineer UpgradeCost = 1600 RoofHeight=260 //Imperial/Sardaukar [IMBarracks] IMBarracks = TRUE House = Imperial StormDamage=5 //only damages is never picked up PrimaryBuilding = ORConYard, HKConYard, ATConyard SecondaryBuilding = ORBarracks, HKBarracks, ATBarracks Terrain = Rock Cost = 700 ViewRange = 10 PowerUsed = 30 BuildTime = 540 Occupy = sss Occupy = sss Occupy = sss Occupy = bbb Occupy = bbb Occupy = bbb Occupy = bbb Occupy = bbb Armour = Building DeployTile = 1,3 1,1 AiManufacturing = True AiExit = true Debris = DebrisSmall TechLevel = 3 CanBeEngineered = TRUE UpgradeTechLevel = 5 //same as engineer UpgradeCost = 1000 CanBePrimary = TRUE Health = 3200 ExplosionType = MidExplosion Score = 4 RoofHeight = 80 NumInfantryWhenGone = 2 //Fremen [FRCamp] FRCamp = TRUE House = Fremen PrimaryBuilding = ORConYard, HKConYard, ATConyard SecondaryBuilding = ORBarracks, HKBarracks, ATBarracks Terrain = Rock Cost = 600 ViewRange = 10 BuildTime = 540 Occupy = ssssss Occupy = ssssss Occupy = ssssss Occupy = ddbbdd Occupy = dbbbbb Occupy = dbbbbb Occupy = bbbbbb Occupy = dbbbbd Occupy = ddbbdd Armour = Building DeployTile = 3,5 3,2 AiManufacturing = True AiExit = true Debris = DebrisSmall TechLevel = 3 CanBeEngineered = TRUE CanBePrimary = TRUE Health = 2000 ExplosionType = MidExplosion Score = 4 UpgradeTechLevel = 5 //same as engineer UpgradeCost = 1000 RoofHeight=100 // Al: Guess NumInfantryWhenGone = 2 //Incidental [BeaconFlare] House = Incidental PrimaryBuilding = Terrain = Rock, Sand Cost = 0 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Heavy TechLevel = 3 Health = 3200 CanDie = FALSE [INHouse] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bb Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [IXRefinery] Refinery = true Group = Refinery House = IX StormDamage=10 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap Terrain = Rock Cost = 1500 ViewRange = 10 PowerUsed = 40 //SpiceCapacity = 8000 GetUnitWhenBuilt = Harvester BuildTime = 720 Occupy = sssssssssss Occupy = sssssssssss Occupy = sssssssssss Occupy = ddddddddddd Occupy = pppdddddppp Occupy = pppdddddppp Occupy = pppbbbbbppp Occupy = nnbbbbbbbnn Occupy = nnbbbbbbbnn Occupy = nnnnbbbnnnn // Main pad DeployTile = 5,4 DeployAngle = 0 // Dockable pad 1 DeployTile = 9,5 DeployAngle = -45 // Dockable pad 2 DeployTile = 1,5 DeployAngle = 45 //AiResource = true AiExit = true Armour = Building Health = 3000 Debris = DebrisLarge TechLevel = 1 CanBeEngineered = TRUE ExplosionType = BigExplosion Score = 4 NumInfantryWhenGone = 3 [AKINSilo] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [AKINNoddingDonkey] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 100 Occupy = bb Occupy = bb Occupy = bb Occupy = bb Occupy = bb Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ObjectTypeWhenGone = CashCrate ExplosionType = MidExplosion CountsForStats = FALSE [TLTransport] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bb Occupy = bb Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ObjectTypeWhenGone = LeechCrate NumInfantryWhenGone = 1 ExplosionType = SmExplosion CountsForStats = FALSE [IXTransport] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bb Occupy = bb Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ObjectTypeWhenGone = ProjectorCrate NumInfantryWhenGone = 1 ExplosionType = SmExplosion [AKINDrKynes] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 NumInfantryWhenGone = 2 ObjectTypeWhenGone = FRADVFremen ExplosionType = MidExplosion CountsForStats = FALSE [INMartHouse] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 100 Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [INMartHouse2] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [INPalace] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = BigExplosion CountsForStats = FALSE [INStore] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [INStore2] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion [INWorkshop] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = b Occupy = b Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [AKINhungfigure] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 0 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 CountsForStats = FALSE [AKINhungfigure2] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 0 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 CountsForStats = FALSE [AKINhungfigure3] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 0 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 CountsForStats = FALSE [AKINhungfigure4] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 0 ViewRange = 10 PowerUsed = 0 Occupy = bb Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 CountsForStats = FALSE [GPINSpotlight] House = Incidental //was Harkonnen Terrain = Rock Cost = 0 ViewRange = 10 PowerUsed = 0 BuildTime = 309 //Converted from Dune 2000 data 23040/original figure Occupy = bb Occupy = bb //TurretAttach = SpotlightBase, SpotlightGun - not needed AiDefence = true Armour = Heavy Health = 3000 Debris = DebrisSmall TechLevel = 4 ExplosionType = SmExplosion Score = 3 NumInfantryWhenGone = 1 UnstealthRange = 3 UpgradedPrimaryRequired = TRUE DisableWithLowPower = TRUE RoofHeight=80 CountsForStats = FALSE [INBuggyWreck] House = Incidental StormDamage=10 //only damages is never picked up Terrain = Rock, Sand Cost = 0 ViewRange = 10 PowerUsed = 0 BuildTime = 309 //Converted from Dune 2000 data 23040/original figure Occupy = bb Occupy = bb Armour = Heavy Health = 2000 Debris = DebrisSmall TechLevel = 4 ExplosionType = Explosion Score = 3 RoofHeight=80 ObjectTypeWhenGone = MoneyCrate NumInfantryWhenGone = 1 CountsForStats = FALSE [INHarvesterWreck] House = Incidental StormDamage=10 //only damages is never picked up Terrain = Rock, Sand Cost = 0 ViewRange = 10 PowerUsed = 0 BuildTime = 309 //Converted from Dune 2000 data 23040/original figure Occupy = bb Occupy = bb Armour = Heavy Health = 2000 Debris = DebrisSmall TechLevel = 4 ExplosionType = Explosion Score = 3 RoofHeight=80 ObjectTypeWhenGone = MoneyCrate NumInfantryWhenGone = 1 CountsForStats = FALSE [INMedicalWreck] House = Incidental StormDamage=10 //only damages is never picked up Terrain = Rock, Sand Cost = 0 ViewRange = 10 PowerUsed = 0 BuildTime = 309 //Converted from Dune 2000 data 23040/original figure Occupy = bb Occupy = bb Armour = Heavy Health = 2000 Debris = DebrisSmall TechLevel = 4 ExplosionType = Explosion Score = 3 RoofHeight=80 ObjectTypeWhenGone = MoneyCrate NumInfantryWhenGone = 1 CountsForStats = FALSE [INSandCrawlerWreck] House = Incidental StormDamage=10 //only damages is never picked up Terrain = Rock, Sand Cost = 0 ViewRange = 10 PowerUsed = 75 BuildTime = 309 //Converted from Dune 2000 data 23040/original figure Occupy = bb Occupy = bb Armour = Heavy Health = 2000 Debris = DebrisSmall TechLevel = 4 ExplosionType = Explosion Score = 3 RoofHeight=80 ObjectTypeWhenGone = MoneyCrate NumInfantryWhenGone = 1 CountsForStats = FALSE [CNINATTree4] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 HideUnitOnRadar = TRUE CountsForStats = FALSE [CNINATTree3] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 HideUnitOnRadar = TRUE CountsForStats = FALSE [CNINATTree2] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 HideUnitOnRadar = TRUE CountsForStats = FALSE [CNINATTree] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 HideUnitOnRadar = TRUE CountsForStats = FALSE [HKINTrafford] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINTYower] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINTwafford] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINStephouse] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = dbbbd Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINRockHouse] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINPyramid] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINMossPalace] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINHut] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINHexHouse] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINHammock] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINApartments] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINTennament] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINTennament2] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bb Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [BirdBuilding] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 Selectable = false CountsForStats = FALSE [Ship] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bb Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 Selectable = false ExplosionType = MidExplosion CountsForStats = FALSE [Seaguls] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 Selectable = false [Whale] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 Selectable = false [PenguinRock] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 Selectable = false [HKINTownhall] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bddb Occupy = dbbd Occupy = dbbd Occupy = bddb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINSultan] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = ddbbbdd Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = ddbbbdd Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINGiediRef] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbb Occupy = bbbb Occupy = bbbb Occupy = bddb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [ATINSultan] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = ddbbbdd Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = ddbbbdd Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HLINLighGate] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HLINMHut] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = dbdd Occupy = bbbb Occupy = bdbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HLINMHut2] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [GPSFXLavasmoke] House = Incidental PrimaryBuilding = Health = 100000 \\ Large health as it is an effect not a building Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 [GPSFXLavasmokeNL] House = Incidental PrimaryBuilding = Health = 100000 \\ Large health as it is an effect not a building Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 [GPSFXGreensmoke] House = Incidental PrimaryBuilding = Health = 100000 \\ Large health as it is an effect not a building Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 [GPSFXGreensmokeNL] House = Incidental PrimaryBuilding = Health = 100000 \\ Large health as it is an effect not a building Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 [HLINOxygen] House = Incidental PrimaryBuilding = Health = 3000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = ddbbbbbb Occupy = ddbbbbbb Occupy = bbbbbbbb Occupy = bbbbbbbb Occupy = bbbbbbdd Occupy = bbbbbbdd Occupy = ddbbdddd Armour = Heavy Debris = DebrisSmall TechLevel = 1 CanBeEngineered = TRUE ExplosionType = MidExplosion CountsForStats = FALSE [IXWindtrap] RoofHeight=70 House = IX StormDamage=10 //only damages is never picked up Group = SmWindtrap PrimaryBuilding = ATConYard, ORConYard, HKConYard Health = 100 Terrain = Rock Cost = 225 ViewRange = 10 PowerGenerated = 100 BuildTime = 240 Occupy = bb Occupy = bb //AiCritical = true Armour = Building Health = 3000 Debris = DebrisSmall TechLevel = 1 CanBeEngineered = TRUE ExplosionType = Explosion Score = 2 NumInfantryWhenGone = 1 ExcludeFromSkirmishLose = TRUE ExcludeFromCampaignLose = TRUE CountsForStats = FALSE [IXWall] Group = Wall House = IX StormDamage=10 //only damages is never picked up PrimaryBuilding = ATConYard, ORConYard, HKConYard Terrain = Rock Cost = 20 BuildTime = 60 ViewRange = 10 Wall = true Selectable = false Occupy = b Armour = Building Health = 2000 TechLevel = 1 ExplosionType = SmExplosion CountsForStats = FALSE [HLINElectricVent] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = dbbbbd Occupy = bbbbbb Occupy = bbbbbb Occupy = bbbbbb Occupy = bbbbbb Occupy = dbbbbd Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINHouse] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbbbdd Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbdd Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINHouse2] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = dbbbb Occupy = bbbbb Occupy = bbbbb Occupy = dbbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINHouse3] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [HKINHouse5] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbb Occupy = bbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [ORINTower] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [ORINTower2] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [ORINTownHall] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = dbdbd Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [ORINHall] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = nnbbbbbnn Occupy = nnbbbbbnn Occupy = bbbbbbbbb Occupy = nnbbbbbnn Occupy = nnnbbbnnn Occupy = nnnbbbnnn Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = BigExplosion CountsForStats = FALSE [ATINBrancastle] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = ddbbdd Occupy = ddbbbd Occupy = bbbbbb Occupy = bbbbbb Occupy = dbbbbb Occupy = dbbbbd Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [ATINEagleHouse] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [ATINStPauls] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = ddbbbdd Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = ddbbbdd Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [ATINHouse2] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbb Occupy = bbbb Occupy = ddbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [ATINHouse3] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbb Occupy = bbbb Occupy = bbbb Occupy = ddbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [ATINHouse4] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbbbb Occupy = bbbbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [ORINBubbleHouse] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb //Occupy = bbbdd //Occupy = bbbbb //Occupy = bbbdd Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [ORINIndi] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = dbbbbbd Occupy = dbbbbbd Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = dbbbbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [ORINOuthouse] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbb Occupy = bbbb Occupy = bbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE CountsForStats = FALSE [ORINSnakeHouse] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = bbbbb Occupy = dbbbd Occupy = dbbbd Occupy = ddbdd Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [GURefinery] Refinery = true Group = Refinery House = Guild StormDamage=10 //only damages is never picked up Terrain = Rock, Sand Cost = 1500 Health = 5000 ViewRange = 10 //SpiceCapacity = 8000 GetUnitWhenBuilt = Harvester Occupy = sssssss Occupy = sssssss Occupy = sssssss Occupy = nbdddbn Occupy = nbdddbn Occupy = nbdddbn Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Debris = DebrisLarge // Main pad DeployTile = 2,0 DeployAngle = 0 // Dockable pad 1 DeployTile = 9,5 DeployAngle = -45 // Dockable pad 2 DeployTile = 1,5 DeployAngle = 45 //AiResource = true AiExit = true Armour = Heavy Health = 3000 TechLevel = 1 CanBeEngineered = TRUE ExplosionType = BigExplosion [GUWormhead] House = Guild PrimaryBuilding = Health = 50000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Armour = Heavy Occupy = bbbbbbb //added Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb Occupy = bbbbbbb //Occupy = nnbbbbbbbbbbbbbnnnn //Occupy = nnbbbbbbbbbbbbbnnnn //Occupy = nnbbbbbbbbbbbbbnnnn //Occupy = nbbbbbbbbbbbbbbnnnn //Occupy = nbbbbbbbbbbbbbbbbnn //Occupy = bbbbbbbbbbbbbbbbbnn //Occupy = bbbbbbbbbbbbbbbbbbb //Occupy = bbbbbbbbbbbbbbbbbbb //Occupy = bbbbbbbbbbbbbbbbbbb //Occupy = bbbbbbbbbbbbbbbbbbb //Occupy = bbbbbbbbbbbbbbbbbbb //Occupy = bbbbbbbbbbbbbbbbbbb //Occupy = bbbbbbbbbbbbbbbbbbb //Occupy = bbbbbbbbbbbbbbbbbbb //Occupy = bbbbbbbbbbbbbbbbbbb //Occupy = bbbbbbbbbbbbbbbbbbb //Occupy = bbbbbbbbbbbbbbbbbbb //Occupy = bbbbbbbbbbbbbbbbbbb //Occupy = nnbbbbbbbbbbbbbnnbb //Occupy = nnbbbbbbbbbbbbbnnbb Armour = Light Debris = DebrisSmall TechLevel = 1 [GUbubble] House = Guild StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Occupy = bbb Occupy = bbb //Occupy = bb //Occupy = bb //Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [GUpyramid] House = Guild StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbbbb Occupy = bbbbbb Occupy = bbbbbb Occupy = bbbbbb Occupy = bbbbbb Occupy = bbbbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = BigExplosion CountsForStats = FALSE [GUglasstank] House = Guild StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock, Sand Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Occupy = bbb Occupy = bbb Occupy = bbb //Occupy = bb //Occupy = bb //Occupy = bb //Occupy = bb //Occupy = bb //Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [INIXTower] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [INIXTower2] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 100 Terrain = Rock Cost = 1000 ViewRange = 10 PowerUsed = 0 Occupy = bb Occupy = bb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [INIXDome] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 100 Terrain = Rock Cost = 1000 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [INFRCampfire] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Selectable = false Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 CountsForStats = FALSE [INFRTent] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [INFRTent2] House = Incidental PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [INGUCyclopseHouse] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [INGUJackelHouse] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [INIMShed] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [IMMonument] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbbb Occupy = bbbb Occupy = bbbb Occupy = bbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = SmExplosion CountsForStats = FALSE [SMStarport] RoofHeight=70 House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = ssssssss Occupy = ssssssss Occupy = ssssssss Occupy = dddddddd Occupy = dddddddd Occupy = dddddddd Occupy = bdddddbb Occupy = bdddddbb Occupy = bdddddbb Occupy = bbbbbbbb Occupy = bbbbbbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = BigExplosion CountsForStats = FALSE [INIMShed2] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 1000 Terrain = Rock Cost = 100 ViewRange = 10 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [INTLWindtrap] RoofHeight=70 House = Incidental StormDamage=10 //only damages is never picked up Group = SmWindtrap Terrain = Rock Cost = 200 ViewRange = 10 BuildTime = 240 PowerGenerated = 100 Debris = DebrisSmall Occupy = bb Occupy = bb Armour = Building Health = 1500 TechLevel = 1 CanBeEngineered = TRUE ExplosionType = Explosion NumInfantryWhenGone = 1 Score = 2 ExcludeFromSkirmishLose = TRUE ExcludeFromCampaignLose = TRUE CountsForStats = FALSE [INBarrel1] House = Incidental PrimaryBuilding = Health = 10 Terrain = Rock Cost = 100 ViewRange = 0 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = BarrelBomb StormDamage=0 // CountsForStats = FALSE [INCrash] House = Incidental PrimaryBuilding = Health = 10 Terrain = Rock Cost = 100 ViewRange = 0 PowerUsed = 0 Occupy = bbb Occupy = bbb Occupy = bbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = SmExplosion CountsForStats = FALSE [TLINGreenhouse] House = Incidental StormDamage=10 //only damages is never picked up PrimaryBuilding = Health = 10 Terrain = Rock Cost = 100 ViewRange = 0 PowerUsed = 0 Occupy = bbbb Occupy = bbbb Occupy = bbbb Occupy = bbbb Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = MidExplosion CountsForStats = FALSE [INBarrel2] House = Incidental PrimaryBuilding = Health = 10 Terrain = Rock Cost = 100 ViewRange = 0 PowerUsed = 0 Occupy = b Armour = Light Debris = DebrisSmall TechLevel = 1 ExplosionType = BarrelBomb StormDamage=0 // CountsForStats = FALSE //--------------------- //Unit Attributes //--------------------- //Generic Units [Harvester] Score = 4 StormDamage=10 //only damages is never picked up UnloadRate = 2 PrimaryBuilding = HKFactory, ATFactory, ORFactory//can be built in any factory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp Cost = 1000 BuildTime = 504 Size = 3 Speed = 4.0 //game coord per update TurnRate = 0.15 //radians per update Resource = HKRefinery, ATRefinery, ORRefinery //where to unload SpiceCapacity = 700 //maximum cash value of spice carried Armour = Harvester Health = 3500 Harvester = TRUE //SoundSelected = HarvesterSelected //SoundOrdered = HarvesterOrdered ExplosionType = Explosion ViewRange = 4,6,InfRock Debris = DebrisLarge AiUncontrolled = TRUE AiCritical = TRUE TechLevel = 2 Starportable = TRUE //can order from starport ReinforcementValue = 5 //TurretAttach = GharvesterLight Crushes = TRUE DamageEffect = LargeDamageFX ChaosEffect = LargeChaosFX HawkEffect = LargeHawkFX TastyToWorms = TRUE WormAttraction = 2 CrateGift = TRUE AlertString IngameMessages HarvAttack // strings.txt message for alert AlertTimeOut 300 // 300 ticks until another alert ExcludeFromSkirmishLose = TRUE DisableIfNoSpiceOnMap=TRUE Roofheight = 44 AIThreat = 5 [MCV] Score = 4 MCV = TRUE StormDamage=10 //only damages is never picked up PrimaryBuilding = HKFactory, ATFactory, ORFactory UnitGroup = FromFactory //can be built in any factory Terrain = Rock, Sand, NBRock, Ramp Cost = 2000 BuildTime = 864 Size = 3 Speed = 4.0 //game coord per update TurnRate = 0.175 //was 0.1 //radians per update Armour = Heavy Health = 4500 Resource = ATConYard, HKConYard, ORConYard //SoundSelected = Selected //SoundOrdered = Ordered ExplosionType = Explosion ViewRange = 12,14,InfRock Debris = DebrisLarge AiSpecial = TRUE TechLevel = 2 Starportable = TRUE //can order from starport ReinforcementValue = 7 Crushes = TRUE DamageEffect = LargeDamageFX ChaosEffect = LargeChaosFX HawkEffect = LargeHawkFX TastyToWorms = TRUE WormAttraction = 1 CrateGift = TRUE RoofHeight = 52 AIThreat = 5 [Carryall] Score = 3 Projectable = FALSE StormDamage=10 //only damages is never picked up PrimaryBuilding = HKHanger, ATHanger, ORHanger UnitGroup = FromHanger //can be built in any factory Terrain = Rock, Sand, NBRock, Ramp Cost = 1100 Size = 3 Speed = 20//10 //4.0 temp change to make all aircraft fly at same speed //game coord per update BuildTime = 450 HeightOffset = 8 TurnRate = 0.1 //radians per update Armour = Medium Health = 1600 CanFly = TRUE Carryall = TRUE Circles = TRUE Selectable = FALSE //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered ExplosionType = AerialExplosion Debris = DebrisMedium AiUncontrolled = TRUE AlertString IngameMessages CarryAttack // strings.txt message for alert AiCritical = TRUE TechLevel = 5 Starportable = TRUE //can order from starport //ReinforcementValue = 6 DamageEffect = LargeDamageFX ExcludeFromSkirmishLose = TRUE DisableIfNoSpiceOnMap=TRUE // Atreides Infantry [ATKindjal] Score = 2 DeployInf = TRUE House = Atreides StormDamage=74 // (1*64)+10 StormDamage=10 //only damages is never picked up PrimaryBuilding = ATBarracks UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp UpgradedPrimaryRequired = TRUE Cost = 150 BuildTime = 144 Size = 1 Speed = 4.0 //game coord per update TurretAttach = ATKindjalGun, ATKindjalBigGun TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 600 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 00 ViewRange = 10 AiFoot = TRUE TechLevel = 4 ReinforcementValue = 3 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 3 CanMoveAnyDirection = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 50 // LEVEL 1 ---------------------------------- VeterancyLevel = 2 // Score required Health = 800 ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 10 CanSelfRepair = 1 // LEVEL 3 ---------------------------------- VeterancyLevel = 20 Elite = TRUE //ExtraRange = 50 - removed // 50% more range ExtraDamage = 100 // 100% more damage - applied to all weapons [ATInfantry] Score = 2 House = Atreides StormDamage=138 // (2*64)+10 PrimaryBuilding = ATBarracks UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 60 BuildTime = 87 Size = 1 Speed = 6.0 //game coord per update TurretAttach = ATInfGun TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 600 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 16 ViewRange = 7 AiFoot = TRUE TechLevel = 1 ReinforcementValue = 1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 3 CanMoveAnyDirection = TRUE GetsHeightAdvantage = FALSE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 20 // LEVEL 1 ---------------------------------- VeterancyLevel = 5 // Score required Health = 800 ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 10 CanSelfRepair = 1 // LEVEL 3 ---------------------------------- VeterancyLevel = 20 Elite = TRUE ExtraArmour = 50 //50% less damage received [ATScout] Score = 1 House = Atreides StormDamage=202 // (3*64)+10 PrimaryBuilding = ATBarracks UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 30 BuildTime = 65 Size = 1 Speed = 7.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 200 Infantry = true StealthedWhenStill = TRUE //stealth CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 40 ViewRange = 20 AiCritical = TRUE TechLevel = 1 //ReinforcementValue = -1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 3 CanMoveAnyDirection = TRUE UnstealthRange = 5 ExcludeFromSkirmishLose = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 0 [ATSniper] Score = 2 House = Atreides StormDamage=74 // (1*64)+10 PrimaryBuilding = ATBarracks UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 150 BuildTime = 99 Size = 1 Speed = 6.0 //game coord per update TurretAttach = ATSniperGun TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 600 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 6 ViewRange = 15 AiFoot = TRUE TechLevel = 2 ReinforcementValue = 2 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 3 CanMoveAnyDirection = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 30 // LEVEL 1 ---------------------------------- VeterancyLevel = 4 // Score required ExtraArmour = 50 //50% less damage received // LEVEL 2 ---------------------------------- VeterancyLevel = 12 CanSelfRepair = 1 // LEVEL 3 ---------------------------------- VeterancyLevel = 30 Elite = TRUE StealthedWhenStill = TRUE //stealth [ATEngineer] Score = 2 House=Atreides StormDamage=74 // (2*64)+10 Engineer = TRUE PrimaryBuilding = ATBarracks UnitGroup = FromBarracks UpgradedPrimaryRequired = TRUE Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 400 BuildTime = 350 //was 144 Size = 1 Speed = 4.0 //was 5.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 400 Infantry = true CanBeSuppressed = TRUE //SoundSelected = EngineerSelected //SoundOrdered = EngineerOrdered //SoundID = 35 ViewRange = 6 AiSpecial = TRUE TechLevel = 3 //ReinforcementValue = 5 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 3 CanMoveAnyDirection = TRUE CrateGift = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 100 //Harkonnen Infantry [HKLightInf] Score = 2 House = Harkonnen StormDamage=138 // (2*64)+10 PrimaryBuilding = HKBarracks UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 50 BuildTime = 87 Size = 1 Speed = 4.0 //game coord per update TurnRate = 0.2 //radians per tick TurretAttach = HKLightInfantryGun Armour = None, 50, InfRock Health = 600 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 6 AiFoot = TRUE TechLevel = 1 ReinforcementValue = 1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 4 CanMoveAnyDirection = TRUE GetsHeightAdvantage = FALSE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 20 // LEVEL 1 ---------------------------------- VeterancyLevel = 3 // Score required ExtraDamage = 25 // LEVEL 2 ---------------------------------- VeterancyLevel = 10 CanSelfRepair = 1 // Need 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 20 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [HKFlamer] Score = 2 House = Harkonnen StormDamage=74 // (1*64)+10 PrimaryBuilding = HKBarracks UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp UpgradedPrimaryRequired = TRUE Cost = 150 BuildTime = 144 Size = 1 Speed = 4.0 //game coord per update TurnRate = 0.2 //radians per tick TurretAttach = HKFlamerGun Armour = BPV, 50, InfRock Health = 800 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 18 ViewRange = 12 AiFoot = TRUE TechLevel = 4 ReinforcementValue = 3 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 4 CanMoveAnyDirection = TRUE GetsHeightAdvantage = FALSE CanBeDeviated = FALSE CanBeRepaired = FALSE ExplosionType = CrushedInfantry AIThreat = 40 // LEVEL 1 ---------------------------------- VeterancyLevel = 4 // Score required ExtraDamage = 25 // LEVEL 2 ---------------------------------- VeterancyLevel = 10 CanSelfRepair = 1 // Need 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 20 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [HKTrooper] Score = 2 House = Harkonnen StormDamage=74 // (1*64)+10 PrimaryBuilding = HKBarracks UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 90 BuildTime = 99 Size = 1 Speed = 4.0 //game coord per update TurnRate = 0.2 //radians per tick TurretAttach = HKTrooperGun Armour = None, 50, InfRock Health = 300 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 9 ViewRange = 12 AiFoot = TRUE TechLevel = 2 ReinforcementValue = 2 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 4 CanMoveAnyDirection = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 40 // LEVEL 1 ---------------------------------- VeterancyLevel = 4 // Score required ExtraDamage = 25 // LEVEL 2 ---------------------------------- VeterancyLevel = 10 CanSelfRepair = 1 // Need 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 20 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [HKScout] Score = 1 House = Harkonnen StormDamage=202 // (3*64)+10 PrimaryBuilding = HKBarracks UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 30 BuildTime = 86 Size = 1 Speed = 6.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 200 Infantry = true StealthedWhenStill = TRUE //stealth CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 1 ViewRange = 20 AiCritical = TRUE TechLevel = 1 //ReinforcementValue = -1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 4 CanMoveAnyDirection = TRUE UnstealthRange = 5 ExcludeFromSkirmishLose = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 0 [HKEngineer] Score = 2 House=Harkonnen StormDamage=74 // (1*64)+10 Engineer = TRUE PrimaryBuilding = HKBarracks UnitGroup = FromBarracks UpgradedPrimaryRequired = TRUE Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 400 BuildTime = 350 //was 144 Size = 1 Speed = 4.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 600 Infantry = true CanBeSuppressed = TRUE //SoundSelected = EngineerSelected //SoundOrdered = EngineerOrdered //SoundID = 53 ViewRange = 6 AiSpecial = TRUE TechLevel = 3 TurretAttach = HKEngineerGun //ReinforcementValue = 5 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 4 CanMoveAnyDirection = TRUE CrateGift = TRUE GetsHeightAdvantage = FALSE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 100 //Made this one easier than normal as the weapon is crap // LEVEL 1 ---------------------------------- VeterancyLevel = 2 // Score required ExtraArmour = 25 //Takes 25% less damage // LEVEL 2 ---------------------------------- VeterancyLevel = 6 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 12 ExtraArmour = 75 // Takes 75% less damage // Ordos Infantry [ORMortar] Score = 2 DeployInf = TRUE House = Ordos StormDamage=74 // (1*64)+10 PrimaryBuilding = ORBarracks UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp UpgradedPrimaryRequired = TRUE Cost = 100 BuildTime = 144 Size = 1 Speed = 4.0 //game coord per update TurnRate = 0.2 //radians per tick TurretAttach = ORMortarInfGun, ORMortarInfBigGun Armour = None, 50, InfRock Health = 700 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 42 ViewRange = 8 AiFoot = TRUE TechLevel = 4 ReinforcementValue = 3 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 3 CanMoveAnyDirection = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 40 // LEVEL 1 ---------------------------------- VeterancyLevel = 4 // Score required CanSelfRepair = 1 // LEVEL 2 ---------------------------------- VeterancyLevel = 10 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 20 ExtraDamage = 50 // 50% more damage - applied to all weapons [ORChemical] Score = 2 House = Ordos StormDamage=138 // (2*64)+10 PrimaryBuilding = ORBarracks UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 50 BuildTime = 87 Size = 1 Speed = 6.0 //game coord per update TurnRate = 0.2 //radians per tick TurretAttach = ORChemicalGun Armour = None, 50, InfRock Health = 575 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 25 ViewRange = 8 AiFoot = TRUE TechLevel = 1 ReinforcementValue = 1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 3 CanMoveAnyDirection = TRUE GetsHeightAdvantage = FALSE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 20 // LEVEL 1 ---------------------------------- VeterancyLevel = 3 // Score required CanSelfRepair = 1 // LEVEL 2 ---------------------------------- VeterancyLevel = 10 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 20 ExtraDamage = 50 [ORScout] Score = 1 House = Ordos StormDamage=202 // (3*64)+10 PrimaryBuilding = ORBarracks UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 30 BuildTime = 65 Size = 1 Speed = 8.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 200 Infantry = true StealthedWhenStill = TRUE //stealth CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 2 ViewRange = 20 AiCritical = TRUE TechLevel = 1 //ReinforcementValue = -1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 3 CanMoveAnyDirection = TRUE UnstealthRange = 5 ExcludeFromSkirmishLose = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 0 [ORAATrooper] Score = 2 House = Ordos StormDamage=74 // (1*64)+10 PrimaryBuilding = ORBarracks UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 100 BuildTime = 99 Size = 1 Speed = 4.0 //game coord per update TurnRate = 0.2 //radians per tick TurretAttach = ORAATrooperGun Armour = None, 50, InfRock Health = 300 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 23 ViewRange = 8 AiFoot = TRUE TechLevel = 2 ReinforcementValue = 2 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 3 CanMoveAnyDirection = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 40 // LEVEL 1 ---------------------------------- VeterancyLevel = 4 // Score required CanSelfRepair = 1 // LEVEL 2 ---------------------------------- VeterancyLevel = 10 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 20 ExtraDamage = 50 // 50% more damage - applied to all weapons [ORSaboteur] Score = 2 Saboteur = TRUE House = Ordos StormDamage=74 // (1*64)+10 PrimaryBuilding = ORBarracks UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp UpgradedPrimaryRequired = TRUE Cost = 150 BuildTime = 260 Size = 1 Speed = 6.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 600 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 15 ViewRange = 8 AiSpecial = TRUE TechLevel = 5 ReinforcementValue = 6 //No turret, uses SaboteurBomb as a bullet Resource = SaboteurBomb Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 3 CanMoveAnyDirection = TRUE CrateGift = TRUE GetsHeightAdvantage = FALSE CanBeDeviated = FALSE CanBeRepaired = FALSE ExplosionType = SabotuerDeath AIThreat = 50 [OREngineer] Score = 2 House=Ordos StormDamage=74 // (1*64)+10 Engineer = TRUE PrimaryBuilding = ORBarracks UnitGroup = FromBarracks UpgradedPrimaryRequired = TRUE Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 400 BuildTime = 350 //was 144 Size = 1 Speed = 4.0 //was 6.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 400 Infantry = true CanBeSuppressed = TRUE //SoundSelected = EngineerSelected //SoundOrdered = EngineerOrdered //SoundID = 20 ViewRange = 6 AiSpecial = TRUE TechLevel = 3 //ReinforcementValue = 5 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 3 CanMoveAnyDirection = TRUE CrateGift = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 100 //Story Generals [ORGeneral] // Score ? House = Ordos StormDamage=10 //only damages is never picked up UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 40 Size = 1 Speed = 2.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 700 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 7 AiSpecial = TRUE TechLevel = 1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = False WormAttraction = 1 CanMoveAnyDirection = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE Score = 4 AIThreat = 60 [ATGeneral] House = Atreides StormDamage=10 //only damages is never picked up UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 400 Size = 1 Speed = 6.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = Earplugs, 50, InfRock Health = 1000 //High as used for Duke Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 7 AiSpecial = TRUE TurretAttach = IMSardaukarGun TechLevel = 1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = False WormAttraction = 3 CanMoveAnyDirection = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE Score = 4 AIThreat = 60 // LEVEL 1 ---------------------------------- VeterancyLevel = 5 // Score required ExtraDamage = 25 // LEVEL 2 ---------------------------------- VeterancyLevel = 10 CanSelfRepair = 1 // Need 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 20 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [DukeAchillus] House = Atreides StormDamage=10 //only damages is never picked up UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 400 Size = 1 Speed = 6.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = Earplugs, 50, InfRock Health = 3500 //High as used for Duke Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 7 AiSpecial = TRUE TurretAttach = IMSardaukarGun TechLevel = 1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = False WormAttraction = 3 CanMoveAnyDirection = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE Score = 4 AIThreat = 60 // LEVEL 1 ---------------------------------- VeterancyLevel = 5 // Score required ExtraDamage = 25 // LEVEL 2 ---------------------------------- VeterancyLevel = 10 CanSelfRepair = 1 // Need 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 20 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [HKGeneral] House = Harkonnen StormDamage=10 //only damages is never picked up UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 40 Size = 1 Speed = 2.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 700 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 7 AiSpecial = TRUE TechLevel = 1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = False WormAttraction = 3 CanMoveAnyDirection = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE Score = 4 AIThreat = 60 [IMGeneral] AdvancedSardaukar = TRUE MaxRange = 5 // Range infantry must be in for him to use his knife House = Imperial StormDamage=10 //only damages is never picked up UnitGroup = FromIMBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 650 BuildTime = 589 Size = 1 Speed = 4.0 //game coord per update TurnRate = 0.2 //radians per update TurretAttach = IMADVSardaukarGun, IMADVSardaukarKnife Armour = None, 50, InfRock Health = 750 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 7 AiFoot = TRUE TechLevel = 5 ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = True WormAttraction = 4 Crushable = TRUE CanMoveAnyDirection = TRUE GetsHeightAdvantage = FALSE CanBeDeviated = FALSE CanBeRepaired = FALSE ExplosionType = CrushedInfantry Score = 4 AIThreat = 60 [IXScientist] House = Ix StormDamage=10 //only damages is never picked up UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 40 Size = 1 Speed = 2.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 700 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 7 AiSpecial = TRUE TechLevel = 1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = False WormAttraction = 3 CanMoveAnyDirection = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE Score = 4 AIThreat = 60 [GUAdvisor] House = Ix StormDamage=10 //only damages is never picked up UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 40 Size = 1 Speed = 2.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 700 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 7 AiSpecial = TRUE TechLevel = 1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = False WormAttraction = 3 CanMoveAnyDirection = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE Score = 4 AIThreat = 60 [TLScientist] House = Tleilaxu StormDamage=10 //only damages is never picked up UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 40 Size = 1 Speed = 2.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 700 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 7 AiSpecial = TRUE TechLevel = 1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = False WormAttraction = 3 CanMoveAnyDirection = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE Score = 4 AIThreat = 60 [IXSlave] House = Ix StormDamage=10 //only damages is never picked up UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 40 Size = 1 Speed = 2.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 300 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 7 AiSpecial = TRUE TechLevel = 1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = False WormAttraction = 3 TurretAttach = IXSlaveKnife CanMoveAnyDirection = TRUE GetsHeightAdvantage = FALSE CanBeDeviated = FALSE CanBeRepaired = FALSE Score = 2 AIThreat = 40 //Non stealth scout for mission purposes [CubScout] StormDamage=10 //only damages is never picked up Score = 1 House = Incidental UnitGroup = FromBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 40 Size = 1 Speed = 6.0 //game coord per update TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 200 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 20 AiCritical = TRUE TechLevel = 1 //ReinforcementValue = -1 Crushable = TRUE TastyToWorms = FALSE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX WormAttraction = 4 CanMoveAnyDirection = TRUE CanBeDeviated = FALSE CanBeRepaired = FALSE AIThreat = 40 [ATMilitia] StormDamage=10 //only damages is never picked up Score = 2 House = Atreides Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 160 BuildTime = 87 Size = 1 Speed = 6.0 //game coord per update TurretAttach = ATInfGun TurnRate = 0.2 //radians per tick Armour = None, 50, InfRock Health = 300 Infantry = true CanBeSuppressed = TRUE //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 7 AiFoot = TRUE TechLevel = 1 Crushable = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = TRUE WormAttraction = 3 CanMoveAnyDirection = TRUE GetsHeightAdvantage = FALSE CanBeDeviated = FALSE CanBeRepaired = FALSE Score = 2 AIThreat = 40 //Harkonnen Vehicles [HKDevastator] Score = 4 Devastator = TRUE House = Harkonnen StormDamage=10 //only damages is never picked up PrimaryBuilding = HKFactory //only built in HKFactory SecondaryBuilding = HKStarport, ORStarport, ATStarport UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp Cost = 1750 BuildTime = 648 Size = 2 Speed = 8.0 MechSpeed = 1 //game coord per update TurnRate = 0.15 //radians per update Mech = 1 // Yes it's a mech TurretAttach = HKDevastatorGun, HKDevastatorMissile Armour = Heavy Health = 5000 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 44 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisLarge AiSpecial = TRUE TechLevel = 7 Starportable = TRUE //order from starport (if hk) ReinforcementValue = 10 Crushes = TRUE DamageEffect = LargeDamageFX ChaosEffect = LargeChaosFX HawkEffect = SmallHawkFX TastyToWorms = True WormAttraction = 8 Resource = DeathHandBomb //bomb when to deploy it CrateGift = TRUE //CanBeRepaired = FALSE Roofheight = 77 AIThreat = 100 // LEVEL 1 ---------------------------------- VeterancyLevel = 13 // Score required ExtraDamage = 25 // LEVEL 2 ---------------------------------- VeterancyLevel = 30 CanSelfRepair = 1 // Should have 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 60 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [HKFlame] Score = 3 House = Harkonnen StormDamage=10 //only damages is never picked up PrimaryBuilding = HKFactory //only built in HKFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp Cost = 900 Size = 2 BuildTime = 499 Speed = 6.0 //game coord per update TurnRate = 0.175 //radians per update TurretAttach = HKFlameTankRight, HKFlameTankLeft Armour = Medium Health = 1800 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 4 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 4 Starportable = TRUE //order from starport (if hk) ReinforcementValue = 6 UpgradedPrimaryRequired = TRUE Crushes = TRUE TastyToWorms = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX WormAttraction = 7 GetsHeightAdvantage = FALSE //CanBeRepaired = FALSE AIThreat = 80 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraDamage = 25 // LEVEL 2 ---------------------------------- VeterancyLevel = 24 CanSelfRepair = 1 // Should have 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [HKMissile] Score = 3 House = Harkonnen StormDamage=10 //only damages is never picked up PrimaryBuilding = HKFactory //only built in HKFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp UpgradedPrimaryRequired = TRUE Cost = 1200 BuildTime = 589 Size = 2 Speed = 6.0 //game coord per update TurnRate = 0.175 //radians per update TurretAttach = HKMissileTankBarrage Armour = Heavy Health = 1100 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 33 ExplosionType = Explosion ViewRange = 4,14,InfRock Debris = DebrisMedium AiSpecial = TRUE TechLevel = 5 Starportable = TRUE //order from starport (if hk) ReinforcementValue = 7 Crushes = TRUE TastyToWorms = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX WormAttraction = 6 //CanBeRepaired = FALSE AIThreat = 85 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraDamage = 25 // LEVEL 2 ---------------------------------- VeterancyLevel = 24 CanSelfRepair = 1 // Should have 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [HKAssault] Score = 4 House = Harkonnen StormDamage=10 //only damages is never picked up PrimaryBuilding = HKFactory //only built in HKFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp Cost = 900 BuildTime = 492 Size = 2 Speed = 5.0 //was 6.0 //game coord per update TurnRate = 0.175 //radians per update TurretAttach = HKAssaultTankBase Armour = Heavy Health = 2400// 2000 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 11 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisLarge AiTank = TRUE TechLevel = 3 Starportable = TRUE //order from starport (if hk) ReinforcementValue = 6 Crushes = TRUE TastyToWorms = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX WormAttraction = 7 GetsHeightAdvantage = FALSE //CanBeRepaired = FALSE AIThreat = 70 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraDamage = 25 // LEVEL 2 ---------------------------------- VeterancyLevel = 24 CanSelfRepair = 1 // Should have 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [HKBuzzsaw] Score = 2 House = Harkonnen StormDamage=10 //only damages is never picked up PrimaryBuilding = HKFactory //only built in HKFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp Cost = 350 BuildTime = 180 //was 260 Size = 2 Speed = 8.0 //game coord per update TurnRate = 0.2 //radians per update TurretAttach = HKBuzzsawRight, HKBuzzsawLeft SpecialGround = Sand Armour = Light Health = 1300 //was 1100 RemoveSpice = 200 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 19 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 2 Starportable = TRUE //order from starport (if hk) ReinforcementValue = 5 Crushes = TRUE TastyToWorms = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX WormAttraction = 5 CantBeLeeched = true GetsHeightAdvantage = FALSE //CanBeRepaired = FALSE PrefersCrush = TRUE RoofHeight = 55 SinkAmount = 18 SinkSpeed = 2 AIThreat = 50 // LEVEL 1 ---------------------------------- VeterancyLevel = 8 // Score required Speed = 12.0 // LEVEL 2 ---------------------------------- VeterancyLevel = 20 CanSelfRepair = 1 // Should have 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 40 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [HKGunship] Score = 3 House = Harkonnen StormDamage=10 //only damages is never picked up PrimaryBuilding = HKHanger //only built in HKHanger UnitGroup = FromHanger Terrain = Rock, Sand, NBRock, Ramp Cost = 1000 BuildTime = 499 Size = 2 Speed = 10 //6.0 //game coord per update HeightOffset = 8 TurnRate = 0.05 //radians per update Armour = Aircraft Health = 2600 CanFly = TRUE Ornithoptor = TRUE Resource = HKHelipad TurretAttach = HKGunshipGun //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered ExplosionType = AerialExplosion Debris = DebrisMedium AiAir= TRUE TechLevel = 5 Starportable = TRUE //order from starport (if hk) //ReinforcementValue = 8 UpgradedPrimaryRequired = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX ViewRange = 4, 8 ExcludeFromSkirmishLose = TRUE GetsHeightAdvantage = FALSE //CanBeRepaired = FALSE AIThreat = 80 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraDamage = 25 // Need another turret to carry more! // LEVEL 2 ---------------------------------- VeterancyLevel = 24 CanSelfRepair = 1 // Should have 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [HKADP] // Copied attribs from HKGunship Score = 2 Holdback = TRUE House = Harkonnen StormDamage=10 //only damages is never picked up PrimaryBuilding = HKHanger //only built in HKHanger UnitGroup = FromHanger Terrain = Rock, Sand, NBRock, Ramp Cost = 1500 BuildTime = 750 Size = 2 Speed = 2 //6.0 //game coord per update HeightOffset = 8 TurnRate = 0.2 //radians per update Armour = Aircraft Health = 1200 CanFly = TRUE ADF = TRUE //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered ExplosionType = AerialExplosion TurretAttach = HKADPGun Debris = DebrisMedium TechLevel = 6 //Starportable = TRUE //order from starport (if hk) //ReinforcementValue = 8 //UpgradedPrimaryRequired = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX ViewRange = 4, 8 AiSpecial = TRUE //ExcludeFromSkirmishLose = TRUE GetsHeightAdvantage = FALSE AIThreat = 80 //CanBeRepaired = FALSE RangeIndicator = 10 RangeMask = 1 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraDamage = 25 // Need another turret to carry more! // LEVEL 2 ---------------------------------- VeterancyLevel = 24 CanSelfRepair = 1 // Should have 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [HKInkVine] Score = 3 House = Harkonnen StormDamage=10 //only damages is never picked up PrimaryBuilding = HKFactory //only built in HKFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp UpgradedPrimaryRequired = TRUE Cost = 1000 BuildTime = 589 Size = 2 Speed = 8.0 //game coord per update TurnRate = 0.175 //was 0.05 //radians per update TurretAttach = HKInkVineGun Armour = Heavy Health = 2000 //was 1200 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 51 ExplosionType = Explosion ViewRange = 4,16,InfRock AiTank = TRUE TechLevel = 5 Starportable = TRUE //order from starport (if ordos) ReinforcementValue = 7 Crushes = TRUE TastyToWorms = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX WormAttraction = 7 //CanBeRepaired = FALSE AIThreat = 70 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraDamage = 25 // LEVEL 2 ---------------------------------- VeterancyLevel = 24 CanSelfRepair = 1 // Should have 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [HKDeathHand] DeathHand = TRUE House = Harkonnen PrimaryBuilding = HKPalace UnitGroup = FromHKPalace Cost = 0 BuildTime = 5184 Speed = 40//20 //SoundID = 37 //No turret, uses DeathHandBomb as a bullet Resource = DeathHandBomb ExplosionType = DeathHandSplat // object left after explosion Size = 3 //need to stop assert Terrain = Rock, Sand, NBRock, Ramp //need to stop assert AiSpecial=TRUE CanDie = FALSE [HKADVCarryall] Score = 3 House = Harkonnen StormDamage=10 //only damages is never picked up PrimaryBuilding = HKHanger UnitGroup = FromHanger //can be built in any factory Terrain = Rock, Sand, NBRock, Ramp Cost = 1800 BuildTime = 648 Size = 3 Speed = 17//10 //6.0 //game coord per update HeightOffset = 8 TurnRate = 0.1 //radians per update Armour = Medium Health = 900 Circles = FALSE CanFly = TRUE AdvancedCarryall = TRUE //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered //SoundID = 8 ExplosionType = AerialExplosion Debris = DebrisLarge AiAir = TRUE TechLevel = 6 Starportable = TRUE //order from starport (if hk) //ReinforcementValue = 8 UpgradedPrimaryRequired = TRUE DamageEffect = LargeDamageFX ChaosEffect = LargeChaosFX HawkEffect = LargeHawkFX CrateGift = TRUE ViewRange = 4, 8 ExcludeFromSkirmishLose = TRUE //CanBeRepaired = FALSE AIThreat = 70 //Atreides [ATTrike] Score = 2 House = Atreides StormDamage=10 //only damages is never picked up PrimaryBuilding = ATFactory //only built in ATFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp Cost = 300 BuildTime = 150 //was 260 Size = 2 Speed = 12.0 //game coord per update TurnRate = 0.3 //radians per update Armour = Light Health = 1200 //was 1000 TurretAttach = ATTrikeGun SpecialGround = Sand //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 45 ExplosionType = SmExplosion ViewRange = 4,8,InfRock Debris = DebrisSmall AiTank = TRUE TechLevel = 2 Starportable = TRUE //order from starport (if atreides) ReinforcementValue = 5 DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 HitSlowDownAmount = 50 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks GetsHeightAdvantage = FALSE AIThreat = 50 MissileTrail=6 MissileTrailSize=9 MissileTrailWiggleFreq = 10 MissileTrailWiggleScale=10 MissileTrailLength = 12 MissileTrailDelta = 0.9 SinkAmount = 1 SinkSpeed = 2 SpecialGround = Sand // LEVEL 1 ---------------------------------- VeterancyLevel = 8 // Score required ExtraArmour = 50 // Takes 50% less damage // LEVEL 2 ---------------------------------- VeterancyLevel = 20 Speed = 20.0 // LEVEL 3 ---------------------------------- VeterancyLevel = 40 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraRange = 50 // 50% more range - applied to all weapons [ATAPC] Score = 3 APC = TRUE StealthedWhenStill = TRUE House = Atreides StormDamage=10 //only damages is never picked up PrimaryBuilding = ATFactory //only built in ATFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp Cost = 600 BuildTime = 499 Size = 2 Speed = 8.0 //game coord per update TurnRate = 0.175 //was 0.1 //radians per update TurretAttach = ATAPCBase Armour = Medium Health = 1200 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 3 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiSpecial = TRUE TechLevel = 4 Starportable = TRUE //order from starport (if atreides) ReinforcementValue = 6 UpgradedPrimaryRequired = TRUE Crushes = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 5 HitSlowDownAmount = 50 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks GetsHeightAdvantage = FALSE AIThreat = 70 // LEVEL 1 ---------------------------------- VeterancyLevel = 8 // Score required ExtraArmour = 50 // LEVEL 2 ---------------------------------- VeterancyLevel = 20 Speed = 12.0 // LEVEL 3 ---------------------------------- VeterancyLevel = 40 ExtraArmour = 75 [ATRepairUnit] Score = 3 // ? Repair = true House = Atreides StormDamage=10 //only damages is never picked up PrimaryBuilding = ATFactory //only built in ATFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp UpgradedPrimaryRequired = TRUE Cost = 650 BuildTime = 589 Size = 2 Speed = 8.0 //game coord per update TurnRate = 0.175 // 0.1 //radians per update Armour = Medium Health = 1100 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 24 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisSmall AiSpecial = TRUE TechLevel = 5 Starportable = TRUE //order from starport (if atreides) ReinforcementValue = 6 Crushes = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 5 CrateGift = TRUE HitSlowDownAmount = 50 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks GetsHeightAdvantage = FALSE AIThreat = 10 [ATMongoose] Score = 3 House = Atreides StormDamage=10 //only damages is never picked up PrimaryBuilding = ATFactory //only built in ATFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp Cost = 800 BuildTime = 460 Size = 2 Speed = 10 //4.0 pontential problem for mechs //game coord per update MechSpeed = 3 TurnRate = 0.2 //radians per update Mech = 1 TurretAttach = ATMongooseMissile //MLF:BUG , ATMongooseLight Armour = Medium Health = 1600 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 28 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 3 Starportable = TRUE //order from starport (if atreides) ReinforcementValue = 6 Crushes = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 6 CanMoveAnyDirection = TRUE HitSlowDownAmount = 30 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks AIThreat = 80 RoofHeight = 45 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage // LEVEL 2 ---------------------------------- VeterancyLevel = 24 ExtraRange = 50 // 50% further range // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 75 [ATOrni] Score = 3 House = Atreides StormDamage=10 //only damages is never picked up PrimaryBuilding = ATHanger //only built in ATFactory UnitGroup = FromHanger Terrain = Rock, Sand, NBRock, Ramp Cost = 1000 BuildTime = 499 Size = 2 HeightOffset = 8 Speed = 20 //10 //7.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Aircraft Health = 1600 CanFly = TRUE Ornithoptor = TRUE Resource = ATHelipad TurretAttach = ATOrnithopterGun //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered //SoundID = 41 ExplosionType = AerialExplosion Debris = DebrisMedium AiAir = TRUE TechLevel = 5 Starportable = TRUE //order from starport (if atreides) //ReinforcementValue = 8 UpgradedPrimaryRequired = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX HitSlowDownAmount = 50 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks ViewRange = 4, 8 ExcludeFromSkirmishLose = TRUE GetsHeightAdvantage = FALSE AIThreat = 80 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraDamage = 25 // LEVEL 2 ---------------------------------- VeterancyLevel = 24 Speed = 30 // Careful - don't go above 32! // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [ATADP] // Copied attribs from ATOrni Score = 2 House = Atreides StormDamage=10 //only damages is never picked up PrimaryBuilding = ATHanger //only built in ATFactory UnitGroup = FromHanger Terrain = Rock, Sand, NBRock, Ramp Cost = 800 BuildTime = 499 Size = 2 TurretAttach = ATADPGun HeightOffset = 8 Speed = 20 //10 //7.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Aircraft Health = 1200 CanFly = TRUE Circles = TRUE ADF = TRUE //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered ExplosionType = AerialExplosion Debris = DebrisMedium TechLevel = 6 //Starportable = TRUE //order from starport (if atreides) //ReinforcementValue = 8 //UpgradedPrimaryRequired = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX //HitSlowDownAmount = 50 // Percent (100 = complete stop) //HitSlowDownDuration = 100 // ticks ViewRange = 10 //was 4, 8 AiSpecial = TRUE ExcludeFromSkirmishLose = TRUE GetsHeightAdvantage = FALSE AIThreat = 60 MissileTrail=7 MissileTrailSize=9 MissileTrailWiggleFreq = 10 MissileTrailWiggleScale=10 MissileTrailLength = 18 MissileTrailDelta = 0.9 Holdback = TRUE // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraDamage = 25 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage // LEVEL 2 ---------------------------------- VeterancyLevel = 24 ExtraRange = 50 // 50% further range // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 50 [ATSonicTank] Score = 4 House = Atreides StormDamage=10 //only damages is never picked up PrimaryBuilding = ATFactory //only built in ATFactory SecondaryBuilding = ATStarport, ORStarport, HKStarport UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp Cost = 1400 BuildTime = 648 Size = 2 Speed = 4.0 //game coord per update TurnRate = 0.1 //radians per update TurretAttach = ATSonicTankGun Armour = Medium Health = 2000 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 10 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisLarge AiSpecial = TRUE TechLevel = 7 Starportable = TRUE //order from starport (if atreides) ReinforcementValue = 10 Crushes = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 7 CrateGift = TRUE HitSlowDownAmount = 50 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks GetsHeightAdvantage = FALSE AIThreat = 100 // LEVEL 1 ---------------------------------- VeterancyLevel = 13 // Score required ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 30 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 60 ExtraDamage = 25 ExtraRange = 50 // 50% extra range [ATMinotaurus] Score = 4 House = Atreides StormDamage=10 //only damages is never picked up PrimaryBuilding = ATFactory //only built in ATFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp UpgradedPrimaryRequired = TRUE Cost = 1300 BuildTime = 589 Size = 2 Speed = 8 //6.0 //3 //game coord per update MechSpeed = 2 TurnRate = 0.15 //radians per update Mech = 1 TurretAttach = ATMinotaurusBase Armour = Heavy Health = 2500 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 39 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisLarge AiSpecial=TRUE TechLevel = 5 Starportable = TRUE //order from starport (if atreides) ReinforcementValue = 7 Crushes = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 7 HitSlowDownAmount = 50 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks Roofheight = 44 AIThreat = 90 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraArmour = 50 ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 24 ExtraArmour = 75 // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 75 [ATHawkWeapon] HawkWeapon = TRUE House = Atreides PrimaryBuilding = ATPalace UnitGroup = FromATPalace Cost = 0 BuildTime = 4536 //No turret, uses SaboteurBomb as a bullet //SoundID = 36 Resource = ATPalaceBeam, Hawk_B //Explosion FX Size = 3 //need to stop assert Terrain = Rock, Sand, NBRock, Ramp //need to stop assert AiSpecial=TRUE [ATADVCarryall] Score = 3 House = Atreides StormDamage=10 //only damages is never picked up PrimaryBuilding = ATHanger UnitGroup = FromHanger //can be built in any factory Terrain = Rock, Sand, NBRock, Ramp Cost = 1800 BuildTime = 648 Size = 3 Speed = 17//10 //6.0 //game coord per update HeightOffset = 8 TurnRate = 0.1 //radians per update Armour = Medium Health = 900 CanFly = TRUE Circles = FALSE AdvancedCarryall = TRUE //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered //SoundID = 7 ExplosionType = AerialExplosion Debris = DebrisLarge AiAir = TRUE TechLevel = 6 Starportable = TRUE //order from starport (if atreides) //ReinforcementValue = 8 UpgradedPrimaryRequired = TRUE DamageEffect = LargeDamageFX ChaosEffect = LargeChaosFX HawkEffect = LargeHawkFX CrateGift = TRUE //HitSlowDownAmount = 50 // Percent (100 = complete stop) //HitSlowDownDuration = 100 // ticks ViewRange = 4, 8 ExcludeFromSkirmishLose = TRUE AIThreat = 70 //Ordos [ORLaserTank] Score = 3 House = Ordos StormDamage=10 //only damages is never picked up PrimaryBuilding = ORFactory //only built in ORFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp, DustBowl Cost = 700 BuildTime = 432 Size = 2 Speed = 12.0 //game coord per update HitSlowDownAmount = 75 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks TurnRate = 0.1 //0.05 //radians per update TurretAttach = ORLaserTankBase Armour = Medium Health = 800 ShieldHealth = 300 CanSelfRepair = 1 //per model tick CanSelfRepairShield = 1 //per model tick //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 5 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 3 Starportable = TRUE //order from starport (if ordos) ReinforcementValue = 6 DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 7 CanMoveAnyDirection = TRUE GetsHeightAdvantage = FALSE AIThreat = 60 MissileTrail=6 MissileTrailSize=11 MissileTrailWiggleFreq = 10 MissileTrailWiggleScale=10 MissileTrailLength = 14 MissileTrailDelta = 0.9 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraArmour = 50 // Takes 50% less damage // LEVEL 2 ---------------------------------- VeterancyLevel = 24 ExtraRange = 50 // 50% extra range // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 50 [ORDustScout] Score = 2 DustScout = TRUE House = Ordos StormDamage=10 //only damages is never picked up PrimaryBuilding = ORFactory //only built in ORFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp, DustBowl Cost = 350 BuildTime = 150 //was 260 Size = 2 Speed = 14.0 //game coord per update TurnRate = 0.3 //0.05 //radians per update Armour = Light Health = 1100 //was 900 TurretAttach = ORDustGun SpecialGround = DustBowl //should be DustBowl CanSelfRepair = 1 //per model tick //SoundSelected = Selected //SoundOrdered = Ordered ExplosionType = SmExplosion ViewRange = 4,8,InfRock Debris = DebrisSmall AiTank = TRUE TechLevel = 2 Starportable = TRUE //order from starport (if ordos) ReinforcementValue = 5 DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 CanMoveAnyDirection = TRUE HitSlowDownAmount = 75 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks GetsHeightAdvantage = FALSE Roofheight = 10 AIThreat = 50 // LEVEL 1 ---------------------------------- VeterancyLevel = 8 // Score required ExtraArmour = 50 // Takes 50% less damage // LEVEL 2 ---------------------------------- VeterancyLevel = 20 ExtraArmour = 75 // Takes 75% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 40 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraRange = 50 // 50% extra range [ORAPC] Score = 3 APC = TRUE House = Ordos StormDamage=10 //only damages is never picked up PrimaryBuilding = ORFactory //only built in ORFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp, DustBowl Cost = 900 BuildTime = 499 Size = 2 Speed = 10.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Light Health = 500 ShieldHealth = 500 CanSelfRepair = 1 //per model tick CanSelfRepairShield = 1 //per model tick //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 30 ExplosionType = Explosion TurretAttach = ORAPCBase ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 4 Starportable = TRUE //order from starport (if ordos) ReinforcementValue = 6 UpgradedPrimaryRequired = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 6 CanMoveAnyDirection = TRUE HitSlowDownAmount = 75 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks AIThreat = 70 MissileTrail=6 MissileTrailSize=18 MissileTrailWiggleFreq = 10 MissileTrailWiggleScale=10 MissileTrailLength = 14 MissileTrailDelta = 0.9 // LEVEL 1 ---------------------------------- VeterancyLevel = 8 // Score required ExtraArmour = 50 // Takes 50% less damage // LEVEL 2 ---------------------------------- VeterancyLevel = 20 Speed = 20 // LEVEL 3 ---------------------------------- VeterancyLevel = 40 ExtraArmour = 75 [ORKobra] Score = 4 Kobra = TRUE House = Ordos StormDamage=10 //only damages is never picked up PrimaryBuilding = ORFactory //only built in ORFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp UpgradedPrimaryRequired = TRUE Cost = 1200 BuildTime = 589 Size = 3 Speed = 5.0 //game coord per update TurnRate = 0.175 //was 0.05 //radians per update TurretAttach = ORKobraUndeployedGun, ORKobraDeployedGun Armour = Heavy Health = 3000 CanSelfRepair = 1 //per model tick //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 12 ExplosionType = Explosion ViewRange = 4,16,InfRock AiSpecial = TRUE TechLevel = 5 Starportable = TRUE //order from starport (if ordos) ReinforcementValue = 7 Crushes = TRUE DamageEffect = LargeDamageFX ChaosEffect = LargeChaosFX HawkEffect = LargeHawkFX TastyToWorms = True WormAttraction = 7 HitSlowDownAmount = 75 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks AIThreat = 90 // LEVEL 1 ---------------------------------- VeterancyLevel = 13 // Score required ExtraArmour = 50 // Takes 50% less damage // LEVEL 2 ---------------------------------- VeterancyLevel = 30 ExtraDamage = 50 // LEVEL 3 ---------------------------------- VeterancyLevel = 60 Speed = 12.0 ExtraDamage = 75 [OREITS] Score = 3 EyeInTheSky = TRUE House = Ordos StormDamage=10 //only damages is never picked up PrimaryBuilding = ORHanger //only built in ORFactory UnitGroup = FromHanger Terrain = Rock, Sand, NBRock, Ramp Cost = 2000 // see how this feels BuildTime = 499 Size = 2 Speed = 7.0 //game coord per update TurnRate = 0.2 //radians per update ViewRange = 4,16,InfRock Armour = Light Health = 1750 CanFly = TRUE HeightOffset = 20 ExplosionType = AerialExplosion Resource = EITSBomb_B //trajectory bullet when detonated CanSelfRepair = 1 //per model tick //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered //SoundID = 21 AiSpecial = TRUE TechLevel = 5 Starportable = TRUE //order from starport (if ordos) //ReinforcementValue = 8 UpgradedPrimaryRequired = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX HitSlowDownAmount = 75 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks ExcludeFromSkirmishLose = TRUE GetsHeightAdvantage = FALSE AIThreat = 80 [ORADP] // Copied attribs from OREITS Score = 2 ADF = TRUE Holdback = TRUE House = Ordos StormDamage=10 //only damages is never picked up PrimaryBuilding = ORHanger //only built in ORFactory UnitGroup = FromHanger Terrain = Rock, Sand, NBRock, Ramp Cost = 600 // TBD BuildTime = 499 // TBD Size = 2 Speed = 6 //7.0 //game coord per update TurnRate = 0.2 //radians per update ViewRange = 10 //was 4,16,InfRock Armour = Light Health = 1100 CanFly = TRUE HeightOffset = 20 ExplosionType = AerialExplosion //CanSelfRepair = 1 //per model tick //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered TechLevel = 6 //Starportable = TRUE //order from starport (if ordos) //ReinforcementValue = 8 //UpgradedPrimaryRequired = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX HitSlowDownAmount = 75 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks AiSpecial = TRUE AirborneMine = TRUE // We detonate when a target is in range Resource = HEATADP_B // The missile we use Lifespan = 5 // The number of missiles ExcludeFromSkirmishLose = TRUE GetsHeightAdvantage = FALSE AIThreat = 70 RangeIndicator = 10 RangeMask = 2 [ORDeviator] Score = 4 House = Ordos StormDamage=10 //only damages is never picked up PrimaryBuilding = ORFactory //only built in ORFactory SecondaryBuilding = ORStarport, HKStarport, ATStarport UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp, DustBowl Cost = 950 BuildTime = 648 Size = 2 Speed = 8.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Light Health = 1300 ShieldHealth = 800 TurretAttach = ORDeviatorGun CanSelfRepair = 1 //per model tick CanSelfRepairShield = 1 //per model tick //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 26 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiSpecial = TRUE TechLevel = 7 Starportable = TRUE //order from starport (if ordos) ReinforcementValue = 10 DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 6 CanMoveAnyDirection = TRUE CrateGift = TRUE HitSlowDownAmount = 75 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks AIThreat = 100 MissileTrail=6 MissileTrailSize=11 MissileTrailWiggleFreq = 10 MissileTrailWiggleScale=10 MissileTrailLength = 14 MissileTrailDelta = 0.9 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraArmour = 50 // Takes 50% less damage // LEVEL 2 ---------------------------------- VeterancyLevel = 24 ExtraRange = 25 // 25% further range // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraArmour = 75 [ORADVCarryall] Score = 3 House = Ordos StormDamage=10 //only damages is never picked up PrimaryBuilding = ORHanger UnitGroup = FromHanger //can be built in any factory Terrain = Rock, Sand, NBRock, Ramp Cost = 1800 BuildTime = 648 Size = 3 Circles = FALSE Speed = 17//10 //6.0 //game coord per update HeightOffset = 8 TurnRate = 0.1 //radians per update Armour = Medium Health = 900 CanFly = TRUE AdvancedCarryall = TRUE CanSelfRepair = 1 //per model tick //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered ExplosionType = AerialExplosion Debris = DebrisLarge AiAir = TRUE TechLevel = 6 Starportable = TRUE //order from starport (if ordos) //ReinforcementValue = 8 UpgradedPrimaryRequired = TRUE DamageEffect = LargeDamageFX ChaosEffect = LargeChaosFX HawkEffect = LargeHawkFX CrateGift = TRUE //HitSlowDownAmount = 75 // Percent (100 = complete stop) //HitSlowDownDuration = 100 // ticks ViewRange = 4, 8 ExcludeFromSkirmishLose = TRUE AIThreat = 70 [ORBeamWeapon] BeamWeapon = TRUE House = Ordos PrimaryBuilding = ORPalace UnitGroup = FromORPalace Cost = 0 BuildTime = 6220 //No turret, uses SaboteurBomb as a bullet //SoundID = 38 Resource = ORPalaceLightning, Beserk_B //Explosion FX Size = 3 //need to stop assert Terrain = Rock, Sand, NBRock, Ramp //need to stop assert AiSpecial=TRUE //-------------------------------------------------------------------------- [SurfaceWorm] Worm = TRUE Projectable = FALSE House = Incidental Terrain = Sand Size = 3 Speed = 5.0 //5 //game coord per update TurnRate = 0.05 //radians per update AiUncontrolled = TRUE ViewRange=12 // Note: determines target picked TurretAttach = WormRiderGun //SurfaceWormGun - using rider to make work Resource = WormSign0, WormSign1, WormSign2 //CanDie = FALSE CantBeLeeched = true CanMoveAnyDirection = TRUE HitScore = 1 Health = 5000 [BigWorm] BigWorm = TRUE Projectable = FALSE House = Incidental Terrain = Sand Size = 12 Speed = 0.0 //game coord per update TurnRate = 0.0 //radians per update AiUncontrolled = TRUE Selectable = FALSE CantBeLeeched = true ExplosionType = WormSign3 CanDie = FALSE HitScore = 2 Health = 10000 [SmallWorm] BigWorm = TRUE Projectable = FALSE House = Incidental Terrain = Sand Size = 5 Speed = 0.0 //game coord per update TurnRate = 0.0 //radians per update AiUncontrolled = TRUE Selectable = FALSE CantBeLeeched = true CanDie = FALSE HitScore = 1 Health = 5000 [StormUnit] House = Incidental Terrain = Sand Size = 3 Speed = 3.0 //game coord per update TurnRate = 0.0 //radians per update AiUncontrolled = TRUE Selectable = FALSE CanDie = FALSE SandStorm = TRUE [Frigate] Frigate = TRUE House = Imperial StormDamage=10 //only damages is never picked up Terrain = Rock, Sand, NBRock, Ramp Cost = 1000 Size = 9 Speed = 12.0 //game coord per update HeightOffset = 50 TurnRate = 0.1 //radians per update Armour = Medium Health = 100000 // KD: Set to huge to test something, was 3000 CanFly = TRUE ExplosionType = Explosion Debris = DebrisLarge AiUncontrolled = TRUE AiSpecial = TRUE CanDie = FALSE ExcludeFromSkirmishLose = TRUE [StuntFrigate] Score = 3 House = Imperial StormDamage=10 //only damages is never picked up //PrimaryBuilding = HKHanger UnitGroup = FromHanger //can be built in any factory Terrain = Rock, Sand, NBRock, Ramp Cost = 1200 BuildTime = 648 Size = 3 Speed = 20//10 //6.0 //game coord per update HeightOffset = 8 TurnRate = 0.1 //radians per update Armour = Medium Health = 2000 Circles = TRUE CanFly = TRUE AdvancedCarryall = TRUE //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered ////SoundID = 8 ExplosionType = BigExplosion Debris = DebrisLarge AiAir = TRUE TechLevel = 6 Starportable = TRUE //order from starport (if hk) //ReinforcementValue = 8 UpgradedPrimaryRequired = TRUE DamageEffect = LargeDamageFX ChaosEffect = LargeChaosFX HawkEffect = LargeHawkFX //CrateGift = TRUE ViewRange = 4, 8 ExcludeFromSkirmishLose = TRUE CanBeRepaired = FALSE [TLINFlyer] Score = 3 House = Tleilaxu StormDamage=10 //only damages is never picked up //PrimaryBuilding = HKHanger UnitGroup = FromHanger //can be built in any factory Terrain = Rock, Sand, NBRock, Ramp Cost = 1200 BuildTime = 648 Size = 3 Speed = 20//10 //6.0 //game coord per update HeightOffset = 8 TurnRate = 0.1 //radians per update Armour = Medium Health = 2000 Circles = TRUE CanFly = TRUE AdvancedCarryall = TRUE //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered ////SoundID = 8 ExplosionType = Explosion Debris = DebrisLarge AiAir = TRUE TechLevel = 6 Starportable = TRUE //order from starport (if hk) //ReinforcementValue = 8 UpgradedPrimaryRequired = TRUE DamageEffect = LargeDamageFX ChaosEffect = LargeChaosFX HawkEffect = LargeHawkFX //CrateGift = TRUE ViewRange = 4, 8 ExcludeFromSkirmishLose = TRUE CanBeRepaired = FALSE [GUScavenger] Score = 3 House = Guild StormDamage=10 //only damages is never picked up //PrimaryBuilding = HKHanger UnitGroup = FromHanger //can be built in any factory Terrain = Rock, Sand, NBRock, Ramp Cost = 1200 BuildTime = 648 Size = 3 Speed = 20//10 //6.0 //game coord per update HeightOffset = 8 TurnRate = 0.1 //radians per update Armour = Medium Health = 2000 Circles = TRUE CanFly = TRUE AdvancedCarryall = TRUE //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered ////SoundID = 8 ExplosionType = Explosion Debris = DebrisLarge AiAir = TRUE TechLevel = 6 Starportable = TRUE //order from starport (if hk) //ReinforcementValue = 8 UpgradedPrimaryRequired = TRUE DamageEffect = LargeDamageFX ChaosEffect = LargeChaosFX HawkEffect = LargeHawkFX //CrateGift = TRUE ViewRange = 4, 8 ExcludeFromSkirmishLose = TRUE CanBeRepaired = FALSE //Subhouse Units [TLLeech] House = Tleilaxu StormDamage=10 //only damages is never picked up PrimaryBuilding = TLFleshVat //only built in ORFactory UnitGroup = FromTLFleshVat UpgradedPrimaryRequired = TRUE Terrain = Rock, Sand, NBRock, Ramp Cost = 800 BuildTime = 589 Size = 2 Speed = 14.0 //game coord per update TurnRate = 0.3 //0.05 //radians per update Armour = Light Health = 1000 TurretAttach = TLLeechGun CanSelfRepair = 1 //per model tick //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 17 ViewRange = 4,8,InfRock AiTank = TRUE TechLevel = 5 CantBeLeeched = true DamageEffect = BloodFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 5 CanMoveAnyDirection = TRUE CrateGift = TRUE CanBeDeviated = FALSE AIThreat = 90 // LEVEL 1 ---------------------------------- VeterancyLevel = 4 // Score required ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 8 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 16 CanSelfRepair = 1 // Should have 0.5? [TLContaminator] House = Tleilaxu StormDamage=10 //only damages is never picked up PrimaryBuilding = TLFleshVat UnitGroup = FromTLFleshVat Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 300 BuildTime = 432 Size = 1 Speed = 3.50//1.75 might want to change back //game coord per update TurnRate = 0.2 //radians per update TurretAttach = TLContaminatorGun //Same gun as ADV but less hit points Armour = None, 50, InfRock Health = 1000 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 12 AiFoot = TRUE TechLevel = 3 CantBeLeeched = TRUE ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = True WormAttraction = 4 Crushable = TRUE CanMoveAnyDirection = TRUE CrateGift = TRUE GetsHeightAdvantage = FALSE CanBeDeviated = FALSE AIThreat = 70 GetsInfRockRangeBonus = FALSE CanBeRepaired = FALSE // LEVEL 1 ---------------------------------- VeterancyLevel = 4 // Score required ExtraArmour = 25 //Takes 25% less damage // LEVEL 2 ---------------------------------- VeterancyLevel = 10 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 20 ExtraArmour = 75 // Takes 75% less damage [IXProjector] House = Ix StormDamage=10 //only damages is never picked up Projector = TRUE PrimaryBuilding = IXResCentre UpgradedPrimaryRequired = TRUE UnitGroup = FromIXResCentre Terrain = Rock, Sand, NBRock, Ramp Cost = 1500 BuildTime = 589 Size = 3 Speed = 14.0 //game coord per update TurnRate = 0.1 //0.05 //radians per update Armour = Light Health = 1000 TurretAttach = IXProjectorTurretGun Lifespan = 6000 // Lifespan of projections (in ticks) CanSelfRepair = 1 //per model tick //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 43 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisSmall AiTank = TRUE TechLevel = 5 DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 7 CanMoveAnyDirection = TRUE CrateGift = TRUE AIThreat = 50 // LEVEL 1 ---------------------------------- VeterancyLevel = 4 // Score required ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 8 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 16 CanSelfRepair = 1 // Should have 0.5? [IXInfiltrator] House = Ix StormDamage=10 //only damages is never picked up Infiltrator = TRUE Stealthed = TRUE PrimaryBuilding = IXResCentre UnitGroup = FromIXResCentre Resource = SaboteurBomb // Damaging bomb when deployed BlastRadius = 10 // Range of destealth pulse (in tiles) Lifespan = 5 // Delay til detonation after deploy (in ticks) Damage = 100 // Time that units get unstealthed for (in ticks) Terrain = Rock, Sand, NBRock, Ramp Cost = 500 BuildTime = 432 Size = 2 Speed = 7.0 //game coord per update TurnRate = 0.1 //0.05 //radians per update Armour = Light Health = 800 CanSelfRepair = 1 //per model tick //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 46 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisSmall AiTank = TRUE TechLevel = 4 DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 CanMoveAnyDirection = TRUE CrateGift = TRUE GetsHeightAdvantage = FALSE ExplosionType = InfiltratorDeath AIThreat = 80 [IMSardaukar] House = Imperial StormDamage=138 // 2*64 + 10 PrimaryBuilding = IMBarracks UnitGroup = FromIMBarracks Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 300 //was 200 BuildTime = 432 Size = 1 Speed = 6.0 //game coord per update TurnRate = 0.2 //radians per update TurretAttach = IMSardaukarGun //Same gun as ADV but less hit points Armour = BPV, 50, InfRock Health = 900 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 13 ViewRange = 12 AiFoot = TRUE TechLevel = 3 ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = True WormAttraction = 4 Crushable = TRUE CanMoveAnyDirection = TRUE CrateGift = TRUE CanBeDeviated = FALSE ExplosionType = CrushedInfantry AIThreat = 70 CanBeRepaired = FALSE // LEVEL 1 ---------------------------------- VeterancyLevel = 6 // Score required ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 16 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 32 CanSelfRepair = 1 // Should have 0.5? [IMDropShip] House = Imperial StormDamage=10 Terrain = Rock, Sand, NBRock, Ramp Cost = 1100 Size = 3 Speed = 8.0 //game coord per update TurnRate = 0.1 //radians per update Armour = Medium Health = 3000 CanFly = TRUE Carryall = TRUE Selectable = FALSE //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered ExplosionType = AerialExplosion Debris = DebrisMedium AiUncontrolled = TRUE AiSpecial = TRUE TechLevel = 5 DamageEffect = LargeDamageFX ChaosEffect = LargeChaosFX HawkEffect = LargeHawkFX ExcludeFromSkirmishLose = TRUE [IMAPC] Score = 3 APC = TRUE //StealthedWhenStill = TRUE House = Imperial StormDamage=10 //PrimaryBuilding = ATFactory //only built in ATFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp Cost = 600 BuildTime = 499 Size = 2 Speed = 8.0 //game coord per update TurnRate = 0.1 //radians per update //TurretAttach = ATAPCBase Armour = Medium Health = 1200 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 3 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiSpecial = TRUE TechLevel = 4 Starportable = TRUE //order from starport (if atreides) ReinforcementValue = 6 UpgradedPrimaryRequired = TRUE Crushes = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 5 HitSlowDownAmount = 50 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks GetsHeightAdvantage = FALSE [IMTank] Score = 4 House = Imperial StormDamage=10 //PrimaryBuilding = HKFactory //only built in HKFactory UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp Cost = 900 BuildTime = 492 Size = 2 Speed = 6.0 //game coord per update TurnRate = 0.175 //radians per update TurretAttach = HKAssaultTankBase Armour = Heavy Health = 2000 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 11 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisLarge AiTank = TRUE TechLevel = 3 Starportable = TRUE //order from starport (if hk) ReinforcementValue = 6 Crushes = TRUE TastyToWorms = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX WormAttraction = 7 GetsHeightAdvantage = FALSE //CanBeRepaired = FALSE AIThreat = 60 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraDamage = 25 // LEVEL 2 ---------------------------------- VeterancyLevel = 24 CanSelfRepair = 1 // Should have 0.5? // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage [IMADVSardaukar] AdvancedSardaukar = TRUE MaxRange = 5 // Range infantry must be in for him to use his knife House = Imperial StormDamage=138 // 2*64 + 10 PrimaryBuilding = IMBarracks UnitGroup = FromIMBarracks UpgradedPrimaryRequired = TRUE Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 350 BuildTime = 689 Size = 1 Speed = 7.0 //game coord per update TurnRate = 0.2 //radians per update TurretAttach = IMADVSardaukarGun, IMADVSardaukarKnife Armour = BPV, 50, InfRock Health = 1800 //changed because has one tile attack 1000 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 49 ViewRange = 12 AiFoot = TRUE TechLevel = 5 ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = True WormAttraction = 4 Crushable = TRUE CanMoveAnyDirection = TRUE CrateGift = TRUE GetsHeightAdvantage = FALSE CanBeDeviated = FALSE ExplosionType = CrushedInfantry AIThreat = 70 CanBeRepaired = FALSE // LEVEL 1 ---------------------------------- VeterancyLevel = 6 // Score required ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 16 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 32 CanSelfRepair = 1 // Should have 0.5? [FRFremen] House = Fremen PrimaryBuilding = FRCamp UnitGroup = FromFRCamp Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 150 BuildTime = 432 Size = 1 Speed = 6.0 //game coord per update TurnRate = 0.2 //radians per update TurretAttach = FRFremenGun Stealthed = TRUE Armour = Earplugs, 50, InfRock Health = 800 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 48 ViewRange = 12 AiFoot = TRUE TechLevel = 3 ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = True WormAttraction = 1 Crushable = TRUE CanMoveAnyDirection = TRUE CrateGift = TRUE CanBeDeviated = FALSE AIThreat = 70 CanBeRepaired = FALSE // LEVEL 1 ---------------------------------- VeterancyLevel = 4 // Score required ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 14 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 28 CanSelfRepair = 1 // Should have 0.5? [FRADVFremen] AdvancedFremen = TRUE House = Fremen PrimaryBuilding = FRCamp UnitGroup = FromFRCamp UpgradedPrimaryRequired = TRUE Terrain = Rock, Sand, NBRock, InfRock, Ramp SpecialGround = Sand //only deploy thumper on sand Cost = 250 BuildTime = 589 Stealthed = TRUE Size = 1 Speed = 6.0 //game coord per update TurnRate = 0.2 //radians per update TurretAttach = FRADVFremenGun Armour = Earplugs, 50, InfRock Health = 1000 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 47 ViewRange = 12 AiFoot = TRUE TechLevel = 5 Resource = WormRider ObjectTypeWhenGone = WormSign0 ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = True WormAttraction = 1 Crushable = TRUE CanMoveAnyDirection = TRUE CrateGift = TRUE CanBeDeviated = FALSE AIThreat = 70 CanBeRepaired = FALSE // LEVEL 1 ---------------------------------- VeterancyLevel = 4 // Score required ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 14 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 28 CanSelfRepair = 1 // Should have 0.5? [StoryFRFremen] House = Fremen //PrimaryBuilding = FRCamp UnitGroup = FromFRCamp Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 650 BuildTime = 432 Size = 1 Speed = 4.0 //game coord per update TurnRate = 0.2 //radians per update TurretAttach = FRFremenGun //StealthedWhenStill = TRUE so player can see unit when it is friendly Armour = Earplugs, 50, InfRock Health = 600 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 12 AiFoot = TRUE TechLevel = 3 ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = True WormAttraction = 1 Crushable = TRUE CanMoveAnyDirection = TRUE CanBeDeviated = FALSE AIThreat = 70 CanBeRepaired = FALSE // LEVEL 1 ---------------------------------- VeterancyLevel = 4 // Score required ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 14 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 28 CanSelfRepair = 1 // Should have 0.5? [StoryFRADVFremen] AdvancedFremen = TRUE House = Fremen //PrimaryBuilding = FRCamp UnitGroup = FromFRCamp Terrain = Rock, Sand, NBRock, InfRock, Ramp SpecialGround = Sand //only deploy thumper on sand Cost = 650 BuildTime = 589 //StealthedWhenStill = TRUE Size = 1 Speed = 4.0 //game coord per update TurnRate = 0.2 //radians per update TurretAttach = FRADVFremenGun Armour = Earplugs, 50, InfRock Health = 750 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 12 AiFoot = TRUE TechLevel = 5 Resource = WormRider ObjectTypeWhenGone = WormSign0 ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = True WormAttraction = 1 Crushable = TRUE CanMoveAnyDirection = TRUE CanBeDeviated = FALSE AIThreat = 70 CanBeRepaired = FALSE // LEVEL 1 ---------------------------------- VeterancyLevel = 4 // Score required ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 14 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 28 CanSelfRepair = 1 // Should have 0.5? [WormRider] WormRider = TRUE House = Fremen Terrain = Sand Cost = 150 Size = 3 Speed = 6.0 //game coord per update TurnRate = 0.05 //radians per update Armour = None Health = 10000 //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 24 Resource = FRADVFremen TurretAttach = WormRiderGun ChaosEffect = LargeChaosFX HawkEffect = LargeHawkFX AiFoot = TRUE CanBeDeviated = FALSE [GUNIABTank] //this unit needs to be spectacular!!!!!!!! NiabTank = TRUE House = Guild StormDamage=10 PrimaryBuilding = GUPalace UnitGroup = FromGUPalace UpgradedPrimaryRequired = TRUE Terrain = Rock, Sand, NBRock, Ramp Cost = 2000 ///Expensive so needs to be special!!!!! BuildTime = 720 Size = 2 Speed = 12.0 //game coord per update TurnRate = 0.3 //radians per update TurretAttach = GUNIABTankGun Armour = Medium Health = 3000 CanSelfRepair = 1 //per model tick //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 31 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 5 DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 8 CanMoveAnyDirection = TRUE CrateGift = TRUE GetsHeightAdvantage = FALSE TeleportSleepTime = 93 //delay before a teleported unit can be used AIThreat = 100 // LEVEL 1 ---------------------------------- VeterancyLevel = 18 // Score required ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 20 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 40 CanSelfRepair = 1 // Should have 0.5? [GUMaker] House = Guild StormDamage=10 PrimaryBuilding = GUPalace //only built in GUPalace UnitGroup = FromGUPalace Terrain = Rock, Sand, NBRock, Ramp Cost = 1000 BuildTime = 589 Size = 2 Speed = 4.0 //game coord per update TurnRate = 0.3 //0.05 //radians per update TurretAttach = GUMakerGun Armour = Medium Health = 1000 //SoundSelected = Selected //SoundOrdered = Ordered //SoundID = 14 ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 4 Starportable = TRUE //order from starport (if hk) ReinforcementValue = 6 DamageEffect = BloodFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = TRUE WormAttraction = -20 CanMoveAnyDirection = TRUE CrateGift = TRUE GetsHeightAdvantage = FALSE CanBeDeviated = FALSE AIThreat = 70 // LEVEL 1 ---------------------------------- VeterancyLevel = 6 // Score required ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 16 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 32 CanSelfRepair = 1 // Should have 0.5? [GUNIAP] //Using ATADP data atm needs unique turrets and bullets // Copied attribs from ATOrni Score = 2 House = Guild StormDamage=10 //PrimaryBuilding = ATHanger //only built in ATFactory UnitGroup = FromHanger Terrain = Rock, Sand, NBRock, Ramp Cost = 1000 BuildTime = 499 Size = 2 TurretAttach = GUNIAPGun HeightOffset = 8 Speed = 6 //10 //7.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Aircraft Health = 1200 CanFly = TRUE Circles = TRUE ADF = TRUE //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered ExplosionType = Explosion Debris = DebrisMedium TechLevel = 6 //Starportable = TRUE //order from starport (if atreides) //ReinforcementValue = 8 //UpgradedPrimaryRequired = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX //HitSlowDownAmount = 50 // Percent (100 = complete stop) //HitSlowDownDuration = 100 // ticks ViewRange = 4, 8 AiSpecial = TRUE ExcludeFromSkirmishLose = TRUE GetsHeightAdvantage = FALSE AIThreat = 70 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraDamage = 25 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage // LEVEL 2 ---------------------------------- VeterancyLevel = 24 ExtraRange = 50 // 50% further range // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 50 [INYak] House = Incidental Terrain = Rock, Sand, NBRock, Ramp Cost = 850 Size = 2 Speed = 2.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Medium Health = 500 //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 4,8,InfRock AiTank = TRUE TechLevel = 1 ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 CanBeDeviated = FALSE [INYakHauder] House = Incidental Terrain = Rock, Sand, NBRock, Ramp Cost = 850 Size = 2 Speed = 2.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Medium Health = 500 //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 4,8,InfRock AiTank = TRUE TechLevel = 1 ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 CanBeDeviated = FALSE [SMQuad] StormDamage=10 Score = 3 House = Incidental UnitGroup = FromFactory Terrain = Rock, Sand, NBRock, Ramp Cost = 1200 BuildTime = 589 Size = 2 Speed = 6.0 //game coord per update TurnRate = 0.175 //radians per update TurretAttach = ORAPCBase Armour = Light Health = 1000 //SoundSelected = Selected //SoundOrdered = Ordered ExplosionType = Explosion ViewRange = 4,14,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 5 Starportable = TRUE //order from starport (if hk) ReinforcementValue = 7 TastyToWorms = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX WormAttraction = 6 AIThreat = 60 // LEVEL 1 ---------------------------------- VeterancyLevel = 6 // Score required ExtraDamage = 50 // 50% more damage - applied to all weapons // LEVEL 2 ---------------------------------- VeterancyLevel = 14 ExtraArmour = 50 // Takes 50% less damage // LEVEL 3 ---------------------------------- VeterancyLevel = 28 CanSelfRepair = 1 // Should have 0.5? [INYakRider] House = Incidental Terrain = Rock, Sand, NBRock, Ramp Cost = 850 Size = 2 Speed = 2.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Medium Health = 500 //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 4,8,InfRock AiTank = TRUE TechLevel = 1 ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 CanBeDeviated = FALSE [StuntATADVCarryall] Score = 3 House = Atreides StormDamage=10 //can be built in any factory Terrain = Rock, Sand, NBRock, Ramp Cost = 1200 BuildTime = 648 Size = 3 Speed = 17//10 //6.0 //game coord per update HeightOffset = 8 TurnRate = 0.1 //radians per update Armour = Medium Health = 900 //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered ExplosionType = AerialExplosion Debris = DebrisLarge TechLevel = 6 DamageEffect = LargeDamageFX ChaosEffect = LargeChaosFX HawkEffect = LargeHawkFX //HitSlowDownAmount = 50 // Percent (100 = complete stop) //HitSlowDownDuration = 100 // ticks ViewRange = 4, 8 ExcludeFromSkirmishLose = TRUE [INSandCrawler] House = Incidental StormDamage=10 Terrain = Rock, Sand, NBRock, Ramp Cost = 850 Size = 2 Speed = 3.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Medium Health = 1500 //SoundSelected = Selected //SoundOrdered = Ordered ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 1 DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 [INBuggy] House = Incidental StormDamage=10 Terrain = Rock, Sand, NBRock, Ramp Cost = 850 Size = 2 Speed = 3.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Medium Health = 1500 //SoundSelected = Selected //SoundOrdered = Ordered ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 1 DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 [INMedicalVehicle] House = Incidental StormDamage=10 Terrain = Rock, Sand, NBRock, Ramp Cost = 850 Size = 2 Speed = 4.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Medium Health = 1500 //SoundSelected = Selected //SoundOrdered = Ordered ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 1 DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 [INFemaleCiv] House = Incidental Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 150 Size = 1 Speed = 2.0 //game coord per update TurnRate = 0.2 //radians per update Armour = None, 50, InfRock Health = 400 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 12 AiFoot = TRUE TechLevel = 1 ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = True WormAttraction = 2 Crushable = TRUE CanBeDeviated = FALSE [INMaleCiv] House = Incidental Terrain = Rock, Sand, NBRock, InfRock, Ramp Cost = 150 Size = 1 Speed = 2.0 //game coord per update TurnRate = 0.2 //radians per update Armour = None, 50, InfRock Health = 400 Infantry = true //SoundSelected = Selected //SoundOrdered = Ordered ViewRange = 12 AiFoot = TRUE TechLevel = 1 ChaosEffect = SmallChaosFX HawkEffect = SmallHawkFX TastyToWorms = True WormAttraction = 2 Crushable = TRUE CanBeDeviated = FALSE [INTLTransport] House = Incidental Terrain = Rock, Sand, NBRock, Ramp Cost = 850 StormDamage=10 Size = 2 Speed = 3.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Medium Health = 1500 //SoundSelected = Selected //SoundOrdered = Ordered ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 1 ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 [INIXTransport] House = Incidental StormDamage=10 Terrain = Rock, Sand, NBRock, Ramp Cost = 850 Size = 2 Speed = 3.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Medium Health = 1500 //SoundSelected = Selected //SoundOrdered = Ordered ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 1 ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 [INTLWalker] House = Incidental StormDamage=10 Terrain = Rock, Sand, NBRock, Ramp Cost = 850 Size = 2 Speed = 3.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Medium //SoundSelected = Selected //SoundOrdered = Ordered ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 1 ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 [INFRBiker] House = Incidental Terrain = Rock, Sand, NBRock, Ramp Cost = 850 Size = 2 Speed = 12.0 //game coord per update TurnRate = 0.3 //radians per update Armour = Medium //SoundSelected = Selected //SoundOrdered = Ordered ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 1 ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 CanBeDeviated = FALSE [GUWormCatcher] House = Incidental StormDamage=10 Terrain = Rock, Sand, NBRock, Ramp Cost = 850 Size = 2 Speed = 3.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Medium //SoundSelected = Selected //SoundOrdered = Ordered ExplosionType = Explosion ViewRange = 4,8,InfRock Debris = DebrisMedium AiTank = TRUE TechLevel = 1 ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX TastyToWorms = True WormAttraction = 4 [FakeHarvester] UnitGroup = FromFactory StormDamage=10 Terrain = Rock, Sand, NBRock, Ramp Cost = 1000 BuildTime = 720 Size = 3 Speed = 4.0 //game coord per update TurnRate = 0.15 //radians per update Armour = Harvester Health = 4500 //SoundSelected = HarvesterSelected //SoundOrdered = HarvesterOrdered ExplosionType = Explosion ViewRange = 4,6,InfRock Debris = DebrisLarge TechLevel = 2 //TurretAttach = GharvesterLight Crushes = TRUE DamageEffect = LargeDamageFX ChaosEffect = LargeChaosFX HawkEffect = LargeHawkFX TastyToWorms = TRUE WormAttraction = 2 AlertString IngameMessages HarvAttack // strings.txt message for alert AlertTimeOut 300 // 300 ticks until another alert ExcludeFromSkirmishLose = TRUE [DebrisLarge] MissileTrail=3 MissileTrailSize=2 MissileTrailWiggleFreq =120 MissileTrailWiggleScale=22 MissileTrailLength = 8 MissileTrailDelta = 0.7 [DebrisMedium] MissileTrail=3 MissileTrailSize=2 MissileTrailWiggleFreq = 120 MissileTrailWiggleScale=20 MissileTrailLength = 8 MissileTrailDelta = 0.7 [DebrisSmall] MissileTrail=3 MissileTrailSize=1 MissileTrailWiggleFreq = 120 MissileTrailWiggleScale=20 MissileTrailLength = 8 MissileTrailDelta = 0.7