diff --git a/rulesmd_allied.ini b/rulesmd_allied.ini index 4c4b9bc..1f7c953 100644 --- a/rulesmd_allied.ini +++ b/rulesmd_allied.ini @@ -23,9 +23,9 @@ InitialVeteran=no ; Do initial forces start as veterans? ; repair and refit RefundPercent=50% ; percent of original cost to refund when building/unit is sold -ReloadRate=.3 ; minutes to reload each ammo point for aircraft or helicopters +ReloadRate=.1 ; minutes to reload each ammo point for aircraft or helicopters RepairPercent=15% ; percent cost to fully repair as ratio of full cost -RepairRate=.016 ; minutes between applying repair step +RepairRate=.012 ; minutes between applying repair step RepairStep=8 ; hit points to heal per repair 'tick' URepairRate=.016 ; [units only] minutes between applying repair step IRepairRate=.001 ; [infantry only] minutes between applying repair step @@ -40,7 +40,7 @@ SelfHealUnitAmount=5 ;gs Tech Machine Shop and Tech Hospital ;BailCount=28 ; number of 'bails' carried by a harvester BuildSpeed=.7 ; general build speed [time (in minutes) to produce a 1000 credit cost item] BuildupTime=.06 ; average minutes that building build-up animation runs -GrowthRate=5 ; minutes between ore (Tiberium) growth +GrowthRate=.1 ; minutes between ore (Tiberium) growth TiberiumGrows=yes ; Does ore grow denser over time? TiberiumSpreads=yes ; Does ore spread into adjacent areas? SeparateAircraft=yes ; Is first helicopter to be purchased separately from helipad? @@ -75,10 +75,10 @@ MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missil MissileSafetyAltitude=750 ;gs this is the altitude a missile fired at an air target that dies will fly to before detonating. ;-RTO -TeamDelays=2000,2500,3500 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard) +TeamDelays=1000,1250,1750 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard) ;TeamDelays=1200,1350,1600 -AIHateDelays=30,50,70 ; delay in frames before the computer chooses an enemy, by difficulty level +AIHateDelays=30,50,70 ; delay in frames before the computer chooses an enemy, by difficulty level AIAlternateProductionCreditCutoff=1000 ; When to start whimping out on spending money NodAIBuildsWalls=no @@ -86,7 +86,7 @@ AIBuildsWalls=no ; -RTO* MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200 -AIVirtualPurifiers=4,2,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2) +AIVirtualPurifiers=6,3,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2) AISlaveMinerNumber=4,3,2;gs can't use harvestersperrefinery since no refineries (changed from 3,2,1 per Todd) HarvestersPerRefinery=2,2,1;gs this used to hard coded. If it is here then design has control AIExtraRefineries=2,1,0;gs Again, formerly hardcoded. Does not apply to SlaveMiner @@ -95,9 +95,9 @@ HealScanRadius=10 ; how far should medic-type units scan for targets? Use FillEarliestTeamProbability=100,100,100 ; (by difficulty level, from hardest to easiest) ;-RTO -MinimumAIDefensiveTeams=1,1,1 ; (by difficulty level, from hardest to easiest) -MaximumAIDefensiveTeams=2,2,2 ; " " -TotalAITeamCap=30,30,30 ; (by difficulty level, from hardest to easiest) +MinimumAIDefensiveTeams=2,2,2 ; (by difficulty level, from hardest to easiest) +MaximumAIDefensiveTeams=4,4,4 ; " " +TotalAITeamCap=60,60,60 ; (by difficulty level, from hardest to easiest) UseMinDefenseRule=yes DissolveUnfilledTeamDelay=5000 ; how long to wait before dissolving an ai trigger team that has no members (multiplay only) @@ -128,13 +128,13 @@ AIIonCannonBaseDefenseValue=35,35,35 ; Ion storm control ;gs Now, Weather Control, err... Control LightningDeferment=250 ; PCG; Number of frames between announcement of strike and its commencement. -LightningDamage=250 ; Damage done by lightning strike. ;used to be 250 -LightningStormDuration=180 ; Default ion storm duration in frames. This is overriden by the trigger control. ;used to be 420 +LightningDamage=500 ; Damage done by lightning strike. ;used to be 250 +LightningStormDuration=360 ; Default ion storm duration in frames. This is overriden by the trigger control. ;used to be 420 LightningWarhead=IonWH ; Warhead used by ion storm strike. -LightningHitDelay=10 ; How often the direct target gets hit in frames ;used to be 150 -LightningScatterDelay=5 ; Frame delay between random bolts -- DO NOT DECREASE -- PERFORMANCE HIT ;used to be 14 -LightningCellSpread=10 ; and how far away random bolts can go ( n by n square ) ;used to be 10 -LightningSeparation=3 ; SJM: city-block distance in cells between clouds/bolts +LightningHitDelay=10 ; How often the direct target gets hit in frames ;used to be 150 +LightningScatterDelay=5 ; Frame delay between random bolts -- DO NOT DECREASE -- PERFORMANCE HIT ;used to be 14 +LightningCellSpread=15 ; and how far away random bolts can go ( n by n square ) ;used to be 10 +LightningSeparation=1 ; SJM: city-block distance in cells between clouds/bolts IonStorms=no ; Are random ion storms going to appear? ;*** ForceShield Control *** @@ -147,9 +147,9 @@ MutateExplosion=yes ; Should the Genetic Mutator use the MutateExplosionWarhead ; Prism Cannon control ; SJM PrismType=ATESLA ; In the Building code, I need to know when I have a Prism Cannon -PrismSupportModifier=150% ; Each Prism Cannon support beam adds this % to firing beam's damage -PrismSupportMax=8 ; Max number of support beams that may assist a Prism Cannon -PrismSupportDelay=45;60 ; Firing a support beam takes a Prism offline for this long +PrismSupportModifier=200% ; Each Prism Cannon support beam adds this % to firing beam's damage +PrismSupportMax=1024 ; Max number of support beams that may assist a Prism Cannon +PrismSupportDelay=30;60 ; Firing a support beam takes a Prism offline for this long PrismSupportDuration=15 ; A support beam is visible for this long PrismSupportHeight=420 ; Support beam is aimed this many leptons above target building @@ -174,11 +174,11 @@ DMislTiltFrames=60 ; How many frames it takes for the missile to tilt to firi DMislPitchInitial=0 ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical) DMislPitchFinal=0.5 ; Ending pitch of the missile after tilting up; now it fires DMislTurnRate=0.08 ; Pitch maneuverability of missile in air. Adjust by trial and error. -DMislRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) +DMislRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) DMislAcceleration=0.8 ; This much is added to the missile's velocity each frame during launch DMislAltitude=768 ; Cruising altitude in leptons: at this height missile BEGINS leveling off -DMislDamage=300 ; Exploding DMisl does this much damage (at center of explosion, presumably). -DMislEliteDamage=600 ; Exploding DMisl does this much damage (at center of explosion, presumably). +DMislDamage=450 ; Exploding DMisl does this much damage (at center of explosion, presumably). +DMislEliteDamage=900 ; Exploding DMisl does this much damage (at center of explosion, presumably). DMislBodyLength=128 ; The body of the rocket is this many leptons long DMislLazyCurve=no ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. DMislType=DMISL @@ -226,7 +226,8 @@ ChronoMinimumDelay=16 ;default=0;this is the minimum delay for teleporting, no m ;this value will also be used if the ChronoTrigger flag is turned off ChronoRangeMinimum=0 ;this can be used to set a small range within which the delay is constant ;the range is measured in leptons (256 per cell) within this range the delay will be set to the minimum - ;a value of 32 for ChronoDistanceFactor gives a delay of eight frames for every cell traveled. + ;a value of 32 for + ;DistanceFactor gives a delay of eight frames for every cell traveled. ;256 leptons per pixel, so to get frames delay per cell use 256/ChronoDistanceFactor ;this is an inverse function, so larger number means shorter delay ;minimum value can be one (not zero!) which would result in 256 frames of delay per cell traveled @@ -238,8 +239,8 @@ ChronoRangeMinimum=0 ;this can be used to set a small range within which the del ;AmerParaDropInf=E1,GHOST,ENGINEER ;Types of infantry for the planes to drop ;AmerParaDropNum=6,6,6 ;How many of each of those infantry -AmerParaDropInf=E1 ;Types of infantry for the planes to drop -AmerParaDropNum=8 ;How many of each of those infantry +AmerParaDropInf=ENGINEER,GHOST,SPY,PTROOP ;Types of infantry for the planes to drop +AmerParaDropNum=4,4,4,4 ;How many of each of those infantry AllyParaDropInf=E1 ;Types of infantry for the planes to drop AllyParaDropNum=6 ;How many of each of those infantry @@ -304,7 +305,7 @@ CampaignMoneyDeltaHard=0 ; tweak these to change the amount of money someone sta GuardAreaTargetingDelay=36 NormalTargetingDelay=27;gs These provide explicit control of targeting rates in frames. Guard Area is lower since it scans twice as far, but 27,36 are just the defaults from TS AINavalYardAdjacency=20 ;gs distance in cells the Computer can place his Naval Yard from his Con Yard -DisabledDisguiseDetectionPercent=15,5,2 ;gs h,m,e Damn I love this section. This is the percent chance that an individual unit will detect a Mirage Tank who is fake-blinking (from Firing). This is per unit, so even a lowish number is near automatic when the computer has 10 guys nearby +DisabledDisguiseDetectionPercent=5,5,5 ;gs h,m,e Damn I love this section. This is the percent chance that an individual unit will detect a Mirage Tank who is fake-blinking (from Firing). This is per unit, so even a lowish number is near automatic when the computer has 10 guys nearby AIAutoDeployFrameDelay=15,25,100 ;//gs h,m,e The number of frames that the AI will wait to deploy his GI's that are in Guard mode so that they don't bounce up and down MaximumBuildingPlacementFailures=3 ;gs If the computer gets hung up on thinking it can place something but being unable to clear the space (too jammed with people) then bail after this many failures. The computer will try every 45 (PlacementDelay) frames, so that can tell you how long he'll try for it @@ -337,7 +338,7 @@ AICaptureWoundedMark=.25;And how wounded is 'wounded' -PurifierBonus=.25 ; percent ore purifiers add to ore value +PurifierBonus=1 ; percent ore purifiers add to ore value ; droppod flight characteristics DropPodWeapon=Vulcan2 ; weapon mounted on drop pod @@ -536,7 +537,7 @@ WeatherConBoltExplosion=EXPLOLB ; PCG. Special bolt explosion. ;Psychic Dominator control DominatorWarhead=DominatorWH ; warhead used for the damage part DominatorDamage=1000;250 -DominatorCaptureRange=1;4;now that warhead is actually needed to do damage, here is the capture range +DominatorCaptureRange=15;4;now that warhead is actually needed to do damage, here is the capture range DominatorFirstAnim=PDFXCLD;gs this is the whole giant heeead DominatorSecondAnim=PDFXLOC;gs this is the ring on the ground DominatorFireAtPercentage=20; ;50; gs at this percent into the FirstAnim, the actual effect will fire @@ -869,7 +870,7 @@ OpenToppedDamageMultiplier=1.2 OpenToppedWarpDistance=7;Chrono legionairre has to let go if BF moves this far away from target (CL not moving, but is being moved so link won't break on move like normal) DeathWeapon=DefaultDeathWeapon ;gs Can't use the unit's weapon anymore now that spread is fixed. Damage will be based on hitpoints -IronCurtainDuration=750 ;gs In frames 900 is a minute for 15fps +IronCurtainDuration=1800 ;gs In frames 900 is a minute for 15fps FirestormWarhead=FirestormWH ; the warhead that the firestorm defense uses when active IonCannonWarhead=IonCannonWH ; the warhead that the ion cannon uses VeinholeWarhead=VeinholeWH @@ -3099,8 +3100,8 @@ GDIBaseDefenseCoefficient=1.5 ;gs Obsolete. Use explicit AlliedBaseDefenseCount MaximumBaseDefenseValue=60 ;gs Obsolete, see AI Force Prediction Fudge above ComputerBaseDefenseResponse=3 ; how much does the computer overrespond to attacks on its base? -AttackInterval=0.5 ; average delay between computer attacks ; gs obsolete (since forever) use TeamDelays instead -AttackDelay=0.5 ; average delay time before computer begins first attack +AttackInterval=0 ; average delay between computer attacks ; gs obsolete (since forever) use TeamDelays instead +AttackDelay=0 ; average delay time before computer begins first attack PatrolScan=.016 ; minute interval between scanning for enemys while patrolling. CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount. PathDelay=.01 ; Delay (minutes) between retrying when path is blocked. @@ -3108,7 +3109,7 @@ BlockagePathDelay=60 ; delay (frames) before unit paths around all blockage AutocreateTime=1 ; average minutes between creating an 'autocreate' team InfantryReserve=50000 ; always build infantry if cash reserve is greater than this InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity -PowerSurplus=50 ; build power plants until power surplus is at least this amount +PowerSurplus=250 ; build power plants until power surplus is at least this amount BaseSizeAdd=3 ; computer base size can be no larger than the largest human opponent, plus this quantity RefineryRatio=.16 ; ratio of base that should be composed of refineries RefineryLimit=4 ; never build more than this many refineries @@ -3723,13 +3724,13 @@ EliteOccupyWeapon=UCElitePara; The weapon I use while Occupying. Defaults to 0 OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress Prerequisite=GAPILE CrushSound=InfantrySquish -Strength=125 +Strength=250 Pip=white OccupyPip=PersonBlue Armor=none TechLevel=1 Sight=5 -Speed=4 +Speed=5 Owner=British,French,Germans,Americans,Alliance Cost=200 Soylent=100 @@ -3746,16 +3747,18 @@ PhysicalSize=1 MovementZone=Infantry ThreatPosed=10 ; This value MUST be 0 for all building addons ImmuneToVeins=yes -ImmuneToPsionics=no +ImmuneToPsionics=yes Bombable=yes Deployer=yes DeployFire=yes +DetectDisguise=yes +Unnatural=yes ; DeployTime=.022 ; PCG; Unused for now. Was maybe going to make its way in if we did ; a more explicit state machine for deploying b/c of autodeploy. VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=1 -Crushable=yes +Crushable=no DeploySound=GIDeploy UndeploySound=GIUndeploy ElitePrimary=M60E @@ -3775,16 +3778,17 @@ NavalTargeting=6 Prerequisite=Barracks LeadershipRating=7 CrushSound=InfantrySquish -Strength=100 +Strength=200 Armor=none ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting TechLevel=2 Pip=white +Unnatural=yes Sight=9 DetectDisguise=yes -Speed=8 +Speed=9 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance ForbiddenHouses=Russians,Confederation,Africans,Arabs,YuriCountry Cost=200 @@ -3810,8 +3814,8 @@ VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SCATTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToPsionics=yes IFVMode=0 -Trainable=no -Natural=yes +Trainable=yes +Crushable=no ;The Allied Engineer [ENGINEER] @@ -3823,12 +3827,12 @@ Secondary=VirtualScanner ; gs the computer uses range to determine what building Prerequisite=Barracks CrushSound=InfantrySquish LeadershipRating=3 -Strength=75 +Strength=150 Armor=none TechLevel=1 Sight=4 BombSight=4 ; detecting ivan's little friends -Speed=4 +Speed=5 Pip=Blue Engineer=yes Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance @@ -3852,11 +3856,15 @@ MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ; this should be between 0 and 1 ImmuneToVeins=yes +ImmuneToPsionics=yes GuardRange=9 Size=1 PreventAttackMove=yes IFVMode=1 -Trainable=no +Trainable=yes +DetectDisguise=yes +Unnatural=yes +Crushable=no ; GI ; GI @@ -3870,12 +3878,13 @@ OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use Occupier=no;yes ; I can Occupy UC buildings Prerequisite=GAPILE CrushSound=InfantrySquish -Strength=100 +Strength=200 Pip=white Armor=none TechLevel=2 +Unnatural=yes Sight=6 -Speed=3 +Speed=4 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=400 @@ -3893,7 +3902,7 @@ PhysicalSize=1 MovementZone=Infantry ThreatPosed=10 ; This value MUST be 0 for all building addons ImmuneToVeins=yes -ImmuneToPsionics=no +ImmuneToPsionics=yes Bombable=yes Deployer=yes DeployFire=yes @@ -3911,6 +3920,7 @@ EliteSecondary=MissileLauncherE ;GEF New Guardian GI weapon ;EliteSecondary=ParaE IFVMode=16 PixelSelectionBracketDelta=-6;gs higher number draws lower. Pixel difference from normal for selection bracket +Crushable=no [JUMPJET] @@ -3922,7 +3932,7 @@ JumpJet=yes Primary=20mm Prerequisite=GAPILE,RADAR Crushable=yes -Strength=125 +Strength=250 Fearless=yes ;OpportunityFire=yes ;gs Doesn't work because will fly backwards to point towards it and never shoot Armor=none @@ -3930,7 +3940,7 @@ TechLevel=3 ;Sight=6 Sight=8 Pip=white -Speed=9 +Speed=10 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=600 @@ -3968,6 +3978,11 @@ Crashable=yes BalloonHover=yes ; ie never land MoveSound=RocketeerMoveLoop ElitePrimary=20mmE +DetectDisguise=yes +Unnatural=yes +ImmuneToVeins=yes +ImmuneToPsionics=yes +Crushable=no ; RA2 Spy [SPY] @@ -3977,18 +3992,19 @@ Category=Soldier Prerequisite=GAPILE,GATECH CrushSound=InfantrySquish LeadershipRating=3 -Strength=100 +Strength=200 Primary=MakeupKit ; virtual weapon that picks disguise CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit Armor=flak +Unnatural=yes TechLevel=5 Agent=yes Infiltrate=yes CanDisguise=yes; I appear differently on other people's computers PermaDisguise=yes; and I appear that way always (Mirage Tank will be Can but not Perma) Sight=9 -Speed=4 +Speed=5 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1000 @@ -4008,8 +4024,11 @@ ThreatPosed=0 ; This value MUST be 0 for all building addons SpecialThreatValue=1 PreventAttackMove=yes IFVMode=2 -Trainable=no +Trainable=yes StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player +ImmuneToVeins=yes +ImmuneToPsionics=yes +Crushable=no [GHOST] UIName=Name:GHOST @@ -4019,7 +4038,6 @@ Category=Soldier Prerequisite=GAPILE,RADAR PrerequisiteOverride=CAWA2A,CAWA2B,CAWA2C,CAWA2D ; SJM: any Pentagon building sufficient to build SEAL Primary=MP5 -Secondary=Sapper OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress NavalTargeting=4 LeadershipRating=8 @@ -4027,9 +4045,9 @@ AlternateArcticArt=yes ; ie SEALA for arctic maps C4=yes Assaulter=no ; I clear out UC buildings CrushSound=InfantrySquish -Crushable=yes +Crushable=no TiberiumProof=yes -Strength=125 +Strength=250 Armor=flak TechLevel=9 Pip=red @@ -4056,10 +4074,11 @@ MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes +ImmuneToPsionics=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FASTER Size=1 -DetectDisguise=no +DetectDisguise=yes ElitePrimary=MP5E IFVMode=4 UseOwnName=true @@ -4074,20 +4093,20 @@ Secondary=Sapper OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress NavalTargeting=4 LeadershipRating=8 -C4=yes Assaulter=no ; I clear out UC buildings CrushSound=InfantrySquish Crushable=no TiberiumProof=yes -Strength=200 +Strength=600 Armor=flak +Unnatural=yes TechLevel=9 Pip=red Sight=8 -Speed=6 +Speed=7 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no -Cost=1500 +Cost=5000 Soylent=750 Points=50 IsSelectableCombatant=yes @@ -4111,7 +4130,7 @@ ImmuneToPsionics=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=1 -;DetectDisguise=yes +DetectDisguise=yes ElitePrimary=DoublePistolsE EliteSecondary=Sapper IFVMode=4 @@ -4130,18 +4149,23 @@ Prerequisite=GAPILE,TECH PrerequisiteOverride=CAWASH16 ; SJM: Smithsonian Institute CrushSound=InfantrySquish Crushable=no -Strength=125 -Armor=none +Strength=375 +SelfHealing=yes +Unnatural=yes +Armor=flak TechLevel=10 +BuildLimit=1 Pip=red Sight=8 Speed=5 ;okay, we don't really need this, but give it a dummy value just to make sure nothing complains MoveToShroud=no Teleporter=yes; Owner=British,French,Germans,Americans,Alliance -Cost=1500 +Cost=5000 Soylent=750 Points=15 +ImmuneToVeins=yes +ImmuneToPsionics=yes IsSelectableCombatant=yes VoiceSelect=ChronoLegionSelect VoiceMove=ChronoLegionMove @@ -4158,7 +4182,7 @@ MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons ImmuneToRadiation=no ; SJM: approved by Dustin on 09-11-00 -ImmuneToPsionics=no +DetectDisguise=yes Bombable=yes AllowedToStartInMultiplayer=no Size=1 @@ -4183,7 +4207,7 @@ OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use CrushSound=InfantrySquish Crushable=no TiberiumProof=yes -Strength=100 +Strength=200 Armor=none TechLevel=9 Pip=red @@ -4214,12 +4238,15 @@ MovementZone=Infantry ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes +ImmuneToPsionics=yes +Unnatural=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ElitePrimary=ChronoMP5E PreventAttackMove=yes MoveToShroud=no IFVMode=4 +DetectDisguise=yes ;Psi-Commando ;anybody gets Yuri tech ;note, what you get is based on type of Tech Center, not country of guy who owns it [PTROOP] @@ -4228,18 +4255,19 @@ Name=Psi-Corp Trooper Category=Soldier Prerequisite=BARRACKS RequiresStolenThirdTech=yes -Primary=MindControl +Primary=MindControl2E LeadershipRating=8 -C4=yes +;C4=yes CrushSound=InfantrySquish Crushable=no TiberiumProof=yes -Strength=100 +Strength=200 Armor=none TechLevel=9 +Unnatural=yes Pip=red Sight=8 -Speed=5 +Speed=6 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1000 @@ -4267,8 +4295,9 @@ ImmuneToPsionics=yes ;Deployer=yes ;DeployFire=yes ;UndeployDelay=75 -ElitePrimary=MindControlE +ElitePrimary=MindControl2E IFVMode=4 +Trainable=yes ; **************************** Side Specific ******************************* @@ -4280,17 +4309,18 @@ Name=Sniper Category=Soldier Primary=AWP ;CanPassiveAquire=no ; Won't try to pick up own targets -Prerequisite=GAPILE,RADAR +Prerequisite=GAPILE,GATECH CrushSound=InfantrySquish -Strength=125 +Strength=375 +Crushable=no +TiberiumProof=yes Pip=red -Armor=none -TechLevel=1 +Armor=flak +TechLevel=9 Sight=8 -Speed=4 +Speed=5 Owner=British,French,Germans,Americans,Alliance -RequiredHouses=British -Cost=600 +Cost=5000 Soylent=300 Points=10 IsSelectableCombatant=yes @@ -4305,7 +4335,7 @@ PhysicalSize=1 MovementZone=Infantry ThreatPosed=10 ; This value MUST be 0 for all building addons ImmuneToVeins=yes -ImmuneToPsionics=no +ImmuneToPsionics=yes Bombable=yes VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF @@ -4315,7 +4345,10 @@ ElitePrimary=AWPE PreventAttackMove=no IFVMode=5 UseOwnName=true - +SelfHealing=yes +BuildLimit=1 +Trainable=yes +DetectDisguise=yes ; ************************************************************************** @@ -4410,7 +4443,7 @@ Size=1 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SCATTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ;GEF going to be two dogs now DoubleOwned=Yes -ImmuneToPsionics=yes +ImmuneToPsionics=no IFVMode=0 Trainable=no Natural=yes @@ -4595,7 +4628,7 @@ Name=Boris ;Image=TANY Category=Soldier Prerequisite=NAHAND,NATECH -Primary=AKM +Primary=ElectricBoltE Secondary=Flare OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress NavalTargeting=4 @@ -4633,13 +4666,13 @@ MovementZone=Infantry ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes -ImmuneToPsionics=yes +ImmuneToPsionics=no ImmuneToPsionicWeapons=no VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=1 ;DetectDisguise=yes -ElitePrimary=AKME +ElitePrimary=ElectricBoltE IFVMode=4 UseOwnName=true ;Airstrike stuff @@ -5145,7 +5178,7 @@ CloseRange=yes DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting GuardRange=2 SelfHealing=yes -ImmuneToPsionics=yes +ImmuneToPsionics=no PixelSelectionBracketDelta=-8 ;gs higher number draws lower. Pixel difference from normal for selection bracket @@ -5229,7 +5262,7 @@ PhysicalSize=1 MovementZone=Infantry ThreatPosed=15 ; This value MUST be 0 for all building addons ImmuneToVeins=yes -ImmuneToPsionics=yes +ImmuneToPsionics=no ;Bombable=no VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF @@ -5248,7 +5281,7 @@ Name=Yuri Prime Image=YURIX Category=Soldier Prerequisite=YABRCK,YATECH;Yuri Prime is now the high end yuri -Primary=SuperMindControl +Primary=MindControl Secondary=SuperPsiWave OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress CrushSound=InfantrySquish @@ -5293,7 +5326,7 @@ SpecialThreatValue=1 ImmuneToVeins=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF -ImmuneToPsionics=yes +ImmuneToPsionics=no Deployer=yes DeployFire=yes UndeployDelay=75 @@ -6604,7 +6637,7 @@ Name=Grizzly Battle Tank Image=GTNK Prerequisite=GAWEAP Primary=105mm -Strength=300 +Strength=600 Category=AFV Armor=heavy Turret=yes @@ -6613,7 +6646,7 @@ Crusher=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=8 -Speed=7 +Speed=8 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance Cost=700 @@ -6640,6 +6673,7 @@ VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ImmuneToVeins=yes +ImmuneToPsionics=yes Size=3 OpportunityFire=yes ElitePrimary=105mmE @@ -6654,14 +6688,14 @@ UIName=Name:FV Name=IFV Prerequisite=GAWEAP Primary=HoverMissile -Strength=200 +Strength=400 Category=Transport Armor=light DeployTime=.022 TechLevel=3 Sight=8 PipScale=Passengers -Speed=10 +Speed=11 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no @@ -6786,7 +6820,8 @@ SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no -ImmuneToPsionics=no +ImmuneToVeins=yes +ImmuneToPsionics=yes Size=3 SizeLimit=1 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER @@ -6813,7 +6848,7 @@ DisguiseWhenStill=yes;gs I can no longer pick a disguise nor deploy ;Secondary=MirageGun ;IsSimpleDeployer=yes ;gs yeah for alpha date rewrite! ;OmniFire=yes -Strength=200 +Strength=400 Category=AFV Armor=light Turret=no @@ -6822,7 +6857,7 @@ Crusher=yes TooBigToFitUnderBridge=true TechLevel=9 Sight=9 -Speed=7 +Speed=8 CrateGoodie=yes Owner=British,French,Germans,Americans,Alliance Cost=1000 @@ -6850,6 +6885,7 @@ VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ImmuneToVeins=yes +ImmuneToPsionics=yes Size=3 AllowedToStartInMultiplayer=no EliteSecondary=MirageGunE @@ -6863,7 +6899,7 @@ Prerequisite=GAWEAP,GATECH ; SJM removed; see abusive section below... ; Primary=Comet ; ElitePrimary=SuperComet ; Elite Weapon -Strength=150 +Strength=300 Category=AFV Armor=light ; SJM: begin abuse of turret-changing code ---- @@ -6878,7 +6914,7 @@ IsTilter=yes TooBigToFitUnderBridge=true TechLevel=8 Sight=8 -Speed=4 +Speed=5 CrateGoodie=yes Crusher=yes Owner=British,French,Germans,Americans,Alliance @@ -6910,23 +6946,25 @@ Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 +ImmuneToVeins=yes +ImmuneToPsionics=yes ;Battle Fortress [BFRT] UIName=Name:Battlefortress Name=Battle Fortress Prerequisite=GAWEAP,GATECH -Primary=20mmRapid -Strength=600 +Primary=AKM +Strength=1200 Category=AFV Armor=heavy IsTilter=yes TooBigToFitUnderBridge=true TechLevel=10 Sight=6 -Speed=4 +Speed=6 PipScale=Passengers -Passengers=5 +Passengers=10 OpenTopped=yes;passengers can shoot out SizeLimit=2;1 ;gs like half track and Blackhawk. Terror Drones and Brutes are allowed in. CrateGoodie=yes @@ -6961,7 +6999,10 @@ Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=6 +ImmuneToVeins=yes +ImmuneToPsionics=yes OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher +ElitePrimary=AKME ; Mobile Construction Vehicle [AMCV] @@ -6969,13 +7010,13 @@ UIName=Name:AMCV Name=Allied Construction Vehicle Image=MCV Prerequisite=GAWEAP,GADEPT -Strength=1000 +Strength=2000 Category=Support Armor=heavy DeploysInto=GACNST TechLevel=10 Sight=6 -Speed=4 +Speed=5 Owner=British,French,Germans,Americans,Alliance CrateGoodie=yes Cost=3000 @@ -7002,6 +7043,8 @@ SpecialThreatValue=1 ZFudgeColumn=12 ZFudgeTunnel=15 Size=6 +ImmuneToVeins=yes +ImmuneToPsionics=yes Trainable=no Bunkerable=no; Units default to yes, others default to no OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher @@ -7011,7 +7054,7 @@ OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crush UIName=Name:LCRF Name=Landing Craft Prerequisite=GAYARD -Strength=300 +Strength=600 MoveToShroud=yes Category=Transport DeployTime=.022 @@ -7021,7 +7064,7 @@ IsTilter=yes TechLevel=4 Sight=6 PipScale=Passengers -Speed=6 +Speed=7 ;;;CanBeach=yes Naval=yes Weight=1 @@ -7079,13 +7122,13 @@ Secondary=ASWLauncher NavalTargeting=1 Spawns=ASW SpawnsNumber=1 -SpawnRegenRate=400 -SpawnReloadRate=150 +SpawnRegenRate=200 +SpawnReloadRate=75 NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DESTWO) FireAngle=32 ToProtect=yes Category=Support -Strength=600 +Strength=1200 Naval=yes ;GS Armor=heavy TechLevel=4 @@ -7118,11 +7161,15 @@ VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true Sensors=yes -SensorsSight=8 +SensorsSight=10 OpportunityFire=yes ; since no turret, will only apply to helicopter (since ASWLauncher has OmniFire) ElitePrimary=155mmE Size=30 IsSelectableCombatant=yes +Unnatural=yes +ImmuneToVeins=yes +ImmuneToPsionics=yes +OmniFire=yes ;Dolphin [DLPH] @@ -7135,7 +7182,7 @@ NavalTargeting=5 LandTargeting=1 FireAngle=64 Category=AFV -Strength=200 +Strength=400 Naval=yes ;GS Armor=light TechLevel=5 @@ -7144,7 +7191,7 @@ Sight=4 GuardRange=4 Sensors=yes SensorsSight=8 ;4 -Speed=8 +Speed=9 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no @@ -7179,6 +7226,9 @@ IdleRate=8 ; power of two helps performance (mod). "How much slower should I an ElitePrimary=SonicZapE Size=15 IsSelectableCombatant=yes +Unnatural=yes +ImmuneToVeins=yes +ImmuneToPsionics=yes ; Aegis Cruiser [AEGIS] @@ -7186,23 +7236,23 @@ UIName=Name:AEGIS Name=Aegis Cruiser Prerequisite=GAYARD,RADAR Primary=Medusa -NavalTargeting=6 -LandTargeting=1 +NavalTargeting=5 +;LandTargeting=0 ToProtect=yes Category=AFV -Strength=800 +Strength=2400 Naval=yes Armor=light TechLevel=7 Sight=8 -Speed=4 +Speed=5 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no -Cost=1200 +Cost=10000 Soylent=1200 Points=35 -ROT=1 +ROT=4 Crusher=no ;gs yes Crewed=no IsSelectableCombatant=yes @@ -7215,6 +7265,8 @@ RadialFireSegments=10 ;OmniFire=yes ;GEF moved to weapon OpportunityFire=yes DistributedFire=yes +Sensors=yes +SensorsSight=10 ;Reload=60 ;;Reload=10 ; For testing. ;EmptyReload=180 @@ -7238,10 +7290,13 @@ ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF -;BuildLimit=2 +BuildLimit=2 ElitePrimary=MedusaE Size=30 TooBigToFitUnderBridge=true +Unnatural=yes +ImmuneToVeins=yes +ImmuneToPsionics=yes ;Aircraft Carrier [CARRIER] @@ -7250,28 +7305,28 @@ Name=Aircraft Carrier Prerequisite=GAYARD,TECH Primary=HornetLauncher CanPassiveAquire=no ; Won't try to pick up own targets -Spawns=HORNET -SpawnsNumber=3 +Spawns=ORCA +SpawnsNumber=4 SpawnRegenRate=600 SpawnReloadRate=150 FireAngle=32 ToProtect=yes Category=Support -Strength=800 +Strength=2400 Naval=yes ;GS Armor=heavy TechLevel=7 Sight=7 -Speed=4 +Speed=5 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance ;ForbiddenHouses=Americans AllowedToStartInMultiplayer=no -Cost=2000 +Cost=15000 Soylent=2000 Turret=no Points=55 -ROT=1 +ROT=3 Crusher=no; yes Weight=5 Crewed=no @@ -7294,8 +7349,14 @@ VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true GuardRange=10 -;BuildLimit=1 +BuildLimit=1 Size=50 +Sensors=yes +SensorsSight=10 +ImmuneToVeins=yes +ImmuneToPsionics=yes +Unnatural=yes + ; harvester without back [CMON] @@ -7353,23 +7414,26 @@ Prerequisite=GAWEAP,PROC Nominal=yes ToProtect=yes Category=Support -Strength=1000 +Strength=2000 Armor=medium ;Dock=PROC ; Need both in case a building from the other team is captured. Dock=NAREFN,GAREFN ;Turret=yes -Primary=none +Primary=AKM +OmniFire=yes +CanPassiveAquire=yes +OpportunityFire=yes Harvester=yes ChronoInSound=ChronoMinerTeleport ChronoOutSound=ChronoMinerTeleport TechLevel=1 Sight=4 -Speed=4 +Speed=5 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no PipScale=Tiberium CrateGoodie=yes -Storage=20 +Storage=100 Cost=1400 Soylent=1400 Points=55 @@ -7407,9 +7471,12 @@ ZFudgeTunnel=14 ZFudgeBridge=7 Size=3 StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player -Trainable=no +Trainable=yes ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to know if it can make money or not Bunkerable=no; Units default to yes, others default to no +VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER +EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF +ElitePrimary=AKME ; Robot Tank [ROBO] @@ -7418,7 +7485,7 @@ Name=Robot Tank Image=ROBO Prerequisite=GAWEAP,GAROBO Primary=Robogun -Strength=180 +Strength=360 Category=AFV Armor=heavy Turret=yes @@ -7427,7 +7494,7 @@ Crusher=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=6 -Speed=10 +Speed=11 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance Cost=600 @@ -7462,7 +7529,7 @@ AllowedToStartInMultiplayer=no ImmuneToPsionics=yes ImmuneToRadiation=yes PoweredUnit=yes;powered by presence of building -Trainable=no +Trainable=yes BuildTimeMultiplier=1.3 @@ -7476,7 +7543,7 @@ UIName=Name:TNKD Name=Tank Destroyer Prerequisite=GAWEAP,RADAR Primary=SABOT -Strength=400 +Strength=1200 Category=AFV Armor=heavy Turret=no @@ -7485,10 +7552,9 @@ Crusher=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=8 -Speed=5 +Speed=6 CrateGoodie=yes Owner=British,French,Germans,Americans,Alliance -RequiredHouses=Germans AllowedToStartInMultiplayer=no Cost=900 Soylent=900 @@ -7512,6 +7578,9 @@ VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ImmuneToVeins=yes +ImmuneToPsionics=yes +OmniFire=yes +OpportunityFire=yes Size=3 ElitePrimary=SABOTE @@ -7606,7 +7675,7 @@ MovementZone=Destroyer ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys Weight=.5 -ImmuneToPsionics=yes +ImmuneToPsionics=no ImmuneToRadiation=yes Parasiteable=no Trainable=no @@ -8094,7 +8163,7 @@ SpeedType=Float MovementZone=Water ThreatPosed=25 ; This value MUST be 0 for all building addons Weight=.5 -ImmuneToPsionics=yes +ImmuneToPsionics=no Parasiteable=no Trainable=yes Explodes=no @@ -8116,9 +8185,9 @@ TooBigToFitUnderBridge=true [DRED] UIName=Name:DRED Name=Dreadnought -Prerequisite=NAYARD,NATECH Primary=DredLauncher -CanPassiveAquire=no ; Won't try to pick up own targets +Prerequisite=GAYARD,GATECH +CanPassiveAquire=yes ; Won't try to pick up own targets Spawns=DMISL SpawnsNumber=2 SpawnRegenRate=80 @@ -8127,22 +8196,21 @@ NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DREDWO) FireAngle=32 ToProtect=yes Category=Support -Strength=800 +Strength=2400 Naval=yes Armor=heavy -TechLevel=6 -Sight=7 -Speed=4 +TechLevel=10 +Sight=10 +Speed=5 CrateGoodie=no -Owner=Russians,Confederation,Africans,Arabs -;ForbiddenHouses=Russians +Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no -Cost=2000 +Cost=10000 Soylent=2000 Turret=no Points=55 Weight=4 -ROT=1 +ROT=4 Crusher=no ;gs yes Crewed=no ;OmniFire=yes ;GEF moved to weapon @@ -8162,10 +8230,16 @@ ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF +ImmuneToVeins=yes +ImmuneToPsionics=yes TooBigToFitUnderBridge=true GuardRange=10 ;BuildLimit=1 +BuildLimit=2 Size=50 +Sensors=yes +SensorsSight=10 +Unnatural=yes ; harvester without back [HORV] @@ -8259,7 +8333,7 @@ ThreatPosed=0 ; This value MUST be 0 for all building addons ThreatAvoidanceCoefficient=.65 DamageParticleSystems=SparkSys,SmallGreySSys ImmuneToVeins=yes -ImmuneToPsionics=yes +ImmuneToPsionics=no ImmuneToRadiation=yes ZFudgeColumn=9 ZFudgeTunnel=14 @@ -8680,7 +8754,7 @@ ZFudgeTunnel=13 Size=6 OpportunityFire=yes PipScale=MindControl -ImmuneToPsionics=yes +ImmuneToPsionics=no SelfHealing=yes Trainable=no @@ -8737,7 +8811,7 @@ ZFudgeColumn=8 ZFudgeTunnel=13 Size=6 OpportunityFire=yes -ElitePrimary=DiskLaserE +ElitePrimary=DiskLaser JumpjetSpeed=16 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=8 ; JumpjetCrash=15 ; Climb, but down @@ -8798,7 +8872,7 @@ MovementZone=Destroyer ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys Weight=.5 -ImmuneToPsionics=yes +ImmuneToPsionics=no ImmuneToRadiation=yes Parasiteable=yes Trainable=no @@ -9082,7 +9156,7 @@ ThreatPosed=0 ; This value MUST be 0 for all building addons ThreatAvoidanceCoefficient=.65 DamageParticleSystems=SparkSys,SmallGreySSys ImmuneToVeins=yes -ImmuneToPsionics=yes +ImmuneToPsionics=no ImmuneToRadiation=yes ZFudgeColumn=9 ZFudgeTunnel=14 @@ -10509,7 +10583,7 @@ Name=BlackHawk Transport ;Prerequisite=GAHPAD Prerequisite=GAWEAP Primary=BlackHawkCannon -Strength=175 +Strength=1500 Category=AirPower JumpJet=yes Armor=light @@ -10518,8 +10592,8 @@ Sight=7 RadarInvisible=yes Landable=yes PipScale=Passengers -Passengers=5 -Speed=14 +Passengers=10 +Speed=15 PitchSpeed=1.1 JumpjetSpeed=30 ;params not defined use defaults (old globals way up top) JumpjetClimb=10 @@ -10547,6 +10621,7 @@ ImpactLandSound=GenAircraftCrash ;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet MovementZone=Fly +OpportunityFire=yes DamageParticleSystems=SparkSys,SmallGreySSys ;AuxSound1=BlackOpsTakeOff ;Taking off ;AuxSound2=BlackOpsLanding ;Landing @@ -10557,7 +10632,7 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=15 SizeLimit=2 HoverAttack=yes -;OmniFire=yes ;GEF moved to weapon +OmniFire=yes ;GEF moved to weapon AllowedToStartInMultiplayer=no Crashable=yes CanPassiveAquire=no ; Won't try to pick up own targets @@ -10570,6 +10645,8 @@ PreventAttackMove=yes ;Bombable=no TooBigToFitUnderBridge=true Trainable=yes +ImmuneToVeins=yes +ImmuneToPsionics=yes Bunkerable=no; Units default to yes, others default to no @@ -10582,35 +10659,33 @@ Prerequisite=RADAR Primary=Maverick CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit -Strength=150 +Strength=300 Category=AirPower Armor=light -TechLevel=3 +TechLevel=-1 Sight=8 RadarInvisible=no Landable=yes +Spawned=yes MoveToShroud=yes ;Dock=GAAIRC,GAHPAD,NAHPAD -Dock=GAAIRC,AMRADR +Dock=CARRIER PipScale=Ammo -Speed=14 +Speed=17 ;PitchSpeed=0.9 ;PitchAngle=0 - PitchSpeed=1.1 PitchAngle=0 OmniFire=yes - Owner=British,French,Germans,Americans ForbiddenHouses=Alliance - -Cost=1200 +Cost=0 Points=20 ROT=3 Ammo=1 -Crewed=yes +Crewed=no ConsideredAircraft=yes -AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them +AirportBound=no ; If I ever need to land and there are no airports I crash because I can only land on them GuardRange=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=3 @@ -10625,6 +10700,7 @@ CrashingSound=IntruderDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly +MovementRestrictedTo=Water ThreatPosed=20 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=IntruderTakeOff ;Taking off @@ -10735,7 +10811,6 @@ EliteAbilities=STRONGER,FIREPOWER ;Selectable=no ; SJM: this should be here but is commented out because bug prevents aircraft from landing ElitePrimary=HornetBombE - ; **************************** Side Specific ******************************* ; Black Eagle @@ -10746,7 +10821,7 @@ Prerequisite=RADAR Primary=Maverick2 CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit -Strength=200 +Strength=400 Category=AirPower Armor=light TechLevel=3 @@ -10756,12 +10831,11 @@ Landable=yes MoveToShroud=yes Dock=GAAIRC,AMRADR PipScale=Ammo -Speed=14 +Speed=19 PitchSpeed=1.1 PitchAngle=0 OmniFire=yes Owner=British,French,Germans,Americans,Alliance -RequiredHouses=Alliance Cost=1200 Points=20 ROT=3 @@ -11399,7 +11473,7 @@ DontScore=yes UIName=Name:DMISL Name=Dread Missile FireAngle=1 -Strength=50 +Strength=100 Category=AirPower Armor=special_2 Spawned=yes @@ -11617,7 +11691,7 @@ ImpactLandSound=GenAircraftCrash UIName=Name:GACNST Name=Allied Construction Yard ConstructionYard=yes -Strength=1000 +Strength=2000 Armor=concrete TechLevel=-1 Adjacent=2 @@ -11628,7 +11702,7 @@ Owner=British,French,Germans,Americans,Alliance Cost=3000 Points=80 Power=0 -Capturable=true +Capturable=no Crewed=yes ;DestroyAnim=GACNSTDM Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 @@ -11642,7 +11716,7 @@ AIBuildThis=yes TogglePower=no ProtectWithWall=yes EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on -ImmuneToPsionics=no ; defaults to yes for buildings, no for others +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others ; Allied power plant @@ -11651,7 +11725,7 @@ UIName=Name:GAPOWR Name=Allied Power Plant BuildCat=Power Prerequisite=GACNST -Strength=750 +Strength=1500 Armor=wood TechLevel=1 Adjacent=2 @@ -11660,8 +11734,8 @@ Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=800 Points=40 -Power=200 -Capturable=true +Power=400 +Capturable=no Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp Upgrades=2 @@ -11674,8 +11748,8 @@ DamageSmokeOffset=300, 300, 450 TogglePower=no Spyable=yes ; A spy can do something to this, works like captureable DieSound=PowerPlantDie -ImmuneToPsionics=no ; defaults to yes for buildings, no for others -Drainable=yes +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others +Drainable=no PoweredSpecial=yes ; Allied Barracks @@ -11684,7 +11758,7 @@ UIName=Name:GAPILE Name=Allied Barracks ;needs different Given Name to avoid editor confusion BuildCat=Tech Prerequisite=POWER,GACNST -Strength=500 +Strength=1000 Armor=steel Factory=InfantryType Adjacent=2 @@ -11710,7 +11784,8 @@ DamageSmokeOffset=215,395,200 AIBuildThis=yes Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing -ImmuneToPsionics=no ; defaults to yes for buildings, no for others +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others +InfantryGainSelfHeal=2 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames ; Ore Refinery [GAREFN] @@ -11723,7 +11798,7 @@ Refinery=yes NumberOfDocks=1 Bib=yes Prerequisite=POWER,GACNST -Strength=1000 +Strength=2000 Adjacent=2 Armor=wood TechLevel=1 @@ -11736,7 +11811,7 @@ Soylent=300 Points=80 Power=-50 Storage=200 -Capturable=true +Capturable=no Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 HalfDamageSmokeLocation1=0,0,0 @@ -11753,12 +11828,12 @@ RefinerySmokeOffsetOne=-92, -208, 312 RefinerySmokeOffsetTwo=-92, 208, 312 RefinerySmokeFrames=50 RefinerySmokeParticleSystem=SmallGreySSys; -Spyable=yes +Spyable=no ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west -ImmuneToPsionics=no ; defaults to yes for buildings, no for others +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money -Drainable=yes +Drainable=no ; Allied weapons factory [GAWEAP] @@ -11770,7 +11845,7 @@ WeaponsFactory=yes Prerequisite=PROC,GAPILE,GACNST Factory=UnitType DeployTime=.044 -Strength=1000 +Strength=2000 Armor=wood TechLevel=2 Sight=4 @@ -11780,7 +11855,7 @@ AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-25 -Capturable=true +Capturable=no Crewed=yes Bib=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 @@ -11792,9 +11867,10 @@ DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=408,880,435 AIBuildThis=yes ExitCoord=512,256,0 -Spyable=yes +Spyable=no +UnitsGainSelfHeal=2 ; one 'unit' of SelfHealUnitAmount per SelfHealUnitFrames ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing -ImmuneToPsionics=no ; defaults to yes for buildings, no for others +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck ;GEF Note that the american specific radar is at the end of the allied section @@ -11804,7 +11880,7 @@ UIName=Name:GAAIRC Name=Allied Airforce Command Headquarters BuildCat=Tech Prerequisite=GAREFN,GACNST -Strength=600 +Strength=1200 Armor=steel Adjacent=2 TechLevel=3 @@ -11819,7 +11895,7 @@ Cost=1000 Points=70 Power=-50 Factory=AircraftType -Capturable=true +Capturable=no Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG @@ -11832,8 +11908,8 @@ AIBuildThis=yes NumberOfDocks=4 HasStupidGuardMode=false Radar=yes -Spyable=yes -ImmuneToPsionics=no ; defaults to yes for buildings, no for others +Spyable=no +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others ; Navy shipyard [GAYARD] @@ -11843,7 +11919,7 @@ BuildCat=Tech Prerequisite=PROC,POWER,GACNST WeaponsFactory=yes Factory=UnitType -Strength=1500 +Strength=3000 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone @@ -11873,7 +11949,7 @@ NumberOfDocks=1 AmbientSound=_Amb_WavesLake NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west TargetCoordOffset=300,200,0 -ImmuneToPsionics=no ; defaults to yes for buildings, no for others +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others ; service depot [GADEPT] @@ -11881,7 +11957,7 @@ UIName=Name:GADEPT Name=Allied Service Depot BuildCat=Tech Prerequisite=GAWEAP,GACNST -Strength=1200 +Strength=2400 Armor=wood TechLevel=6 Adjacent=2 @@ -11893,7 +11969,7 @@ AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=800 Points=80 Power=-25 -Capturable=true +Capturable=false Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM @@ -11905,7 +11981,7 @@ DamageSmokeOffset=270, 580, 260 AIBuildThis=no ;taken out to remove useless building - DB HasStupidGuardMode=false NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west -ImmuneToPsionics=no ; defaults to yes for buildings, no for others +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others ; advanced tech center [GATECH] @@ -11913,7 +11989,7 @@ UIName=Name:GATECH Name=Allied Battle Lab BuildCat=Tech Prerequisite=GAWEAP,RADAR,GACNST -Strength=500 +Strength=1000 Armor=wood TechLevel=8 Adjacent=2 @@ -11923,7 +11999,7 @@ AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2000 Points=85 Power=-100 -Capturable=true +Capturable=false Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG @@ -11934,9 +12010,9 @@ ThreatPosed=0 ; This value MUST be 0 for all building addons DamageSmokeOffset=1500, 1055, 815 AIBuildThis=yes TogglePower=no -Spyable=yes +Spyable=no ProtectWithWall=yes -ImmuneToPsionics=no ; defaults to yes for buildings, no for others +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others SuperWeapon=ForceShieldSpecial ;Allied Ore Purifier @@ -11947,13 +12023,13 @@ UIName=Name:GAOREP;Needs its own UINAME eventually BuildCat=Resource Prerequisite=GATECH,PROC,GACNST TechLevel=10 -Strength=900 +Strength=3600 Adjacent=2 Points=30 -Power=-200 +Power=-50 Sight=5 -Armor=wood -Cost=2500 +Armor=concrete +Cost=1250 Soylent=1250 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil @@ -11970,8 +12046,8 @@ Crewed=yes ;Explodes=yes ;DeathWeapon=OilExplosion OrePurifier=yes -;ProduceCashAmount=50 ; Amount every Delay -;ProduceCashDelay=100 ; Frame delay between Amounts +ProduceCashAmount=200 ; Amount every Delay +ProduceCashDelay=60 ; Frame delay between Amounts AIBuildThis=yes TogglePower=no Powered=true @@ -11984,7 +12060,7 @@ UIName=Name:Robocont BuildCat=Resource Prerequisite=GAWEAP,GACNST TechLevel=10 -Strength=600 +Strength=1200 Adjacent=2 Points=30 Power=-100 @@ -12006,8 +12082,8 @@ AIBuildThis=yes TogglePower=yes Powered=true PowersUnit=ROBO;one of these buildings must be present and powered, or else these guys turn off. -ImmuneToPsionics=no ;gs per Dustin, never intended to be yes, defaults to yes for buildings, no for others -Capturable=true +ImmuneToPsionics=yes ;gs per Dustin, never intended to be yes, defaults to yes for buildings, no for others +Capturable=no ; ******************* Base Defenses/Super Weapons *********************** @@ -12017,7 +12093,7 @@ Capturable=true UIName=Name:GAWALL Name=Allied Wall BuildCat=Combat -Strength=300 +Strength=600 Prerequisite=GAPILE Armor=concrete TechLevel=1 @@ -12044,7 +12120,7 @@ GuardRange=5 UIName=Name:GAPILL Name=Allied Pill Box BuildCat=Combat -Strength=400 +Strength=800 Armor=steel Prerequisite=BARRACKS,GACNST TechLevel=1 @@ -12079,6 +12155,9 @@ ImmuneToPsionics=no ; defaults to yes for buildings, no for others AntiInfantryValue=25 AntiArmorValue=10 AntiAirValue=0 +VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT +EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF +Trainable=yes ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) ; SAM @@ -12086,7 +12165,7 @@ AntiAirValue=0 UIName=Name:NASAM Name=Allied Patriot Missile BuildCat=Combat -Strength=900 +Strength=1800 Armor=steel TechLevel=4 Prerequisite=BARRACKS,GACNST @@ -12124,12 +12203,15 @@ HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff VHPScan=Strong -ImmuneToPsionics=no ; defaults to yes for buildings, no for others -Drainable=yes +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others +Drainable=no AntiInfantryValue=0 AntiArmorValue=0 AntiAirValue=25 ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) +VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT +EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF +Trainable=yes ;This existed ; Allied Prism Tower @@ -12139,7 +12221,7 @@ Name=Allied Prism Cannon Image=GAPRIS BuildCat=Combat Prerequisite=POWER,RADAR,GACNST -Strength=600 +Strength=1200 Armor=steel TechLevel=6 Adjacent=2 @@ -12170,12 +12252,15 @@ Powered=yes HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff -ImmuneToPsionics=no ; defaults to yes for buildings, no for others -Drainable=yes +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others +Drainable=no AntiInfantryValue=25 AntiArmorValue=25 AntiAirValue=0 ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) +VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT +EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF +Trainable=yes ; Allied SpySat [GASPYSAT] @@ -12184,7 +12269,7 @@ Name=Allied SpySat Uplink Image=GASPST BuildCat=Combat Prerequisite=GATECH,GACNST -Strength=1000 +Strength=2000 Radar=yes SpySat=yes Armor=wood @@ -12197,7 +12282,7 @@ Cost=1500 Points=0 Power=-100 Powered=true -Capturable=true +Capturable=false Crewed=yes ;Upgrades=2 ;GEF Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 @@ -12218,12 +12303,12 @@ Name=Allied Gap Generator BuildCat=Combat Prerequisite=GATECH,GACNST GapGenerator=yes -GapRadiusInCells=10 -SuperGapRadiusInCells=10 +GapRadiusInCells=20 +SuperGapRadiusInCells=20 TechLevel=7 Adjacent=2 HasRadialIndicator=true -Strength=600 +Strength=1200 Armor=wood Sight=5 Points=30 @@ -12243,7 +12328,7 @@ ThreatPosed=0 ; This value MUST be 0 for all building addons ;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=450, 200, 150 AIBuildThis=yes ; commented out so that it's easier to debug base building -ImmuneToPsionics=no ; defaults to yes for buildings, no for others +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others ;Chrono Sphere [GACSPH] @@ -12254,14 +12339,14 @@ BuildCat=Combat ;Image=NTIRON Prerequisite=GATECH,GACNST TechLevel=10 -Strength=750 +Strength=1500 Powered=true Adjacent=2 Armor=concrete Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil -Cost=2500 +Cost=10000 Points=30 Power=-200 Crewed=yes @@ -12272,9 +12357,9 @@ SuperWeapon=ChronoSphereSpecial Nominal=yes ;SuperWeapon2=ChronoWarpSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons -AIBuildThis=yes +AIBuildThis=no ProtectWithWall=yes -Spyable=yes +Spyable=no ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state BuildLimit=1 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10LG @@ -12290,14 +12375,14 @@ BuildCat=Combat ;Image=NTIRON Prerequisite=GATECH,GACNST TechLevel=10 -Strength=1000 +Strength=2000 Powered=true Adjacent=2 Armor=concrete Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil -Cost=5000 +Cost=15000 Points=30 Power=-200 Crewed=yes @@ -12307,8 +12392,8 @@ Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 SuperWeapon=LightningStormSpecial Nominal=yes ThreatPosed=1 ; This value MUST be 0 for all building addons -AIBuildThis=yes -Spyable=yes +AIBuildThis=no +Spyable=no ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state ProtectWithWall=yes BuildLimit=1 @@ -12326,7 +12411,7 @@ Name=Allied American Airforce Command Headquarters Image=GAAIRC BuildCat=Tech Prerequisite=GAREFN,GACNST -Strength=600 +Strength=1200 Armor=steel Adjacent=2 TechLevel=3 @@ -12341,7 +12426,7 @@ Cost=1000 Points=70 Power=-50 Factory=AircraftType -Capturable=true +Capturable=false Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=4 @@ -12352,16 +12437,16 @@ AIBuildThis=yes NumberOfDocks=4 HasStupidGuardMode=false Radar=yes -Spyable=yes +Spyable=no SuperWeapon=AmericanParaDropSpecial -ImmuneToPsionics=no ; defaults to yes for buildings, no for others +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others [GTGCAN] UIName=Name:GTGCAN Name=Allied Grand Cannon BuildCat=Combat -Strength=900 +Strength=1800 Armor=steel TechLevel=7 Prerequisite=RADAR,GACNST @@ -12369,7 +12454,6 @@ Adjacent=2 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=2000 -RequiredHouses=French ; Can't limit Owner without it showing up as a greyed out button on the sidebar since Prereqs would be met. This is new system Points=30 ; Basically, Owner was meant for Side, not House. (x Houses, 2 Sides) Power=-100 Crewed=no @@ -12398,9 +12482,13 @@ TurretRotateSound=GrandCannonRotate WorkingSound=PowerOn NotWorkingSound=PowerOff BaseNormal=no -AIBuildThis=yes -ImmuneToPsionics=no ; defaults to yes for buildings, no for others -Drainable=yes +AIBuildThis=no +ImmuneToPsionics=yes ; defaults to yes for buildings, no for others +Drainable=no +BuildLimit=2 +VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT +EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF +Trainable=yes @@ -12794,7 +12882,7 @@ Crewed=yes FactoryPlant=yes ;What value should it multiply the cost by? (Defaults to 1) InfantryCostBonus=1 -UnitsCostBonus=0.75 +UnitsCostBonus=0.33 AircraftCostBonus=1 BuildingsCostBonus=1 DefensesCostBonus=1 @@ -12854,7 +12942,7 @@ BaseNormal=no Points=30 Power=0 Crewed=no -Capturable=false +Capturable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG MaxDebris=2 @@ -12897,7 +12985,7 @@ Crewed=no Primary=FlakWeapon LandTargeting=1 NavalTargeting=6 -Capturable=false +Capturable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG MaxDebris=3 @@ -12942,7 +13030,7 @@ Cost=1500 Points=30 Power=-75 Crewed=no -Capturable=false +Capturable=true Overpowerable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;DestroyAnim=NATSLADM @@ -12979,7 +13067,7 @@ Armor=steel BaseNormal=no BuildCat=Combat Prerequisite=NACNST -Capturable=false +Capturable=true ClickRepairable=yes Cost=500 Crewed=no @@ -12999,6 +13087,7 @@ CanOccupyFire=yes AntiInfantryValue=25 AntiArmorValue=10 AntiAirValue=0 +ImmuneToPsionics=no ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) ;Iron Curtain @@ -13007,9 +13096,9 @@ UIName=Name:NAIRON Name=Soviet Iron Curtain Device BuildCat=Combat ;Image=NAIRON -Prerequisite=NATECH,NACNST +Prerequisite=GATECH,GACNST TechLevel=10 -Strength=750 +Strength=1500 Powered=true Adjacent=2 Armor=concrete @@ -13017,7 +13106,7 @@ Sight=4 Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil -Cost=2500 +Cost=10000 Points=30 Power=-200 Crewed=yes @@ -13029,9 +13118,9 @@ MinDebris=5 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM SuperWeapon=IronCurtainSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons -AIBuildThis=yes +AIBuildThis=no ProtectWithWall=yes -Spyable=yes +Spyable=no ChargedAnimTime=1 BuildLimit=1 @@ -13043,15 +13132,15 @@ Name=Soviet Nuclear Missile Silo BuildCat=Combat SuperWeapon=NukeSpecial ;HY SuperWeapon2=ChemicalSpecial -Prerequisite=NATECH,NACNST -Strength=1000 +Prerequisite=GATECH,GACNST +Strength=2000 Armor=concrete TechLevel=10 Adjacent=2 Sight=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil -Cost=5000 +Cost=15000 Points=30 Power=-200 Crewed=yes @@ -13067,11 +13156,11 @@ NukeSilo=yes Nominal=yes RevealToAll=yes HasStupidGuardMode=false -Spyable=yes +Spyable=no ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state Geoff is god! ;DeathWeapon=NukePayload ;Explodes=Yes -AIBuildThis=yes +AIBuildThis=no ProtectWithWall=yes BuildLimit=1 DamageSelf=yes @@ -13251,7 +13340,7 @@ Soylent=1500 Points=80 Power=0;-50 Storage=200 -Capturable=false;gs true +Capturable=true;gs true ;Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 HalfDamageSmokeLocation1=0,0,0 @@ -13278,7 +13367,7 @@ SlaveReloadRate=25 ;Ugh. Now that placed as building, problem arises from managing to get a SMIN as vehicle (Campaign map, crate). Both get this listing now, and Brain transplant will check to make sure extra one is not created Spyable=yes ;NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west -ImmuneToPsionics=yes ; defaults to yes for buildings, no for others +ImmuneToPsionics=no ; defaults to yes for buildings, no for others BaseNormal=no UndeploysInto=SMIN ClickRepairable=no @@ -13502,7 +13591,7 @@ Points=30 Power=-50 Grinding=yes Crewed=yes -Capturable=false +Capturable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 @@ -13533,7 +13622,7 @@ Points=30 Power=-200 Cloning=yes Crewed=yes -Capturable=false +Capturable=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 @@ -13546,7 +13635,7 @@ DamageSmokeOffset=480,96,125 AIBuildThis=yes CreateUnitSound=CloningVatsCreate BuildLimit=1 - +ImmuneToPsionics=no ; ********************Yuri Base Defenses/Super Weapons *********************** @@ -13598,7 +13687,7 @@ BaseNormal=no Points=30 Power=-50 Crewed=no -Capturable=false +Capturable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=3 @@ -13692,7 +13781,7 @@ AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=1500 Power=-100 Powered=true -Capturable=false +Capturable=true Crewed=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM @@ -13702,7 +13791,7 @@ ThreatPosed=30 ; This value MUST be 0 for all building addons ;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=450, 200, 150 AIBuildThis=yes -ImmuneToPsionics=yes ; defaults to yes for buildings, no for others +ImmuneToPsionics=no ; defaults to yes for buildings, no for others PipScale=MindControl PipsDrawForAll=yes;gs don't have to be allied to see pips (Building property) DetectDisguise=yes @@ -13729,7 +13818,7 @@ Cost=400 Points=60 Power=0 Powered=false -Capturable=false +Capturable=true Crewed=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm @@ -13755,9 +13844,9 @@ UIName=Name:YAGNTC Name=Yuri Genetic Mutator Device BuildCat=Combat ;Image=NAIRON -Prerequisite=YATECH,YACNST +Prerequisite=GATECH,GACNST TechLevel=10 -Strength=1000 +Strength=1500 Powered=true Adjacent=2 Armor=concrete @@ -13765,7 +13854,7 @@ Sight=5 Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil -Cost=2500 +Cost=10000 Points=30 Power=-200 Crewed=yes @@ -13777,9 +13866,9 @@ MinDebris=5 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM SuperWeapon=GeneticConverterSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons -AIBuildThis=yes +AIBuildThis=no ProtectWithWall=yes -Spyable=yes +Spyable=no ChargedAnimTime=1 BuildLimit=1 @@ -13789,16 +13878,16 @@ UIName=Name:YAPPET Name=Yuri Puppet Master ;Image=GAWETH BuildCat=Combat -Prerequisite=YATECH,YACNST +Prerequisite=GATECH,GACNST TechLevel=10 -Strength=1000 +Strength=2000 Powered=true Adjacent=2 Armor=concrete Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil -Cost=5000 +Cost=15000 Points=30 Power=-200 Crewed=yes @@ -13808,8 +13897,8 @@ Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 SuperWeapon=PsychicDominatorSpecial Nominal=yes ThreatPosed=1 ; This value MUST be 0 for all building addons -AIBuildThis=yes -Spyable=yes +AIBuildThis=no +Spyable=no ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state ProtectWithWall=yes BuildLimit=1 @@ -13834,7 +13923,7 @@ AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=600 Points=40 ;Power=150 -Capturable=False +Capturable=true Crewed=No Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp ;Upgrades=2 @@ -13847,7 +13936,7 @@ DamageSmokeOffset=300, 300, 450 ;TogglePower=Yes Spyable=No ; A spy can do something to this, works like captureable DieSound=PowerPlantDie -ImmuneToPsionics=Yes ; defaults to yes for buildings, no for others +ImmuneToPsionics=no ; defaults to yes for buildings, no for others UnitAbsorb=No ;CanBeOccupied=yes ;MaxNumberOccupants=5 @@ -13940,8 +14029,8 @@ Unsellable=yes Explodes=yes DeathWeapon=OilExplosion ProduceCashStartup=1000 ; credits when captured from the Neutral house -ProduceCashAmount=20 ; Amount every Delay -ProduceCashDelay=100 ; Frame delay between Amounts +ProduceCashAmount=40 ; Amount every Delay +ProduceCashDelay=60 ; Frame delay between Amounts WorkingSound=OilDerrickLoop LeaveRubble=yes RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) @@ -13968,7 +14057,7 @@ Unsellable=yes Ammo=5 ;SuperWeapon=ParaDropSpecial LeaveRubble=yes -Power=200 +Power=400 RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) [CAMACH] @@ -14379,20 +14468,21 @@ DieSound=MonumentCrumble [NAPSYB] UIName=Name:NAPSYB Name=Psychic Beacon -BuildCat=Tech -Prerequisite=NATECH -Strength=750 +BuildCat=Combat +Primary=SuperMindControl +Prerequisite=GATECH,GACNST +Strength=1500 Armor=wood -TechLevel=-1 +TechLevel=10 Adjacent=2 Sight=10 ;PsychicDetectionRadius=15 -Owner=Russians,Confederation,Africans,Arabs,YuriCountry -Cost=1000 +Owner=British,French,Germans,Americans,Alliance +Cost=20000 Points=50 -Power=-100 +Power=-200 Powered=true -Capturable=true +Capturable=false Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg @@ -14407,6 +14497,11 @@ DetectDisguise=yes BaseNormal=yes AmbientSound=PsychicAmplifierLoop DieSound=PsychicAmplifierDie +ImmuneToPsionics = yes;Is the unit immune to psionics (def=yes for buildings, no for others)? +BuildLimit=1 +VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT +EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF +Trainable=yes ;Psychic Amplifier [NAPSYA] @@ -22480,9 +22575,9 @@ Bright=true ; pill box gun [Vulcan2] -Damage=50 -ROF=26 -Range=5.5 +Damage=75 +ROF=17.33 +Range=8.25 Projectile=InvisibleLow Speed=100 Warhead=SA @@ -22536,9 +22631,9 @@ Warhead=AP ;SAM missile [RedEye2] -Damage=75 -ROF=55 -Range=12 +Damage=112.5 +ROF=36.67 +Range=18 Projectile=AAHeatSeeker Speed=100 Warhead=SAMWH @@ -22547,9 +22642,9 @@ TurboBoost=yes ;Hover Missile [HoverMissile] -Damage=25 -ROF=50 -Range=6 +Damage=37.5 +ROF=33.3 +Range=7 Burst=2 Projectile=AAHeatSeeker2 Speed=40 @@ -22559,9 +22654,9 @@ MinimumRange=1 ;GI Missile Launcher [MissileLauncher] -Damage=40 -ROF=40 -Range=8 +Damage=60 +ROF=26.67 +Range=9 Burst=1 Projectile=AAHeatSeeker2 ;AirToGroundMissile Speed=30 ;40 @@ -22609,9 +22704,9 @@ MinimumRange=1 ; Aegis missile [Medusa] -Damage=100 -ROF=15 -Range=12 +Damage=200 +ROF=7.5 +Range=18 Speed=120 Projectile=MedusaProjectile Warhead=SAMWH @@ -22836,11 +22931,11 @@ Warhead=HollowPoint Report=SILENCER [Sapper] -Damage=2500 ; a boatload (get it?) -ROF=100 -Range=1.5 +Damage=9999 ; a boatload (get it?) +ROF=66.67 +Range=2.5 CellRangefinding=yes -Projectile=Invisible;Invisible5 +Projectile=Invisible5 ;AntiNaval=yes ;AntiUnderwater=yes ;AntiOrganic=no;to make exception for squid and dolphin @@ -22912,9 +23007,9 @@ Report=InitiateAttack OccupantAnim=UCINIT [M60] -Damage=15 -ROF=20 -Range=4 +Damage=22.5 +ROF=13.33 +Range=5 Projectile=InvisibleLow Speed=100 Warhead=SA @@ -22923,9 +23018,9 @@ Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OccupantAnim=UCFLASH [Para] -Damage=25;23 -ROF=15 -Range=5 +Damage=37.5;23 +ROF=10 +Range=6 Projectile=InvisibleLow Speed=100 Warhead=SSA @@ -22966,18 +23061,18 @@ Report=WarMinerAttack Anim=GUNFIRE [20mm] -Damage=25 -ROF=30 -Range=5 +Damage=37.5 +ROF=20 +Range=6 Projectile=Invisible3 Speed=100 Warhead=SSA Report=RocketeerAttack [MP5] -Damage=125 +Damage=100 ROF=10 -Range=6 +Range=7 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint @@ -22985,19 +23080,19 @@ Report=SealAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [DoublePistols] -Damage=125 -ROF=5 -Range=6 -Projectile=InvisibleLow +Damage=250 +ROF=2.5 +Range=9 +Projectile=InvisibleAll Speed=100 Warhead=HollowPoint2 Report=TanyaAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [AKM] -Damage=65 -ROF=20 -Range=7 +Damage=81.25 +ROF=13.33 +Range=8 Projectile=InvisibleLow Speed=100 Warhead=BORISWH @@ -23044,14 +23139,13 @@ Warhead=HollowPoint Report=ClintAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) - [ChronoMP5] -Damage=125 -ROF=10 -Range=6 +Damage=187.5 +ROF=6.67 +Range=7 Projectile=InvisibleLow Speed=100 -Warhead=HollowPointNoBuilding +Warhead=HollowPoint Report=SealAttack [FakeC4] @@ -23066,13 +23160,13 @@ Report=SealPlaceBomb SabotageCursor=yes ;gs instead of normal fire cursor to avoid confusion [AWP] -Damage=125 -ROF=150 -Range=14 -Projectile=InvisibleLow +Damage=250 +ROF=75 +Range=21 +Projectile=InvisibleAll Speed=100 Report=SniperAttack -Warhead=HollowPoint +Warhead=HollowPoint3 RevealOnFire=no ; Doesn't clear shroud when fired [Virusgun] @@ -23110,9 +23204,9 @@ Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ; Blackhawks gun (from QuadCannon) [BlackHawkCannon] -Damage=35 -ROF=40 -Range=6 +Damage=52.5 +ROF=60 +Range=7 Projectile=QuadShell Speed=100 Warhead=SA @@ -23144,24 +23238,24 @@ Burst=2 ; air-to-surface homing missile (launched from helicopter) [Maverick] -Damage=150 +Damage=225 ROF=10 -Range=6 +Range=7 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker -Speed=70 -Warhead=ORCAAP +Speed=35 +Warhead=NUKE Report=IntruderAttack -Burst=1;2 +Burst=1 +RadLevel=500 [Maverick2] -Damage=200 +Damage=300 ROF=10 -Range=6 +Range=7 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=BlackEagleAttack -Burst=1;2 [Maverick3] Damage=750 @@ -23200,18 +23294,18 @@ Warhead=HE Report=scrin5b [HornetBomb] -Damage=40 -ROF=3 -Range=5 +Damage=60 +ROF=2 +Range=6 Projectile=NormalBomb Speed=30 Warhead=ORCAAP Report=HornetAttack [ASWBomb] -Damage=50 -ROF=3 -Range=3 +Damage=75 +ROF=2 +Range=4 Projectile=DepthCharge Speed=30 Warhead=APSplash @@ -23236,7 +23330,7 @@ Bright=yes [DredCollision] ;dread missile does this when it hits Damage=200 ROF=20 -Range=1.75 +Range=2.75 Projectile=DredMissile Speed=30 Warhead=AP @@ -23245,9 +23339,9 @@ Bright=yes CellRangefinding=yes [ASWCollision] ;A crashing ASW turns into this bullet at the last second -Damage=100 -ROF=20 -Range=3 +Damage=125 +ROF=13.33 +Range=4 Projectile=AAHeatSeeker2 ; will be ASW shaped bullet Speed=30 Warhead=AP @@ -23315,9 +23409,9 @@ Bright=yes ; anti-armor weapon [105mm] -Damage=65 -ROF=60 -Range=5 +Damage=97.5 +ROF=40 +Range=6 Projectile=Cannon Speed=40 Warhead=AP @@ -23375,9 +23469,9 @@ Anim=GUNFIRE Bright=yes [Robogun] -Damage=65 -ROF=60 -Range=5 +Damage=97.5 +ROF=40 +Range=7 Projectile=Cannon Speed=60 Warhead=AP @@ -23387,15 +23481,16 @@ Bright=yes ; Tank Destroyer gun [SABOT] -Damage=150 ;was 135 -ROF=70 -Range=5 +Damage=225 ;was 135 +ROF=46.67 +Range=6 Projectile=Cannon Speed=60 Warhead=UltraAP Report=TankDestroyerAttack Anim=GUNFIRE Bright=yes +OmniFire=yes ; Howitzer gun [HowitzerGun] @@ -23442,9 +23537,9 @@ Report=ApocalypseAttackAir ; artillery cannon [155mm] -Damage=60 -ROF=110 -Range=8 +Damage=90 +ROF=73.33 +Range=9 MinimumRange=0 Projectile=Ballistic Speed=10 @@ -23452,6 +23547,7 @@ Warhead=ARTYHE Report=DestroyerAttack Anim=GUNFIRE Lobber=no +OmniFire=yes ;Lobber=yes ; artillery cannon @@ -23482,10 +23578,10 @@ Warhead=Special ; Dreadnought missile [DredLauncher] -Damage=50 -ROF=50 +Damage=75 +ROF=33.33 Burst=2 -Range=25 +Range=-2 ;Range=-2 MinimumRange=8; the missiles need time to align Spawner=yes @@ -23537,13 +23633,13 @@ FireInTransport=no;can't fire out of the BattleFortress ; Dog humping [GoodTeeth] -Damage=30 -ROF=30 -Range=1.5 +Damage=9999 +ROF=20 +Range=2.5 CellRangefinding=yes Projectile=ADOGJUMP -Speed=30 -Warhead=ParasiteDog ; infantry only version +Speed=60 +Warhead=ParasiteDogNoBuilding ; infantry only version LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet) Report=DogAttack FireInTransport=no;can't fire out of the BattleFortress @@ -23644,9 +23740,9 @@ Report=SquidAttackNonShip ; Carrier's rangefinder virtual weapon [HornetLauncher] -Damage=1 -ROF=150 -Range=25 +Damage=1.5 +ROF=100 +Range=-2 ;Range=-2 ; infinite Spawner=yes Projectile=Invisible @@ -23668,10 +23764,10 @@ OmniFire=yes ; Sonic Zap [SonicZap] -Damage=4 -AmbientDamage=10 -ROF=120 -Range=6 +Damage=6 +AmbientDamage=15 +ROF=80 +Range=7 ;Projectile=Null Projectile=Sonic Speed=100 @@ -23748,11 +23844,11 @@ Projectile=InvisibleLow ; Fire by Chrono Legion [NeutronRifle] -Damage=8 -ROF=120 -Range=5 +Damage=16 +ROF=60 +Range=7.5 Speed=100 -Projectile=InvisibleMedium;GEF Chrono Legionaires can now shoot over walls ;InvisibleLow +Projectile=InvisibleAll;GEF Chrono Legionaires can now shoot over walls ;InvisibleLow Warhead=ChronoBeam Report=ChronoLegionAttack IsRadBeam=yes @@ -23784,9 +23880,9 @@ Report=DesolatorDeploy ; Fire by Prism Cannon [PrismShot] -Damage=120 -ROF=45 ;60 -Range=8 +Damage=180 +ROF=30 ;60 +Range=12 Speed=100 Projectile=InvisibleHigh Warhead=PrismWarhead @@ -23831,9 +23927,9 @@ Report=PrismTowerAttack ; Prism Cannon support beam [PrismSupport] -Damage=200 -ROF=45 ;60 -Range=8 +Damage=300 +ROF=30 ;60 +Range=16 Speed=100 Projectile=InvisibleHigh Warhead=DummyWarhead @@ -24007,11 +24103,11 @@ FireOnce=yes FireInTransport=no;can't fire out of the BattleFortress [NukePayload] -Damage=600 +Damage=1200 Range=30 Projectile=GiantNukeDown ;MultiMissile Speed=10 -RadLevel=500 +RadLevel=9999 Warhead=NUKE Report= @@ -24029,6 +24125,17 @@ Speed=100 Warhead=SA Report=CivAttack +[MindControl2E] +Damage=5 ;Number of mind control links +ROF=133.33 +Range=8 +Projectile=PsychicControl +Speed=100 +Warhead=ControllerBuilding +;Report=YuriMindControl +Anim=YURICNTL +FireOnce=yes + [MindControl] Damage=1;Number of mind control links ROF=200 @@ -24041,9 +24148,9 @@ Anim=YURICNTL FireOnce=yes [SuperMindControl] -Damage=1;Number of mind control links -ROF=200 -Range=7 +Damage=9999;Number of mind control links +ROF=1 +Range=40 Projectile=PsychicControl Speed=100 Warhead=ControllerBuilding @@ -24154,9 +24261,9 @@ TerrainFire=yes ; I get an attack cursor on Trees and rocks. Report=MirageTankDisguise [MirageGun] -Damage=100 -ROF=70 -Range=7 +Damage=150 +ROF=46.67 +Range=8 Projectile=InvisibleLow Speed=100 Warhead=MirageWH @@ -24168,9 +24275,9 @@ DisguiseFakeBlinkTime=15 ; when a mirage fires, its disguise blinks for this lon RevealOnFire=no ; Doesn't clear shroud when fired [GrandCannonWeapon] -Damage=150 -ROF=120 -Range=15 +Damage=300 +ROF=60 +Range=40 MinimumRange=3 Projectile=GrandCannonBall Speed=1 @@ -24278,9 +24385,9 @@ DrainWeapon=yes FireWhileMoving=no [Comet] -Damage=100 -ROF=100 -Range=10 +Damage=150 +ROF=66.67 +Range=11 Projectile=LargeCometP Speed=40 Report=PrismTankAttack @@ -24776,9 +24883,9 @@ Burst=2 ; anti-armor weapon [105mmE] -Damage=65 -ROF=50 -Range=5 +Damage=97.5 +ROF=33.33 +Range=6 Projectile=Cannon Speed=40 Warhead=GRIZAPE @@ -24814,9 +24921,9 @@ Bright=yes Burst=2 [20mmE] -Damage=25 -ROF=5 -Range=5 +Damage=37.5 +ROF=3.33 +Range=6 Projectile=Invisible3 Speed=100 Warhead=SSA @@ -24824,9 +24931,9 @@ Report=RocketeerAttack [155mmE] -Damage=60 -ROF=110 -Range=8 +Damage=90 +ROF=73.33 +Range=9 MinimumRange=0 Projectile=Ballistic Speed=10 @@ -24885,9 +24992,9 @@ AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters ne [SuperComet] -Damage=150 -ROF=100 -Range=10 +Damage=225 +ROF=66.67 +Range=11 Projectile=SuperCometP Speed=10 Report=PrismTankAttack @@ -24901,9 +25008,9 @@ LaserDuration = 15 IsLaser=true ; this flag tells the game to use the special laser draw effect [SuperCometFragment] -Damage=50 -ROF=100 -Range=5 +Damage=75 +ROF=66.67 +Range=6 Projectile=SuperSmallCometP Speed=10 Report= @@ -24917,9 +25024,9 @@ LaserDuration = 15 IsLaser=true ; this flag tells the game to use the special laser draw effect [MirageGunE] -Damage=150 -ROF=80 -Range=9 +Damage=225 +ROF=53.33 +Range=10 Projectile=InvisibleLow Speed=100 Warhead=MirageWH @@ -24969,11 +25076,11 @@ FireInTransport=no;can't fire out of the BattleFortress ; Fire by Chrono Legion [NeutronRifleE] -Damage=16 -ROF=120 -Range=5 +Damage=32 +ROF=60 +Range=10 Speed=100 -Projectile=InvisibleLow +Projectile=InvisibleAll Warhead=ChronoBeam Report=ChronoLegionAttack IsRadBeam=yes @@ -24992,23 +25099,25 @@ IsMagBeam=yes [MaverickE] Damage=300 -ROF=10 -Range=9 +ROF=6.67 +Range=10 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker -Speed=70 -Warhead=ORCAAP +Speed=20 +Warhead=NUKE Report=IntruderAttack -Burst=1;4 +Burst=1 +RadLevel=1000 + [Maverick2E] -Damage=400 -ROF=10 -Range=9 +Damage=600 +ROF=6.67 +Range=10 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=BlackEagleAttack -Burst=1;2 +Burst=2;2 [Maverick3E] Damage=400 @@ -25021,9 +25130,9 @@ Report=BlackEagleAttack Burst=2 [HornetBombE] -Damage=80 -ROF=3 -Range=5 +Damage=120 +ROF=1.33 +Range=6 Projectile=NormalBomb Speed=30 Warhead=ARTYHE @@ -25087,10 +25196,10 @@ Burst=4 [SonicZapE] -Damage=8 -AmbientDamage=15 -ROF=80 -Range=6 +Damage=12 +AmbientDamage=22.5 +ROF=53.33 +Range=7 ;Projectile=Null Projectile=Sonic Speed=100 @@ -25102,9 +25211,9 @@ Burst=2 DecloakToFire=no [HoverMissileE] -Damage=80 -ROF=50 -Range=6 +Damage=120 +ROF=33.33 +Range=7 Burst=4 Projectile=AAHeatSeeker2 Speed=40 @@ -25113,9 +25222,9 @@ Report=SeawolfAttack MinimumRange=1 [MissileLauncherE] -Damage=50 -ROF=20 -Range=8 +Damage=75 +ROF=13.33 +Range=9 Burst=1 Projectile=AAHeatSeeker2 ;AirToGroundMissile Speed=40 @@ -25136,19 +25245,19 @@ Report=SeawolfAttack MinimumRange=1 [AWPE] -Damage=125 -ROF=60 -Range=14 -Projectile=InvisibleLow +Damage=250 +ROF=30 +Range=21 +Projectile=InvisibleAll Speed=100 Report=SniperAttack -Warhead=HollowPoint +Warhead=HollowPoint3 RevealOnFire=no ; Doesn't clear shroud when fired [MP5E] -Damage=125 -ROF=10 -Range=6 +Damage=187.5 +ROF=6.67 +Range=7 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint @@ -25177,9 +25286,9 @@ Bright=yes Burst=2 [SABOTE] -Damage=175 -ROF=60 -Range=6.75 +Damage=262.5 +ROF=40 +Range=7.75 Projectile=Cannon Speed=60 Warhead=UltraAPE @@ -25187,6 +25296,7 @@ Report=TankDestroyerAttack Anim=VTMUZZLE Bright=yes Burst=2 +OmniFire=yes [20mmRapidE] Damage=50 @@ -25213,9 +25323,9 @@ FireOnce=yes ; Aegis missile [MedusaE] -Damage=100 -ROF=5 -Range=14 +Damage=200 +ROF=7.5 +Range=21 Speed=150 Projectile=MedusaProjectile Warhead=SAMWH @@ -25225,24 +25335,25 @@ OmniFire=yes Burst=2 [DoublePistolsE] -Damage=125 -ROF=10 -Range=8 -Projectile=InvisibleLow +Damage=250 +ROF=5 +Range=12 +Projectile=InvisibleAll Speed=100 Warhead=HollowPoint2 Report=TanyaAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [AKME] -Damage=90 -ROF=20 -Range=9 -Projectile=InvisibleLow +Damage=135 +ROF=13.33 +Range=10 +Projectile=InvisibleAll Speed=100 Warhead=BORISWH Report=BorisAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) +OmniFire=yes ; Squid wants some boat lovin' [SquidGrabE] @@ -25271,9 +25382,9 @@ Warhead=HE Report=SquidAttackNonShip [M60E] -Damage=25 -ROF=20 -Range=4 +Damage=37.5 +ROF=13.33 +Range=5 Projectile=InvisibleLow Speed=100 Warhead=SA @@ -25283,9 +25394,9 @@ OccupantAnim=UCFLASH ;This was changed to be different from RA2. - DB [ParaE] -Damage=25 -ROF=15 -Range=6 +Damage=37.5 +ROF=10 +Range=7 Projectile=InvisibleLow Speed=100 Warhead=SSA @@ -25364,8 +25475,8 @@ AG=no [Invisible5] Inviso=yes Image=none -AA=no -AG=no +AA=yes +AG=yes ;AN=yes [InvisibleVertical] @@ -25381,6 +25492,13 @@ SubjectToCliffs=yes SubjectToElevation=yes SubjectToWalls=yes +[InvisibleLowAll] +Inviso=yes +Image=none +SubjectToCliffs=yes +SubjectToElevation=yes +SubjectToWalls=yes + ; PCG; Use this for weapons that are invisble but are subject to cliffs, elevation and walls. [InvisibleMedium] Inviso=yes @@ -25389,6 +25507,16 @@ SubjectToCliffs=yes SubjectToElevation=yes SubjectToWalls=no +[InvisibleMediumAll] +Inviso=yes +Image=none +AA=yes +AG=yes +SubjectToCliffs=yes +SubjectToElevation=yes +SubjectToWalls=no + + ; PCG; Use this for weapons that can fire over walls and up cliffs. [InvisibleHigh] Inviso=yes @@ -25409,6 +25537,7 @@ AG=yes ;Image=YURBLANK ; an invisible missile with a trailer ;ROT=100 Inviso=yes +AA=yes Image=none ;Shadow=no ;Proximity=yes @@ -25503,7 +25632,7 @@ Image=ADOGP ;Hmm...Requires an Image entry to get at Rotates=. Violates the sam AA=no ;AN=no Arm=2 -ROT=8 ;requires to use Rotates +ROT=10 ;requires to use Rotates Shadow=no Proximity=yes Ranged=yes @@ -25688,8 +25817,6 @@ Shadow=no ;Proximity=yes Proximity=no Ranged=yes -AA=no -AG=yes Image=DRAGON ROT=100 ;was 60 SubjectToCliffs=no @@ -25741,7 +25868,7 @@ Arm=1 High=yes Shadow=no AA=yes -AG=no +AG=yes ;AN=no Image=MEDUSA CourseLockDuration=15 @@ -25806,7 +25933,7 @@ Level=no Image=120MM ; put in new art for this Arcing=true SubjectToCliffs=no -SubjectToElevation=yes +SubjectToElevation=no SubjectToWalls=no [FlakProj] ; AA bullet for Flak Cannon and Flak Track. @@ -26872,7 +26999,7 @@ ProneDamage=50% ;PercentAtMax=1 Wall=yes Wood=yes -Verses=2%,2%,2%,100%,40%,100%,2%,2%,2%,2%,100% ; can only be used on armor +Verses=30%,30%,30%,100%,40%,100%,30%,30%,30%,30%,100% ; can only be used on armor Conventional=yes InfDeath=3 AnimList=S_CLSN30 @@ -26884,7 +27011,7 @@ ProneDamage=50% ;PercentAtMax=1 Wall=yes Wood=yes -Verses=2%,2%,2%,100%,50%,100%,2%,2%,2%,100%,100% ; can only be used on armor +Verses=30%,30%,30%,100%,50%,100%,30%,30%,30%,100%,100% ; can only be used on armor Conventional=yes InfDeath=3 AnimList=VTEXPLOD @@ -26945,7 +27072,7 @@ CellSpread=0 Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,100% [HollowPointNoBuilding] -Verses=200%,100%,75%,1%,1%,1%,0%,0%,0%,75%,100% ; see note in comments above about 1% +Verses=200%,100%,100%,1%,1%,1%,1%,1%,1%,1%,100% ; see note in comments above about 1% InfDeath=1 AnimList=PIFF ProneDamage=100% @@ -27042,7 +27169,7 @@ ProneDamage=600% ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [HollowPoint] -Verses=200%,100%,100%,1%,1%,1%,1%,1%,1%,1%,100% ; see note in comments above about 1% +Verses=200%,100%,100%,15%,15%,15%,15%,15%,15%,15%,100% ; see note in comments above about 1% InfDeath=1 AnimList=PIFF ProneDamage=100% @@ -27050,14 +27177,14 @@ Bullets=yes ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [HollowPoint2] -Verses=100%,100%,100%,0%,0%,0%,1%,1%,1%,1%,100% +Verses=100%,100%,100%,15%,15%,15%,15%,15%,15%,15%,100%; InfDeath=1 AnimList=PIFF ProneDamage=100% Bullets=yes [HollowPoint3] -Verses=100%,100%,100%,2%,2%,2%,2%,2%,2%,100%,100% +Verses=100%,100%,100%,30%,30%,30%,30%,30%,30%,100%,100% InfDeath=1 AnimList=PIFF ProneDamage=100% @@ -27135,6 +27262,12 @@ Parasite=yes InfDeath=1 Rocker=yes +[ParasiteDogNoBuilding];Woof woof +Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% +Parasite=yes +InfDeath=1 +Rocker=yes + [ParasitePlus]; SquidGrab Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Parasite=yes @@ -27215,7 +27348,7 @@ AnimList=MININUKE [NUKE] CellSpread=10 -PercentAtMax=.02 ;used to be .8 +PercentAtMax=1 ;used to be .8 WallAbsoluteDestroyer=yes Wood=yes Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100% @@ -27234,9 +27367,9 @@ Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=9 [MutateExplosion] -CellSpread=5;2 +CellSpread=10;2 PercentAtMax=1 -Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% +Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,0%,0% InfDeath=9 [NukeMaker] @@ -27409,7 +27542,7 @@ AnimList=EXPLOMED,EXPLOLRG Sparky=no [SAMWH] -CellSpread=.3 +CellSpread=.75 PercentAtMax=1 Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% InfDeath=3 @@ -27470,8 +27603,8 @@ MakesDisguise=yes ; will need to be balanced in the second pass. [GrandCannonWH] -CellSpread=2 -PercentAtMax=.2 +CellSpread=3 +PercentAtMax=.5 Wall=yes Wood=yes Sparky=no @@ -27555,8 +27688,8 @@ InfDeath=7 [DominatorWH] -CellSpread=7;6; just for the damage now. Capture range is DominatorCaptureRange -PercentAtMax=.2 +CellSpread=10;6; just for the damage now. Capture range is DominatorCaptureRange +PercentAtMax=1 Verses=0%,0%,0%,0%,0%,0%,100%,100%,6%,0%,0% [PJABWH] @@ -27567,7 +27700,7 @@ Bullets=yes ProneDamage=80% [BORISWH] -Verses=200%,200%,100%,50%,50%,50%,1%,1%,1%,100%,100% +Verses=200%,200%,100%,50%,50%,50%,15%,15%,15%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes @@ -30799,7 +30932,7 @@ ChargingVoice= ImpatientVoice= SuspendVoice= ;RechargeTime=0.1 -RechargeTime=10 +RechargeTime=15 Type=MultiMissile SidebarImage=NukeIcon Action=Nuke @@ -30893,7 +31026,7 @@ RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= -RechargeTime=10 +RechargeTime=15 Type=LightningStorm Action=LightningStorm SidebarImage=BOLTICON @@ -30911,7 +31044,7 @@ RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= -RechargeTime=7 +RechargeTime=5 Type=ChronoSphere Action=ChronoSphere SidebarImage=CHROICON @@ -30977,13 +31110,13 @@ RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= -RechargeTime=10 +RechargeTime=15 Type=PsychicDominator Action=PsychicDominator SidebarImage=PDOMICON ShowTimer=yes DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox -Range=1.4 +Range=10 LineMultiplier=3 [SpyPlaneSpecial] @@ -30994,7 +31127,7 @@ RechargeVoice= ChargingVoice= ImpatientVoice= SuspendVoice= -RechargeTime=4 +RechargeTime=60 Type=SpyPlane Action=SpyPlane SidebarImage=SPYPICON @@ -31016,7 +31149,7 @@ Action=GeneticConverter SidebarImage=MUTEICON ShowTimer=yes DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox -Range=5 +Range=7 LineMultiplier=3 [PsychicRevealSpecial]