; Dune II - The Maker ; ; A remake of ; ; Dune II - The Battle for Arrakis by Westwood Studios ; ; ; file created at 24/12/02 ; ; Author: Stefan Hendriks ; Contact: [email protected] ; Website: http://www.fundynamic.nl ; http://arrakis.dune2k.com ; ; Description: ; This file defines the rules of the game. It descibes the strenght of units and ; structures. The build speed. The harvest speed. The costs, etc. ; ; Copyright notice: ; DUNE 2 is (C) by Westwood Studio’s. If you like this game, buy it. ; ; Rules: ; “;”, “#” or “//” is a comment. It cannot be used AFTER a line. ; Everything is case sensitive ;
[HOUSES] GENERAL_SWAPCOLOR = 128 GENERAL_MINIMAPCOLOR = 128,128,128
HARKONNEN_SWAPCOLOR = -1 HARKONNEN_MINIMAPCOLOR = 255,0,0 ATREIDES_SWAPCOLOR = 160 ATREIDES_MINIMAPCOLOR = 0,0,255 ORDOS_SWAPCOLOR = 176 ORDOS_MINIMAPCOLOR = 0,255,0 MERCENARY_SWAPCOLOR = 192 MERCENARY_MINIMAPCOLOR = 214,121,16 SARDAUKAR_SWAPCOLOR = 208 SARDAUKAR_MINIMAPCOLOR = 255,0,255
FREMEN_SWAPCOLOR = 224 FREMEN_MINIMAPCOLOR = 194,125,60 CORRINO_SWAPCOLOR = 136 CORRINO_MINIMAPCOLOR = 192,192,192
[UNITS] ; ======================================================== ; Unit types ; ======================================================== ; ; 2 Timers used for units. ; 1 Timer for moving; 100 ticks a second timer. ; 1 Timer for thinking; 10 ticks a second timer (building speed as well). ; ; For assigning speed to a unit, give amount of ticks needed for moving 1 pixel. ; This means, 0 ticks, is move as fast as possible (fastest). The more ticks ; the slower the movement. ; ; Same rules go for building, turning, move speed, attack (frequency) speed. ; ; The higher the number, the slower the units (the more ticks it needs to ; move one pixel). So MoveSpeed=0 is fastest. Movespeed 10000 will make the ; unit uber slow. ; ; UNIT NAMES MUST BE IN CAPITAL, DO NOT CHANGE THIS OR UNITS WILL NOT BE ; IDENTIFIED WHEN READING THE INI FILE (AN ERROR WILL APPEAR ON LOADING).
; ----------------- ; Unit: Sandworm ; ----------------- [UNIT: SANDWORM] ; Unit properties HitPoints=2500 ; Amount of units it can eat, after eating the last unit it will die (to be respawned later) Appetite=3
; ----------------- ; Unit: Ornithopter ; ----------------- [UNIT: ORNITHOPTER] ; Unit properties HitPoints=40 MoveSpeed=0 TurnSpeed=2 ; Attackfrequency is used a bit differently for ornithopters, they have a ; stalled thinking after they have launched their rockets. AttackFrequency=2 ; Sight will not help ornithopters, they will NOT clear any shroud - unles firing Sight=0 ; Range determines when we are close enough to fire! Range=9
; Build properties + Sidebar BuildTime=40 Cost=500
; ----------------- ; Unit: Carry-All ; ----------------- [UNIT: CARRYALL] ; Unit properties HitPoints=50 MoveSpeed=1 TurnSpeed=3 AttackFrequency=0 Sight=0 Range=0
; Build properties + Sidebar BuildTime=62 Cost=800
; ----------------- ; Unit: Harvester ; ----------------- [UNIT: HARVESTER] ; Unit properties HitPoints=450 MoveSpeed=7 TurnSpeed=5 AttackFrequency=15 Sight=3 Range=3
; Build properties + Sidebar BuildTime=70 Cost=400
; Harvester specific properties MaxCredits=700 ; ‘ticks’ to collect… HarvestSpeed=2 ; … amount of spice HarvestAmount=10
; ----------------- ; Unit: Rocket Launcher ; ----------------- [UNIT: LAUNCHER] ; Unit properties HitPoints=130 MoveSpeed=4 TurnSpeed=4 FireTwice=true AttackFrequency=30 NextAttackFrequency=10 Sight=9 Range=8
; Build properties + Sidebar BuildTime=62 Cost=400
; ----------------- ; Unit: Deviator ; ----------------- [UNIT: DEVIATOR] HitPoints=70 MoveSpeed=3 TurnSpeed=3 AttackFrequency=35 Sight=8 Range=8
#Producer=”HEAVYFACTORY”
; Build properties + Sidebar BuildTime=60 Cost=700
; ----------------- ; Unit: Devastator ; ----------------- [UNIT: DEVASTATOR] ; Unit properties HitPoints=800 MoveSpeed=9 TurnSpeed=8 AttackFrequency=42 Sight=6 Range=5
; Build properties + Sidebar BuildTime=112 Cost=900
; ----------------- ; Unit: Siege Tank ; ----------------- [UNIT: SIEGETANK] ; Unit properties HitPoints=400 MoveSpeed=6 TurnSpeed=6 FireTwice=true AttackFrequency=23 NextAttackFrequency=6 Sight=6 Range=5
; Build properties + Sidebar BuildTime=86 Cost=600
; ----------------- ; Unit: Tank ; ----------------- [UNIT: COMBATTANK] ; Unit properties HitPoints=175 MoveSpeed=5 TurnSpeed=4 FireTwice=false AttackFrequency=13 Sight=5 Range=4
; Build properties + Sidebar BuildTime=54 Cost=300
; ----------------- ; Unit: Sonic Tank ; ----------------- [UNIT: SONICTANK] ; Unit properties HitPoints=220 MoveSpeed=4 TurnSpeed=4 FireTwice=false AttackFrequency=19 Sight=7 Range=7
; Build properties + Sidebar BuildTime=94 Cost=600
; ----------------- ; Unit: Quad ; ----------------- [UNIT: QUAD] HitPoints=130 MoveSpeed=3 TurnSpeed=3 FireTwice=true AttackFrequency=12 Sight=4 Range=3 BuildTime=40 Cost=200
; ----------------- ; Unit: Trike ; ----------------- [UNIT: TRIKE] HitPoints=100 MoveSpeed=2 TurnSpeed=1 FireTwice=false AttackFrequency=8 Sight=4 Range=3 Cost=150 BuildTime=28
; ----------------- ; Unit: Raider Trike ; ----------------- [UNIT: RAIDER] ; Unit properties HitPoints=40 MoveSpeed=0 TurnSpeed=1 FireTwice=false AttackFrequency=5 Sight=5 Range=2
; Build properties + Sidebar BuildTime=24 Cost=125
; INFANTRY / TROOPERS / ETC
; ----------------- ; Unit: Soldier ; ----------------- [UNIT: SOLDIER] ; Unit properties HitPoints=40 MoveSpeed=5 TurnSpeed=1 FireTwice=false AttackFrequency=10 Sight=2 Range=1
; Build properties + Sidebar BuildTime=12 Cost=60
; ----------------- ; Unit: Infantry ; ----------------- [UNIT: INFANTRY] ; Unit properties HitPoints=80 MoveSpeed=5 TurnSpeed=1 FireTwice=true AttackFrequency=13 Sight=3 Range=2
; Build properties + Sidebar BuildTime=20 Cost=100
; ----------------- ; Unit: Trooper ; ----------------- [UNIT: TROOPER] ; Unit properties HitPoints=60 MoveSpeed=6 TurnSpeed=1 FireTwice=false AttackFrequency=15 Sight=3 Range=3
; Build properties + Sidebar BuildTime=28 Cost=80
; ----------------- ; Unit: Troopers ; ----------------- [UNIT: TROOPERS] ; Unit properties HitPoints=100 MoveSpeed=6 TurnSpeed=1 FireTwice=true AttackFrequency=18 Sight=4 Range=4
; Build properties + Sidebar BuildTime=38 Cost=175
; ----------------- ; Unit: Mobile Construction Vehicle ; ----------------- [UNIT: MCV] HitPoints=200 MoveSpeed=4 TurnSpeed=6 AttackFrequency=0 Sight=5 Range=0 Cost=999 BuildTime=100
; ------------------------------------- ; PALACE SPECIFIC UNITS ; ; changing build time or cost here will not do anything ; this is stored in a separate entry, a so called “Special”. These are not yet ; supported in the game.ini file yet ; ; -------------------------------------
; ----------------- ; Unit: Single fremen (Atreides) ; the buildtime/cost etc is not used here! ; ----------------- [UNIT: ONEFREMEN] ; Unit properties HitPoints=120 MoveSpeed=4 TurnSpeed=2 AttackFrequency=16 Sight=6 Range=5
; changing build time or cost here will not do anything ; this is stored in a separate entry, a so called “Special”. These are not yet ; supported in the game.ini file yet BuildTime=1000 Cost=0
; ----------------- ; Unit: Triple fremen (Atreides) ; this unit is used in the sidebar! (so the cost and buildtime of this one are ; used!) ; ----------------- [UNIT: THREEFREMEN] ; Unit properties HitPoints=250 MoveSpeed=4 TurnSpeed=2 FireTwice=true AttackFrequency=16 Sight=6 Range=5
; changing build time or cost here will not do anything ; this is stored in a separate entry, a so called “Special”. These are not yet ; supported in the game.ini file yet BuildTime=1000 Cost=0
; ----------------- ; Unit: SABOTEUR (ordos specific stuff) ; ----------------- [UNIT: SABOTEUR] ; Unit properties HitPoints=150 MoveSpeed=0 TurnSpeed=0 AttackFrequency=0 Sight=3 Range=2
; changing build time or cost here will not do anything ; this is stored in a separate entry, a so called “Special”. These are not yet ; supported in the game.ini file yet BuildTime=1000 Cost=0
; ======================================================== ; Structure types ; ======================================================== ; Note: The settings here are on default (House Atreides) skill ; ; Cost=Cost ; HitPoints=hp ; FixPoints= how much hp per tick will be ‘fixed’ ; BuildTime=ticks to build this ; PowerDrain=how much power this drains ; PowerGive=how much power this gives [STRUCTURES]
; --------------------- ; Structure: Palace ; --------------------- [STRUCTURE: PALACE] Cost=999 HitPoints=2000 FixPoints=1 BuildTime=200 PowerDrain=80 PowerGive=0
; --------------------- ; Structure: Windtrap ; --------------------- [STRUCTURE: WINDTRAP] Cost=300 HitPoints=500 FixPoints=3 BuildTime=34 PowerDrain=0 PowerGive=100
; --------------------- ; Structure: Heavy Factory ; --------------------- [STRUCTURE: HEAVYFACTORY] Cost=600 HitPoints=700 FixPoints=2 BuildTime=130 PowerDrain=30 PowerGive=0
; --------------------- ; Structure: Light Factory ; --------------------- [STRUCTURE: LIGHTFACTORY] Cost=400 HitPoints=350 FixPoints=3 BuildTime=66 PowerDrain=20 PowerGive=0
; --------------------- ; Structure: Construction Yard ; --------------------- [STRUCTURE: CONSTYARD] Cost=0 HitPoints=1000 FixPoints=3 BuildTime=0 PowerDrain=0 PowerGive=1
; --------------------- ; Structure: Silo ; --------------------- [STRUCTURE: SILO] Cost=150 HitPoints=250 FixPoints=5 BuildTime=28 PowerDrain=5 PowerGive=0
; --------------------- ; Structure: High-Tech ; --------------------- [STRUCTURE: HIGHTECH] Cost=600 HitPoints=600 FixPoints=2 BuildTime=110 PowerDrain=35 PowerGive=0
; --------------------- ; Structure: House of IX ; --------------------- [STRUCTURE: IX] Cost=700 HitPoints=700 FixPoints=2 BuildTime=110 PowerDrain=60 PowerGive=0
; --------------------- ; Structure: Repair Facility ; --------------------- [STRUCTURE: REPAIR] Cost=700 HitPoints=250 FixPoints=5 BuildTime=60 PowerDrain=20 PowerGive=0
; --------------------- ; Structure: Radar ; --------------------- [STRUCTURE: RADAR] Cost=400 HitPoints=900 FixPoints=3 BuildTime=60 PowerDrain=30 PowerGive=0
; --------------------- ; Structure: Spice Refinery ; --------------------- [STRUCTURE: REFINERY] Cost=400 HitPoints=800 FixPoints=3 BuildTime=65 PowerDrain=30 PowerGive=0
; --------------------- ; Structure: WOR ; --------------------- [STRUCTURE: WOR] Cost=400 HitPoints=500 FixPoints=3 BuildTime=94 PowerDrain=20 PowerGive=0
; --------------------- ; Structure: Barracks ; --------------------- [STRUCTURE: BARRACKS] Cost=400 HitPoints=300 FixPoints=4 BuildTime=62 PowerDrain=10 PowerGive=0
; --------------------- ; Structure: Starport ; --------------------- [STRUCTURE: STARPORT] Cost=500 HitPoints=800 FixPoints=3 BuildTime=110 PowerDrain=50 PowerGive=0
; --------------------- ; Structure: Gun Turret ; --------------------- [STRUCTURE: TURRET] Cost=150 HitPoints=400 FixPoints=2 BuildTime=54 PowerDrain=10 PowerGive=0
; --------------------- ; Structure: Rocket Turret ; --------------------- [STRUCTURE: ROCKETTURRET] Cost=250 HitPoints=800 FixPoints=3 BuildTime=96 PowerDrain=20 PowerGive=0
; ================================================== ; the following ‘structure types’ are not ‘really’ ; structures. However, you can adjust the price and ; buildtime of those: ; ==================================================
[STRUCTURE: SLAB] Cost=5 BuildTime=3 PowerDrain=0 PowerGive=0
[STRUCTURE: 4SLAB] Cost=20 BuildTime=10 PowerDrain=0 PowerGive=0
; WALL has hitpoints (FixPoints will not work here) [STRUCTURE: WALL] Cost=50 BuildTime=20 HitPoints=200 PowerDrain=0 PowerGive=0
; End of file