Initial commit: OpenRA game engine
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Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
let5sne.win10
2026-01-10 21:46:54 +08:00
commit 9cf6ebb986
4065 changed files with 635973 additions and 0 deletions

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## world
dropdown-difficulty =
.label = Difficulty
.description = The difficulty of the mission
options-difficulty =
.easy = Easy
.normal = Normal
.hard = Hard
## player
bot-campaign-ai =
.name = Campaign Player AI
## campaign-tooltips.yaml
neutral-prefix = Neutral
## harkonnen-05, ordos-04
actor-outpost-modified-name = Modified Outpost

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## encyclopedia.yaml, mainmenu.yaml
label-mentat-title = Mentat
## ingame-menu.yaml
label-menu-buttons-title = Options
## ingame-observer.yaml
button-observer-widget-options = Options (Esc)
button-replay-player-pause-tooltip = Pause
button-replay-player-play-tooltip = Play
button-replay-player-slow =
.tooltip = Slow speed
.label = 50%
button-replay-player-regular =
.tooltip = Regular speed
.label = 100%
button-replay-player-fast =
.tooltip = Fast speed
.label = 200%
button-replay-player-maximum =
.tooltip = Maximum speed
.label = MAX
label-basic-stats-player-header = Player
label-basic-stats-cash-header = Cash
label-basic-stats-power-header = Power
label-basic-stats-kills-header = Kills
label-basic-stats-deaths-header = Deaths
label-basic-stats-assets-destroyed-header = Destroyed
label-basic-stats-assets-lost-header = Lost
label-basic-stats-experience-header = Score
label-basic-stats-actions-min-header = APM
label-economy-stats-player-header = Player
label-economy-stats-cash-header = Cash
label-economy-stats-income-header = Income
label-economy-stats-assets-header = Assets
label-economy-stats-earned-header = Earned
label-economy-stats-spent-header = Spent
label-economy-stats-harvesters-header = Harvesters
label-economy-stats-carryalls-header = Carryalls
label-production-stats-player-header = Player
label-production-stats-header = Production
label-support-powers-player-header = Player
label-support-powers-header = Support Powers
label-army-player-header = Player
label-army-header = Army
label-combat-stats-player-header = Player
label-combat-stats-assets-destroyed-header = Destroyed
label-combat-stats-assets-lost-header = Lost
label-combat-stats-units-killed-header = U. Killed
label-combat-stats-units-dead-header = U. Lost
label-combat-stats-buildings-killed-header = B. Killed
label-combat-stats-buildings-dead-header = B. Lost
label-combat-stats-army-value-header = Army Value
label-combat-stats-vision-header = Vision
label-deliver-in-timer = DELIVERY IN: { $time }
## ingame-observer.yaml, ingame-player.yaml
label-mute-indicator = Audio Muted
## ingame-player.yaml
supportpowers-support-powers-palette =
.ready = READY
.hold = ON HOLD
button-command-bar-attack-move =
.tooltip = Attack Move
.tooltipdesc =
Selected units will move to the desired location
and attack any enemies they encounter en route.
Hold <(Ctrl)> while targeting to order an Assault Move
that attacks any units or structures encountered en route.
Left-click icon then right-click on target location.
button-command-bar-force-move =
.tooltip = Force Move
.tooltipdesc =
Selected units will move to the desired location
- Default activity for the target is suppressed
- Vehicles will attempt to crush enemies at the target location
- Deployed thumpers will undeploy and move to the target location
Left-click icon then right-click on target.
Hold <(Alt)> to activate temporarily while commanding units.
button-command-bar-force-attack =
.tooltip = Force Attack
.tooltipdesc =
Selected units will attack the targeted unit or location
- Default activity for the target is suppressed
- Allows targeting of own or ally forces
Left-click icon then right-click on target.
Hold <(Ctrl)> to activate temporarily while commanding units.
button-command-bar-guard =
.tooltip = Guard
.tooltipdesc =
Selected units will follow the targeted unit.
Left-click icon then right-click on target unit.
button-command-bar-deploy =
.tooltip = Deploy
.tooltipdesc =
Selected units will perform their default deploy activity
- MCVs will unpack into a Construction Yard
- Thumpers will start or stop attracting worms
- Devastators will become immobilized and explode
Acts immediately on selected units.
button-command-bar-scatter =
.tooltip = Scatter
.tooltipdesc =
Selected units will stop their current activity
and move to a nearby location.
Acts immediately on selected units.
button-command-bar-stop =
.tooltip = Stop
.tooltipdesc =
Selected units will stop their current activity.
Selected buildings will reset their rally point.
Acts immediately on selected targets.
button-command-bar-queue-orders =
.tooltip = Waypoint Mode
.tooltipdesc =
Use Waypoint Mode to give multiple linking commands
to the selected units. Units will execute the commands
immediately upon receiving them.
Left-click icon then give commands in the game world.
Hold <(Shift)> to activate temporarily while commanding units.
button-stance-bar-attackanything =
.tooltip = Attack Anything Stance
.tooltipdesc =
Set the selected units to Attack Anything stance:
- Units will attack enemy units and structures on sight
- Units will pursue attackers across the battlefield
button-stance-bar-defend =
.tooltip = Defend Stance
.tooltipdesc =
Set the selected units to Defend stance:
- Units will attack enemy units on sight
- Units will not move or pursue enemies
button-stance-bar-returnfire =
.tooltip = Return Fire Stance
.tooltipdesc =
Set the selected units to Return Fire stance:
- Units will retaliate against enemies that attack them
- Units will not move or pursue enemies
button-stance-bar-holdfire =
.tooltip = Hold Fire Stance
.tooltipdesc =
Set the selected units to Hold Fire stance:
- Units will not fire upon enemies
- Units will not move or pursue enemies
button-top-buttons-repair-tooltip = Repair
button-top-buttons-sell-tooltip = Sell
button-top-buttons-beacon-tooltip = Place Beacon
button-top-buttons-power-tooltip = Power Down
button-top-buttons-options-tooltip = Options
productionpalette-sidebar-production-palette =
.ready = READY
.hold = ON HOLD
purchase-panel-button-tooltip = Order selected units
purchase-panel-label-delivery = DELIVERY IN:
button-production-types-building-tooltip = Buildings
button-production-types-infantry-tooltip = Infantry
button-production-types-vehicle-tooltip = Light Vehicles
button-production-types-tanks-tooltip = Heavy Vehicles
button-production-types-aircraft-tooltip = Aircraft
button-production-types-starport-tooltip = Starport
button-production-types-upgrade-tooltip = Upgrades
button-production-types-scroll-up-tooltip = Scroll up
button-production-types-scroll-down-tooltip = Scroll down

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## Metadata
mod-title = Dune 2000
mod-windowtitle = OpenRA - Dune 2000
## LogoStripLoadScreen
loadscreen-loading = Filling Crates..., Breeding Sandworms..., Fuelling carryalls..., Deploying harvesters..., Preparing thopters..., Summoning mentats...
## Tilesets
tileset-arrakis = Arrakis

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## hotkeys.yaml
hotkey-description-productiontypebuilding = Building Tab
hotkey-description-productiontypeupgrade = Upgrade Tab
hotkey-description-productiontypeinfantry = Infantry Tab
hotkey-description-productiontypevehicle = Vehicle Tab
hotkey-description-productiontypeaircraft = Aircraft Tab
hotkey-description-productiontypetank = Tank Tab
hotkey-description-productiontypemerchant = Starport Tab
hotkey-description-powerdown = Power-down mode

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## campaign.lua
objective-failed = Objective Failed
objective-completed = Objective Completed
primary = Primary
secondary = Secondary
new-primary-objective = New Primary Objective
new-secondary-objective = New Secondary Objective
mentat = Mentat
## atreides-01ab, atreides03ab, harkonnen-01a, ordos-05
harvested-resources = Harvested resources: { $harvested }/{ $goal }
harvest-spice = Harvest { $spice } Solaris worth of Spice.
not-enough-silos = We don't have enough silo space to store the required amount of Spice!
## atreides-01ab, harkonnen-01ab, ordos01ab
build-concrete = Build a concrete foundation before placing structures.
build-wind-trap = Build a Wind Trap to generate power.
build-refinery = Build a Refinery to collect Spice.
build-silo = Build a Silo to store additional Spice.
## atreides-01ab, ordos01a, ordos-03ab
eliminate-harkonnen-units-reinforcements = Eliminate all Harkonnen units and reinforcements in the area.
## atreides-02a, atreides-04, atreides-05, ordos-02ab, ordos-03ab, ordos-04, ordos-06a
harkonnen-annihilated = The Harkonnen have been annihilated!
## atreides-02a, ordos02ab
destroy-harkonnen-forces = Destroy all Harkonnen forces.
## atreides-02b, atreides-03b, harkonnen-05, harkonnen-06ab, harkonnen-08
ordos-annihilated = The Ordos have been annihilated!
## atreides-02b, atreides-03b, harkonnen-03ab, ordos-03a
upgrade-barracks-light-factory = Upgrade the Barracks and Light Factory to enable advanced unit production.
## atreides-02b
eliminate-ordos-units-reinforcements = Eliminate all Ordos forces and reinforcements in the area.
## atreides-04, ordos-04, ordos-06a
destroy-harkonnen = Destroy the Harkonnen.
## atreides-04
fremen-leader = Fremen Leader
sietch-integrity = Sietch structural integrity: { $integrity }%
protect-fremen-sietch = Protect the Fremen Sietch.
keep-sietch-intact = Keep the Sietch { $integrity }% intact!
fremen-sietch-southeast = Fremen Sietch detected to the southeast.
harkonnen-units-approaching = Harkonnen units approaching!
sietch-destroyed = Sietch destroyed!
fremen-sietch-under-attack = The Fremen Sietch is under attack!
## atreides-05, harkonnen-06ab, harkonnen09ab
smugglers-annihilated = The Smugglers have been annihilated!
## atreides-05
incoming-mercenary-force = Hostile mercenary force incoming.
contraband-has-arrived = The contraband has arrived!
contraband-confiscated = Contraband has arrived and been confiscated.
contraband-not-confiscated = The Smuggler contraband has arrived, but confiscation is impossible due to the heavy defenses of the Starport.
contraband-arrives-in = The contraband arriving in { $time }
capture-barracks-sietch-tabr = Capture the Barracks at Sietch Tabr.
annihilate-harkonnen-units-reinforcements = Annihilate all Harkonnen reinforcements.
capture-smuggler-starport-confiscate-contraband = Capture the Smuggler Starport and
confiscate the contraband.
contraband-approaching-starport-north-in = The contraband is approaching the Starport to the north in { $time }
starport-destroyed-no-contraband = Starport destroyed! Contraband cannot land.
do-not-destroy-starport = Do not destroy the Starport!
defend-captured-starport = Defend the captured Starport.
do-not-destroy-barracks = Do not destroy the Barracks!
hostages-released = Hostages released!
stay-away-from-starport = Stay away from our Starport.
smuggler-leader = Smuggler Leader.
were-warned-will-pay = You were warned. Now you will pay.
destroy-smugglers-mercenaries = Destroy the Smugglers and their mercenaries.
capture-harkonnen-barracks-release-hostages = Capture the Harkonnen barracks to release the hostages.
## harkonnen-01ab, harkonnen-03ab
eliminate-atreides-units-reinforcements = Eliminate all Atreides forces and reinforcements in the area.
## harkonnen-02ab, harkonnen-03ab, harkonnen-04, harkonnen-07, harkonnen-08, harkonnen-09, ordos-05, ordos-06a
atreides-annihilated = The Atreides have been annihilated!
## harkonnen-02ab, harkonnen-03ab, harkonnen-04
destroy-atreides-forces = Destroy all Atreides forces.
## harkonnen-04, harkonnen-07, harkonnen-08, harkonnen-09ab, ordos-05, ordos-06a
destroy-atreides = Destroy the Atreides.
## harkonnen-04
fremen-annihilated = The Fremen have been annihilated!
destroy-fremen = Destroy the Fremen.
fremen-spotted-north-southwest = Fremen concentrations spotted to the north and southwest.
## harkonnen-05
imperial-ships-penetrating-defense-grid = Imperial ships are penetrating the defense grid!
enemy-carryall-drop-detected = Enemy carryall drop detected!
keep-modified-outpost-intact = Keep the modified Outpost intact.
protect-outpost = Protect the Outpost from attack.
## harkonnen-05, harkonnen-09ab
destroy-imperial-forces = Destroy the Imperial forces.
## harkonnen-05, harkonnen-07, harkonnen-09ab
emperor-annihilated = The Emperor has been annihilated!
## harkonnen-05, harkonnen-08
destroy-ordos = Destroy the Ordos.
## harkonnen-06ab
ixian-transports-detected = Ixian transports detected.
capture-destroy-ordos-starport = Capture or destroy the Ordos Starport.
## harkonnen-06ab, harkonnen-09ab
smugglers-now-hostile = The Smugglers are now hostile!
## harkonnen-07
high-tech-factory-neutralized-imperial-reinforcements = High Tech Factory neutralized! Atreides cut off from Imperial reinforcements!
capture-atreides-construction-yard-south = Capture the Atreides Construction Yard in the south.
destroy-corrino = Destroy the Corrino.
destroy-atreides-high-tech-factory-imperial-reinforcements = Destroy the Atreides High Tech Factory to cut them off from Imperial reinforcements.
## harkonnen-08
atreides-hostile = The Atreides are now hostile!
mercenaries-annihilated = The Mercenaries have been annihilated!
ally-mercenaries = Persuade the Mercenaries to fight alongside House Harkonnen.
mercenary-leader-captured-allied = Leader Captured. The mercenaries have been persuaded to fight with House Harkonnen.
cannot-stand-harkonnen-must-become-neutral = We cannot stand against the Harkonnen. We must become neutral.
atreides-commander = Atreides Commander
## harkonnen-09ab
build-deploy-mcv = Build and deploy an MCV to establish a Construction Yard.
## ordos-01ab, ordos-02ab, ordos-03ab, ordos-04, ordos-05
outpost-not-captured-destroyed = Do not let the Outpost be captured or destroyed.
capture-smuggler-outpost = Capture the Smuggler Outpost.
do-not-destroy-outpost = Do not destroy the Outpost!
warning-large-force-approaching = WARNING: Large enemy force approaching!
## ordos-05
capture-atreides-starport-establish-base = Capture the Atreides Starport and establish a base.
## ordos-06a
ixian-reinforcements-arrived = Ixian reinforcements have arrived!
deliveries-arriving-massive-reinforcements = Deliveries are beginning to arrive; massive reinforcements expected!
initial-reinforcements-arrive-in = Initial reinforcements will arrive in { $time }
additional-reinforcements-arrive-in = Additional reinforcements will arrive in { $time }
defend-starport = Defend the Starport.
ixian-reinforcements-in = The first batch of Ixian reinforcements will arrive in { $time }
enemy-reinforcements-arrived = Enemy reinforcements have arrived.

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## player.yaml
options-tech-level =
.low = Low
.medium = Medium
.no-powers = No Superpowers
.unrestricted = Unrestricted
checkbox-automatic-concrete =
.label = Automatic Concrete
.description = Concrete foundations are automatically laid under buildings
notification-insufficient-funds = Insufficient funds.
notification-new-construction-options = New construction options.
notification-cannot-deploy-here = Cannot deploy here.
notification-low-power = Low power.
notification-base-under-attack = Base under attack.
notification-ally-under-attack = Our ally is under attack.
notification-harvester-under-attack = Harvester under attack.
notification-silos-needed = Silos needed.
notification-no-room-for-new-unit = No room for new unit.
notification-cannot-build-here = Cannot build here.
notification-one-of-our-buildings-has-been-captured = One of our buildings has been captured.
## world.yaml
dropdown-map-worms =
.label = Worms
.description = Worms roam the map, devouring unprepared forces
options-starting-units =
.mcv-only = MCV Only
.light-support = Light Support
.heavy-support = Heavy Support
.carryall = MCV + Carryall
resource-spice = Spice
faction-random =
.name = Any
.description = Random House
A random house is chosen at the start of the game
faction-atreides =
.name = Atreides
.description = House Atreides
The noble Atreides, from the water world of Caladan,
rely on their Ornithopters to ensure air superiority.
They have allied themselves with the Fremen, the fearsome
native warriors of Dune who can move undetected in battle.
Faction Variations:
- Combat Tanks are balanced in terms of speed and durability
Special Units:
- Grenadier
- Fremen
- Sonic Tank
Superweapon:
- Airstrike
faction-harkonnen =
.name = Harkonnen
.description = House Harkonnen
The evil Harkonnen will stop at nothing to gain control of the spice.
They rely on brute force and atomic weapons to achieve their goals:
wealth, and the destruction of House Atreides.
Faction Variations:
- Combat Tanks are more durable but move at a slower speed
Special Units:
- Sardaukar
- Devastator
Superweapon:
- Death Hand Missile
faction-ordos =
.name = Ordos
.description = House Ordos
From the icy world of Sigma Draconis IV, the insidious Ordos are known for
their wealth, greed, and treachery. They often turn to mercenaries, sabotage,
and forbidden Ixian technologies to gain the upper hand.
Faction Variations:
- Trikes are replaced by Raider Trikes
- Combat Tanks are faster but less durable
Special Units:
- Raider Trike
- Stealth Raider Trike
- Saboteur
- Deviator
faction-corrino =
.name = Corrino
faction-mercenaries =
.name = Mercenaries
faction-smugglers =
.name = Smugglers
faction-fremen =
.name = Fremen
map-generator-d2k = D2K RMG
map-generator-clear = Clear Terrain
## defaults.yaml
notification-unit-lost = Unit lost.
notification-unit-promoted = Unit promoted.
notification-enemy-building-captured = Enemy building captured.
notification-primary-building-selected = Primary building selected.
## aircraft.yaml
actor-carryall-reinforce =
.name = Carryall
.description =
Large winged, planet-bound ship
Automatically lifts harvesters to and from Spice fields.
Lifts vehicles to Repair Pads when ordered to.
actor-carryall-encyclopedia =
Automatically transport Harvesters between the Spice Fields and Refineries. They can also pick up units and deliver them to the Repair Pad when ordered to.
The Carryall is a lightly armored transport aircraft. It is vulnerable to missiles and can only be hit by anti-aircraft weapons.
actor-frigate-name = Frigate
actor-ornithopter =
.name = Ornithopter
.encyclopedia =
The fastest aircraft on Dune, it is lightly armored and capable of dropping 500 lb bombs. Highly effective against infantry and lightly armored targets, with the ability to damage other armor types.
actor-ornithopter-husk-name = Ornithopter
actor-carryall-husk-name = Carryall
actor-carryall-huskvtol-name = Carryall
## arrakis.yaml
notification-worm-attack = Worm attack.
notification-worm-sign = Worm sign.
actor-spicebloom-spawnpoint-name = Spice Bloom spawnpoint
actor-spicebloom-name = Spice Bloom
actor-sandworm-name = Sandworm
actor-sietch-name = Fremen Sietch
## defaults.yaml
meta-vehicle-generic-name = Unit
meta-husk-generic-name = Destroyed Unit
meta-aircrafthusk-generic-name = Unit
meta-infantry-generic-name = Unit
meta-plane-generic-name = Unit
meta-building-generic-name = Structure
## husks.yaml
actor-mcv-husk-name = Mobile Construction Vehicle (Destroyed)
actor-harvester-husk-name = Spice Harvester (Destroyed)
actor-siege-tank-husk-name = Siege Tank (Destroyed)
actor-missile-tank-husk-name = Missile Tank (Destroyed)
actor-sonic-tank-husk-name = Sonic Tank (Destroyed)
actor-devastator-husk-name = Devastator (Destroyed)
actor-deviator-husk-name = Deviator (Destroyed)
meta-combat-tank-husk-name = Combat Tank (Destroyed)
## infantry.yaml
actor-light-inf =
.name = Light Infantry
.description =
General-purpose infantry.
Strong vs Infantry
Weak vs Vehicles and Artillery
.encyclopedia =
Lightly armored foot soldiers, equipped with 9mm RP assault rifles. They are effective against infantry and lightly armored vehicles.
Light Infantry are resistant to missiles and large-caliber guns, but are very vulnerable to high-explosives, fire, and small arms.
Summary:
- Explosion Radius: Small
- Vision: Very small
- Strong vs Light Infantry, Trooper, Missile tank, Deviator
- Weak vs Combat tank, Siege tank, Grenadier, Trike, Sonic Tank
actor-engineer =
.name = Engineer
.description =
Infiltrates and captures enemy
structures.
Strong vs Buildings
Weak vs Everything
Repairs damaged cliffs
.encyclopedia =
Can be used to capture enemy buildings.
Engineers are resistant to anti-tank weaponry but are very vulnerable to high-explosives, fire, and small arms.
Engineer can reactivate destroyed husk to barely functional state. This allow send husk to nearest repair pad for full repair.
actor-trooper =
.name = Trooper
.description =
Anti-tank infantry.
Strong vs Tanks
Weak vs Infantry and Artillery
.encyclopedia =
Armed with wire-guided, armor-piercing missile warheads, Troopers are very effective against vehicles and buildings but struggle against infantry.
Troopers are resistant to anti-tank weaponry but very vulnerable to high-explosives, fire and bullet weapons.
Summary:
- Explosion Radius: Medium
- Vision: Small
- Strong vs Combat tank, Missile tank, Quad, Trike, Deviator, Buildings, Defenses
- Weak vs Siege tank, Light Infantry, Grenadier, Sonic Tank
actor-thumper =
.name = Thumper Infantry
.description =
Attracts nearby worms when deployed.
Unarmed
.encyclopedia =
Deploys a loud hammering device that draws Sandworms to the area.
actor-fremen =
.name = Fremen
.description =
Elite infantry unit with assault rifles and rockets.
Strong vs Infantry and Vehicles
Weak vs Artillery
Special Ability: Invisibility
.encyclopedia =
The native desert warriors of Dune, armed with 10mm Assault Rifles and Rockets. Their firepower is equally effective against infantry and vehicles.
Fremen units are very vulnerable to high-explosive and bullet weapons.
Summary:
- Explosion Radius: Medium
- Vision: Small
- Strong vs Quad, Trike, Missile tank, Combat tank, Devastator Buildings, Defenses
- Weak vs Siege tank, Light Infantry, Grenadier, Sonic Tank
actor-grenadier =
.name = Grenadier
.description =
Infantry with grenades.
Strong vs Buildings and Infantry
Weak vs Vehicles
.encyclopedia =
An infantry artillery unit strong against buildings. They have a chance of exploding when killed, so should not be grouped together.
Summary:
- Explosion Radius: Large
- Vision: Small
- Strong vs Light Infantry, Trike, Missile tank, Combat tank, Buildings, Defenses
- Weak vs Siege tank, Combat tank, Sonic Tank, Devastator
actor-sardaukar =
.name = Sardaukar
.description =
Elite Corrino assault infantry.
Strong vs Infantry and Vehicles
Weak vs Artillery
.encyclopedia =
Powerful heavy troopers equipped with a machine gun that is effective against infantry and a rocket launcher for targeting vehicles. When crushed Unit Explode and damage vehicle above him.
Summary:
- Explosion Radius: Large
- Vision: Small
- Strong vs Trike, Quad, Missile tank, Combat tank, Buildings, Defenses
- Weak vs Siege tank, Sonic Tank, Grenadier, Tank Crush
actor-mpsardaukar-description =
Elite Harkonnen assault infantry.
Strong vs Infantry and Vehicles
Weak vs Artillery
actor-saboteur =
.name = Saboteur
.description =
Sneaky infantry with explosives.
Turns invisible for a limited time.
Strong vs Buildings
Weak vs Everything
Special Ability: Destroys buildings
.encyclopedia =
A specialized military unit of House Ordos, capable of demolishing enemy buildings and vehicles upon entry, but dying in the resulting explosion. It can activate self destruction and damage near by enemy units.
The Saboteur is resistant to anti-tank weaponry, but very vulnerable to high-explosives, fire, and bullet weapons.
actor-nsfremen-description =
Elite infantry unit with assault rifles and rockets.
Strong vs Infantry and Vehicles
Weak vs Artillery
## misc.yaml
actor-crate-name = Crate
actor-mpspawn-name = (multiplayer starting point)
actor-waypoint-name = (waypoint for scripted behavior)
actor-camera-name = (reveals area to owner)
actor-wormspawner-name = (worm spawning location)
actor-upgrade-conyard =
.name = Construction Yard Upgrade
.description =
Unlocks additional construction options:
- Large Concrete Slab
- Rocket Turret
actor-upgrade-barracks =
.name = Barracks Upgrade
.description =
Unlocks additional infantry:
- Trooper
- Engineer
- Thumper Infantry
Required to unlock faction-specific infantry:
- Atreides: Grenadier
- Harkonnen: Sardaukar
actor-upgrade-light =
.name = Light Factory Upgrade
.description =
Unlocks additional light units:
- Missile Quad
Required to unlock a faction-specific light unit:
- Ordos: Stealth Raider Trike
actor-upgrade-heavy =
.name = Heavy Factory Upgrade
.description =
Unlocks additional construction options:
- Repair Pad
- IX Research Center
Unlocks additional heavy units:
- Siege Tank
- Missile Tank
- MCV
actor-upgrade-hightech =
.name = High Tech Factory Upgrade
.description =
Unlocks the Atreides Air Strike superweapon.
actor-deathhand =
.name = Death Hand
.encyclopedia =
Armed with atomic cluster munitions, it detonates above its target, inflicting great damage over a wide area.
## structures.yaml
notification-construction-complete = Construction complete.
notification-unit-ready = Unit ready.
notification-repairing = Repairing.
notification-unit-repaired = Unit repaired.
notification-select-target = Select target.
notification-missile-launch-detected = Missile launch detected.
notification-airstrike-ready = Airstrike ready.
notification-building-lost = Building lost.
notification-reinforcements-have-arrived = Reinforcements have arrived.
notification-death-hand-missile-prepping = Death Hand missile prepping.
notification-death-hand-missile-ready = Death Hand missile ready.
notification-fremen-ready = Fremen ready.
notification-saboteur-ready = Saboteur ready.
meta-concrete =
.generic-name = Structure
.description =
Provides a strong foundation that
protects against terrain damage.
actor-concrete-a =
.name = Concrete Slab
.encyclopedia =
Buildings not constructed on a Concrete Slab will sustain ongoing damage from the harsh desert environment of Dune. While repairs are possible, placing structures on concrete prevents continuous weathering.
Concrete is vulnerable to most weapons and cannot be repaired once damaged.
actor-concrete-b-name = Large Concrete Slab
actor-construction-yard =
.name = Construction Yard
.description = Produces structures.
.encyclopedia =
Serving as the foundation of any base built on Arrakis, the Construction Yard produces a small amount of power and enables the construction of new structures. Protect this structure! It is critical to the success of your base.
Construction yards are fairly strong, but vulnerable to all weapons to varying degrees.
actor-wind-trap =
.name = Wind Trap
.description =
Supplies power to other
structures.
.encyclopedia =
Produces power and water for your base. Large, above-ground ducts funnel wind currents underground into massive turbines, which drive power generators and humidity extractors.
Wind Traps are vulnerable to most weapons.
actor-barracks =
.name = Barracks
.description = Trains infantry.
.encyclopedia =
Required for producing and training light infantry units, it can be upgraded to train advanced infantry in later missions.
Barracks are vulnerable to most weapons.
actor-refinery =
.name = Spice Refinery
.description =
Harvesters unload Spice here
for processing.
.encyclopedia =
The basis of all Spice production on Dune. Harvesters transport mined Spice to the Refinery where it is converted into credits. Refined Spice is automatically distributed to Silos and Refineries for storage. Each refinery can store Spice. A Spice Harvester is delivered by Carryall once a Refinery is built.
Refineries are vulnerable to most weapons.
actor-silo =
.name = Silo
.description = Stores excess harvested Spice.
.encyclopedia =
Store mined Spice. Any surplus from Refineries is evenly distributed among all available Silos. If storage capacity is exceeded, excess Spice is lost. Destroyed or captured Silos redistribute their contents, provided there is sufficient space.
The Spice Silo is vulnerable to most weapons.
actor-light-factory =
.name = Light Factory
.description = Produces light vehicles.
.encyclopedia =
Required to produce small, lightly armored combat vehicles. It can be upgraded in later missions to manufacture more advanced light vehicles.
A Light Factory is vulnerable to most weapons.
actor-heavy-factory =
.name = Heavy Factory
.description = Produces heavy vehicles.
.encyclopedia =
Enables the construction of heavy vehicles such as Harvesters and Combat Tanks. With upgrades, it unlocks advanced vehicles, though some may require additional buildings.
The Heavy Factory is vulnerable to most weapons.
actor-outpost =
.name = Outpost
.description =
Provides a radar map of the battlefield.
Requires power to operate.
Detects stealth units.
.encyclopedia =
Once enough power is available, the Radar Outpost activates, providing a radar map.
The Radar Outpost is vulnerable to most weapons.
actor-starport =
.name = Starport
.description = Dropzone for quick reinforcements, at a price.
.encyclopedia =
Unlocks intergalactic trade with the CHOAM Merchants' Guild, where vehicles and airborne units can be purchased at varying rates. This facility is essential for acquiring units from the Guild.
Even with heavy armor, the Starport is vulnerable to most weapons.
actor-wall =
.name = Concrete Wall
.generic-name = Structure
.description = Stops units and blocks enemy fire.
.encyclopedia =
The most effective defensive barriers on Dune, blocking tank fire and impeding unit movement.
Walls can only be damaged by explosive weapons, missiles and shells. Similar to Concrete Slabs, they cannot be repaired once damaged.
actor-medium-gun-turret =
.name = Gun Turret
.description =
Defensive structure. Detects stealth units.
Strong vs Light vehicles
Medium vs Infantry
Weak vs Tanks and Aircraft
.encyclopedia =
A medium-range weapon that is effective against all types of vehicle, particularly heavily armored ones. It automatically fires upon any enemy unit within its range and requires power to operate.
The Gun Turret is resistant to small arms and explosive weapons, but vulnerable to missiles and heavy explosives.
actor-large-gun-turret =
.name = Rocket Turret
.description =
Defensive structure. Detects stealth units.
Requires power to operate.
Strong vs Tanks, Aircraft, Moving targets
Weak vs Infantry
.encyclopedia =
An enhanced defensive structure with a longer range and faster rate of fire than the Gun Turret. Its advanced targeting system requires power to operate.
The Rocket Turret is resistant to firearms and explosive weapons, but vulnerable to missiles and high-caliber guns.
actor-repair-pad =
.name = Repair Pad
.description =
Repairs vehicles.
Allows MCVs to be built.
.encyclopedia =
Repairs units for a fraction of their production cost.
The Repair Pad is vulnerable to most weapons.
actor-high-tech-factory =
.name = High Tech Factory
.description = Unlocks advanced technology.
.airstrikepower-name = Air Strike
.airstrikepower-description = Ornithopters bomb the target.
.encyclopedia =
Produces airborne units, and is required to build Carryalls. House Atreides can upgrade this facility to build Ornithopters for air strikes in later missions.
The High Tech Factory is vulnerable to most weapons.
actor-research-centre =
.name = IX Research Center
.description = Unlocks advanced tanks.
.encyclopedia =
Provides technology upgrades for both structures and vehicles. This facility is required to develop advanced special weapons and prototypes.
The IX Research Center is vulnerable to most weapons.
actor-palace =
.name = Palace
.description = Unlocks elite infantry and weapons.
.encyclopedia =
Serves as the command center once built, offering additional options and special weapons.
Even with heavy armor, the Palace is vulnerable to most weapons.
.nukepower-name = Death Hand
.nukepower-description = Launches an atomic missile at a target location.
.produceactorpower-fremen-name = Recruit Fremen
.produceactorpower-fremen-description = Elite infantry unit with assault rifles and rockets.
Strong vs Infantry and Vehicles
Weak vs Artillery
Special Ability: Invisibility
.produceactorpower-saboteur-name = Recruit Saboteur
.produceactorpower-saboteur-description = Sneaky infantry with explosives.
Can be deployed to become invisible for a limited time.
Strong vs Buildings
Weak vs Everything
Special Ability: Destroys buildings
## vehicles.yaml
actor-mcv =
.name = Mobile Construction Vehicle
.description =
Deploys into a Construction Yard.
Unarmed
.encyclopedia =
Must be driven to an area where it can be deployed. After finding a suitable rock surface, the MCV can be transformed into a Construction Yard.
MCVs are resistant to bullets and light-explosives. They are vulnerable to missiles and high-caliber guns.
actor-harvester =
.name = Spice Harvester
.description =
Collects Spice for processing.
Unarmed
.encyclopedia =
Resistant to bullets, and to some degree, high explosives. They are vulnerable to missiles and high-caliber guns.
A Harvester is included with a Refinery.
actor-trike =
.name = Trike
.description =
Fast scout.
Strong vs Infantry
Weak vs Tanks
.encyclopedia =
Lightly armored, three-wheeled vehicles armed with heavy machine guns, effective against infantry and lightly armored vehicles.
Trikes are vulnerable to most weapons, high-caliber guns are slightly less effective against them.
Summary:
- Explosion Radius: Small
- Vision: Medium
- Strong vs Light Infantry, Trooper, Missile tank, Deviator
- Weak vs Combat tank, Siege tank, Grenadier, Sardaukars
Tip: Trike have 0.5 range advantage against light infantry. Move them back as soon as light infantry come too close.
actor-quad =
.name = Missile Quad
.description =
Missile Scout.
Strong vs Vehicles
Weak vs Infantry
.encyclopedia =
Superior to the Trike in both armor and firepower, the Quad is a four-wheeled vehicle firing armor-piercing rockets. It is effective against most vehicles.
Quads are resistant to bullets and, to a lesser degree, explosives. They are vulnerable to missiles and high-caliber guns.
Summary:
- Explosion Radius: Medium
- Vision: Medium
- Strong vs Siege tanks, Sonic Tanks, Buildings.
- Weak vs Combat tanks, Troopers, Missile tanks
Tip: Quad Has big inaccuracy against moving targets. Get as close to the target as possible to get maximum damage.
actor-siege-tank =
.name = Siege Tank
.description =
Siege Artillery.
Strong vs Infantry and Buildings
Weak vs Tanks
.encyclopedia =
Incredibly effective against infantry and lightly armored vehicles, but struggles against heavily armored targets. It has a long firing range.
Siege Tanks are resistant to bullets, and to some degree, explosives. They are vulnerable to missiles and high-caliber guns.
Big loads of high explosive shells are reason of big explosion after vehicle is destroyed
Summary:
- Explosion Radius: Large
- Vision: Large
- Strong vs any Infantry, Trike, Deviator
- Weak vs Combat tank, Quad, Missile tank
Tip: Siege tank can shoot beyound they vision range.
actor-missile-tank =
.name = Missile Tank
.description =
Rocket Artillery.
Strong vs Vehicles, Buildings and Aircraft
Weak vs Infantry
.encyclopedia =
Shoots down aircraft and is effective against most targets, except infantry.
Missile Tanks are vulnerable to most weapons, high-caliber guns are slightly less effective.
Summary:
- Explosion Radius: Medium
- Vision: Large
- Strong vs Combat tank, Devastator, Quad
- Weak vs any Infantry type, Trike, Stealth Raider
Tip: Missile tank can shoot beyond they vision range.
actor-sonic-tank =
.name = Sonic Tank
.description =
Fires sonic shocks.
Strong vs Infantry and Vehicles
Weak vs Artillery
.encyclopedia =
Most effective against infantry and lightly armored vehicles, but weaker against armored targets.
Its sonic waves damage all units in their path.
Resistant to bullets and small-explosives, but vulnerable to missiles and high-caliber guns.
Summary:
- Explosion Radius: Very large
- Vision: Medium
- Strong: any Infantry, Siege tank, Missile tank, Deviator
- Weak vs Combat tank, Quad, Devastator
Tip: Sonic wave strength increase with range. Try shoot at maximum range to get maximum damage.
actor-devastator =
.name = Devastator
.description =
Super Heavy Tank.
Strong vs Tanks
Weak vs Artillery
.encyclopedia =
As the most powerful tank on Dune, the Devastator is slow but highly effective against most units. It fires dual plasma charges and can self-destruct on command, damaging nearby units and structures.
Resistant to bullets and high explosives, but vulnerable to missiles and high-caliber guns.
Summary:
- Explosion Radius: Large
- Vision: Medium
- Strong: Combat tank, Siege tank, Light infantry, Sonic Tank
- Weak vs Troopers, Missile tank, Deviator
Tip: Devastator is vulnerable against lots of Troopers. Use selfdestruct instead.
actor-raider =
.name = Raider Trike
.description =
Improved Scout.
Strong vs Infantry and Light Vehicles
Weak vs Tanks
.encyclopedia =
Raider Trikes, upgraded by House Ordos, have enhanced firepower, speed, and armor. Equipped with dual 20mm cannons, they are strong against infantry and lightly armored vehicles.
Raiders are vulnerable to most weapons, though high-caliber guns (combat tanks) are slightly less effective against them.
Summary:
- Explosion Radius: small
- Vision: small
- Strong vs Light Infantry, Trooper, Missile tank, Deviator, Trike
- Weak vs Combat tank, Siege tank, Grenadier, Sardaukars, Quad
actor-stealth-raider =
.name = Stealth Raider Trike
.description =
Invisible Raider Trike.
Strong vs Infantry and Light Vehicles
Weak vs Tanks
.encyclopedia =
A cloaked version of the Raider, good for stealth attacks. It uncloaks when it fires its machine guns.
Summary:
- Explosion Radius: Small
- Vision: Small
- Strong vs Light Infantry, Trooper, Missile tank, Deviator, Trike
- Weak vs Combat tank, Siege tank, Grenadier, Sardaukars
Tip: Siege and Missile tanks can shoot beyound they vision. Use Stealth raider to extend they vision so they can shoot at maximum range.
actor-deviator =
.name = Deviator
.description =
Fires a warhead that changes the
allegiance of enemy vehicles.
.encyclopedia =
Fires missiles that release a silicon cloud, temporarily altering the allegiance of targeted vehicles. Personnel are only slightly affected by the cloud.
The Deviator is vulnerable to most weapons, high-caliber guns are slightly less effective.
Summary:
- Explosion Radius: Small
- Vision: Large
- Strong vs Combat tank, Quad, Devastator, Missile tank
- Weak vs any infantry, Missile tank, Sonic Tank, Trike
Tip: Deviator reload time is very long. You Hold fire for some Deviators in your mix to always have missile ready when opportunity rise.
meta-combat-tank-description =
Main Battle Tank.
Strong vs Tanks
Weak vs Infantry
actor-combat-tank-a =
.name = Atreides Combat Tank
.encyclopedia =
Effective against most vehicles but less suited against lightly armored targets.
Resistant to bullets and heavy explosives, but vulnerable to missiles and high-caliber guns. Atreides Combat Tank is good compromise between mobility and Armor with slight range advantage.
Summary:
- Explosion Radius: medium
- Vision: Medium
- Strong vs Combat tank, Siege tank, Quad, Sonic Tank
- Weak vs Trooper, Missile tank, Devastator, Deviator
Atreides tank bonus: better range
actor-combat-tank-h =
.name = Harkonnen Combat Tank
.encyclopedia =
Effective against most vehicles but less suited against lightly armored targets.
Stronger than its counterparts, but also slower and with lower rate of fire.
Summary:
- Explosion Radius: medium
- Vision: Medium
- Strong vs Combat tank, Siege tank, Quad, Sonic Tank
- Weak vs Trooper, Missile tank, Devastator, Deviator
Harkonnen tank bonus: Stronger Armor
actor-combat-tank-o =
.name = Ordos Combat Tank
.encyclopedia =
Effective against most vehicles but less suited against lightly armored targets.
The fastest variant of Combat Tank, but also the weakest. Best rate of fire than its counterparts.
Summary:
- Explosion Radius: medium
- Vision: Medium
- Strong vs Combat tank, Siege tank, Quad, Sonic Tank
- Weak vs Trooper, Missile tank, Devastator, Deviator
Ordos tank bonus: rate of fire
meta-destroyabletile =
.generic-name = Passage (destroyable)
.name = Passage (destroyable)
meta-destroyedtile =
.generic-name = Passage (repairable)
.name = Passage (repairable)
## ai.yaml
bot-omnius =
.name = Omnius
bot-vidius =
.name = Vidious
bot-gladius =
.name = Gladius
## map-generators.yaml
label-random-map = Random Map
label-clear-map-generator-option-tile = Tile
label-clear-map-generator-choice-tile-sand =
.label = Sand
label-clear-map-generator-choice-tile-concrete =
.label = Concrete
label-clear-map-generator-choice-tile-dune =
.label = Dune
label-clear-map-generator-choice-tile-rock =
.label = Rock
label-clear-map-generator-choice-tile-platform =
.label = Platform
label-d2k-map-generator-option-seed = Seed
label-d2k-map-generator-option-terrain-type = Terrain Type
label-d2k-map-generator-choice-terrain-type-rocky =
.label = Rocky
label-d2k-map-generator-choice-terrain-type-rough =
.label = Rough
label-d2k-map-generator-choice-terrain-type-flat =
.label = Flat
label-d2k-map-generator-choice-terrain-type-pockets =
.label = Pockets
label-d2k-map-generator-option-players = Players
label-d2k-map-generator-option-symmetry = Symmetry
label-d2k-map-generator-choice-mirror-none =
.label = None
label-d2k-map-generator-choice-symmetry-mirror-horizontal =
.label = Mirror Horizontal
label-d2k-map-generator-choice-symmetry-mirror-vertical =
.label = Mirror Vertical
label-d2k-map-generator-choice-symmetry-mirror-diagonal-tl =
.label = Mirror Diagonal (Top-Left)
label-d2k-map-generator-choice-symmetry-mirror-diagonal-tr =
.label = Mirror Diagonal (Top-Right)
label-d2k-map-generator-choice-symmetry-mirror-2-rotations =
.label = 2 Rotations
label-d2k-map-generator-choice-symmetry-mirror-3-rotations =
.label = 3 Rotations
label-d2k-map-generator-choice-symmetry-mirror-4-rotations =
.label = 4 Rotations
label-d2k-map-generator-choice-symmetry-mirror-5-rotations =
.label = 5 Rotations
label-d2k-map-generator-choice-symmetry-mirror-6-rotations =
.label = 6 Rotations
label-d2k-map-generator-choice-symmetry-mirror-7-rotations =
.label = 7 Rotations
label-d2k-map-generator-choice-symmetry-mirror-8-rotations =
.label = 8 Rotations
label-d2k-map-generator-option-resources = Resources
label-d2k-map-generator-choice-resources-none =
.label = None
label-d2k-map-generator-choice-resources-low =
.label = Low
label-d2k-map-generator-choice-resources-medium =
.label = Medium
label-d2k-map-generator-choice-resources-high =
.label = High
label-d2k-map-generator-choice-resources-very-high =
.label = Very High
label-d2k-map-generator-choice-resources-full =
.label = Full
label-d2k-map-generator-option-worms = Worms
label-d2k-map-generator-choice-worms-none =
.label = None
label-d2k-map-generator-choice-worms-low =
.label = Low
label-d2k-map-generator-choice-worms-medium =
.label = Medium
label-d2k-map-generator-choice-worms-high =
.label = High
label-d2k-map-generator-option-density = Density
label-d2k-map-generator-choice-density-players =
.label = Scale with players
label-d2k-map-generator-choice-density-area-and-players =
.label = Scale with size and players
label-d2k-map-generator-choice-density-area-very-low =
.label = Very Low
label-d2k-map-generator-choice-density-area-low =
.label = Low
label-d2k-map-generator-choice-density-area-medium =
.label = Medium
label-d2k-map-generator-choice-density-area-high =
.label = High
label-d2k-map-generator-choice-density-area-very-high =
.label = Very High