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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--[[
Copyright (c) The OpenRA Developers and Contributors
This file is part of OpenRA, which is free software. It is made
available to you under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version. For more
information, see COPYING.
]]
AttackGroupSize =
{
easy = 6,
normal = 8,
hard = 10
}
AttackDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
}
EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
EnemyVehicleTypes = { "trike", "trike", "quad" }
AtreidesMainTankTypes = { "combat_tank_a", "combat_tank_a", "siege_tank", "missile_tank", "sonic_tank" }
AtreidesSmallTankTypes = { "combat_tank_a", "combat_tank_a", "siege_tank" }
AtreidesStarportTypes = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_a.starport", "combat_tank_a.starport", "siege_tank.starport", "missile_tank.starport" }
CorrinoMainInfantryTypes = { "light_inf", "light_inf", "trooper", "sardaukar" }
CorrinoMainTankTypes = { "combat_tank_h", "combat_tank_h", "siege_tank", "missile_tank" }
CorrinoSmallTankTypes = { "combat_tank_h", "combat_tank_h", "siege_tank" }
CorrinoStarportTypes = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_h.starport", "combat_tank_h.starport", "siege_tank.starport", "missile_tank.starport" }
ActivateAI = function()
IdlingUnits[AtreidesMain] = Utils.Concat(Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[1], InitialAtreidesPaths[1]), Utils.Concat(Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[2], InitialAtreidesPaths[2]), Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[3], InitialAtreidesPaths[3])))
IdlingUnits[AtreidesSmall1] = Utils.Concat(Reinforcements.Reinforce(AtreidesSmall1, InitialAtreidesReinforcements[4], InitialAtreidesPaths[4]), Reinforcements.Reinforce(AtreidesSmall1, InitialAtreidesReinforcements[5], InitialAtreidesPaths[5]))
IdlingUnits[AtreidesSmall2] = Reinforcements.Reinforce(AtreidesSmall2, InitialAtreidesReinforcements[6], InitialAtreidesPaths[6])
IdlingUnits[CorrinoMain] = Reinforcements.Reinforce(CorrinoMain, InitialCorrinoReinforcements, InitialCorrinoPaths[1])
IdlingUnits[CorrinoSmall] = Reinforcements.Reinforce(CorrinoMain, InitialCorrinoReinforcements, InitialCorrinoPaths[2])
DefendAndRepairBase(AtreidesMain, AtreidesMainBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(AtreidesSmall1, AtreidesSmall1Base, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(AtreidesSmall2, AtreidesSmall2Base, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(CorrinoMain, CorrinoMainBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(CorrinoSmall, CorrinoSmallBase, 0.75, AttackGroupSize[Difficulty])
local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
local infantryToBuild = function() return { Utils.Random(EnemyInfantryTypes) } end
local infantryToBuildCorrinoMain = function() return { Utils.Random(CorrinoMainInfantryTypes) } end
local vehilcesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
local tanksToBuildAtreidesMain = function() return { Utils.Random(AtreidesMainTankTypes) } end
local tanksToBuildAtreidesSmall = function() return { Utils.Random(AtreidesSmallTankTypes) } end
local tanksToBuildCorrinoMain = function() return { Utils.Random(CorrinoMainTankTypes) } end
local tanksToBuildCorrinoSmall = function() return { Utils.Random(CorrinoSmallTankTypes) } end
local unitsToBuyAtreides = function() return { Utils.Random(AtreidesStarportTypes) } end
local unitsToBuyCorrino = function() return { Utils.Random(CorrinoStarportTypes) } end
local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
ProduceUnits(AtreidesMain, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesMain, ALightFactory1, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesMain, AHeavyFactory1, delay, tanksToBuildAtreidesMain, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesMain, AStarport, delay, unitsToBuyAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesSmall1, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesSmall1, ALightFactory2, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesSmall1, AHeavyFactory2, delay, tanksToBuildAtreidesSmall, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesSmall2, ABarracks4, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(CorrinoMain, CBarracks1, delay, infantryToBuildCorrinoMain, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(CorrinoMain, CLightFactory1, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(CorrinoMain, CHeavyFactory1, delay, tanksToBuildCorrinoMain, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(CorrinoMain, CStarport, delay, unitsToBuyCorrino, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(CorrinoSmall, CBarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(CorrinoSmall, CLightFactory2, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(CorrinoSmall, CHeavyFactory2, delay, tanksToBuildCorrinoSmall, AttackGroupSize[Difficulty], attackThresholdSize)
end

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--[[
Copyright (c) The OpenRA Developers and Contributors
This file is part of OpenRA, which is free software. It is made
available to you under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version. For more
information, see COPYING.
]]
AtreidesMainBase = { AConYard1, AOutpost1, APalace, ARefinery1, ARefinery2, ARefinery3, AHeavyFactory1, ALightFactory1, AStarport, AHiTechFactory, AResearch, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5, ARock1, ARock2, ARock3, ARock4, ABarracks1, ABarracks2, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9, APower10, APower11, APower12, APower13, APower14 }
AtreidesSmall1Base = { AConYard2, ARefinery4, ABarracks3, AHeavyFactory2, ALightFactory2, ARepair, ARock5, ARock6, ARock7, ARock8, ARock9, APower15, APower16, APower17, APower18, APower19, APower20, APower21 }
AtreidesSmall2Base = { AOutpost2, ABarracks4, AGunt6, AGunt7, AGunt8, ARock10, APower22, APower23 }
CorrinoMainBase = { COutpost, CPalace, CRefinery1, CHeavyFactory1, CLightFactory1, CStarport, CResearch, CGunt1, CGunt2, CRock1, CRock2, CBarracks1, CPower1, CPower2, CPower3, CPower4, CPower5, CPower6, CPower7 }
CorrinoSmallBase = { CConYard, CRefinery2, CHeavyFactory2, CLightFactory2, CRock3, CRock4, CBarracks2, CPower8, CPower9, CPower10, CPower11 }
AtreidesReinforcements =
{
easy =
{
{ "missile_tank", "trooper", "light_inf", "light_inf" },
{ "quad", "light_inf", "combat_tank_a"},
{ "light_inf", "trooper", "missile_tank" },
{ "light_inf", "light_inf", "siege_tank" }
},
normal =
{
{ "missile_tank", "trooper", "trooper", "light_inf", "light_inf" },
{ "quad", "trike", "combat_tank_a"},
{ "trooper", "trooper", "missile_tank" },
{ "light_inf", "light_inf", "light_inf", "siege_tank" },
{ "combat_tank_a", "trike", "trike", "fremen" }
},
hard =
{
{ "missile_tank", "trooper", "trooper", "trooper", "light_inf", "light_inf" },
{ "quad", "trike", "light_inf", "combat_tank_a"},
{ "light_inf", "trooper", "trooper", "missile_tank" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "siege_tank" },
{ "combat_tank_a", "trike", "trike", "fremen", "fremen" },
{ "sonic_tank", "combat_tank_a", "combat_tank_a", "quad" }
}
}
CorrinoStarportReinforcements =
{
easy =
{
{ "sardaukar", "sardaukar", "missile_tank" },
{ "trooper", "trooper", "siege_tank" },
{ "sardaukar", "sardaukar", "sardaukar", "trooper", "trooper", "light_inf", "light_inf" }
},
normal =
{
{ "sardaukar", "sardaukar", "sardaukar", "missile_tank" },
{ "trooper", "trooper", "trooper", "siege_tank" },
{ "sardaukar", "sardaukar", "sardaukar", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf" }
},
hard =
{
{ "sardaukar", "sardaukar", "sardaukar", "sardaukar", "missile_tank" },
{ "trooper", "trooper", "trooper", "trooper", "siege_tank" },
{ "sardaukar", "sardaukar", "sardaukar", "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" }
}
}
AtreidesAttackDelay =
{
easy = DateTime.Minutes(3) + DateTime.Seconds(30),
normal = DateTime.Minutes(2) + DateTime.Seconds(30),
hard = DateTime.Minutes(1) + DateTime.Seconds(30)
}
CorrinoStarportDelay =
{
easy = DateTime.Minutes(10),
normal = DateTime.Minutes(8),
hard = DateTime.Minutes(6)
}
AtreidesAttackWaves =
{
easy = 4,
normal = 5,
hard = 6
}
FremenGroupSize =
{
easy = 2,
normal = 4,
hard = 6
}
InitialAtreidesReinforcements =
{
{ "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "trooper", "trooper", "trooper", "combat_tank_a", "combat_tank_a" },
{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" },
{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_a", "combat_tank_a" },
{ "combat_tank_a", "quad", "quad", "trike", "trike", "trike" }
}
InitialCorrinoReinforcements = { "trooper", "trooper", "trooper", "trooper", "quad", "quad" }
AtreidesPaths =
{
{ AtreidesEntry1.Location, AtreidesRally1.Location },
{ AtreidesEntry2.Location, AtreidesRally2.Location },
{ AtreidesEntry3.Location, AtreidesRally3.Location },
{ AtreidesEntry4.Location, AtreidesRally4.Location }
}
InitialAtreidesPaths =
{
{ AtreidesEntry5.Location, AtreidesRally5.Location },
{ AtreidesEntry6.Location, AtreidesRally6.Location },
{ AtreidesEntry7.Location, AtreidesRally7.Location },
{ AtreidesEntry8.Location, AtreidesRally8.Location },
{ AtreidesEntry9.Location, AtreidesRally9.Location },
{ AtreidesEntry10.Location, AtreidesRally10.Location }
}
InitialCorrinoPaths =
{
{ CorrinoEntry1.Location, CorrinoRally1.Location },
{ CorrinoEntry2.Location, CorrinoRally2.Location }
}
HarkonnenReinforcements = { "combat_tank_h", "combat_tank_h", "siege_tank", "siege_tank", "missile_tank" }
HarkonnenPath = { HarkonnenEntry.Location, HarkonnenRally.Location }
SendStarportReinforcements = function()
Trigger.AfterDelay(CorrinoStarportDelay[Difficulty], function()
if CStarport.IsDead or CStarport.Owner ~= CorrinoMain then
return
end
local reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty])
local units = Reinforcements.ReinforceWithTransport(CorrinoMain, "frigate", reinforcements, { CorrinoStarportEntry.Location, CStarport.Location + CVec.New(1, 1) }, { CorrinoStarportExit.Location })[2]
Utils.Do(units, function(unit)
unit.AttackMove(AtreidesAttackLocation)
IdleHunt(unit)
end)
SendStarportReinforcements()
end)
end
SendHarkonnenReinforcements = function(delay)
Trigger.AfterDelay(delay, function()
Reinforcements.ReinforceWithTransport(Harkonnen, "carryall.reinforce", HarkonnenReinforcements, HarkonnenPath, { HarkonnenPath[1] })
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.PlaySpeechNotification(Harkonnen, "Reinforce")
end)
end)
end
SendAirStrike = function()
if AHiTechFactory.IsDead or AHiTechFactory.Owner ~= AtreidesMain then
return
end
local targets = Utils.Where(Harkonnen.GetActors(), function(actor)
return
actor.HasProperty("Sell") and
actor.Type ~= "wall" and
actor.Type ~= "medium_gun_turret" and
actor.Type ~= "large_gun_turret" and
actor.Type ~= "silo" and
actor.Type ~= "wind_trap"
end)
if #targets > 0 then
AHiTechFactory.TargetAirstrike(Utils.Random(targets).CenterPosition)
end
Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
end
BuildFremen = function()
if APalace.IsDead or APalace.Owner ~= AtreidesMain then
return
end
APalace.Produce("fremen")
APalace.Produce("fremen")
Trigger.AfterDelay(DateTime.Seconds(5), function()
IdleFremen = Utils.Where(AtreidesMain.GetActorsByType('fremen'), function(actor) return actor.IsIdle end)
if #IdleFremen >= FremenGroupSize[Difficulty] then
SendFremen()
end
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds (30), BuildFremen)
end
SendFremen = function()
Utils.Do(IdleFremen, function(freman)
freman.AttackMove(AtreidesAttackLocation)
IdleHunt(freman)
end)
end
Tick = function()
if Harkonnen.HasNoRequiredUnits() then
AtreidesMain.MarkCompletedObjective(KillHarkonnen1)
AtreidesSmall1.MarkCompletedObjective(KillHarkonnen2)
AtreidesSmall2.MarkCompletedObjective(KillHarkonnen3)
CorrinoMain.MarkCompletedObjective(KillHarkonnen4)
CorrinoSmall.MarkCompletedObjective(KillHarkonnen5)
end
if AtreidesMain.HasNoRequiredUnits() and AtreidesSmall1.HasNoRequiredUnits() and AtreidesSmall2.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillAtreides) then
Media.DisplayMessage(UserInterface.GetFluentMessage("atreides-annihilated"), Mentat)
Harkonnen.MarkCompletedObjective(KillAtreides)
end
if CorrinoMain.HasNoRequiredUnits() and CorrinoSmall.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillCorrino) then
Media.DisplayMessage(UserInterface.GetFluentMessage("emperor-annihilated"), Mentat)
Harkonnen.MarkCompletedObjective(KillCorrino)
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[AtreidesMain] then
local units = AtreidesMain.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[AtreidesMain] = false
ProtectHarvester(units[1], AtreidesMain, AttackGroupSize[Difficulty])
end
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[AtreidesSmall1] then
local units = AtreidesSmall1.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[AtreidesSmall1] = false
ProtectHarvester(units[1], AtreidesSmall1, AttackGroupSize[Difficulty])
end
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[CorrinoMain] then
local units = CorrinoMain.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[CorrinoMain] = false
ProtectHarvester(units[1], CorrinoMain, AttackGroupSize[Difficulty])
end
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[CorrinoSmall] then
local units = CorrinoSmall.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[CorrinoSmall] = false
ProtectHarvester(units[1], CorrinoSmall, AttackGroupSize[Difficulty])
end
end
end
WorldLoaded = function()
AtreidesMain = Player.GetPlayer("Atreides Main Base")
AtreidesSmall1 = Player.GetPlayer("Atreides Small Base 1")
AtreidesSmall2 = Player.GetPlayer("Atreides Small Base 2")
CorrinoMain = Player.GetPlayer("Corrino Main Base")
CorrinoSmall = Player.GetPlayer("Corrino Small Base")
Harkonnen = Player.GetPlayer("Harkonnen")
InitObjectives(Harkonnen)
KillAtreides = AddPrimaryObjective(Harkonnen, "destroy-atreides")
KillCorrino = AddPrimaryObjective(Harkonnen, "destroy-imperial-forces")
KillHarkonnen1 = AddPrimaryObjective(AtreidesMain, "")
KillHarkonnen2 = AddPrimaryObjective(AtreidesSmall1, "")
KillHarkonnen3 = AddPrimaryObjective(AtreidesSmall2, "")
KillHarkonnen4 = AddPrimaryObjective(CorrinoMain, "")
KillHarkonnen5 = AddPrimaryObjective(CorrinoSmall, "")
Camera.Position = HMCV.CenterPosition
AtreidesAttackLocation = HarkonnenRally.Location
Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds (30), BuildFremen)
Trigger.OnAllKilledOrCaptured(AtreidesMainBase, function()
Utils.Do(AtreidesMain.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(AtreidesSmall1Base, function()
Utils.Do(AtreidesSmall1.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(AtreidesSmall2Base, function()
Utils.Do(AtreidesSmall2.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(CorrinoMainBase, function()
Utils.Do(CorrinoMain.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(CorrinoSmallBase, function()
Utils.Do(CorrinoSmall.GetGroundAttackers(), IdleHunt)
end)
local path = function() return Utils.Random(AtreidesPaths) end
local waveCondition = function() return Harkonnen.IsObjectiveCompleted(KillAtreides) end
local huntFunction = function(unit)
unit.AttackMove(AtreidesAttackLocation)
IdleHunt(unit)
end
SendCarryallReinforcements(AtreidesMain, 0, AtreidesAttackWaves[Difficulty], AtreidesAttackDelay[Difficulty], path, AtreidesReinforcements[Difficulty], waveCondition, huntFunction)
SendStarportReinforcements()
Actor.Create("upgrade.barracks", true, { Owner = AtreidesMain })
Actor.Create("upgrade.light", true, { Owner = AtreidesMain })
Actor.Create("upgrade.heavy", true, { Owner = AtreidesMain })
Actor.Create("upgrade.hightech", true, { Owner = AtreidesMain })
Actor.Create("upgrade.barracks", true, { Owner = AtreidesSmall1 })
Actor.Create("upgrade.light", true, { Owner = AtreidesSmall1 })
Actor.Create("upgrade.heavy", true, { Owner = AtreidesSmall1 })
Actor.Create("upgrade.barracks", true, { Owner = AtreidesSmall2 })
Actor.Create("upgrade.barracks", true, { Owner = CorrinoMain })
Actor.Create("upgrade.light", true, { Owner = CorrinoMain })
Actor.Create("upgrade.heavy", true, { Owner = CorrinoMain })
Actor.Create("upgrade.barracks", true, { Owner = CorrinoSmall })
Actor.Create("upgrade.light", true, { Owner = CorrinoSmall })
Actor.Create("upgrade.heavy", true, { Owner = CorrinoSmall })
Trigger.AfterDelay(0, ActivateAI)
SendHarkonnenReinforcements(DateTime.Minutes(2) + DateTime.Seconds(30))
end

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## rules.yaml
briefing =
Only the Atreides and Imperial forces now remain. The Sardaukar, still scattered from their long march from the North, cannot amass their forces to attack. Only the destruction of the Emperor's base encampment will stop the flow of Imperial forces.
Once this has been accomplished, turn on the Atreides and annihilate them. Claim Arrakis for House Harkonnen!

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Player:
PlayerResources:
DefaultCash: 7000
World:
LuaScript:
Scripts: campaign.lua, utils.lua, harkonnen09a.lua, harkonnen09a-AI.lua
MissionData:
Briefing: briefing
BriefingVideo: H_BR09_E.VQA
MapOptions:
TechLevel: unrestricted
ScriptLobbyDropdown@difficulty:
ID: difficulty
Label: dropdown-difficulty.label
Description: dropdown-difficulty.description
Values:
easy: options-difficulty.easy
normal: options-difficulty.normal
hard: options-difficulty.hard
Default: easy
^Palettes:
IndexedPlayerPalette:
PlayerIndex:
Atreides Main Base: 143, 142, 141, 140, 139, 138, 137, 136, 135, 134, 133, 132, 131, 130, 129, 128
Atreides Small Base 1: 143, 142, 141, 140, 139, 138, 137, 136, 135, 134, 133, 132, 131, 130, 129, 128
Atreides Small Base 2: 143, 142, 141, 140, 139, 138, 137, 136, 135, 134, 133, 132, 131, 130, 129, 128
Corrino Main Base: 191, 190, 189, 188, 187, 186, 185, 184, 183, 182, 181, 180, 179, 178, 177, 176
Corrino Small Base: 191, 190, 189, 188, 187, 186, 185, 184, 183, 182, 181, 180, 179, 178, 177, 176
FixedPlayerColorShift:
BasePalette: player
PlayerIndex:
Atreides Main Base: 0.274, -0.275, 1, 0.32, 0.34
Atreides Small Base 1: 0.274, -0.275, 1, 0.32, 0.34
Atreides Small Base 2: 0.274, -0.275, 1, 0.32, 0.34
Corrino Main Base: 0.477, 0.075, 1, 0.32, 0.34
Corrino Small Base: 0.477, 0.075, 1, 0.32, 0.34
carryall.reinforce:
Cargo:
MaxWeight: 10
frigate:
Aircraft:
LandableTerrainTypes: Sand, Rock, Transition, Spice, SpiceSand, Dune, Concrete
mpsardaukar:
Buildable:
Prerequisites: ~disabled
grenadier:
Buildable:
Prerequisites: ~disabled
thumper:
Buildable:
Prerequisites: ~disabled