// ============== // BASEMANAGEMENT // ============== // Alternative initial base-layout, better suited for defense // // -- _0_ _1_ _2_ _3_ _4_ // 0: xxx xxx xxx Drp-shp // 1: xxx xxx xxx Int Rdr // 2: xxx xxx xxx xxx Ent // 3: xxx xxx Lab xxx Str // 4: Wrk-shp Cmd Qrt Pwr // // // Common envisioned base types: // (costs do not inlcude the 100000 for base setup and employee costs) // // Storage Base: // entrance, storage // cost 85000 // // Radar Outpost: // entrance, powerplant, radar // cost // // Defended Radar Outpost: // Radar Outpost + storage, quarters (8 soldiers) // cost // // Dropship Base: // Defended Radar Outpost + hangar // cost // // Dropship Base with Ammo Production: // Dropship Base + quarters (10 workers), workshop, teamroom // cost // // Interceptor Base with Interceptor Ammo Production: // Radar Outpost + command, intercept, storage, quarters (10 workers) // workshop, teamroom // cost // // Interceptor Base: // Defended Radar Outpost + command, intercept // cost // // Initial Base: // Interceptor Base + hangar, lab, workshop // cost // // Advanced Base: // Initial Base + teamroom, hospital, ufo_hangar, storage, quarters // cost // ==================== // Buildings // ==================== building building_aliencontainment { name "_Alien Containment Facility" image base/aliencont fixcosts 500000 type aliencont build_time 10 varcosts 1000 map_name "aliencont" pedia rs_building_aliencontainment firstbase true pos "0 2" more_than_one true onclick "building_open" capacity 10 } building building_entrance { name "_Entrance" image base/entrance fixcosts 10000 build_time 1 varcosts 0 map_name "entrance" pedia rs_building_entrance firstbase true pos "2 4" autobuild true visible false } building building_storage { name "_Storage" image base/storage fixcosts 75000 depends building_entrance // storage base needs just entrance type storage build_time 5 varcosts 200 map_name "storage" pedia rs_building_storage firstbase true pos "3 4" capacity 100 more_than_one true } building building_powerplant { name "_Power Plant" image base/powerplant fixcosts 90000 depends building_entrance build_time 2 varcosts 3000 map_name "powerplant" pedia rs_building_powerplant firstbase true pos "4 4" more_than_one false // are we sure? this is boring now... } building building_command { name "_Command Centre" image base/commando fixcosts 740000 // next stage in base costs depends building_powerplant build_time 4 varcosts 1000 map_name "commando" pedia rs_building_command firstbase true pos "4 2" } building building_quarters { name "_Living Quarters" image base/quarters fixcosts 80000 depends building_powerplant // so that they don't freeze build_time 4 varcosts 200 map_name "quarters" pedia rs_building_quarters firstbase true pos "4 3" more_than_one true type quarters max_employees 32 onclick "building_open" } building building_hangar { name "_Large Hangar" image base/drop2 fixcosts 310000 depends building_powerplant // slow dropship operations can be coordinated from another base, so no Command Center needed build_time 6 varcosts 2600 map_name "drop" pedia rs_building_hangar firstbase true pos "0 3" more_than_one true type hangar needs building_hangar2 onconstruct "aircraft_new craft_dropship" max_employees 8 onclick "building_open" capacity 3 } building building_hangar2 { name "_Large Hangar" image base/drop1 pedia rs_building_hangar visible false // no 'needs' field here! onclick "building_open" } building building_intercept { name "_Small Hangar" image base/intercept fixcosts 330000 depends building_powerplant // slow interceptions can be coordinated from another base, so no Command Center needed build_time 5 varcosts 4200 map_name "intercept" pedia rs_building_intercept firstbase true pos "1 3" more_than_one true onconstruct "aircraft_new craft_interceptor" // ondestroy ??? capacity 2 type hangar onclick "building_open" } building building_small_ufo_hangar { name "_Small UFO Hangar" image base/adrop fixcosts 940000 depends building_powerplant build_time 12 varcosts 5600 map_name "ufohangar" pedia rs_building_small_ufo_hangar more_than_one true capacity 1 type hangar onclick "building_open" } building building_large_ufo_hangar { name "_Large UFO Hangar" image base/adropl2 fixcosts 1000000 depends building_powerplant build_time 18 varcosts 5600 map_name "ufohangar_l" capacity 1 pedia rs_building_large_ufo_hangar needs building_large_ufo_hangar2 more_than_one true type hangar onclick "building_open" } building building_large_ufo_hangar2 { name "_Large UFO Hangar" image base/adropl1 pedia rs_building_large_ufo_hangar visible false // no 'needs' field here! onclick "building_open" } building building_teamroom { name "_Team Room" image base/teamroom fixcosts 30000 depends building_command build_time 3 varcosts 140 map_name "teamroom" pedia rs_building_teamroom } building building_workshop { name "_Workshop" image base/workshop2 fixcosts 230000 depends building_command build_time 7 varcosts 8000 map_name "workshop" pedia rs_building_workshop firstbase true pos "4 0" more_than_one true type workshop max_employees 10 needs building_workshop2 onclick "building_open" } building building_workshop2 { name "_Workshop" image base/workshop1 pedia rs_building_workshop visible false // no 'needs' field here! onclick "building_open" } building building_radar { name "_Radar" image base/radar fixcosts 270000 // a major cost to prevent 10 radars in initial base depends building_command build_time 10 varcosts 1600 map_name "radar" pedia rs_building_radar firstbase true pos "1 4" more_than_one true onconstruct "inc_sensor 30" ondestroy "dec_sensor 30" } building building_lab { name "_Laboratory" image base/lab fixcosts 1200000 // next stage in base costs depends building_command // scientists need supervision, or... build_time 14 varcosts 6000 map_name "lab" pedia rs_building_lab firstbase true pos "3 2" more_than_one true type lab max_employees 10 onclick "building_open" } building building_hospital { name "_Hospital" image base/hospital fixcosts 750000 depends building_command // medics need supervision, or... build_time 9 varcosts 10000 map_name "hospital" pedia rs_building_hospital // firstbase true //the luxury of your veterans back in combat costs extra // pos "3 3" more_than_one true type hospital max_employees 10 onclick "building_open" capacity 30 } base main { base1 "_Home" base2 "_Base #2" base3 "_Base #3" base4 "_Base #4" base5 "_Base #5" base6 "_Base #6" base7 "_Base #7" base8 "_Base #8" }