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- <?xml version="1.0" encoding="us-ascii"?>
- <AssetDeclaration xmlns="uri:ea.com:eala:asset">
-
- <Tags />
- <Includes />
-
- <Defines>
-
- <Define name="SCOUT_SHROUD_CLEAR" value="750.0" />
- <Define name="STANDARD_SHROUD_CLEAR" value="500.0" />
-
- <Define name="CIV_HEALTH_TINY" value="1000.0" />
- <Define name="CIV_HEALTH_SMALL" value="2000.0" />
- <Define name="CIV_HEALTH_MEDIUM" value="3000.0" />
- <Define name="CIV_HEALTH_LARGE" value="4000.0" />
- <Define name="CIV_HEALTH_XLARGE" value="5000.0" />
-
- <Define name="CIV_CONTAIN_TINY" value="1.0" />
- <Define name="CIV_CONTAIN_SMALL" value="3.0" />
- <Define name="CIV_CONTAIN_MEDIUM" value="5.0" />
- <Define name="CIV_CONTAIN_LARGE" value="8.0" />
- <Define name="CIV_CONTAIN_XLARGE" value="10.0" />
- <!-- How much a building makes the place a home - a camp. If the total of nearby buildings is
- >= 5000, we use special 'going home' voices when moving there -->
- <!-- A normal building is Campness="2000" E.g. 3 normal buildings in an area make it a camp. Can't define here because of BAB problems -->
- <Define name="CAMPNESS_CONYARD" value="5000" /> <!-- A Construction Yard, by itself, is a camp! -->
- <Define name="CAMPNESS_WALL" value="1" /> <!-- Walls don't make a camp, but they do prevent you from using VoiceMoveToCamp near them (because sometimes you get a bunch of old walls left laying around) -->
- <Define name="CAMPNESS_DEFENSIVE_STRUCTURE" value="2000" /> <!-- Defensive structures count same as production buildings -->
- <Define name="CAMPNESS_SUMMONED" value="0" /> <!-- Summoning in a lone tower to help with a battle does NOT prevent VoiceRetreatToCastle if you run from the battle -->
- <Define name="CAMPNESS_TECH_BUILDING" value="0" /> <!-- Not really a camp placed by the user -->
- <Define name="BASE_OPTIMIZED_PROP_KINDOF" value="IMMOBILE NO_COLLIDE OPTIMIZED_PROP CLEARED_BY_BUILD UNATTACKABLE NOT_AUTOACQUIRABLE CAN_SKIP_SHADOW" />
- <Define name="BASE_CRUSHABLE_OBSTACLE_KINDOF" value="IMMOBILE NOT_AUTOACQUIRABLE STRUCTURE CRUSHABLE_OBSTACLE CAN_SEE_THROUGH_STRUCTURE RESIST_EMP SIMPLE_OBJECT_PROP CLEARED_BY_BUILD" />
- <Define name="BASE_CRUSHABLE_OBSTACLE_CANSKIPSHADOW_KINDOF" value="=$BASE_CRUSHABLE_OBSTACLE_KINDOF+' CAN_SKIP_SHADOW'" />
- <Define name="BASE_CRUSHABLE_OBSTACLE_KINDOF_CAN_BUILD_ON_WATER" value="IMMOBILE NOT_AUTOACQUIRABLE STRUCTURE CRUSHABLE_OBSTACLE CAN_SEE_THROUGH_STRUCTURE RESIST_EMP SIMPLE_OBJECT_PROP CLEARED_BY_BUILD CAN_BUILD_ON_WATER CAN_BUILD_ON_DEEP_WATER" />
- <Define name="BASE_CRUSHABLE_OBSTACLE_CLEAR_BY_BUILD_KINDOF" value="IMMOBILE NOT_AUTOACQUIRABLE STRUCTURE CRUSHABLE_OBSTACLE CAN_SEE_THROUGH_STRUCTURE RESIST_EMP SIMPLE_OBJECT_PROP CLEARED_BY_BUILD" />
- <Define name="BASE_CRUSHABLE_OBSTACLE_CLEAR_BY_BUILD_NONOCCLUDING_KINDOF" value="IMMOBILE NOT_AUTOACQUIRABLE STRUCTURE CRUSHABLE_OBSTACLE CAN_SEE_THROUGH_STRUCTURE RESIST_EMP SIMPLE_OBJECT_PROP CLEARED_BY_BUILD NONOCCLUDING" />
- <Define name="BASE_TOPPLE_KINDOF" value="IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CLEARED_BY_BUILD STRUCTURE CAN_TOPPLE SIMPLE_OBJECT_PROP CAN_SKIP_SHADOW" />
- <Define name="BASE_TREE_KINDOF" value="IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CLEARED_BY_BUILD CAN_TOPPLE SIMPLE_OBJECT_PROP CAN_SKIP_SHADOW" />
- <Define name="BASE_SIMULATED_PROP_KINDOF" value="IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE SIMPLE_OBJECT_PROP CAN_SKIP_SHADOW CLEARED_BY_BUILD" />
- <Define name="BASE_REPAIR_DRONE_KINDOF" value="AIRCRAFT NO_COLLIDE NOT_AUTOACQUIRABLE SUMMONED UNATTACKABLE" />
- <Define name="FACTORY_REPAIR_DRONE_KINDOF" value="=$BASE_REPAIR_DRONE_KINDOF" />
- <Define name="SUMMONED_REPAIR_DRONE_KINDOF" value="=$BASE_REPAIR_DRONE_KINDOF" />
- <!-- Define for all disabled types -->
- <Define name="DISABLEDTYPE_ALL" value="DEFAULT USER_PARALYZED EMP HELD PARALYZED UNMANNED UNDERPOWERED FREEFALL TEMPORARILY_BUSY SCRIPT_DISABLED SCRIPT_UNDERPOWERED INFILTRATED FROZEN" />
-
- <Define name="SPECTRUM_TOWER_LINK_RANGE" value="350.0" />
-
- <Define name="SUPPRESSION_SUPPRESSABILITY" value="50" />
- <Define name="SUPPRESSION_DURATION" value="5s" />
- <Define name="SUPPRESSION_UPDATE" value="1s" />
- <Define name="REPAIR_DRONE_LEASH_DISTANCE" value="200" />
- <Define name="REPAIR_DRONE_DECAL_MARGIN" value="40" />
- <Define name="REPAIR_DRONE_HOME_DECAL_SIZE" value="= ( $REPAIR_DRONE_LEASH_DISTANCE * 2 ) + $REPAIR_DRONE_DECAL_MARGIN" />
- <Define name="SOVIET_REPAIR_DRONE_LEASH_DISTANCE" value="300" />
- <Define name="SOVIET_REPAIR_DRONE_DECAL_MARGIN" value="40" />
- <Define name="SOVIET_REPAIR_DRONE_HOME_DECAL_SIZE" value="= ( $SOVIET_REPAIR_DRONE_LEASH_DISTANCE * 2 ) + $SOVIET_REPAIR_DRONE_DECAL_MARGIN" />
- <!-- this needs to be large enough to kill anything, even phased units -->
- <Define name="CLEAR_GARRISON_WEAPON_DAMAGE" value="1500000" />
- <Define name="PHASE_SHIELD_PROPAGATE_REFRESH" value="1s" />
- <Define name="PHASE_SHIELD_PROPAGATE_DURATION" value="2s" />
- <!-- These specify the 0-indexed ordinals for MoneyTransaction. These values must be less than the NumberOfResourceAccounts on the PlayerTemplates. -->
- <Define name="ACCOUNT_ORE" value="0"/>
- <Define name="ACCOUNT_SIGMA" value="1"/>
- <Define name="UNLIMITED_CLIP_SIZE" value="0" />
- <!-- Ore Node Timings -->
- <Define name="MOVE_TO_EXTRACT_TIME" value="3.5s" />
- <Define name="EXTRACT_TIME" value="2s" />
- <Define name="MOVE_TO_DELIVER_TIME" value="3.5s" />
- <Define name="DELIVERY_TIME" value="2s" />
- <!-- Target Chooser Timings -->
- <Define name="FAST_IDLE_SCAN_DELAY" value="0.0s" />
- <Define name="MEDIUM_IDLE_SCAN_DELAY" value="0.4s" />
- <Define name="SLOW_IDLE_SCAN_DELAY" value="0.8s" />
- <!-- Simulated Debris Timings -->
- <Define name="DEBRIS_LIFETIME_DELAY" value="4.0s" />
- <Define name="DEBRIS_LIFETIME_FADE" value="2.0s" />
- <Define name="JAPAN_EMPERORS_RAGE_RADIUS_LEVEL_1" value="100.0" />
- <Define name="JAPAN_EMPERORS_RAGE_RADIUS_LEVEL_2" value="150.0" />
- <Define name="JAPAN_EMPERORS_RAGE_RADIUS_LEVEL_3" value="200.0" />
- <Define name="JAPAN_EMPERORS_RAGE_TIME_LEVEL_1" value="30.0s" />
- <Define name="JAPAN_EMPERORS_RAGE_TIME_LEVEL_2" value="40.0s" />
- <Define name="JAPAN_EMPERORS_RAGE_TIME_LEVEL_3" value="60.0s" />
- <Define name="NANOSWARMHIVE_RADIUS" value="200" />
- <!-- Simulated Debris Timings -->
- <Define name="ORIBITAL_REFUSE_DELAY_LEVEL_1" value="3.0s" />
- <Define name="ORIBITAL_REFUSE_DELAY_LEVEL_2" value="6.0s" />
- <Define name="ORIBITAL_REFUSE_DELAY_LEVEL_3" value="9.0s" />
- <Define name="MAX_SECONDARY_DAMAGE_SCALER" value="200%" />
- <Define name="TECH_STRUCTURE_EFFECTIVE_COST" value="2000" />
- <Define name="POINT_DEFENSE_DRONE_INCLUDE_KINDOF" value="VEHICLE HUGE_VEHICLE SHIP"/>
- <Define name="POINT_DEFENSE_DRONE_EXCLUDE_KINDOF" value="INFANTRY AIRCRAFT SUBMARINE"/>
- <Define name="POINT_DEFENSE_DRONE_EXCLUDE_OBJECTSTATUS" value="SUBMERGED AIRBORNE_TARGET IN_NANOHIVE NOT_IN_WORLD POINT_DEFENSE_DRONE_ATTACHED" />
- <Define name="JAPAN_BURST_DRONE_SELF_DESTRUCT_TIMER" value="3s" />
- <Define name="EMPERORS_RAGE_TARGET_OBJSTATUS_TO_EXCLUDE" value="SUBMERGED AIRBORNE_TARGET NOT_IN_WORLD" />
- <Define name="ALL_BRIDGE_KINDOF" value="BRIDGE BRIDGE_SEGMENT BRIDGE_ENDCAP BRIDGE_GATEHOUSE" />
- <Define name="RAGDOLL_SWING_DISPLACEMENT" value="0.1" />
- <Define name="RAGDOLL_SWING_ANGLE" value="0.5" />
- <Define name="RAGDOLL_TWIST_DISPLACEMENT" value="0.1" />
- <Define name="RAGDOLL_TWIST_ANGLE" value="0.2" />
- <Define name="JAPAN_ARCHER_ARROW_BARRAGE_RADIUS" value="60" />
- <Define name="DESOLATOR_INFANTRY_SPRAY_ATTACH_RANGE" value="20" />
- <Define name="JAPAN_FORTRESS_UNPACK_TIME" value="4.0s" />
- </Defines>
-
- </AssetDeclaration>
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