MCVNEW:
	Inherits: ^Siege
    Power:
		Amount: 10
    Transforms:
		IntoActor: factnew
		Offset: -1,-1
		Facing: 160
		TransformSounds: constru2.aud, hvydoor1.aud
		NoTransformNotification: BuildingCannotPlaceAudio
	Valued:
		Cost: 4000
	Tooltip:
		Name: Supply wagon
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 100
		Prerequisites: anyhq, ~techlevel.medium, vehicleproduction
		Description: Deploys into another Keep.\n  Unarmed
		Queue: MSiege.GDI, MSiege.Nod
	Selectable:
		Priority: 4
	AttackFrontal:
    Mobile:
        Crushes: crate, infantry
		Speed: 65
        TurnSpeed: 3
	Health:
		HP: 120000
        Shape: Capsule
            Radius: 426
            PointA: 0, -612
            PointB: 0, 512
	Armor:
		Type: Light
	RevealsShroud:
		Range: 8c0
    RenderSprites:
        Image: newmcv
        PlayerPalette: raplayer
    WithInfantryBody:
	MustBeDestroyed:
		RequiredForShortGame: true
	BaseBuilding:
	SelectionDecorations:
		VisualBounds: 36,36
    SpawnActorOnDeath:
		Actor: MCVNEW.Husk 
        OwnerType: InternalName
		InternalOwner: Neutral
    SpawnActorOnDeath@2:
        Probability: 100
        Actor: emptyross
		OwnerType: InternalName
		InternalOwner: Neutral
    Voiced:
		VoiceSet: CivilianFemaleVoice
    ProximityExternalCondition@WANDERER:
        Range: 6c0
        ValidStances: Ally
        Condition: Wander
    ProximityExternalCondition@LABORER:
        Range: 3c0
        ValidStances: Ally
        Condition: Labor
    Targetable:
		TargetTypes: Ground, Siege, Wanderer, Laborer


        

SIEGE1:
	Inherits: ^Siege
    Inherits@2: ^GainsExperience
	Valued:
		Cost: 600
	Tooltip:
		Name: Siege Ballista
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 20
        Prerequisites: anyhq, ~techlevel.medium
		Description: Long-range artillery.\n  Strong vs Infantry, Cavalry and Buildings
		Queue: MSiege.Nod
	Mobile:
		TurnSpeed: 2
		Speed: 60
	Health:
		HP: 10000
        Shape: Capsule
            Radius: 526
            PointA: 0, -412
            PointB: 0, 212
	Armament:
		Weapon: siegebalista
	AttackFrontal:
    AutoTarget:
		ScanRadius: 11
    RenderSprites:
        Image: siege1
        PlayerPalette: raplayer
	WithInfantryBody:
		IdleSequences: stand
		DefaultAttackSequence: shoot
    Armor:
		Type: LightCavalry
    Selectable:
		Bounds: 35,35,0,-6
    Power:
		Amount: -4
    Targetable:
		TargetTypes: Ground, Siege
    SpawnActorOnDeath:
		Actor: SIEGE1.Husk
    SpawnActorOnDeath@1:
		Actor: SIEGERUNNER
        Probability: 50
    SpawnActorOnDeath@2:
		Actor: SIEGERUNNER
        Probability: 50



SIEGE2:
	Inherits: ^Siege
	Inherits@2: ^GainsExperience
	Valued:
		Cost: 1200
	Tooltip:
		Name: Siege Catapult
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 20
        Prerequisites: anyhq, ~techlevel.medium
		Description: Long range boulder barrage.\n  Strong vs all Ground units.
		Queue: MSiege.GDI
	Mobile:
		Speed: 60
		TurnSpeed: 2
	Health:
		HP: 12000
        Shape: Capsule
            Radius: 526
            PointA: 0, -412
            PointB: 0, 212
	Armament:
        LocalOffset: 0,0,500
		Weapon: siegeboulder
	AttackFrontal:
    AutoTarget:
		ScanRadius: 12
    RenderSprites:
        Image: siege2
        PlayerPalette: raplayer
	WithInfantryBody:
		IdleSequences: stand
		DefaultAttackSequence: shoot
    Armor:
		Type: LightCavalry
    Selectable:
		Bounds: 35,35,0,-6
    Power:
		Amount: -4
    Targetable:
		TargetTypes: Ground, Siege
    SpawnActorOnDeath:
		Actor: SIEGE2.Husk
    SpawnActorOnDeath@1:
		Actor: SIEGERUNNER
        Probability: 50
    SpawnActorOnDeath@2:
		Actor: SIEGERUNNER
        Probability: 50
        


SIEGE3:
	Inherits: ^Siege
	Inherits@2: ^GainsExperience
    ConditionManager:
    Cargo:
        MaxWeight: 6
        PipCount: 6
        Types: Archer, Infantry
	Valued:
		Cost: 600
	Tooltip:
		Name: Siege Tower
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 20
        Prerequisites: barracks, ~techlevel.medium
		Description: Strong siege weapon.\nComes with 3 Archers on top, shooting of it\n Highly Armored, Crushes walls.\nHolds up to 6 men inside.
		Queue: MSiege.GDI
	Mobile:
        Crushes: wall, heavywall, crate, infantry
		Speed: 55
        SharesCell: false
        TurnSpeed: 3
    Health:
		HP: 30000
        Shape: Rectangle
            TopLeft: -512, -512
            BottomRight: 512, 512
    WithRoof:
        Sequence: top
    RenderSprites:
        Image: siege3
        PlayerPalette: raplayer
	WithInfantryBody:
		IdleSequences: stand
    BodyOrientation:
		QuantizedFacings: 32
    AutoTarget:
		ScanRadius: 7
        InitialStance: AttackAnything
    Armor:
		Type: HeavyCavalry
    Selectable:
		Bounds: 42,54,0,-8
    SelectionDecorations:
		VisualBounds: 42,54,0,-8
    Power:
		Amount: -6
    Targetable:
		TargetTypes: Ground, Siege
    SpawnActorOnDeath:
		Actor: SIEGE3.Husk
    SpawnActorOnDeath@1:
		Actor: SIEGERUNNER
        Probability: 50
    SpawnActorOnDeath@2:
		Actor: SIEGERUNNER
        Probability: 50
    AttackTurreted:
    WithSpriteTurret@1: 
        Sequence: turretidle
        AimSequence: turretanim
        Turret: primary
    WithSpriteTurret@2: 
        Sequence: turretidle
        AimSequence: turretanim
        Turret: secondary
    WithSpriteTurret@3: 
        Sequence: turretidle
        AimSequence: turretanim
        Turret: tritiary
	Turreted@1:
        Turret: primary
		TurnSpeed: 100
        Offset: 150,-150,950
    Turreted@2:
        Turret: secondary
		TurnSpeed: 100
        Offset: -150,0,950
    Turreted@3:
        Turret: tritiary
		TurnSpeed: 100
        Offset: 150,150,950
    Armament@1:
		Weapon: BowNArrowSiegeTower
		LocalOffset: 0,0,427
        Turret: primary
    Armament@2:
		Weapon: BowNArrowSiegeTower
		LocalOffset: 0,0,427
        Turret: secondary
        FireDelay: 15
    Armament@3:
		Weapon: BowNArrowSiegeTower
		LocalOffset: 0,0,427
        Turret: tritiary
        FireDelay: 30
        


SIEGE4:
	Inherits: ^Siege
	Inherits@2: ^GainsExperience
    ConditionManager:
    Cargo:
        MaxWeight: 8
        PipCount: 8
        Types: Infantry, Archer
        EjectOnDeath: True
        LoadedCondition: batteringupgrade
	Valued:
		Cost: 700
	Tooltip:
		Name: Battering Ram
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 20
        Prerequisites: barracks, ~techlevel.medium
		Description: Strong anti Building siege weapon.\n You can station up to 8 Infantry in it\n Highly Armored, Crushes walls\n Getting faster with each infantry stationed
		Queue: MSiege.Nod
    Mobile:
        Crushes: wall, heavywall, crate, infantry
		Speed: 30
        SharesCell: false
        TurnSpeed: 2
    Health:
		HP: 50000
        Shape: Rectangle
            TopLeft: -412, -412
            BottomRight: 412, 712
    RenderSprites:
        Image: siege5
        PlayerPalette: raplayer
	WithInfantryBody:
		IdleSequences: stand
        MoveSequence: run
		DefaultAttackSequence: shoot
    Armor:
		Type: Knight
    Selectable:
		Bounds: 42,38,0,-8
    SelectionDecorations:
		VisualBounds: 42,38,0,-8
    AttackFrontal:
    Power:
		Amount: -4
    Targetable:
		TargetTypes: Ground, Siege
    AutoTarget:
		ScanRadius: 7
        InitialStance: AttackAnything
    Armament:
        Weapon: battering
    SpeedMultiplier:
        RequiresCondition: batteringupgrade == 1
        Modifier: 110
    SpeedMultiplier@1:
        RequiresCondition: batteringupgrade == 2
        Modifier: 120
    SpeedMultiplier@2:
        RequiresCondition: batteringupgrade == 3
        Modifier: 130
    SpeedMultiplier@3:
        RequiresCondition: batteringupgrade == 4
        Modifier: 140
    SpeedMultiplier@4:
        RequiresCondition: batteringupgrade == 5
        Modifier: 160
    SpeedMultiplier@5:
        RequiresCondition: batteringupgrade == 6
        Modifier: 180
    SpeedMultiplier@6:
        RequiresCondition: batteringupgrade == 7
        Modifier: 200
    SpeedMultiplier@7:
        RequiresCondition: batteringupgrade == 8
        Modifier: 220
    ReloadDelayMultiplier@1:
        RequiresCondition: batteringupgrade == 1
        Modifier: 94
    ReloadDelayMultiplier@2:
        RequiresCondition: batteringupgrade == 2
        Modifier: 82 
    ReloadDelayMultiplier@3:
        RequiresCondition: batteringupgrade == 3
        Modifier: 76
    ReloadDelayMultiplier@4:
        RequiresCondition: batteringupgrade == 4
        Modifier: 70
    ReloadDelayMultiplier@5:
        RequiresCondition: batteringupgrade == 5
        Modifier: 64
    ReloadDelayMultiplier@6:
        RequiresCondition: batteringupgrade == 6
        Modifier: 58
    ReloadDelayMultiplier@7:
        RequiresCondition: batteringupgrade == 7
        Modifier: 52     
    ReloadDelayMultiplier@8:
        RequiresCondition: batteringupgrade == 8
        Modifier: 46 
    SpawnActorOnDeath:
		Actor: SIEGE4.Husk
    SpawnActorOnDeath@1:
		Actor: SIEGERUNNER
        Probability: 33
    SpawnActorOnDeath@2:
		Actor: SIEGERUNNER
        Probability: 33
    SpawnActorOnDeath@3:
		Actor: SIEGERUNNER
        Probability: 33
    SpawnActorOnDeath@4:
		Actor: SIEGERUNNER
        Probability: 33
    SpawnActorOnDeath@5:
		Actor: SIEGERUNNER
        Probability: 33
    SpawnActorOnDeath@6:
		Actor: SIEGERUNNER
        Probability: 33
        
EHARVXL:
	Inherits: ^Siege
    BodyOrientation:
        QuantizedFacings: 8
    QuantizeFacingsFromSequence:
		Sequence: stand
    WithInfantryBody:
		IdleSequences: idle
        MoveSequence: move
        RequiresCondition: MoveAnim
    GrantConditionOnMovement:
        Condition: MoveAnim
    WithFacingSpriteBody:
        Sequence: idle
        RequiresCondition: !MoveAnim
    WithHarvestAnimation:
        HarvestSequence: harvest
        PrefixByFullness: empty-, half-, full-
    WithDockingAnimation:
	Valued:
		Cost: 1000
	Tooltip:
		Name: Harvester
	Buildable:
        IconPalette: raicon
		BuildPaletteOrder: 0
		Description: Collects iron, copper and gold ore.\n  Unarmed
		Queue: MSiege.GDI, MSiege.Nod
        Prerequisites: procnew, ~techlevel.medium
    Mobile:
        TurnSpeed: 5
		Speed: 85
        SharesCell: false
	Health:
		HP: 45000
    RenderSprites:
        Image: eharvxl
        PlayerPalette: raplayer
    AttackFrontal:
    Armor:
		Type: HeavyCavalry       
    Selectable:
		Priority: 7
    Harvester:
        DeliveryBuildings: procnew
		Resources: Tiberium, BlueTiberium
		PipCount: 7
		Capacity: 20
		BaleLoadDelay: 12
		BaleUnloadDelay: 3
		SearchFromProcRadius: 25
		SearchFromOrderRadius: 15
    Selectable:
		Bounds: 36,36,0,0
	SelectionDecorations:
		VisualBounds: 36,36,0,0
    Contrail@1:
        Offset: 256,256,0
        ZOffset: -256
        TrailLength: 30
        TrailWidth: 0c64
        Color: 180500
        UsePlayerColor: False
    Contrail@2:
        Offset: 256,-256,0
        ZOffset: -256
        TrailLength: 30
        TrailWidth: 0c64
        Color: 180500
        UsePlayerColor: False
    
        
PLANEWAGEN:
	Inherits: ^Siege
    Cargo:
        MaxWeight: 8
        PipCount: 8
        Types: Infantry, Archer
	Valued:
		Cost: 500
	Tooltip:
		Name: Covered Wagon
	Mobile:
		TurnSpeed: 2
		Speed: 60
	Health:
		HP: 10000
        Shape: Capsule
            Radius: 326
            PointA: 0, -312
            PointB: 0, 312
    AttackFrontal:
    RenderSprites:
        Image: planewagen
        PlayerPalette: raplayer
	WithInfantryBody:
		IdleSequences: stand
    Armor:
		Type: LightCavalry
    Selectable:
		Bounds: 35,35,0,-6
    Targetable:
		TargetTypes: Ground, Siege
