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Helicopter Gunship (#3385)
* -Helicopter Gunship Implemented -Anti-Tank Gun upgrades to it * unit atlas * "All tiles cost 1 movement"
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Before Width: | Height: | Size: 306 B After Width: | Height: | Size: 306 B |
@ -256,7 +256,7 @@ Great War Infantry
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orig: 100, 100
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offset: 0, 0
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index: -1
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Helicopter
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Helicopter Gunship
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rotate: false
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xy: 614, 104
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size: 100, 100
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@ -1232,9 +1232,23 @@
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"strength": 50,
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"cost": 300,
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"requiredTech": "Combined Arms",
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//"upgradesTo": "Helicopter Gunship",
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"upgradesTo": "Helicopter Gunship",
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"uniques": ["Bonus vs Armor 100%"]
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},
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{
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// "Hovering unit" unique gives ability to get into impassable tiles - and only that (no vision bonus or flying over ocean)
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// Unit embarks like any other ground unit and has penalty for attacking over river or from embarked state
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// "Unable to capture cities"
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"name": "Helicopter Gunship",
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"unitType": "Melee",
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"movement": 6,
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"strength": 60,
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"cost": 425,
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"requiredTech": "Computers",
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"requiredResource": "Aluminum",
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"uniques": ["Bonus vs Armor 100%", "No defensive terrain bonuses", "Can move after attacking", "All tiles cost 1 movement", "Can pass through impassable tiles", "Unable to capture cities"],
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"attackSound": "shot"
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},
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{
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"name": "Rocket Artillery",
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"unitType": "Siege",
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@ -1312,20 +1326,6 @@
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"attackSound": "shot"
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// cannot be based on carrier
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},
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{
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// "Hovering unit" unique gives ability to get into impassable tiles - and only that (no vision bonus or flying over ocean)
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// Unit embarks like any other ground unit and has penalty for attacking over river or from embarked state
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// "Unable to capture cities"
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"name": "Helicopter Gunship",
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"unitType": "Melee",
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"movement": 6,
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"strength": 60,
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"cost": 425,
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"requiredTech": "Computers",
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"requiredResource": "Aluminum",
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"uniques": ["Bonus vs Armor 100%", "Ignores terrain cost", "No defensive terrain bonuses", "Can move after attacking"],
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"attackSound": "shot"
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},
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{
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"name": "Missile Cruiser",
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"unitType": "WaterRanged",
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@ -123,7 +123,7 @@ class MapUnit {
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tempUniques = uniques
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allTilesCosts1 = hasUnique("All tiles costs 1")
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allTilesCosts1 = hasUnique("All tiles cost 1 movement") || hasUnique("All tiles costs 1")
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canPassThroughImpassableTiles = hasUnique("Can pass through impassable tiles")
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ignoresTerrainCost = hasUnique("Ignores terrain cost")
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roughTerrainPenalty = hasUnique("Rough terrain penalty")
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