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YR: Squared
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« MOOMAN'S RULES »
ALLIED STRUCTURES

This page details all the structures MooMan's Rules adds to all the Allied countries. It doesn't however display special country additions, for them, please go here.

Please note that all descriptions and information here is also in the MooMan's Rules readme file.


STRUCTURES

Sandbags
Cost: 25
Armor: Light
Prerequisite: Allied Barracks
Purpose: Light, Infantry-Based Defense
The Allies utilized this wall primarily for stopping those early engineer rushes and other mass infantry attacks. They are much cheaper than the standard Allied Wall and as a result, can be placed much faster and more effectively. Heavier tanks and vehicles can crush this defense if it gets in its way, so they are useless in protecting structures later on in the game. Placing these around crucial buildings at the start of any 1 on 1 match is a very good idea.
Gates
Cost: 250
Armor: Medium
Prerequisite: Allied Barracks
Purpose: Base Entry
The gates are back! Now they take on a more familiar red and while striped version but they still behave in the same manner as in Tiberian Sun. They will automatically open to let friendly and allied units through but will not open for enemy units. After seeing a rather more limiting appearance in Tiberian Sun, MooMan's Rules enable you to fully use these defensive structures again.
Gun Turret
Cost: 700
Armor: Heavy
Prerequisite: Allied Barracks
Weapon: 120mm Cannon
Range: Medium
Purpose: Anti-Armor Defense
The Allies decided that they needed a more effective weapon against the Soviet and Yuri attacking armor forces without spending the necessary resources on the Prism Tower, so they did a modification on the standard Pillbox to include a 120mm Cannon and modify it's structure to withstand more damage. The Gun Turret looks similar to the Pillbox in a way, and it's mounted 120mm Cannon swivels around and can decimate any tank force quickly and easily. It needs support against structures and infantry though, as their cannon doesn't do as much damage. Packed amongst Prism Towers and Pillbox's, it's a deadly structure to encounter.
NDS Tower
Cost: 1150
Armor: Heavy
Prerequisite: Allied Barracks, Allied Naval Yard, Airforce Command HQ
Weapon: Navel Based Prism Bolt
Range: Long
Purpose: Naval-Based Prism Defense
To counter Soviet subs and Yuri Squids, this naval-defense structure is a must for defending your Naval Yard from enemy ship attacks. It is basically a Prism Tower on water, and fires less powerful, but faster firing bolts at incoming ships. The NDS cannot support each other like Prism Towers can but they can be placed quiet far out from your base to ensure defense. NDS Tower's can also fire on land units that enter it's range, so shoreline bases can also use these for land defense or to guard bridges to soften up the enemy before they reach your actual base. Watch out for enemy Dreadnoughts, as they can easily destroy these structures since they have no long-range missile defense, and like their land cousins, they are power hungry, and will not function if your base is on low power.
Hydro-Electric Power Plant
Cost: 1000
Armor: Medium
Prerequisite: Allied Naval Yard, Airforce Command HQ
Purpose: High Yield Naval Power Plant
The Allied advanced power plant, the Hydro-Electric Power Plant produces over twice as much power than the standard Allied Power Plant, but still significantly less then the Soviet Nuclear Reactor. Hydro's are a clean and efficient source of power, but more expensive because of this. It costs the same as a Soviet Nuclear Reactor but produces much less power. Hydro's can only be placed on water areas making them harder to building normally but that means it's more likely to survive longer than it's ground-based cousins. Defending these with NDS Towers and other naval units are advised. They do not need to keep their distance, however, because it does not leave any radiation behind when destroyed. Hydro's are ideal for handling those more power-demanding structures.
Stealth Research
Cost: 1500
Armor: Light
Prerequisite: Airforce Command HQ
Purpose: Prerequisite to all stealth related units and structures.
After their 'mirage' technology came into widespread Allied use, Einstein settled back and started working on a newer and more efficient ways of hiding units from sight. After long hours of grueling work, he finally produced some results, a stealth field. Using modified technology from both the Gap Generator and Mirage Tank, he was able to effectively produce a stealth field around a test unit, which proved to be very successful, as it disappeared completely from view. Einstein released his work and Allied Scientists began to perfect the device fully, this Stealth Research structure is the home base for these scientists. It allows you to produce both the Stealth Tank, a tank equipped with one of the standard Stealth Field Devices, and the great Stealth Generator, a powerful structure able to produce multiple stealth fields around friendly units and structures in a large radius. Unfortunately, this technology is still in it's testing stages, and the amount of power needed to maintain the stealth field is so great that any cloaked unit/structure that opens fire will severely drain the stealth field's power, shutting down the field until the unit/structure stops firing. This structure looks similar to the Allied Battle Lab in shape, as it is the pre-release version of the original Allied Battle Lab.
Stealth Generator
Cost: 2500
Armor: Medium
Prerequisite: Stealth Research
Purpose: Advanced Gap Generator
After developing the Gap Generator, and found that it has several flaws in it's design work, Einstein worked on creating a new version of it, effectively hiding all units and structures within it's range in a 'cloaking' field. Unlike the Gap Generator, which just generates shroud around it, giving your base away anyway due to the shroud reforming, the Stealth Generator, as Einstein called it, actually makes all units and structures 'disappear' inside it's radius, meaning your opponent doesn't even know where exactly your critical units/structures might be. The Stealth Generator however is quite expensive and power hungry, shutting down in low power conditions, but one is mainly all you need to hide one base. However when a unit or structure fires a weapon inside the stealth field, it overloads it temporarily around it, revealing the attacker, and will only re-cloak when the unit or structure stops firing. The Stealth Generator has been programmed by Einstein to only cloak units and structures specifically on that players side, meaning enemy, civilian and tech structures and units will not be cloaked by the field. This gives the effect that if you have an unguarded base, enemy units can go right through it without even knowing where it is. Because of the strains on the available resources, the Allies can only build one Stealth Generator at a time, you may only build another if the one you currently own is destroyed. Remember, the Stealth Generator was not meant to completely hide an entire base, as your opponent will always know in general where your base is, but it just there to protect certain special units or structures that require it. Walls are not cloaked in this manner, as the Stealth Generator treats walls as standard terrain based objects.


 

 


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