From 3c03474fb6fae122d1a5f7c2ba5d27e76931ab70 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 31 Mar 2013 03:15:38 -0700 Subject: [PATCH 1/9] construction yard -- make better range limit Playtesting suggested we should increase the build radius from 10 to ~13/14. Also changed pre-requisites so that "hq" pre-req is not "anyhq" --- mods/cnc/rules/structures.yaml | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 38302258fa..9259f6303a 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -47,6 +47,7 @@ FACT: ProductionBar: BaseProvider: Cooldown: 200 + Range: 14 NUKE: Inherits: ^Building @@ -84,7 +85,7 @@ NUK2: Prerequisite: anypower Buildable: BuildPaletteOrder: 30 - Prerequisites: hq + Prerequisites: anyhq Owner: gdi,nod Building: Power: 200 @@ -434,7 +435,7 @@ EYE: Prerequisite: anyhq Buildable: BuildPaletteOrder: 100 - Prerequisites: hq + Prerequisites: anyhq Owner: gdi Building: Power: -200 @@ -474,7 +475,7 @@ TMPL: Prerequisite: anyhq Buildable: BuildPaletteOrder: 100 - Prerequisites: hq + Prerequisites: anyhq Owner: nod Building: Power: -150 @@ -672,7 +673,7 @@ ATWR: Buildable: Queue: Defense BuildPaletteOrder: 60 - Prerequisites: hq + Prerequisites: anyhq Owner: gdi Building: Power: -30 From b7d6fa8a1804957d934b6370ca79e5bedad306e9 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 31 Mar 2013 03:25:07 -0700 Subject: [PATCH 2/9] Nod gets mobile SAM launcher. MLRS & MCV speed MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Nod now can use mobile SAM launcher. This is necessary because Orcas are powerful, esp. in large groups. MLRS slowed down a bit, so it can't turn and run as swiftly. MCV gets +1 speed since it will be moving more now.  --- mods/cnc/rules/vehicles.yaml | 16 +++++++--------- 1 file changed, 7 insertions(+), 9 deletions(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index c79d1e2e82..9a2b22d352 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -13,7 +13,7 @@ MCV: Selectable: Priority: 3 Mobile: - Speed: 4 + Speed: 5 Health: HP: 750 Armor: @@ -397,7 +397,7 @@ HTNK: Speed: 4 ROT: 3 Health: - HP: 800 + HP: 900 Armor: Type: Heavy RevealsShroud: @@ -444,7 +444,8 @@ MSAM: Prerequisites: hq Owner: gdi Mobile: - Speed: 7 + Speed: 6 + ROT: 4 Health: HP: 120 Armor: @@ -476,7 +477,7 @@ MLRS: Buildable: BuildPaletteOrder: 70 Prerequisites: hq - Owner: None + Owner: nod Mobile: Speed: 6 Health: @@ -489,12 +490,9 @@ MLRS: ROT: 5 Offset: -128,0,128 AlignWhenIdle: true - Armament@PRIMARY: + Armament: Weapon: Patriot - LocalOffset: 0,-171,0 - Armament@SECONDARY: - Weapon: Patriot - LocalOffset:0,171,0 + LocalOffset: 0,-171,0, 0,171,0 AttackTurreted: RenderUnitTurretedAim: AutoTarget: From b6a4f2f9c1d7766cb84c587ae3c09fd023ac9277 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 31 Mar 2013 03:36:58 -0700 Subject: [PATCH 3/9] Orca, MLRS, mammoth balance stick MLRS range reduced. People don't seem to like it's ultra-long range. Hopefully this is a good middle ground. Orca range reduced -- there's some concern the orca is OP, especially against things designed to kill it (Bike, MSAM, ...). Reducing range will not nerf it but will allow vehicles to approach without getting instantly killed. Mammoth missiles spread increased. Since mammoth is a top-tier unit, people think it shouldn't be easily killed and should be effective vs. everything. This should help a bit vs. infantry. MLRS damage vs. wood reduced significantly, to slow down how fast they can destroy buildings. MLRS damage vs. infantry slightly reduced. They are supposed to be good at killing incoming infantry groups, but they seem slightly too effective. --- mods/cnc/weapons.yaml | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index a98ae1a670..cf9183498b 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -281,7 +281,7 @@ OrcaAGMissiles: ROF: 10 Burst: 1 BurstDelay: 0 - Range: 5 + Range: 4 Report: BAZOOK1 ValidTargets: Ground Projectile: Missile @@ -312,7 +312,7 @@ OrcaAAMissiles: ROF: 10 Burst: 1 BurstDelay: 0 - Range: 5 + Range: 4 Report: BAZOOK1 ValidTargets: Air Projectile: Missile @@ -543,7 +543,7 @@ MammothMissiles: Speed: 25 RangeLimit: 35 Warhead: - Spread: 3 + Spread: 6 Versus: None: 30% Wood: 75% @@ -557,7 +557,7 @@ MammothMissiles: 227mm: ROF: 140 - Range: 14 + Range: 12 MinRange: 3 Burst: 2 BurstDelay: 20 @@ -577,8 +577,8 @@ MammothMissiles: Warhead: Spread: 15 Versus: - None: 30% - Wood: 50% + None: 25% + Wood: 25% Light: 100% Heavy: 50% InfDeath: 4 From 8ae723fec68082d4d4908539b9c0dbc34b2e5eaf Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 31 Mar 2013 03:38:55 -0700 Subject: [PATCH 4/9] MCV no longer needs FIX to be built MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit MCV is more important now since buildings can only be built within its build range. If you need a repair bay first, it's too constrictive. This seems right.  --- mods/cnc/rules/vehicles.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 9a2b22d352..1624808d9a 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -8,7 +8,7 @@ MCV: Description: Deploys into another Construction Yard.\n Unarmed Buildable: BuildPaletteOrder: 100 - Prerequisites: fix + Prerequisites: anyhq Owner: gdi,nod Selectable: Priority: 3 From e6c962cc6b23ede892a4d544a9c5251ada30f253 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 31 Mar 2013 03:42:30 -0700 Subject: [PATCH 5/9] Building adjacent value increased MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Since the MCV position limits where you can build, it seems like the adjacent value should be relaxed.  Pchote, scott, mailaender and I were playtesting the new build radius. We played with a value of 5 and it was good. --- mods/cnc/rules/defaults.yaml | 1 + 1 file changed, 1 insertion(+) diff --git a/mods/cnc/rules/defaults.yaml b/mods/cnc/rules/defaults.yaml index b78b77373e..78f822c801 100644 --- a/mods/cnc/rules/defaults.yaml +++ b/mods/cnc/rules/defaults.yaml @@ -232,6 +232,7 @@ RepairPercent: 40 RepairStep: 14 Building: + Adjacent: 5 RequiresBaseProvider: true Dimensions: 1,1 Footprint: x From 7414c00d63916fa918824872e8de36dcae56c0e7 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 31 Mar 2013 03:47:17 -0700 Subject: [PATCH 6/9] changed pre-requisites from HQ to ANYHQ Vehicles can still be built if communications center is destroyed, as long as player has either an advanced communications center or temple of nod. --- mods/cnc/rules/vehicles.yaml | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 1624808d9a..768ac8e5b4 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -131,7 +131,7 @@ ARTY: Description: Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft Buildable: BuildPaletteOrder: 40 - Prerequisites: hq + Prerequisites: anyhq Owner: nod Mobile: ROT: 2 @@ -165,7 +165,7 @@ FTNK: Description: Heavily armored flame-throwing vehicle.\n Strong vs Infantry, Buildings\n Weak vs Aircraft Buildable: BuildPaletteOrder: 50 - Prerequisites: hq + Prerequisites: anyhq Owner: nod Mobile: ROT: 7 @@ -311,7 +311,7 @@ LTNK: Description: Light Tank, good for scouting.\n Strong vs Light Vehicles\n Weak vs Tanks, Aircraft Buildable: BuildPaletteOrder: 40 - Prerequisites: hq + Prerequisites: anyhq Owner: nod Mobile: ROT: 7 @@ -350,7 +350,7 @@ MTNK: Description: General-Purpose GDI Tank.\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft Buildable: BuildPaletteOrder: 40 - Prerequisites: hq + Prerequisites: anyhq Owner: gdi Mobile: Speed: 6 @@ -441,7 +441,7 @@ MSAM: Description: Long range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft Buildable: BuildPaletteOrder: 50 - Prerequisites: hq + Prerequisites: anyhq Owner: gdi Mobile: Speed: 6 @@ -476,7 +476,7 @@ MLRS: Description: Powerful anti-air unit.\nCannot attack ground units. Buildable: BuildPaletteOrder: 70 - Prerequisites: hq + Prerequisites: anyhq Owner: nod Mobile: Speed: 6 From 2be1d68088691ce4e2868f21c10de0e070bbf84f Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 31 Mar 2013 03:48:54 -0700 Subject: [PATCH 7/9] infantry pre-req change "HQ" to "ANYHQ" MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit tier-2 infantry can still be built as long as you have advanced communications center or temple of nod.  --- mods/cnc/rules/infantry.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/rules/infantry.yaml b/mods/cnc/rules/infantry.yaml index 1c180d0557..de191604b1 100644 --- a/mods/cnc/rules/infantry.yaml +++ b/mods/cnc/rules/infantry.yaml @@ -33,7 +33,7 @@ E2: Icon: e2icnh Buildable: BuildPaletteOrder: 40 - Prerequisites: hq + Prerequisites: anyhq Owner: gdi Selectable: Bounds: 12,17,0,-6 @@ -93,7 +93,7 @@ E4: Buildable: BuildPaletteOrder: 40 Owner: nod - Prerequisites: hq + Prerequisites: anyhq Selectable: Bounds: 12,17,0,-6 Mobile: From b2772c1443db11b2942394b0dc9b60e6ac318977 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 31 Mar 2013 04:03:43 -0700 Subject: [PATCH 8/9] Gun & Guard tower detection range increased +1 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The detection range for cloaked units for guard towers and guns is low (3).  This is needed so that stealth tanks aren't too good at sneaking by everything.  --- mods/cnc/rules/structures.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 9259f6303a..f07a9dde95 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -535,7 +535,7 @@ GUN: RenderRangeCircle: RenderDetectionCircle: DetectCloaked: - Range: 3 + Range: 4 SAM: Inherits: ^Building @@ -654,7 +654,7 @@ GTWR: DebugNextAutoTargetScanTime: -AutoTargetIgnore: DetectCloaked: - Range: 3 + Range: 4 RenderDetectionCircle: RenderRangeCircle: WithMuzzleFlash: From af2ed64c5cad77ca2636968d6407f1fa1c362035 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 31 Mar 2013 04:09:55 -0700 Subject: [PATCH 9/9] stealth tank range -1 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Stealth tank range seems too high. It currently exceeds obelisk range. We won't be changing obelisk range until the FireDelay issue is fixed. https://github.com/OpenRA/OpenRA/issues/2710 --- mods/cnc/weapons.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index cf9183498b..ef6de6df8b 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -589,7 +589,7 @@ MammothMissiles: 227mm.stnk: ROF: 70 - Range: 8 + Range: 7 Report: ROCKET1 Burst: 2 BurstDelay: 10