From 0c117775b3323602e309505336e1c7e0aa6c69e2 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 03:03:39 -0700 Subject: [PATCH 01/58] Nerfing guard towers Range of obelisk, Adv. Guard Tower and SAM site reduced. Damage of Guard Tower reduced vs. infantry and light vehicles; spread increased to compensate a bit. Damage of Advanced Guard Tower nerfed, especially against light vehicles. Damage vs. infantry increased (though it's still low DPS). Spread also increased to compensate for its lack of power vs. infantry. Turret damage mostly unchanged, but does less damage per shot. Damage vs. light vehicles increased to match damage vs. heavy armor. Damage vs. infantry slightly reduced. --- mods/cnc/weapons.yaml | 36 +++++++++++++++++------------------- 1 file changed, 17 insertions(+), 19 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 9b315a0731..1948296b96 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -156,19 +156,19 @@ Sniper: InfDeath: 2 HighV: - ROF: 30 + ROF: 25 Range: 6c0 Report: GUN8.AUD Projectile: Bullet Speed: 1c682 Warhead: - Damage: 50 - Spread: 128 + Damage: 30 + Spread: 683 Versus: None: 100% Wood: 50% - Light: 100% - Heavy: 25% + Light: 70% + Heavy: 35% InfDeath: 2 Explosion: piffs @@ -538,7 +538,7 @@ Grenade: Damage: 40 TurretGun: - ROF: 25 + ROF: 20 Range: 6c0 Report: TNKFIRE6.AUD Projectile: Bullet @@ -547,15 +547,15 @@ TurretGun: Warhead: Spread: 128 Versus: - None: 25% + None: 20% Wood: 25% - Light: 80% + Light: 100% Heavy: 100% InfDeath: 4 Explosion: small_frag ImpactSound: xplos.aud SmudgeType: Crater - Damage: 50 + Damage: 40 MammothMissiles: ROF: 100 @@ -725,12 +725,10 @@ BoatMissile: Damage: 60 TowerMissle: - ROF: 24 - Range: 8c0 + ROF: 20 + Range: 7c0 Report: ROCKET2.AUD ValidTargets: Ground, Air - Burst: 2 - BurstDelay: 16 Projectile: Missile Arm: 0 High: yes @@ -743,17 +741,17 @@ TowerMissle: Speed: 298 RangeLimit: 40 Warhead: - Spread: 512 + Spread: 683 Versus: - None: 25% + None: 50% Wood: 25% Light: 100% - Heavy: 80% + Heavy: 100% InfDeath: 3 Explosion: med_frag ImpactSound: xplos.aud SmudgeType: Crater - Damage: 45 + Damage: 30 Vulcan: ValidTargets: Ground, Water @@ -811,7 +809,7 @@ Napalm.Crate: Laser: ROF: 90 - Range: 8c512 + Range: 7c512 Charges: true Report: OBELRAY1.AUD Projectile: LaserZap @@ -827,7 +825,7 @@ Laser: SAMMissile: ROF: 15 - Range: 10c0 + Range: 8c0 Report: ROCKET2.AUD ValidTargets: Air Projectile: Missile From 12827b27bfef306181bb02a573feb08ff9c25e97 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 03:13:02 -0700 Subject: [PATCH 02/58] Improve Hum-vee/Buggy machine gun vs. infantry Hum-vee/buggy machinegun buffed to make them more useful vs. infantry. Currently they are rather weak. Damage vs. other types of armor reduced to compensate. --- mods/cnc/weapons.yaml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 1948296b96..9b22855229 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -686,13 +686,13 @@ MachineGun: Spread: 128 Versus: None: 100% - Wood: 25% - Light: 75% - Heavy: 25% + Wood: 20% + Light: 50% + Heavy: 20% Concrete: 10% InfDeath: 2 Explosion: piffs - Damage: 10 + Damage: 15 BoatMissile: ROF: 35 From f2fdbe4e7705f59286c0a3c1a3d2299a76678126 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 03:23:06 -0700 Subject: [PATCH 03/58] Flame Tank damage vs. light increased --- 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 9b22855229..ec441ed744 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -402,7 +402,7 @@ BigFlamer: Versus: None: 100% Wood: 100% - Light: 50% + Light: 67% Heavy: 25% InfDeath: 5 Explosion: med_napalm From bb6e97700f340946e7a75b4f5dfc6d188b960585 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 03:28:02 -0700 Subject: [PATCH 04/58] BikeRockets buff vs. wood. Nerf vs. infantry. --- mods/cnc/weapons.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index ec441ed744..1ec02a74ec 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -297,8 +297,8 @@ BikeRockets: Warhead: Spread: 128 Versus: - None: 65% - Wood: 50% + None: 25% + Wood: 75% Light: 100% Heavy: 100% Concrete: 50% From ef072c6041db624e9e6ba1a3911d3f4d4226b69e Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 03:33:36 -0700 Subject: [PATCH 05/58] Nod Artillery buffed. Esp. vs. Heavy armor If you want to consider increasing the price as a result of this, that might be OK. But as far as the unit's tactical effectiveness is concerned, I think these changes are necessary, vs. buildings and heavy armor in particular. In order to keep Arty from being OP, its gun remains inaccurate. It's also slow and vulnerable to exploding. --- mods/cnc/weapons.yaml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 1ec02a74ec..fe53060044 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -666,10 +666,10 @@ ArtilleryShell: Damage: 150 Spread: 256 Versus: - None: 90% - Wood: 50% - Light: 60% - Heavy: 25% + None: 100% + Wood: 80% + Light: 75% + Heavy: 50% InfDeath: 3 Explosion: poof SmudgeType: Crater From 00404c1a3a3f0ed0fea52ac7395df59b6fabdbde Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 03:36:47 -0700 Subject: [PATCH 06/58] Mobile SAM: Damage buffed. Range reduced -1. Given that SAM sites have range of 8, that it would be appropriate if mobile SAMs also had a range reduction. Choosing 9 for now, since battlefield conditions are a bit different than for static defenses, and because turrets sometimes behave funny with respect to range and firing. --- mods/cnc/weapons.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index fe53060044..9368d8679b 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -927,7 +927,7 @@ APCGun.AA: Patriot: ROF: 30 - Range: 10c0 + Range: 9c0 MinRange: 1c0 Burst: 2 BurstDelay: 15 @@ -954,7 +954,7 @@ Patriot: Explosion: poof ImpactSound: xplos.aud SmudgeType: Crater - Damage: 30 + Damage: 40 Tail: ROF: 30 From bdeaf3a1942f81cb939bd229f3b409b1e7a24776 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 03:42:10 -0700 Subject: [PATCH 07/58] Flamethrower buff vs. vehicles Flamethrower should be good vs. light vehicles. Buffing them vs. light, and changing damage to kill most vehicles with 3 hits instead of 4. They are also getting an increase vs. infantry from 90% to 100%. Their speed will be getting reduced to normal infantry, so I dont think we have to worry about them being OP. Slight nerf to damage vs. heavy to better define the unit as not a mid-game anti-armor unit. --- mods/cnc/weapons.yaml | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 9368d8679b..9230a12f42 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -371,7 +371,7 @@ OrcaAAMissiles: Damage: 25 Flamethrower: - ROF: 50 + ROF: 55 Range: 2c512 Report: FLAMER2.AUD Projectile: Bullet @@ -379,15 +379,15 @@ Flamethrower: Warhead: Spread: 341 Versus: - None: 90% + None: 100% Wood: 100% - Light: 75% - Heavy: 25% + Light: 100% + Heavy: 20% Explosion: small_napalm InfDeath: 5 ImpactSound: flamer2 SmudgeType: Scorch - Damage: 35 + Damage: 40 BigFlamer: ROF: 50 From 7a890aeda6cc6c771b91129048ddae85d6f173de Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 04:13:46 -0700 Subject: [PATCH 08/58] Nerf APC gun. Reducing damage vs. light vehicles & buildings, since APCs are kind of hard to kill early game. Increasing damage vs. heavy slightly so they are non-useless. --- mods/cnc/weapons.yaml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 9230a12f42..55e8717400 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -894,7 +894,7 @@ Heal: PreventProne: yes APCGun: - ROF: 12 + ROF: 18 Range: 5c0 Report: gun20.aud ValidTargets: Ground @@ -903,15 +903,15 @@ APCGun: Warhead: Spread: 128 Versus: - None: 35% + None: 50% Wood: 50% Light: 100% - Heavy: 20% + Heavy: 50% Explosion: small_poof Damage: 15 APCGun.AA: - ROF: 12 + ROF: 18 Range: 7c0 Report: gun20.aud ValidTargets: Air From 3d6993191281f87d979decbb305387665ce19615 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 04:18:09 -0700 Subject: [PATCH 09/58] MLRS buff vs. buildings, infantry Artillery is weak vs. buildings in CNC, so this needs a slight buff (ARTY also buffed). MLRS needs a slight boost vs. infantry, since GDI relies on it to. Spread increased from 15 to 16. --- mods/cnc/weapons.yaml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 55e8717400..4fef5313d8 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -607,10 +607,10 @@ MammothMissiles: Trail: smokey Speed: 341 Warhead: - Spread: 640 + Spread: 683 Versus: - None: 25% - Wood: 30% + None: 35% + Wood: 60% Light: 100% Heavy: 50% InfDeath: 4 From 1558c23c181963f0c3e0762b04fc53b5d19625f7 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 04:30:58 -0700 Subject: [PATCH 10/58] Nerf mammoth missiles Mammoth missiles are a bit crazy, especially vs. buildings. Nerfing them a bit. To compensate, increasing their spread a bit. To increase missile efficiency (avoid extra missiles being wasted on overkill), their damage has been reduced from 75 to 45. They can still kill orcas in 2 shots. To further avoid wasteful firing of missiles, the burst delay was increased, and the speed of the missiles was increased. --- mods/cnc/weapons.yaml | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 4fef5313d8..36b791d4cb 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -558,11 +558,12 @@ TurretGun: Damage: 40 MammothMissiles: - ROF: 100 + ROF: 45 Range: 5c0 Report: ROCKET1.AUD ValidTargets: Ground, Air Burst: 2 + BurstDelay: 15 Projectile: Missile Arm: 0 High: yes @@ -572,20 +573,20 @@ MammothMissiles: ROT: 10 Trail: smokey ContrailLength: 8 - Speed: 213 + Speed: 341 RangeLimit: 35 Warhead: - Spread: 256 + Spread: 298 Versus: - None: 40% + None: 50% Wood: 75% - Light: 75% + Light: 100% Heavy: 50% InfDeath: 4 Explosion: small_frag ImpactSound: xplos.aud SmudgeType: Crater - Damage: 75 + Damage: 45 227mm: ROF: 140 From 6c342cd04e7392c9069b5a6a3a81ef33db3092a7 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 04:41:02 -0700 Subject: [PATCH 11/58] Buff Orca dmg. vs. Heavy. Nerf vs. Air Orca damage vs. heavy currently is pretty abysmal. Needs buff to define unit as anti-vehicle (instead of being equal to Apache vs. vehicles/armor). Orca nerfed a bit vs. air to put it on even footing with Apache in air-to-air combat. ROF slightly increased. --- mods/cnc/weapons.yaml | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 36b791d4cb..66cfc97221 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -309,9 +309,9 @@ BikeRockets: Damage: 30 OrcaAGMissiles: - ROF: 15 + ROF: 12 Burst: 2 - BurstDelay: 15 + BurstDelay: 12 Range: 5c0 Report: BAZOOK1.AUD ValidTargets: Ground @@ -332,7 +332,7 @@ OrcaAGMissiles: None: 50% Wood: 100% Light: 100% - Heavy: 50% + Heavy: 75% InfDeath: 4 Explosion: small_frag ImpactSound: xplos.aud @@ -340,9 +340,9 @@ OrcaAGMissiles: Damage: 25 OrcaAAMissiles: - ROF: 15 + ROF: 12 Burst: 2 - BurstDelay: 15 + BurstDelay: 12 Range: 5c0 Report: BAZOOK1.AUD ValidTargets: Air @@ -360,9 +360,7 @@ OrcaAAMissiles: Warhead: Spread: 128 Versus: - None: 50% - Wood: 100% - Light: 100% + Light: 75% Heavy: 50% InfDeath: 4 Explosion: small_frag From ca8dd073b600cadf52fe5cb83284c092edc69bf3 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 04:42:21 -0700 Subject: [PATCH 12/58] Increase Chinook sight range 8 -> 10 --- mods/cnc/rules/aircraft.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/aircraft.yaml b/mods/cnc/rules/aircraft.yaml index 8bd8d37ea2..a5935aada8 100644 --- a/mods/cnc/rules/aircraft.yaml +++ b/mods/cnc/rules/aircraft.yaml @@ -22,7 +22,7 @@ TRAN: Armor: Type: Light RevealsShroud: - Range: 8c0 + Range: 10c0 RenderUnit: WithRotor@PRIMARY: Offset: -597,0,171 From a1e1f296cfbc0761cceb7abafca8f61016722579 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 04:45:07 -0700 Subject: [PATCH 13/58] Reduce Orca reload speed, from 24s -> 12s Orca's reloading is so slow it can barely do anything. It's painful. This will make it non-useless in smaller groups. I am not concerned that this will make Orca OP, since air defense power has generally been buffed in the last year considerably. --- mods/cnc/rules/aircraft.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/aircraft.yaml b/mods/cnc/rules/aircraft.yaml index a5935aada8..dd3d33a3e7 100644 --- a/mods/cnc/rules/aircraft.yaml +++ b/mods/cnc/rules/aircraft.yaml @@ -130,7 +130,7 @@ ORCA: PipCount: 6 Reloads: Count: 2 - Period: 200 + Period: 100 RenderUnit: WithShadow: LeavesHusk: From cc841f3cebdfe964b8041df0579b3d2053fae025 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 04:46:59 -0700 Subject: [PATCH 14/58] A10 is no longer a targetable unit. Units on the ground were pursuing A10s until they left the map. Seems inappropriate. --- mods/cnc/rules/aircraft.yaml | 1 + 1 file changed, 1 insertion(+) diff --git a/mods/cnc/rules/aircraft.yaml b/mods/cnc/rules/aircraft.yaml index dd3d33a3e7..cf265f9e75 100644 --- a/mods/cnc/rules/aircraft.yaml +++ b/mods/cnc/rules/aircraft.yaml @@ -210,6 +210,7 @@ A10: Weapon: Napalm LocalOffset: 0,-256,-43, 0,256,-43 -Selectable: + -TargetableUnit: -GainsExperience: FlyAwayOnIdle: RejectsOrders: From 6153ad1d9ffb961357b31b3df2423a49084a256a Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 04:49:56 -0700 Subject: [PATCH 15/58] Reduce Harvester cost from $1200 to $1000 This is to make opening with a factory instead of more refineries a bit more feasible. Given that there is a maximum limit of how many harvesters can operate from a refinery in TD, lowering the price shouldn't be a problem, since there can't be harvester spam. How many refineries you have will limit how many harvesters you can effectively use. By comparison, RA harvester is $1100. --- 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 ef857aaeb7..60014ccd16 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -39,7 +39,7 @@ MCV: HARV: Inherits: ^Tank Valued: - Cost: 1200 + Cost: 1000 Tooltip: Name: Harvester Description: Collects Tiberium for processing.\n Unarmed From 3e3e0471ded7fa17b404859871928a5acc8e45df Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 04:53:58 -0700 Subject: [PATCH 16/58] Flame Tank armor now Heavy. Cost reduced to $600. HP reduced to 300 to compensate for new Heavy armor. Flame tank does good damage but often dies before it can be cost-effective. Since it is supposed to hunt infantry and light vehicles, this will help it do its job better. It will also be more resistant to flame infantry, which seems fitting. ;) --- mods/cnc/rules/vehicles.yaml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 60014ccd16..1ef45b5ac5 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -157,7 +157,7 @@ ARTY: FTNK: Inherits: ^Tank Valued: - Cost: 800 + Cost: 600 Tooltip: Name: Flame Tank Description: Heavily armored flame-throwing vehicle.\n Strong vs Infantry, Buildings, Vehicles\n Weak vs Aircraft @@ -169,9 +169,9 @@ FTNK: ROT: 7 Speed: 113 Health: - HP: 350 + HP: 300 Armor: - Type: Light + Type: Heavy RevealsShroud: Range: 5c0 Armament: From ec29cc61b00ffeeb0d1d06269225d543425f3f70 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 04:55:07 -0700 Subject: [PATCH 17/58] Mammoth Tank HP reduced from 900 -> 800. Mammoth was a bit OP and kind of impossible to kill. This keeps it tough but makes it possible to defeat. --- 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 1ef45b5ac5..154ca7f97f 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -392,7 +392,7 @@ HTNK: Speed: 56 ROT: 3 Health: - HP: 900 + HP: 800 Armor: Type: Heavy RevealsShroud: From 271a5b78b8ee94ca04b4d5409e14fdd7671a62ce Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 04:59:29 -0700 Subject: [PATCH 18/58] Minor: Adjusting ROT speeds Capping light vehicle rotation speeds at 10. Light Tank turret rotation will match vehicle rotation. Stealth Tank rotation increased to keep it maneuverable vs. tough enemies like Mammoth. --- mods/cnc/rules/vehicles.yaml | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 154ca7f97f..aa3a7e005a 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -202,7 +202,7 @@ BGGY: Prerequisites: afld Owner: nod Mobile: - ROT: 12 + ROT: 10 Speed: 170 Health: HP: 120 @@ -237,7 +237,7 @@ BIKE: Prerequisites: afld Owner: nod Mobile: - ROT: 12 + ROT: 10 Speed: 213 TerrainSpeeds: Clear: 70 @@ -274,7 +274,7 @@ JEEP: Prerequisites: weap Owner: gdi Mobile: - ROT: 11 + ROT: 10 Speed: 156 Health: HP: 160 @@ -318,7 +318,7 @@ LTNK: RevealsShroud: Range: 6c0 Turreted: - ROT: 5 + ROT: 7 Armament: Weapon: 70mm Recoil: 85 @@ -518,7 +518,7 @@ STNK: Prerequisites: tmpl Owner: nod Mobile: - ROT: 8 + ROT: 10 Speed: 142 Crushes: crate, infantry Health: From 6c7da795a78a844aa9929b5f9838796da623956c Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:02:32 -0700 Subject: [PATCH 19/58] Minor: adjusting sight ranges Artillery, MLRS and Mobile SAM all have visual range capped at 8. This makes scouts more useful to fire beyond visual range. Buggy given visual range of 8 to match Humvee and Bike. --- mods/cnc/rules/vehicles.yaml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index aa3a7e005a..2cb2082a96 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -137,7 +137,7 @@ ARTY: Armor: Type: Light RevealsShroud: - Range: 9c0 + Range: 8c0 Armament: Weapon: ArtilleryShell LocalOffset: 624,0,208 @@ -209,7 +209,7 @@ BGGY: Armor: Type: Light RevealsShroud: - Range: 7c0 + Range: 8c0 Turreted: ROT: 10 Offset: -43,0,128 @@ -448,7 +448,7 @@ MSAM: Armor: Type: Light RevealsShroud: - Range: 10c0 + Range: 8c0 Turreted: ROT: 255 Offset: -256,0,128 @@ -485,7 +485,7 @@ MLRS: Armor: Type: Light RevealsShroud: - Range: 10c0 + Range: 8c0 Turreted: ROT: 8 Offset: -128,0,128 From c26c4a45d789e77e5d2e1b9bd79cf2fa8b3a6403 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:03:46 -0700 Subject: [PATCH 20/58] Buffing Light/Med. tank HP Tanks seem to die quickly in this game. Giving them a buff in HP to increase their usefulness in the role of "tank". --- mods/cnc/rules/vehicles.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 2cb2082a96..887983517d 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -312,7 +312,7 @@ LTNK: ROT: 7 Speed: 113 Health: - HP: 300 + HP: 360 Armor: Type: Heavy RevealsShroud: @@ -350,7 +350,7 @@ MTNK: Mobile: Speed: 85 Health: - HP: 400 + HP: 450 Armor: Type: Heavy RevealsShroud: From 69b848d2e21b35e0495a664231aa610de0776bd7 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:07:21 -0700 Subject: [PATCH 21/58] Make refineries unload harvesters faster The values for loading and unloading time for harvesters are swapped. This will keep the total amount of time for the harvest/unload cycle, but they will spend less time at the refinery. This will allow a refinery to support 3 harvesters operating from a nearby field, instead of the current 2. One effect of this is that it will make buying a factory early game a bit more economical (though still a bit less so than buying only refineries with no factory), since more harvesters can be used per refinery, increasing demand for harvester production. --- mods/cnc/rules/vehicles.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 887983517d..90df3c617f 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -54,8 +54,8 @@ HARV: Resources: Tiberium, BlueTiberium PipCount: 7 Capacity: 20 - LoadTicksPerBale: 6 - UnloadTicksPerBale: 12 + LoadTicksPerBale: 12 + UnloadTicksPerBale: 6 SearchFromProcRadius: 24 SearchFromOrderRadius: 12 Mobile: From 693668e9771b560504f93a06891605f67444c201 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:08:37 -0700 Subject: [PATCH 22/58] Minor: reduce recoil for Mammoth Missiles --- 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 90df3c617f..99c5b4e8ba 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -410,7 +410,7 @@ HTNK: Weapon: MammothMissiles LocalOffset: -85,384,340, -85,-384,340 LocalYaw: -100, 100 - Recoil: 42 + Recoil: 10 MuzzleSequence: muzzle AttackTurreted: WithMuzzleFlash: From be2355bcc5f470e0c940795b7cab4dde25946c7c Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:21:09 -0700 Subject: [PATCH 23/58] Fix Tiberium & make do slightly more damage Tiberium wasn't hurting veteran units. I think it was because it only did 1 damage at a time. Set to do 2 damage now. Increased the net rate of tiberium damage slightly. It still doesn't do that much compared to before though, and it typically won't kill your infantry. --- mods/cnc/weapons.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 66cfc97221..78dcbb3ec9 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -878,11 +878,11 @@ HonestJohn: Damage: 100 Tiberium: - ROF: 12 + ROF: 16 Warhead: Spread: 42 InfDeath: 6 - Damage: 1 + Damage: 2 PreventProne: yes Heal: From e0c3bc67cd446de7fb3a974b753121527a93a020 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:23:05 -0700 Subject: [PATCH 24/58] Make infantry more likely to walk through Tiberium Reduced pathing cost so that units will sometimes walk through tiberium if it's a valuable shortcut. This was done since the damage Tiberium does now has been reduced. --- mods/cnc/rules/defaults.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/rules/defaults.yaml b/mods/cnc/rules/defaults.yaml index 37ad374b2c..9b24f5fdd9 100644 --- a/mods/cnc/rules/defaults.yaml +++ b/mods/cnc/rules/defaults.yaml @@ -141,9 +141,9 @@ Rough: 80 Road: 100 Tiberium: 70 - PathingCost: 1000 + PathingCost: 300 BlueTiberium: 70 - PathingCost: 1000 + PathingCost: 300 Beach: 80 SelectionDecorations: Selectable: From 41ce58ace20e81402f3a04f2cfd735c02deb2915 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:27:03 -0700 Subject: [PATCH 25/58] Minor: ^Infantry detect cloaked by default --- mods/cnc/rules/defaults.yaml | 2 ++ 1 file changed, 2 insertions(+) diff --git a/mods/cnc/rules/defaults.yaml b/mods/cnc/rules/defaults.yaml index 9b24f5fdd9..d011c21a77 100644 --- a/mods/cnc/rules/defaults.yaml +++ b/mods/cnc/rules/defaults.yaml @@ -181,6 +181,8 @@ UpdatesPlayerStatistics: Huntable: LuaScriptEvents: + DetectCloaked: + Range: 1 ^CivInfantry: Inherits: ^Infantry From 658525a1690fc047a67890d95348c3ebb85d72a1 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:28:15 -0700 Subject: [PATCH 26/58] Minor: increase odds infantry will survive crush Someone complained that infantry are crushed too easily. So they will have a 2/3rds chance to escape now. --- mods/cnc/rules/defaults.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/defaults.yaml b/mods/cnc/rules/defaults.yaml index d011c21a77..fa318ef565 100644 --- a/mods/cnc/rules/defaults.yaml +++ b/mods/cnc/rules/defaults.yaml @@ -167,7 +167,7 @@ SpawnViceroid: Probability: 10 CrushableInfantry: - WarnProbability: 60 + WarnProbability: 67 CombatDebugOverlay: Guard: Guardable: From 64c631fa2b84f643174e320dc795d7961e7da7a0 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:31:01 -0700 Subject: [PATCH 27/58] Minor: remove DetectCloaked for individual units Now set by default in ^Infantry. Range is supposed to be 1 as well, not 2. --- mods/cnc/rules/infantry.yaml | 12 ------------ 1 file changed, 12 deletions(-) diff --git a/mods/cnc/rules/infantry.yaml b/mods/cnc/rules/infantry.yaml index d89be65ee7..bf8b05e147 100644 --- a/mods/cnc/rules/infantry.yaml +++ b/mods/cnc/rules/infantry.yaml @@ -20,8 +20,6 @@ E1: RenderInfantryProne: IdleAnimations: idle1,idle2,idle3,idle4 StandAnimations: stand, stand2 - DetectCloaked: - Range: 2 E2: Inherits: ^Infantry @@ -52,8 +50,6 @@ E2: Weapon: GrenadierExplode EmptyWeapon: GrenadierExplode Chance: 50 - DetectCloaked: - Range: 2 E3: Inherits: ^Infantry @@ -79,8 +75,6 @@ E3: RenderInfantryProne: IdleAnimations: idle1,idle2 StandAnimations: stand, stand2 - DetectCloaked: - Range: 2 E4: Inherits: ^Infantry @@ -111,8 +105,6 @@ E4: RenderInfantryProne: IdleAnimations: idle1,idle2 StandAnimations: stand, stand2 - DetectCloaked: - Range: 2 E5: Inherits: ^Infantry @@ -149,8 +141,6 @@ E5: RenderInfantryProne: IdleAnimations: idle1,idle2 StandAnimations: stand, stand2 - DetectCloaked: - Range: 2 E6: Inherits: ^Infantry @@ -214,8 +204,6 @@ RMBO: StandAnimations: stand, stand2 AnnounceOnBuild: AnnounceOnKill: - DetectCloaked: - Range: 2 PVICE: Inherits: VICE From cbd88d0bd4314ab8726e7cc02232f5af1fd28892 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:32:35 -0700 Subject: [PATCH 28/58] Minor: increase E3 scanradius to match vision --- mods/cnc/rules/infantry.yaml | 2 ++ 1 file changed, 2 insertions(+) diff --git a/mods/cnc/rules/infantry.yaml b/mods/cnc/rules/infantry.yaml index bf8b05e147..612f16627b 100644 --- a/mods/cnc/rules/infantry.yaml +++ b/mods/cnc/rules/infantry.yaml @@ -67,6 +67,8 @@ E3: Speed: 42 Health: HP: 45 + AutoTarget: + ScanRadius: 5 Armament: Weapon: Rockets LocalOffset: 256,43,341 From 9510e9caaff2eeb8826e8d6f52492713f637c5e4 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:35:11 -0700 Subject: [PATCH 29/58] Reduce Flamethrower speed to match rifle infantry Given that Flamethrowers are quite powerful and tough (90 HP), I don't see why it makes sense to also have them be super fast. It seems they should walk at normal speed, especially given how much of a threat to buildings they are. Reducing their speed will give Grenadiers the distinction of being a fast infantry unit. If you think this hurts them too much, then their range should be increased, not their speed. --- mods/cnc/rules/infantry.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/infantry.yaml b/mods/cnc/rules/infantry.yaml index 612f16627b..3e23d9132f 100644 --- a/mods/cnc/rules/infantry.yaml +++ b/mods/cnc/rules/infantry.yaml @@ -92,7 +92,7 @@ E4: Selectable: Bounds: 12,17,0,-6 Mobile: - Speed: 71 + Speed: 56 Health: HP: 90 Armament: From 163b1e2af29b0089d779196fa2f3004c58774d81 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:38:38 -0700 Subject: [PATCH 30/58] Reduce DetectCloaked range on towers, HQ The detect cloaked range is too high, especially for simple guard towers. The HQ and Advanced Comm. Ctr.'s range of 8 is also absurdly high, and many players don't know about it. The Stealth Tanks ought to be able to sneak through a gap in a base's defenses. Towers should not have unbeatable detection range. --- mods/cnc/rules/structures.yaml | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index a1f07b2c2b..b8c993e7c8 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -372,7 +372,7 @@ HQ: ProvidesRadar: RenderDetectionCircle: DetectCloaked: - Range: 8 + Range: 5 AirstrikePower: Icon: airstrike ChargeTime: 180 @@ -445,7 +445,7 @@ EYE: ProvidesRadar: RenderDetectionCircle: DetectCloaked: - Range: 8 + Range: 5 IonCannonPower: Icon: ioncannon ChargeTime: 180 @@ -543,7 +543,7 @@ GUN: RenderRangeCircle: RenderDetectionCircle: DetectCloaked: - Range: 5 + Range: 3 SAM: Inherits: ^Building @@ -629,7 +629,7 @@ OBLI: -EmitInfantryOnSell: RenderDetectionCircle: DetectCloaked: - Range: 6 + Range: 5 GTWR: Inherits: ^Building @@ -663,7 +663,7 @@ GTWR: QuantizedFacings: 8 AutoTarget: DetectCloaked: - Range: 5 + Range: 3 RenderDetectionCircle: RenderRangeCircle: WithMuzzleFlash: @@ -712,7 +712,7 @@ ATWR: QuantizedFacings: 8 RenderDetectionCircle: DetectCloaked: - Range: 6 + Range: 5 RenderRangeCircle: SBAG: From 235e188692777d5a2e79c7743559ad2c7aa651da Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:39:43 -0700 Subject: [PATCH 31/58] Minor: increase SAM site vision SAM didn't seem to be firing at targets all the time, even when they were visible. Increasing its visual range to match its weapon range. --- mods/cnc/rules/structures.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index b8c993e7c8..1663cc01c4 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -571,7 +571,7 @@ SAM: Armor: Type: Heavy RevealsShroud: - Range: 5c0 + Range: 8c0 Turreted: ROT: 10 InitialFacing: 0 From 52a91c23fa3235fcc53bec3d39bb2531acf6a59c Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:41:05 -0700 Subject: [PATCH 32/58] Minor: chg PROC sale value due to harv price chg Harvesters now $1000, so this is to reflect that. --- mods/cnc/rules/structures.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 1663cc01c4..87bc0e9658 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -122,7 +122,7 @@ PROC: Selectable: Bounds: 73,72 CustomSellValue: - Value: 300 + Value: 500 FreeActor: Actor: HARV InitialActivity: FindResources From b22569e81089f8137d2c1485c89887553a023ca5 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:44:24 -0700 Subject: [PATCH 33/58] Increasing tower sight range +1 Tower weapon ranges shouldn't be too high, but I like the idea of them providing far vision. The visual range of Guard Tower, Advanced Guard Tower and Obelisk is now +1 more than their weapon range. (8, 8, and 7 respectively). --- mods/cnc/rules/structures.yaml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 87bc0e9658..38f927c280 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -611,7 +611,7 @@ OBLI: Armor: Type: Heavy RevealsShroud: - Range: 7c0 + Range: 8c0 Bib: HasMinibib: Yes RenderBuildingCharge: @@ -651,7 +651,7 @@ GTWR: Health: HP: 400 RevealsShroud: - Range: 6c0 + Range: 7c0 Bib: HasMinibib: Yes Armament: @@ -696,7 +696,7 @@ ATWR: Armor: Type: Heavy RevealsShroud: - Range: 7c0 + Range: 8c0 Bib: HasMinibib: Yes Turreted: From 2c94615814081306012137da93788c88621b5541 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:47:16 -0700 Subject: [PATCH 34/58] Increase PROC power consumption 30 -> 50 Refinery costs more energy, forcing player to build a 2nd power plant before second refinery (unless they built nothing else but their first refinery). This makes other build orders possible early game instead of building 2 refineries + barracks being the only sensible one. --- mods/cnc/rules/structures.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 38f927c280..b9910b3281 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -104,7 +104,7 @@ PROC: Prerequisites: anypower Owner: gdi,nod Building: - Power: -30 + Power: -50 Footprint: _x_ xxx === Dimensions: 3,3 Health: From cc0d9d4a2c9aecf1489d70f1b337a6bedf78508c Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:58:27 -0700 Subject: [PATCH 35/58] Increase cost of power plant from $300 -> $500 To give a fair shot to other early build orders, this will make it take a bit longer to build your second refinery by increasing the cost of building a power plant. --- 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 b9910b3281..23e72fcaa6 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -49,7 +49,7 @@ FACT: NUKE: Inherits: ^Building Valued: - Cost: 300 + Cost: 500 Tooltip: Name: Power Plant Description: Generates power @@ -72,7 +72,7 @@ NUKE: NUK2: Inherits: ^Building Valued: - Cost: 500 + Cost: 800 Tooltip: Name: Advanced Power Plant Description: Provides more power, cheaper than the \nstandard Power Plant From 918ac2d64c35b3ff48b7ad68fe2f5b6df8c03a7a Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 05:59:54 -0700 Subject: [PATCH 36/58] Minor: ConYard no longer produces 15 power This is kind of useless and doesn't make much sense. Cutting it out in order to make intended early build order design possibilities fit better. --- mods/cnc/rules/structures.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 23e72fcaa6..00b5898f79 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -10,7 +10,7 @@ FACT: Name: Construction Yard Description: Builds structures Building: - Power: 15 + Power: 0 Footprint: xxx xxx Dimensions: 3,2 Health: From 5d0ee09f74c6926af28af2aef82d472082e3ecb5 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 06:10:55 -0700 Subject: [PATCH 37/58] Fix Obelisk ROF Obelisk ROF wasn't working properly. Its delay between shots was far higher than the 90 intended. I think the programming for AttackCharge doesn't work as whoever put the data in thought. It works now. It now has a ROF of 90 ticks, as intended. For its first shot in a series, the delay is only 50 ticks. I think the problem might be that FireDelay and ReloadTime were counted cumulatively. --- mods/cnc/rules/structures.yaml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 00b5898f79..50cfc04c42 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -619,10 +619,10 @@ OBLI: Armament: Weapon: Laser LocalOffset: 0,0,725 - FireDelay: 25 + FireDelay: 0 AttackCharge: - ReloadTime: 90 - InitialChargeDelay: 25 + ReloadTime: 40 + InitialChargeDelay: 50 AutoTarget: -RenderBuilding: RenderRangeCircle: From 66ea585f5f5be82728274e2b5ddeceee32c32289 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 06:18:09 -0700 Subject: [PATCH 38/58] Increase Guard Tower cost from $500 -> $600 --- mods/cnc/rules/structures.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 50cfc04c42..8f8a50d85b 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -634,7 +634,7 @@ OBLI: GTWR: Inherits: ^Building Valued: - Cost: 500 + Cost: 600 CustomBuildTimeValue: Value: 1440 Tooltip: From 26f076ffd36fdec2198f96e504768d3bbc7447de Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 06:19:36 -0700 Subject: [PATCH 39/58] Minor: Chem warriors walk @ normal speed thru tib This is to make it so that other units are not faster than them through tib or same speed. --- mods/cnc/rules/infantry.yaml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/mods/cnc/rules/infantry.yaml b/mods/cnc/rules/infantry.yaml index 3e23d9132f..0cd037a100 100644 --- a/mods/cnc/rules/infantry.yaml +++ b/mods/cnc/rules/infantry.yaml @@ -124,10 +124,10 @@ E5: Mobile: Speed: 56 TerrainSpeeds: - Tiberium: 80 - PathingCost: 80 - BlueTiberium: 80 - PathingCost: 80 + Tiberium: 90 + PathingCost: 90 + BlueTiberium: 90 + PathingCost: 90 Health: HP: 90 Armament: From 585800c9533fdc636bc391bce87947560c6da31f Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 06:21:19 -0700 Subject: [PATCH 40/58] Fix Obelisk Laser's ROF The ROF specified in Laser: is cumulative with the delays specified in structures.yaml. Removing the delay here because it is redundant and interferes, making the ROF slower than intended. --- 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 78dcbb3ec9..1307c0e968 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -807,7 +807,7 @@ Napalm.Crate: Damage: 500 Laser: - ROF: 90 + ROF: 1 Range: 7c512 Charges: true Report: OBELRAY1.AUD From 2be06945c0597b6f7f14d4ded156b0317a04b5d4 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 06:24:23 -0700 Subject: [PATCH 41/58] Buff stealth tank rockets vs. Wood The Stealth Tank does pretty poor damage vs. buildings, especially for its price/tech level, and compared to recon bikes. Buffing a bit. --- 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 1307c0e968..fdd61cdb7b 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -640,7 +640,7 @@ MammothMissiles: Spread: 128 Versus: None: 35% - Wood: 50% + Wood: 75% Light: 100% Heavy: 90% InfDeath: 4 From cfeeea4d64968c611c26321895343d71116f1ac1 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 07:29:37 -0700 Subject: [PATCH 42/58] Fix Nuke Nuke was nerfed into oblivion. Bringing it back. These values are approximately right. One might ask how much the nuke should be able to destroy adjacent buildings, rather than ones it doesn't hit. --- mods/cnc/weapons.yaml | 37 ++++++++++++------------------------- 1 file changed, 12 insertions(+), 25 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index fdd61cdb7b..56b0c6a0d4 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -63,39 +63,39 @@ Atomic: ValidTargets: Ground, Air Report: nukemisl.aud Warhead@impact: - Damage: 1000 - Spread: 640 + Damage: 1500 #1000 + Spread: 1c0 Versus: - None: 90% - Wood: 60% + None: 100% + Wood: 100% Light: 60% Heavy: 50% Explosion: 6 InfDeath: 5 ImpactSound: nukexplo.aud Warhead@areanukea: - Damage: 200 + Damage: 1000 #200 SmudgeType: Scorch Spread: 2c512 Size: 3 Ore: true Versus: - None: 90% - Wood: 60% + None: 100% + Wood: 100% Light: 60% Heavy: 50% Delay: 3 InfDeath: 5 ImpactSound: xplobig4.aud Warhead@areanukeb: - Damage: 200 + Damage: 500 #200 SmudgeType: Scorch Spread: 3c768 Size: 4 Ore: true Versus: - None: 90% - Wood: 60% + None: 100% + Wood: 100% Light: 60% Heavy: 50% Delay: 6 @@ -107,25 +107,12 @@ Atomic: Size: 5 Ore: true Versus: - None: 90% - Wood: 60% + None: 100% + Wood: 100% Light: 60% Heavy: 50% Delay: 9 InfDeath: 5 - Warhead@areanuke: - Damage: 200 - SmudgeType: Scorch - Spread: 6c256 - Size: 6 - Ore: true - Versus: - None: 90% - Wood: 60% - Light: 60% - Heavy: 50% - Delay: 12 - InfDeath: 5 IonCannon: ValidTargets: Ground, Air From 02d7f990058816e3a21ef16b98fddc52a10329c4 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 07:30:41 -0700 Subject: [PATCH 43/58] Increase Ion Cannon spread Ion Cannon has been a little weak lately. Increasing its spread to make it more effective. This should maybe be revisited if/when #5120 gets looked at. --- 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 56b0c6a0d4..037261e747 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -118,7 +118,7 @@ IonCannon: ValidTargets: Ground, Air Warhead@impact: Damage: 900 - Spread: 682 + Spread: 853 Ore: true InfDeath: 5 Warhead@area: From bb149cb3e6d6d50dabc6c2f80ac1f907d0897a00 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 07:35:48 -0700 Subject: [PATCH 44/58] Updating Airstrike - destroys guard tower/turret Airstrike now destroys basic turrets/GT. Should not destroy most buildings, though. (Apparently some people were complaining about it being usde for "sniping" buildings too much). To make damage vs. buildings relatively consistent regardless of how many tiles they occupy, napalm has far less spread now, but much more damage. Vulcan cannon does more damage vs. heavy armor, but does not damage buildings much. This is because damage it did to buildings varied too much based on building footprint. --- mods/cnc/weapons.yaml | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 037261e747..73d9e1e00f 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -747,13 +747,13 @@ Vulcan: Projectile: Bullet Speed: 1c682 Warhead: - Damage: 75 + Damage: 100 Spread: 426 Versus: None: 100% - Wood: 50% + Wood: 25% Light: 100% - Heavy: 25% + Heavy: 75% InfDeath: 2 Explosion: piffs @@ -766,18 +766,18 @@ Napalm: Projectile: GravityBomb Image: BOMBLET Warhead: - Spread: 853 + Spread: 341 Versus: - None: 90% + None: 100% Wood: 100% - Light: 60% - Heavy: 55% + Light: 75% + Heavy: 25% InfDeath: 5 Explosion: med_napalm WaterExplosion: med_napalm ImpactSound: flamer2.aud SmudgeType: Scorch - Damage: 50 + Damage: 300 Napalm.Crate: Warhead: From 6aa1b3756352ed8e1a17e6b86bcbd3588dc9e09f Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 07:38:26 -0700 Subject: [PATCH 45/58] Minor: adjust building HP for airstrike/ion Nuke power plants and HPAD made more resilient vs. airstrike. Communications Centre made more vulnerable to Ion Cannon. (Used to blow it up, but no more due to spread issue). --- mods/cnc/rules/structures.yaml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 8f8a50d85b..a08c53f73c 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -64,7 +64,7 @@ NUKE: Footprint: x_ xx Dimensions: 2,2 Health: - HP: 400 + HP: 500 RevealsShroud: Range: 4c0 Bib: @@ -87,7 +87,7 @@ NUK2: Footprint: xx xx Dimensions: 2,2 Health: - HP: 650 + HP: 700 RevealsShroud: Range: 4c0 Bib: @@ -327,7 +327,7 @@ HPAD: Footprint: xx xx Dimensions: 2,2 Health: - HP: 400 + HP: 500 RevealsShroud: Range: 5c0 Exit@1: @@ -365,7 +365,7 @@ HQ: CanPowerDown: DisabledOverlay: Health: - HP: 750 + HP: 700 RevealsShroud: Range: 10c0 Bib: From 72a294629985fd197389b62d53ef5196f2be4869 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 07:48:09 -0700 Subject: [PATCH 46/58] Buff tank guns, esp. vs. buildings Tanks are a bit underwhelming in their ability to take down turrets and buildings during an attack. Their ROF has been upped, and their damage vs. wood has been increased. Their damage % vs. infantry has been lowered to keep it the same DPS. Light tank bullet speed reduced a bit to make it possible to miss. It's now the same speed as the turret, and still faster than MTNK/HTNK's bullets. --- mods/cnc/weapons.yaml | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 73d9e1e00f..4c61dae22d 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -438,17 +438,17 @@ Grenade: Damage: 50 70mm: - ROF: 38 + ROF: 30 Range: 4c0 Report: TNKFIRE3.AUD Projectile: Bullet Image: 120MM - Speed: 1c0 + Speed: 853 Warhead: Spread: 128 Versus: - None: 30% - Wood: 75% + None: 25% + Wood: 100% Light: 100% Heavy: 100% Concrete: 50% @@ -479,7 +479,7 @@ Grenade: Damage: 30 120mm: - ROF: 50 + ROF: 40 Range: 4c768 Report: TNKFIRE6.AUD Projectile: Bullet @@ -488,8 +488,8 @@ Grenade: Warhead: Spread: 128 Versus: - None: 30% - Wood: 75% + None: 25% + Wood: 100% Light: 100% Heavy: 100% Concrete: 50% @@ -500,19 +500,19 @@ Grenade: Damage: 40 120mmDual: - ROF: 60 + ROF: 40 Range: 4c768 Report: TNKFIRE6.AUD Burst: 2 - BurstDelay: 5 + BurstDelay: 8 Projectile: Bullet Image: 120MM Speed: 682 Warhead: Spread: 128 Versus: - None: 30% - Wood: 75% + None: 25% + Wood: 100% Light: 100% Heavy: 100% Concrete: 100% From 88af1bca57b7846e6318ab5586b00f21ba2b6ee5 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 07:52:47 -0700 Subject: [PATCH 47/58] Grenade range/speed/spread adjustment Grenade range reduced from 5 -> 4 Grenade speed reduced considerably, from 204 -> 85 (this was its old speed, long ago). Grenade spread increased to compensate. Grenadiers are now the fastest infantry. Their weapon is quite powerful but they cannot hit moving targets well. You will have to plan your tactics accordingly. --- mods/cnc/weapons.yaml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 4c61dae22d..9f81003abd 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -416,16 +416,16 @@ Chemspray: Grenade: ROF: 50 - Range: 5c0 + Range: 4c0 Report: toss1.aud Projectile: Bullet - Speed: 204 + Speed: 85 High: yes Angle: 62 Inaccuracy: 213 Image: BOMB Warhead: - Spread: 256 + Spread: 341 Versus: None: 90% Wood: 75% From b336ae89f75f4b99bee3c4991b89031d16794335 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 07:55:48 -0700 Subject: [PATCH 48/58] Infantry run 90% speed on clear terrain again This was the old default setting. --- mods/cnc/rules/defaults.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/defaults.yaml b/mods/cnc/rules/defaults.yaml index fa318ef565..7d255269e2 100644 --- a/mods/cnc/rules/defaults.yaml +++ b/mods/cnc/rules/defaults.yaml @@ -137,7 +137,7 @@ Crushes: crate SharesCell: true TerrainSpeeds: - Clear: 100 + Clear: 90 Rough: 80 Road: 100 Tiberium: 70 From edb9a488f82f0e7257f6fe982e75fc375b83f3d2 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 18 Apr 2014 07:58:20 -0700 Subject: [PATCH 49/58] Minor: HPAD only requires PROC instead of barracks Not everyone will necessarily want to build a barracks early, so this gives some flexibility. --- mods/cnc/rules/structures.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index a08c53f73c..df327e8ded 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -320,7 +320,7 @@ HPAD: Description: Produces, rearms and\nrepairs helicopters Buildable: BuildPaletteOrder: 60 - Prerequisites: barracks + Prerequisites: proc Owner: gdi,nod Building: Power: -10 From 3176b731a5ab2f05e3023d0180906cc1406dccf3 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 19 Apr 2014 04:15:30 -0700 Subject: [PATCH 50/58] Minor: increasing missile rotation speed So they don't spin around in circles around an unmoving target. --- mods/cnc/weapons.yaml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 9f81003abd..41de8e9e9a 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -308,7 +308,7 @@ OrcaAGMissiles: Shadow: no Inaccuracy: 128 Image: DRAGON - ROT: 10 + ROT: 20 Trail: smokey ContrailLength: 8 Speed: 213 @@ -339,7 +339,7 @@ OrcaAAMissiles: Shadow: no Inaccuracy: 128 Image: DRAGON - ROT: 10 + ROT: 20 Trail: smokey ContrailLength: 8 Speed: 213 @@ -555,7 +555,7 @@ MammothMissiles: Shadow: no Inaccuracy: 128 Image: DRAGON - ROT: 10 + ROT: 20 Trail: smokey ContrailLength: 8 Speed: 341 From 6fc5c061bef97afcc936d97ab6c8467e05dece4d Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 19 Apr 2014 04:24:07 -0700 Subject: [PATCH 51/58] Increase spread on Artillery a bit. It really needs the boost, given that it is slow and inaccurate. When it finally hits, it will at least do some damage to infantry. 256 is inadequate. --- 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 41de8e9e9a..5f52f39383 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -650,7 +650,7 @@ ArtilleryShell: Image: 120MM Warhead: Damage: 150 - Spread: 256 + Spread: 341 Versus: None: 100% Wood: 80% From 0aad37396d9a410db7d5c229366919ac79de277e Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 19 Apr 2014 06:03:42 -0700 Subject: [PATCH 52/58] Give ATWR the SAM Missile This is so that the Advanced Guard Tower can have separate values for range and damage for ground-based and anti-air missiles. --- mods/cnc/rules/structures.yaml | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index df327e8ded..9bb98b49dd 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -702,10 +702,14 @@ ATWR: Turreted: ROT: 255 Offset: 128,128,-85 - Armament: + Armament@PRIMARY: Weapon: TowerMissle LocalOffset: 256,128,0, 256,-128,0 LocalYaw: -100,100 + Armament@SECONDARY: + Weapon: SAMMissile + LocalOffset: 256,128,0, 256,-128,0 + LocalYaw: -100,100 AttackTurreted: AutoTarget: BodyOrientation: From 1e9cc41dd7b4632857f1d788974886da55943976 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 19 Apr 2014 06:11:41 -0700 Subject: [PATCH 53/58] TowerMissle only fires at ground now. Adjust ROF. SAM Missile will fire at air targets now. Adjusting ROF to match SAMMissile's; adjusting damage to keep DPS roughly the same. --- mods/cnc/weapons.yaml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 5f52f39383..c9c440957c 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -711,10 +711,10 @@ BoatMissile: Damage: 60 TowerMissle: - ROF: 20 + ROF: 15 Range: 7c0 Report: ROCKET2.AUD - ValidTargets: Ground, Air + ValidTargets: Ground Projectile: Missile Arm: 0 High: yes @@ -737,7 +737,7 @@ TowerMissle: Explosion: med_frag ImpactSound: xplos.aud SmudgeType: Crater - Damage: 30 + Damage: 25 Vulcan: ValidTargets: Ground, Water From a60e7472c089fc2dc983f5d11398713bb2e29faa Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 19 Apr 2014 21:09:06 -0700 Subject: [PATCH 54/58] Reduce chem warrior damage vs. wood The Chem Warrior still does good damage vs. wood, but this will allow more distinction between Flamethrower infantry and Chems. People have been complaining there's no reason not to use chem warriors, which is a claim that has some merit. Currently, the Chem actually does more damage than Flamethrower vs. wood, which doesn't make a lot of sense. This will make the Flamer do a bit more. Chem damage will be at the level of Bazooka now. After this change, Flamethrower will have double the economic efficiency in damage per dollar vs. wood. (It already had superior efficiency, but not by much). --- 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 c9c440957c..179d5cd13c 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -406,7 +406,7 @@ Chemspray: Spread: 256 Versus: None: 100% - Wood: 75% + Wood: 50% Light: 75% Heavy: 50% InfDeath: 6 From 5e9f9c1792e1648f84a4e148eb58af154da4d8b2 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 19 Apr 2014 22:28:02 -0700 Subject: [PATCH 55/58] Increase Barracks cost from $300 -> $500 I've been trying to increase the diversity of available early-game build order choices. To do this, I've increased the cost of early-game buildings like Power Plant and Barracks, while increasing the power consumption of the Refinery. This forces players to make choices with more significant consequences. The cost (money=time spent building) of power and barracks are so low right now that the time you spend building them is totally inconsequential to the build order. This leaves very few options, and most people simply pick Barracks, Refinery, Refinery. Giving some non-trivial time cost to Power and Barracks will allow people to have more possibilities for different openings. --- 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 9bb98b49dd..f062c1d0bf 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -166,7 +166,7 @@ SILO: PYLE: Inherits: ^Building Valued: - Cost: 300 + Cost: 500 Tooltip: Name: Barracks Description: Trains infantry @@ -204,7 +204,7 @@ PYLE: HAND: Inherits: ^Building Valued: - Cost: 300 + Cost: 500 Tooltip: Name: Hand of Nod Description: Trains infantry From 6929a1ab21c53af0ddcd2403c4dade9b28649836 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 20 Apr 2014 07:41:55 -0700 Subject: [PATCH 56/58] Low power slowdown reduced for ConYard Since C&C has no power-down button (and since price of power plant went up), low-power is extra painful in TD vs. RA. Also, since the cost is higher for power plants now, it means you will be in low-power mode longer since you cannot build a power plant as fast. So, the solution is to make the low power slowdown 1/2 speed instead of 1/3 speed for Conyard. This does not apply to the support queue, only the building queue. --- mods/cnc/rules/structures.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index f062c1d0bf..ef4a77290e 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -30,7 +30,7 @@ FACT: Type: Building Group: Building BuildSpeed: .4 - LowPowerSlowdown: 3 + LowPowerSlowdown: 2 QueuedAudio: Building ReadyAudio: ConstructionComplete ProductionQueue@Defense: From 7bd6c010969b3f41a4fe0d4a1cbd7b7674956e46 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 20 Apr 2014 08:00:04 -0700 Subject: [PATCH 57/58] Speed up Orca missiles Orca missiles are quite slow, travelling about the same speed as them. Their speed is now up to the same as Bazookas, BikeRockets, and TowerMissiles. --- mods/cnc/weapons.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 179d5cd13c..8d86bc4d71 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -311,7 +311,7 @@ OrcaAGMissiles: ROT: 20 Trail: smokey ContrailLength: 8 - Speed: 213 + Speed: 298 RangeLimit: 30 Warhead: Spread: 128 @@ -342,7 +342,7 @@ OrcaAAMissiles: ROT: 20 Trail: smokey ContrailLength: 8 - Speed: 213 + Speed: 298 RangeLimit: 30 Warhead: Spread: 128 From 43c05b4c94f28e4a96adad888660ca2edcece8c6 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 20 Apr 2014 10:16:29 -0700 Subject: [PATCH 58/58] Minor: adjusting tiberium storage in refinery/silo It seemed from playing noobs that lack of tiberium storage was an issue for them, because I saw them often building silos, often many of them, and they were usually full. Granted, an experienced player should spend that money faster, but I think it's reasonable to give them $2000 worth of storage in their refinery. It seems that how pips are displayed has changed from before, so someone set silos to have 10 pips instead of 12 so that it fits the reticle. That's fine. But maybe it would make sense to just change that to an even $2000 capacity also. --- mods/cnc/rules/structures.yaml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index ef4a77290e..ce09728767 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -117,8 +117,8 @@ PROC: TickRate: 15 StoresOre: PipColor: Green - PipCount: 15 - Capacity: 1500 + PipCount: 10 + Capacity: 2000 Selectable: Bounds: 73,72 CustomSellValue: @@ -157,7 +157,7 @@ SILO: StoresOre: PipCount: 10 PipColor: Green - Capacity: 2400 + Capacity: 2000 Selectable: Bounds: 49,30 -RenderBuilding: