From 7fdc8f9ad9c2318b8561c9652e3ab3ce60d279af Mon Sep 17 00:00:00 2001 From: reaperrr Date: Mon, 12 Oct 2015 00:25:46 +0200 Subject: [PATCH 1/8] Make D2k constr. yard explicit prerequisite In preparation for moving Upgrades to the player actor in the future. Additionally remove unnecessary Exit trait from construction yard. --- mods/d2k/rules/misc.yaml | 1 + mods/d2k/rules/structures.yaml | 34 ++++++++++++++++++---------------- 2 files changed, 19 insertions(+), 16 deletions(-) diff --git a/mods/d2k/rules/misc.yaml b/mods/d2k/rules/misc.yaml index 4bd09cc3e1..7d53fe7fe2 100644 --- a/mods/d2k/rules/misc.yaml +++ b/mods/d2k/rules/misc.yaml @@ -164,6 +164,7 @@ upgrade.conyard: Description: Unlocks new construction options Buildable: BuildPaletteOrder: 50 + Prerequisites: construction_yard Queue: Upgrade BuildLimit: 1 Valued: diff --git a/mods/d2k/rules/structures.yaml b/mods/d2k/rules/structures.yaml index 6dd1bf0483..2bc293c151 100644 --- a/mods/d2k/rules/structures.yaml +++ b/mods/d2k/rules/structures.yaml @@ -16,6 +16,7 @@ RemoveInstead: true Buildable: Queue: Building + Prerequisites: construction_yard BuildPaletteOrder: 10 concretea: @@ -38,7 +39,7 @@ concreteb: CustomBuildTimeValue: Value: 81 Buildable: - Prerequisites: upgrade.conyard + Prerequisites: construction_yard, upgrade.conyard construction_yard: Inherits: ^Building @@ -60,7 +61,6 @@ construction_yard: Range: 10c0 Production: Produces: Building, Upgrade - Exit: Valued: Cost: 2000 Tooltip: @@ -82,11 +82,13 @@ construction_yard: WithBuildingPlacedOverlay: Palette: d2k PrimaryBuilding: + ProvidesPrerequisite@buildingname: wind_trap: Inherits: ^Building Buildable: Queue: Building + Prerequisites: construction_yard BuildPaletteOrder: 10 Selectable: Bounds: 64,64 @@ -122,7 +124,7 @@ wind_trap: barracks: Inherits: ^Building Buildable: - Prerequisites: wind_trap + Prerequisites: construction_yard, wind_trap Queue: Building BuildPaletteOrder: 40 Selectable: @@ -180,7 +182,7 @@ barracks: refinery: Inherits: ^Building Buildable: - Prerequisites: wind_trap + Prerequisites: construction_yard, wind_trap Queue: Building BuildPaletteOrder: 20 Selectable: @@ -233,7 +235,7 @@ refinery: silo: Inherits: ^Building Buildable: - Prerequisites: refinery + Prerequisites: construction_yard, refinery Queue: Building BuildPaletteOrder: 30 Selectable: @@ -278,7 +280,7 @@ silo: light_factory: Inherits: ^Building Buildable: - Prerequisites: refinery + Prerequisites: construction_yard, refinery Queue: Building BuildPaletteOrder: 70 Selectable: @@ -337,7 +339,7 @@ light_factory: heavy_factory: Inherits: ^Building Buildable: - Prerequisites: refinery + Prerequisites: construction_yard, refinery Queue: Building BuildPaletteOrder: 100 Selectable: @@ -402,7 +404,7 @@ outpost: CanPowerDown: DisabledOverlay: Buildable: - Prerequisites: barracks, ~techlevel.medium + Prerequisites: construction_yard, barracks, ~techlevel.medium Queue: Building BuildPaletteOrder: 50 Selectable: @@ -443,7 +445,7 @@ starport: Name: Starport Description: Dropzone for quick reinforcements, at a price.\n Requires power to operate Buildable: - Prerequisites: heavy_factory, outpost, ~techlevel.high + Prerequisites: construction_yard, heavy_factory, outpost, ~techlevel.high Queue: Building BuildPaletteOrder: 80 Valued: @@ -503,7 +505,7 @@ wall: HiddenUnderShroud: Buildable: Queue: Building - Prerequisites: barracks + Prerequisites: construction_yard, barracks BuildPaletteOrder: 60 SoundOnDamageTransition: DamagedSounds: @@ -550,7 +552,7 @@ medium_gun_turret: Inherits: ^Defense Buildable: Queue: Building - Prerequisites: barracks + Prerequisites: construction_yard, barracks BuildPaletteOrder: 90 Valued: Cost: 550 @@ -592,7 +594,7 @@ large_gun_turret: Inherits: ^Defense Buildable: Queue: Building - Prerequisites: outpost, upgrade.conyard, ~techlevel.medium + Prerequisites: construction_yard, outpost, upgrade.conyard, ~techlevel.medium BuildPaletteOrder: 120 Valued: Cost: 750 @@ -635,7 +637,7 @@ repair_pad: Inherits: ^Building Buildable: Queue: Building - Prerequisites: heavy_factory, upgrade.heavy, ~techlevel.medium + Prerequisites: construction_yard, heavy_factory, upgrade.heavy, ~techlevel.medium BuildPaletteOrder: 130 Valued: Cost: 800 @@ -678,7 +680,7 @@ repair_pad: high_tech_factory: Inherits: ^Building Buildable: - Prerequisites: outpost, ~techlevel.medium + Prerequisites: construction_yard, outpost, ~techlevel.medium Queue: Building BuildPaletteOrder: 110 Selectable: @@ -736,7 +738,7 @@ research_centre: Inherits: ^Building Buildable: Queue: Building - Prerequisites: outpost, heavy_factory, upgrade.heavy, ~techlevel.high + Prerequisites: construction_yard, outpost, heavy_factory, upgrade.heavy, ~techlevel.high BuildPaletteOrder: 140 Selectable: Bounds: 96,64,0,16 @@ -773,7 +775,7 @@ research_centre: palace: Inherits: ^Building Buildable: - Prerequisites: research_centre, ~techlevel.high + Prerequisites: construction_yard, research_centre, ~techlevel.high Queue: Building BuildPaletteOrder: 150 Selectable: From e37729f6349358870f0c98e6df371a0aa60dc3a0 Mon Sep 17 00:00:00 2001 From: reaperrr Date: Mon, 12 Oct 2015 00:27:24 +0200 Subject: [PATCH 2/8] Tweak D2k worm disappear chance, spawn interval and minimum --- OpenRA.Mods.D2k/Traits/Sandworm.cs | 6 +++--- OpenRA.Mods.D2k/Traits/World/WormManager.cs | 4 ++-- mods/d2k/rules/arrakis.yaml | 6 +++--- 3 files changed, 8 insertions(+), 8 deletions(-) diff --git a/OpenRA.Mods.D2k/Traits/Sandworm.cs b/OpenRA.Mods.D2k/Traits/Sandworm.cs index 56ba0fff57..b525e58239 100644 --- a/OpenRA.Mods.D2k/Traits/Sandworm.cs +++ b/OpenRA.Mods.D2k/Traits/Sandworm.cs @@ -18,16 +18,16 @@ namespace OpenRA.Mods.D2k.Traits class SandwormInfo : WandersInfo, Requires, Requires, Requires { [Desc("Time between rescanning for targets (in ticks).")] - public readonly int TargetRescanInterval = 32; + public readonly int TargetRescanInterval = 125; [Desc("The radius in which the worm \"searches\" for targets.")] - public readonly WDist MaxSearchRadius = WDist.FromCells(27); + public readonly WDist MaxSearchRadius = WDist.FromCells(20); [Desc("The range at which the worm launches an attack regardless of noise levels.")] public readonly WDist IgnoreNoiseAttackRange = WDist.FromCells(3); [Desc("The chance this actor has of disappearing after it attacks (in %).")] - public readonly int ChanceToDisappear = 80; + public readonly int ChanceToDisappear = 100; [Desc("Name of the sequence that is used when the actor is idle or moving (not attacking).")] [SequenceReference] public readonly string IdleSequence = "idle"; diff --git a/OpenRA.Mods.D2k/Traits/World/WormManager.cs b/OpenRA.Mods.D2k/Traits/World/WormManager.cs index ca71438091..2df88515f4 100644 --- a/OpenRA.Mods.D2k/Traits/World/WormManager.cs +++ b/OpenRA.Mods.D2k/Traits/World/WormManager.cs @@ -20,13 +20,13 @@ namespace OpenRA.Mods.D2k.Traits class WormManagerInfo : ITraitInfo { [Desc("Minimum number of worms")] - public readonly int Minimum = 2; + public readonly int Minimum = 0; [Desc("Maximum number of worms")] public readonly int Maximum = 4; [Desc("Time (in ticks) between worm spawn.")] - public readonly int SpawnInterval = 3000; + public readonly int SpawnInterval = 6000; [Desc("Name of the actor that will be spawned.")] public readonly string WormSignature = "sandworm"; diff --git a/mods/d2k/rules/arrakis.yaml b/mods/d2k/rules/arrakis.yaml index 31db59991c..8a191c64ab 100644 --- a/mods/d2k/rules/arrakis.yaml +++ b/mods/d2k/rules/arrakis.yaml @@ -31,12 +31,12 @@ sandworm: Name: Sandworm Description: Attracted by vibrations in the sand.\nWill eat units whole and has a large appetite. Health: - HP: 1200 - Radius: 3 + HP: 9990 + Radius: 256 Armor: Type: None Mobile: - Speed: 50 + Speed: 42 TerrainSpeeds: Sand: 100 Dune: 100 From d469e073bc9f11d6a02cd5b6bd12e4955a57e53d Mon Sep 17 00:00:00 2001 From: reaperrr Date: Mon, 12 Oct 2015 00:28:01 +0200 Subject: [PATCH 3/8] Disable D2k capturing of husks, make husks explode --- mods/d2k/rules/defaults.yaml | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) diff --git a/mods/d2k/rules/defaults.yaml b/mods/d2k/rules/defaults.yaml index ff890fae5e..cf040d0a95 100644 --- a/mods/d2k/rules/defaults.yaml +++ b/mods/d2k/rules/defaults.yaml @@ -124,13 +124,10 @@ Targetable: TargetTypes: Ground, Vehicle RequiresForceFire: yes - Capturable: - Type: husk - AllowAllies: yes - CaptureThreshold: 1.0 - TransformOnCapture: - ForceHealthPercentage: 25 DisabledOverlay: + Explodes: + Weapon: UnitExplodeMed + EmptyWeapon: UnitExplodeMed ^AircraftHusk: Inherits: ^Husk From 793b72b3baaf029fc754ea7e433b230e039279dd Mon Sep 17 00:00:00 2001 From: reaperrr Date: Mon, 12 Oct 2015 00:28:41 +0200 Subject: [PATCH 4/8] Tone down D2k veterancy stat gains --- mods/d2k/rules/defaults.yaml | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/mods/d2k/rules/defaults.yaml b/mods/d2k/rules/defaults.yaml index cf040d0a95..e4d43e348b 100644 --- a/mods/d2k/rules/defaults.yaml +++ b/mods/d2k/rules/defaults.yaml @@ -22,22 +22,22 @@ 1600: firepower, damage, speed, reload, inaccuracy, rank, eliteweapon, selfheal FirepowerMultiplier@EXPERIENCE: UpgradeTypes: firepower - Modifier: 105, 110, 120, 130 + Modifier: 105, 110, 115, 125 DamageMultiplier@EXPERIENCE: UpgradeTypes: damage - Modifier: 95, 90, 85, 75 + Modifier: 96, 92, 88, 80 SpeedMultiplier@EXPERIENCE: UpgradeTypes: speed - Modifier: 105, 110, 120, 140 + Modifier: 105, 110, 115, 125 ReloadDelayMultiplier@EXPERIENCE: UpgradeTypes: reload - Modifier: 95, 90, 85, 75 + Modifier: 96, 92, 88, 80 InaccuracyMultiplier@EXPERIENCE: UpgradeTypes: inaccuracy Modifier: 90, 80, 70, 50 SelfHealing@ELITE: Step: 2 - Ticks: 100 + Ticks: 125 HealIfBelow: 1 DamageCooldown: 125 UpgradeTypes: selfheal From 0d2c9725eaaa4c36cc19ef5bf0870a8587bf32ec Mon Sep 17 00:00:00 2001 From: reaperrr Date: Mon, 12 Oct 2015 00:28:55 +0200 Subject: [PATCH 5/8] Tweak D2k infantry bounds --- mods/d2k/rules/defaults.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/d2k/rules/defaults.yaml b/mods/d2k/rules/defaults.yaml index e4d43e348b..1d80df6f7b 100644 --- a/mods/d2k/rules/defaults.yaml +++ b/mods/d2k/rules/defaults.yaml @@ -175,7 +175,7 @@ Rough: 80 SelectionDecorations: Selectable: - Bounds: 12,18,0,-6 + Bounds: 12,20,0,-4 Targetable: TargetTypes: Ground, Infantry QuantizeFacingsFromSequence: From 3ce1ee24ae282dbe8f0f500ac369d48d58ab1fa4 Mon Sep 17 00:00:00 2001 From: reaperrr Date: Mon, 12 Oct 2015 00:30:10 +0200 Subject: [PATCH 6/8] Make only light infantry come out of destroyed D2k buildings --- mods/d2k/rules/defaults.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/d2k/rules/defaults.yaml b/mods/d2k/rules/defaults.yaml index 1d80df6f7b..af18fe4580 100644 --- a/mods/d2k/rules/defaults.yaml +++ b/mods/d2k/rules/defaults.yaml @@ -254,7 +254,7 @@ WithBuildingExplosion: RepairableBuilding: EmitInfantryOnSell: - ActorTypes: light_inf,light_inf,light_inf,light_inf,light_inf,trooper,trooper,trooper,engineer + ActorTypes: light_inf MustBeDestroyed: RequiredForShortGame: true FrozenUnderFog: From 0d990d28180f29660d6452773a42967bdd2ee167 Mon Sep 17 00:00:00 2001 From: reaperrr Date: Mon, 12 Oct 2015 00:34:02 +0200 Subject: [PATCH 7/8] Calculate D2k building visibility around center instead of footprint --- mods/d2k/rules/defaults.yaml | 2 ++ 1 file changed, 2 insertions(+) diff --git a/mods/d2k/rules/defaults.yaml b/mods/d2k/rules/defaults.yaml index af18fe4580..a3084a4638 100644 --- a/mods/d2k/rules/defaults.yaml +++ b/mods/d2k/rules/defaults.yaml @@ -236,6 +236,8 @@ SelectionDecorations: Selectable: Priority: 2 + RevealsShroud: + VisibilityType: CenterPosition Targetable: TargetTypes: Ground, C4, Structure Building: From ce43d02dbcf9a5539755faebb00f384dc8b83a2d Mon Sep 17 00:00:00 2001 From: reaperrr Date: Mon, 12 Oct 2015 00:35:41 +0200 Subject: [PATCH 8/8] Reduce range and number of D2k building debris Fix debris warhead falloff --- mods/d2k/rules/defaults.yaml | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/mods/d2k/rules/defaults.yaml b/mods/d2k/rules/defaults.yaml index a3084a4638..582d227dd9 100644 --- a/mods/d2k/rules/defaults.yaml +++ b/mods/d2k/rules/defaults.yaml @@ -273,8 +273,8 @@ DamagedWithoutFoundation: ThrowsShrapnel: Weapons: Debris, Debris2, Debris3, Debris4 - Pieces: 3, 7 - Range: 2c0, 5c0 + Pieces: 2, 5 + Range: 1c512, 4c0 WithMakeAnimation: ^Defense: @@ -291,9 +291,9 @@ LineBuildNode: Types: turret ThrowsShrapnel: - Weapons: Debris, Debris2, Debris3, Debris4 - Pieces: 2, 5 - Range: 2c0, 5c0 + Weapons: Debris, Debris3 + Pieces: 2, 2 + Range: 2c0, 4c0 MustBeDestroyed: RequiredForShortGame: false