Merge pull request #9615 from reaperrr/d2k-rest1

Remaining D2k changes to restore original balancing/gameplay
This commit is contained in:
Oliver Brakmann
2015-10-26 21:03:12 +01:00
6 changed files with 42 additions and 42 deletions

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@@ -18,16 +18,16 @@ namespace OpenRA.Mods.D2k.Traits
class SandwormInfo : WandersInfo, Requires<MobileInfo>, Requires<WithSpriteBodyInfo>, Requires<AttackBaseInfo> class SandwormInfo : WandersInfo, Requires<MobileInfo>, Requires<WithSpriteBodyInfo>, Requires<AttackBaseInfo>
{ {
[Desc("Time between rescanning for targets (in ticks).")] [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.")] [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.")] [Desc("The range at which the worm launches an attack regardless of noise levels.")]
public readonly WDist IgnoreNoiseAttackRange = WDist.FromCells(3); public readonly WDist IgnoreNoiseAttackRange = WDist.FromCells(3);
[Desc("The chance this actor has of disappearing after it attacks (in %).")] [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).")] [Desc("Name of the sequence that is used when the actor is idle or moving (not attacking).")]
[SequenceReference] public readonly string IdleSequence = "idle"; [SequenceReference] public readonly string IdleSequence = "idle";

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@@ -20,13 +20,13 @@ namespace OpenRA.Mods.D2k.Traits
class WormManagerInfo : ITraitInfo class WormManagerInfo : ITraitInfo
{ {
[Desc("Minimum number of worms")] [Desc("Minimum number of worms")]
public readonly int Minimum = 2; public readonly int Minimum = 0;
[Desc("Maximum number of worms")] [Desc("Maximum number of worms")]
public readonly int Maximum = 4; public readonly int Maximum = 4;
[Desc("Time (in ticks) between worm spawn.")] [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.")] [Desc("Name of the actor that will be spawned.")]
public readonly string WormSignature = "sandworm"; public readonly string WormSignature = "sandworm";

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@@ -31,12 +31,12 @@ sandworm:
Name: Sandworm Name: Sandworm
Description: Attracted by vibrations in the sand.\nWill eat units whole and has a large appetite. Description: Attracted by vibrations in the sand.\nWill eat units whole and has a large appetite.
Health: Health:
HP: 1200 HP: 9990
Radius: 3 Radius: 256
Armor: Armor:
Type: None Type: None
Mobile: Mobile:
Speed: 50 Speed: 42
TerrainSpeeds: TerrainSpeeds:
Sand: 100 Sand: 100
Dune: 100 Dune: 100

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@@ -22,22 +22,22 @@
1600: firepower, damage, speed, reload, inaccuracy, rank, eliteweapon, selfheal 1600: firepower, damage, speed, reload, inaccuracy, rank, eliteweapon, selfheal
FirepowerMultiplier@EXPERIENCE: FirepowerMultiplier@EXPERIENCE:
UpgradeTypes: firepower UpgradeTypes: firepower
Modifier: 105, 110, 120, 130 Modifier: 105, 110, 115, 125
DamageMultiplier@EXPERIENCE: DamageMultiplier@EXPERIENCE:
UpgradeTypes: damage UpgradeTypes: damage
Modifier: 95, 90, 85, 75 Modifier: 96, 92, 88, 80
SpeedMultiplier@EXPERIENCE: SpeedMultiplier@EXPERIENCE:
UpgradeTypes: speed UpgradeTypes: speed
Modifier: 105, 110, 120, 140 Modifier: 105, 110, 115, 125
ReloadDelayMultiplier@EXPERIENCE: ReloadDelayMultiplier@EXPERIENCE:
UpgradeTypes: reload UpgradeTypes: reload
Modifier: 95, 90, 85, 75 Modifier: 96, 92, 88, 80
InaccuracyMultiplier@EXPERIENCE: InaccuracyMultiplier@EXPERIENCE:
UpgradeTypes: inaccuracy UpgradeTypes: inaccuracy
Modifier: 90, 80, 70, 50 Modifier: 90, 80, 70, 50
SelfHealing@ELITE: SelfHealing@ELITE:
Step: 2 Step: 2
Ticks: 100 Ticks: 125
HealIfBelow: 1 HealIfBelow: 1
DamageCooldown: 125 DamageCooldown: 125
UpgradeTypes: selfheal UpgradeTypes: selfheal
@@ -124,13 +124,10 @@
Targetable: Targetable:
TargetTypes: Ground, Vehicle TargetTypes: Ground, Vehicle
RequiresForceFire: yes RequiresForceFire: yes
Capturable:
Type: husk
AllowAllies: yes
CaptureThreshold: 1.0
TransformOnCapture:
ForceHealthPercentage: 25
DisabledOverlay: DisabledOverlay:
Explodes:
Weapon: UnitExplodeMed
EmptyWeapon: UnitExplodeMed
^AircraftHusk: ^AircraftHusk:
Inherits: ^Husk Inherits: ^Husk
@@ -178,7 +175,7 @@
Rough: 80 Rough: 80
SelectionDecorations: SelectionDecorations:
Selectable: Selectable:
Bounds: 12,18,0,-6 Bounds: 12,20,0,-4
Targetable: Targetable:
TargetTypes: Ground, Infantry TargetTypes: Ground, Infantry
QuantizeFacingsFromSequence: QuantizeFacingsFromSequence:
@@ -259,7 +256,7 @@
WithBuildingExplosion: WithBuildingExplosion:
RepairableBuilding: RepairableBuilding:
EmitInfantryOnSell: EmitInfantryOnSell:
ActorTypes: light_inf,light_inf,light_inf,light_inf,light_inf,trooper,trooper,trooper,engineer ActorTypes: light_inf
MustBeDestroyed: MustBeDestroyed:
RequiredForShortGame: true RequiredForShortGame: true
FrozenUnderFog: FrozenUnderFog:
@@ -276,8 +273,8 @@
DamagedWithoutFoundation: DamagedWithoutFoundation:
ThrowsShrapnel: ThrowsShrapnel:
Weapons: Debris, Debris2, Debris3, Debris4 Weapons: Debris, Debris2, Debris3, Debris4
Pieces: 3, 7 Pieces: 2, 5
Range: 2c0, 5c0 Range: 1c512, 4c0
WithMakeAnimation: WithMakeAnimation:
^Defense: ^Defense:
@@ -294,9 +291,9 @@
LineBuildNode: LineBuildNode:
Types: turret Types: turret
ThrowsShrapnel: ThrowsShrapnel:
Weapons: Debris, Debris2, Debris3, Debris4 Weapons: Debris, Debris3
Pieces: 2, 5 Pieces: 2, 2
Range: 2c0, 5c0 Range: 2c0, 4c0
MustBeDestroyed: MustBeDestroyed:
RequiredForShortGame: false RequiredForShortGame: false

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@@ -164,6 +164,7 @@ upgrade.conyard:
Description: Unlocks new construction options Description: Unlocks new construction options
Buildable: Buildable:
BuildPaletteOrder: 50 BuildPaletteOrder: 50
Prerequisites: construction_yard
Queue: Upgrade Queue: Upgrade
BuildLimit: 1 BuildLimit: 1
Valued: Valued:

View File

@@ -16,6 +16,7 @@
RemoveInstead: true RemoveInstead: true
Buildable: Buildable:
Queue: Building Queue: Building
Prerequisites: construction_yard
BuildPaletteOrder: 10 BuildPaletteOrder: 10
concretea: concretea:
@@ -38,7 +39,7 @@ concreteb:
CustomBuildTimeValue: CustomBuildTimeValue:
Value: 81 Value: 81
Buildable: Buildable:
Prerequisites: upgrade.conyard Prerequisites: construction_yard, upgrade.conyard
construction_yard: construction_yard:
Inherits: ^Building Inherits: ^Building
@@ -60,7 +61,6 @@ construction_yard:
Range: 5c768 Range: 5c768
Production: Production:
Produces: Building, Upgrade Produces: Building, Upgrade
Exit:
Valued: Valued:
Cost: 2000 Cost: 2000
Tooltip: Tooltip:
@@ -82,11 +82,13 @@ construction_yard:
WithBuildingPlacedOverlay: WithBuildingPlacedOverlay:
Palette: d2k Palette: d2k
PrimaryBuilding: PrimaryBuilding:
ProvidesPrerequisite@buildingname:
wind_trap: wind_trap:
Inherits: ^Building Inherits: ^Building
Buildable: Buildable:
Queue: Building Queue: Building
Prerequisites: construction_yard
BuildPaletteOrder: 10 BuildPaletteOrder: 10
Selectable: Selectable:
Bounds: 64,64 Bounds: 64,64
@@ -122,7 +124,7 @@ wind_trap:
barracks: barracks:
Inherits: ^Building Inherits: ^Building
Buildable: Buildable:
Prerequisites: wind_trap Prerequisites: construction_yard, wind_trap
Queue: Building Queue: Building
BuildPaletteOrder: 40 BuildPaletteOrder: 40
Selectable: Selectable:
@@ -180,7 +182,7 @@ barracks:
refinery: refinery:
Inherits: ^Building Inherits: ^Building
Buildable: Buildable:
Prerequisites: wind_trap Prerequisites: construction_yard, wind_trap
Queue: Building Queue: Building
BuildPaletteOrder: 20 BuildPaletteOrder: 20
Selectable: Selectable:
@@ -233,7 +235,7 @@ refinery:
silo: silo:
Inherits: ^Building Inherits: ^Building
Buildable: Buildable:
Prerequisites: refinery Prerequisites: construction_yard, refinery
Queue: Building Queue: Building
BuildPaletteOrder: 30 BuildPaletteOrder: 30
Selectable: Selectable:
@@ -278,7 +280,7 @@ silo:
light_factory: light_factory:
Inherits: ^Building Inherits: ^Building
Buildable: Buildable:
Prerequisites: refinery Prerequisites: construction_yard, refinery
Queue: Building Queue: Building
BuildPaletteOrder: 70 BuildPaletteOrder: 70
Selectable: Selectable:
@@ -337,7 +339,7 @@ light_factory:
heavy_factory: heavy_factory:
Inherits: ^Building Inherits: ^Building
Buildable: Buildable:
Prerequisites: refinery Prerequisites: construction_yard, refinery
Queue: Building Queue: Building
BuildPaletteOrder: 100 BuildPaletteOrder: 100
Selectable: Selectable:
@@ -402,7 +404,7 @@ outpost:
CanPowerDown: CanPowerDown:
DisabledOverlay: DisabledOverlay:
Buildable: Buildable:
Prerequisites: barracks, ~techlevel.medium Prerequisites: construction_yard, barracks, ~techlevel.medium
Queue: Building Queue: Building
BuildPaletteOrder: 50 BuildPaletteOrder: 50
Selectable: Selectable:
@@ -443,7 +445,7 @@ starport:
Name: Starport Name: Starport
Description: Dropzone for quick reinforcements, at a price.\n Requires power to operate Description: Dropzone for quick reinforcements, at a price.\n Requires power to operate
Buildable: Buildable:
Prerequisites: heavy_factory, outpost, ~techlevel.high Prerequisites: construction_yard, heavy_factory, outpost, ~techlevel.high
Queue: Building Queue: Building
BuildPaletteOrder: 80 BuildPaletteOrder: 80
Valued: Valued:
@@ -503,7 +505,7 @@ wall:
HiddenUnderShroud: HiddenUnderShroud:
Buildable: Buildable:
Queue: Building Queue: Building
Prerequisites: barracks Prerequisites: construction_yard, barracks
BuildPaletteOrder: 60 BuildPaletteOrder: 60
SoundOnDamageTransition: SoundOnDamageTransition:
DamagedSounds: DamagedSounds:
@@ -552,7 +554,7 @@ medium_gun_turret:
Inherits: ^Defense Inherits: ^Defense
Buildable: Buildable:
Queue: Building Queue: Building
Prerequisites: barracks Prerequisites: construction_yard, barracks
BuildPaletteOrder: 90 BuildPaletteOrder: 90
Valued: Valued:
Cost: 550 Cost: 550
@@ -594,7 +596,7 @@ large_gun_turret:
Inherits: ^Defense Inherits: ^Defense
Buildable: Buildable:
Queue: Building Queue: Building
Prerequisites: outpost, upgrade.conyard, ~techlevel.medium Prerequisites: construction_yard, outpost, upgrade.conyard, ~techlevel.medium
BuildPaletteOrder: 120 BuildPaletteOrder: 120
Valued: Valued:
Cost: 750 Cost: 750
@@ -637,7 +639,7 @@ repair_pad:
Inherits: ^Building Inherits: ^Building
Buildable: Buildable:
Queue: Building Queue: Building
Prerequisites: heavy_factory, upgrade.heavy, ~techlevel.medium Prerequisites: construction_yard, heavy_factory, upgrade.heavy, ~techlevel.medium
BuildPaletteOrder: 130 BuildPaletteOrder: 130
Valued: Valued:
Cost: 800 Cost: 800
@@ -680,7 +682,7 @@ repair_pad:
high_tech_factory: high_tech_factory:
Inherits: ^Building Inherits: ^Building
Buildable: Buildable:
Prerequisites: outpost, ~techlevel.medium Prerequisites: construction_yard, outpost, ~techlevel.medium
Queue: Building Queue: Building
BuildPaletteOrder: 110 BuildPaletteOrder: 110
Selectable: Selectable:
@@ -738,7 +740,7 @@ research_centre:
Inherits: ^Building Inherits: ^Building
Buildable: Buildable:
Queue: Building Queue: Building
Prerequisites: outpost, heavy_factory, upgrade.heavy, ~techlevel.high Prerequisites: construction_yard, outpost, heavy_factory, upgrade.heavy, ~techlevel.high
BuildPaletteOrder: 140 BuildPaletteOrder: 140
Selectable: Selectable:
Bounds: 96,64,0,16 Bounds: 96,64,0,16
@@ -775,7 +777,7 @@ research_centre:
palace: palace:
Inherits: ^Building Inherits: ^Building
Buildable: Buildable:
Prerequisites: research_centre, ~techlevel.high Prerequisites: construction_yard, research_centre, ~techlevel.high
Queue: Building Queue: Building
BuildPaletteOrder: 150 BuildPaletteOrder: 150
Selectable: Selectable: