cnc: various balance changes, part 2
Infantry sight range +1 -- it seems that they have lower sight range than vehicles for some reason. See http://i.imgur.com/Z6nWG.jpg for infantry and vehicle, both with RevealsShroud: 5, but vehicle sees further. So, effectively 5 for infantry becomes 4, which seems reasonable. Reduced probability of SpawnViceroid from 10% to 2%. 2% will still happen often enough if Chem Warriors are used predominantly, but with 10%, units were constantly turning to Viceroids, which was a pain. You could also send 10 infantry to opponent's tib field in early game and spawn a viceroid and kill their harvester or harass them. Turned off units auto-targeting regular buildings, because often will attack silo over an obelisk or enemy unit. Auto-target should remain on for defensive towers/turrets, though.
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@@ -94,7 +94,7 @@
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Armor:
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Type: None
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RevealsShroud:
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Range: 4
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Range: 5
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AutoTarget:
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ScanRadius: 4
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Mobile:
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@@ -130,6 +130,7 @@
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ActorLostNotification:
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Notification: unitlost.aud
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SpawnViceroid:
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Probability: 2
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CrushableInfantry:
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^CivInfantry:
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@@ -239,6 +240,7 @@
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Notification: strclost.aud
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EditorAppearance:
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RelativeToTopLeft: yes
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AutoTargetIgnore:
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ShakeOnDeath:
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Sellable:
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Capturable:
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