From 4448c3e51b3799c2ea3e5bafafbe2843b57c12d4 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 28 Apr 2012 19:26:18 -0700 Subject: [PATCH] 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. --- mods/cnc/rules/defaults.yaml | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/mods/cnc/rules/defaults.yaml b/mods/cnc/rules/defaults.yaml index 3683a6ae2b..34971a1c73 100644 --- a/mods/cnc/rules/defaults.yaml +++ b/mods/cnc/rules/defaults.yaml @@ -94,7 +94,7 @@ Armor: Type: None RevealsShroud: - Range: 4 + Range: 5 AutoTarget: ScanRadius: 4 Mobile: @@ -130,6 +130,7 @@ ActorLostNotification: Notification: unitlost.aud SpawnViceroid: + Probability: 2 CrushableInfantry: ^CivInfantry: @@ -239,6 +240,7 @@ Notification: strclost.aud EditorAppearance: RelativeToTopLeft: yes + AutoTargetIgnore: ShakeOnDeath: Sellable: Capturable: