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.
This commit is contained in:
@@ -94,7 +94,7 @@
|
|||||||
Armor:
|
Armor:
|
||||||
Type: None
|
Type: None
|
||||||
RevealsShroud:
|
RevealsShroud:
|
||||||
Range: 4
|
Range: 5
|
||||||
AutoTarget:
|
AutoTarget:
|
||||||
ScanRadius: 4
|
ScanRadius: 4
|
||||||
Mobile:
|
Mobile:
|
||||||
@@ -130,6 +130,7 @@
|
|||||||
ActorLostNotification:
|
ActorLostNotification:
|
||||||
Notification: unitlost.aud
|
Notification: unitlost.aud
|
||||||
SpawnViceroid:
|
SpawnViceroid:
|
||||||
|
Probability: 2
|
||||||
CrushableInfantry:
|
CrushableInfantry:
|
||||||
|
|
||||||
^CivInfantry:
|
^CivInfantry:
|
||||||
@@ -239,6 +240,7 @@
|
|||||||
Notification: strclost.aud
|
Notification: strclost.aud
|
||||||
EditorAppearance:
|
EditorAppearance:
|
||||||
RelativeToTopLeft: yes
|
RelativeToTopLeft: yes
|
||||||
|
AutoTargetIgnore:
|
||||||
ShakeOnDeath:
|
ShakeOnDeath:
|
||||||
Sellable:
|
Sellable:
|
||||||
Capturable:
|
Capturable:
|
||||||
|
|||||||
Reference in New Issue
Block a user