From 30dd2e3d2d15095ee360b39d9e8375f8f15407c7 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 29 Mar 2013 14:21:58 -0700 Subject: [PATCH 01/11] blossom trees: indestructible; blue slower MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Trees were made destructible; now they are indestructible. Blue tiberium blossom trees regenerate slower than green tiberium. This keeps the green ones relevant in maps with both kinds of trees. The blue ones produce at slightly over half speed, and slightly over 2x value, giving them a slight advantage. Blue's total value production rate is ~1.25x faster than green tib. blossom tree.  --- mods/cnc/rules/trees.yaml | 23 +++++++++++++++++++---- 1 file changed, 19 insertions(+), 4 deletions(-) diff --git a/mods/cnc/rules/trees.yaml b/mods/cnc/rules/trees.yaml index 8c37a79c66..c7466358c4 100644 --- a/mods/cnc/rules/trees.yaml +++ b/mods/cnc/rules/trees.yaml @@ -9,7 +9,12 @@ SPLIT2: Name: Blossom Tree RadarColorFromTerrain: Terrain: Tiberium - + -Health: + -DeadBuildingState: + -Armor: + -TargetableBuilding: + -AutoTargetIgnore: + SPLIT3: Inherits: ^Tree RenderBuilding: @@ -21,19 +26,29 @@ SPLIT3: Name: Blossom Tree RadarColorFromTerrain: Terrain: Tiberium - + -Health: + -DeadBuildingState: + -Armor: + -TargetableBuilding: + -AutoTargetIgnore: + SPLITBLUE: Inherits: ^Tree RenderBuilding: Palette: staticterrain SeedsResource: ResourceType:BlueTiberium - Interval: 55 + Interval: 95 Tooltip: Name: Blossom Tree (blue) RadarColorFromTerrain: Terrain: BlueTiberium - + -Health: + -DeadBuildingState: + -Armor: + -TargetableBuilding: + -AutoTargetIgnore: + ROCK1: Inherits: ^Rock ROCK2: From 42f0dadd27a3cef190a58c74d18afb901b89e86e Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 29 Mar 2013 14:30:23 -0700 Subject: [PATCH 02/11] applying balance stick MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Stealth Tank damage vs. wood nerfed; a few stnks could quickly uncloak and destroy a building, e.g. refinery.  Guard tower slight buff, to kill E3 in 2 shots instead of 3, and E4/E5 in 4 shots instead of 5. E3 rockets expire a bit sooner. They would continue on forever. Their range is still long, but now it's possible for some units to escape. --- mods/cnc/weapons.yaml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 2f21a2f0fa..92ce272064 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -135,7 +135,7 @@ HighV: Projectile: Bullet Speed: 100 Warhead: - Damage: 40 + Damage: 45 Spread: 3 Versus: None: 100% @@ -234,7 +234,7 @@ Rockets: ROT: 15 Trail: smokey Speed: 35 - RangeLimit: 40 + RangeLimit: 30 Warhead: Spread: 3 Versus: @@ -613,7 +613,7 @@ MammothMissiles: Spread: 3 Versus: None: 35% - Wood: 90% + Wood: 50% Light: 100% Heavy: 90% InfDeath: 4 From 221279dc18a0cae6add63f6738ec4dcdd86736aa Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 29 Mar 2013 14:34:06 -0700 Subject: [PATCH 03/11] orca rockets -- fewer, more powerful (less spammy) When you have multiple orca rockets firing at once, the screen fills with missiles and smokey trails. Reduced the number firing per second, but they do the same total damage, so balance remains unchanged. Will change their trail shortly to something other than smokey. Next commit will change their ammo load. --- mods/cnc/weapons.yaml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 92ce272064..7ec75c95d7 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -283,7 +283,7 @@ BikeRockets: OrcaAGMissiles: ROF: 10 - Burst: 2 + Burst: 1 BurstDelay: 0 Range: 5 Report: BAZOOK1 @@ -310,11 +310,11 @@ OrcaAGMissiles: Explosion: 4 ImpactSound: xplos SmudgeType: Crater - Damage: 20 + Damage: 40 OrcaAAMissiles: ROF: 10 - Burst: 2 + Burst: 1 BurstDelay: 0 Range: 5 Report: BAZOOK1 @@ -341,7 +341,7 @@ OrcaAAMissiles: Explosion: 4 ImpactSound: xplos SmudgeType: Crater - Damage: 20 + Damage: 40 Flamethrower: ROF: 50 From f89650c61c1c8a28a7162d82617f47fdc060c0eb Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 29 Mar 2013 14:40:36 -0700 Subject: [PATCH 04/11] orca update; ammo increased 5 -> 6. heli sight++ MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Orca ammo reduced from 10 to 5, since  Increased toal ammo from 5 to 6, since orcas seem to be a bit weak vs. tanks, flame tanks, etc. Apache Helicopter & Orca sight range increased from 8 to 10. Seems good here, I wouldn't increase anymore, or they will be too good at scouting by themselves. Leaving it here requires using other units for their scouting value. A-10 sight range increased from 8 to 12. This makes the airstrike better for scouting, and seems to make sense for an airplane. Since it's a superpower, won't be too powerful.  --- mods/cnc/rules/aircraft.yaml | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/mods/cnc/rules/aircraft.yaml b/mods/cnc/rules/aircraft.yaml index f99b2d21ba..9abf0348e9 100644 --- a/mods/cnc/rules/aircraft.yaml +++ b/mods/cnc/rules/aircraft.yaml @@ -67,7 +67,7 @@ HELI: Armor: Type: Light RevealsShroud: - Range: 8 + Range: 10 Armament@PRIMARY: Weapon: HeliAGGun LocalOffset: -5,-3,0,2,0, 5,-3,0,2,0 @@ -120,7 +120,7 @@ ORCA: Armor: Type: Light RevealsShroud: - Range: 8 + Range: 10 Armament@PRIMARY: Weapon: OrcaAGMissiles LocalOffset: -4,-10,0,5,0, 4,-10,0,5,0 @@ -130,10 +130,10 @@ ORCA: AttackHeli: FacingTolerance: 20 LimitedAmmo: - Ammo: 10 - PipCount: 5 + Ammo: 6 + PipCount: 6 Reloads: - Count: 2 + Count: 1 Period: 100 RenderUnit: WithShadow: @@ -184,7 +184,7 @@ A10: Armor: Type: Heavy RevealsShroud: - Range: 8 + Range: 12 RenderUnit: WithShadow: LimitedAmmo: From 51880db3c5c84d1039d4531fa41b9fb1d1c77a8f Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 29 Mar 2013 15:07:56 -0700 Subject: [PATCH 05/11] Harvester capacity & unload time changed MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The carrying capacity of harvesters was increased from $525 to $700. (This is the original C&C 95 value). Overall harvesting rates are roughly the same. To keep overall harvesting rates the same, the amount of time spent unloading at the refinery was increased.  The purpose of these changes is to: - make blue tiberium harvesting from distant fields economically feasible by increasing carrying capacity - make basewalking less necessary in order to take advantage of blue tiberium fields farther away, especially in early game. - make harvesting from distant tiberium fields less penalizing. If you have more harvesters harvesting tiberium farther away, the unload time won't affect you as much as if you were harvesting closer by. - make refineries more relevant and make the player build refineries to increase capacity, and not only relying on a fleet of harvesters. (A good idea anyway since Ion cannons can kill refineries, and you should have more than one). - keep with flavor of C&C, where tiberium was a dangerous substance which had to be carefully unloaded, unlike ore from RA which was immediately dumped. --- mods/cnc/rules/vehicles.yaml | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 3947296c9f..3707ea0031 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -56,8 +56,9 @@ HARV: Bounds: 36,36 Harvester: Resources: Tiberium, BlueTiberium - PipCount: 5 - Capacity: 15 + PipCount: 7 + Capacity: 20 + UnloadTicksPerBale: 12 # hardcoded default is 4 # How far away from our linked proc (refinery) to find resources (in cells): SearchFromProcRadius: 24 # How far away from last harvest order location to find more resources (in cells): From f090941427aae5e200f9f7c3397fff42ebcbe1f5 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 29 Mar 2013 15:24:53 -0700 Subject: [PATCH 06/11] Mammoth Tank buff; balance stick for MLRS MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Mammoth tank buffed, since people said it was too slow and died easily, e.g. dying too readily while approaching enemy through artillery fire. -HP increased from 600 to 800. Seems justifiable since it's an expensive, slow-to-build, top-tier unit. -Speed increased from 3 to 4; (C&C 95 default value, incidentally) -Rotation reduced from 5 to 3 so that it has a flavor of slowness, and a vulnerability. MLRS speed reduced from 8 to 7, so it's not uncatchable when retreating. MLRS health reduced from 120 to 115 so Rocket Bike can kill it in 5 shots instead of 6. MLRS InitialStance set to Defend, to help noobs avoid unintentionally bunching them up (and making them vulnerable to airstrikes, etc.) and to require less micro-management of their positions. --- mods/cnc/rules/vehicles.yaml | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 3707ea0031..a4417c3d4e 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -393,9 +393,10 @@ HTNK: Owner: gdi Mobile: Crushes: wall, heavywall, crate, infantry - Speed: 3 + Speed: 4 + ROT: 3 Health: - HP: 600 + HP: 800 Armor: Type: Heavy RevealsShroud: @@ -441,9 +442,9 @@ MSAM: Prerequisites: hq Owner: gdi Mobile: - Speed: 8 + Speed: 7 Health: - HP: 120 + HP: 115 Armor: Type: Light RevealsShroud: @@ -495,6 +496,7 @@ MLRS: AttackTurreted: RenderUnitTurretedAim: AutoTarget: + InitialStance: Defend DebugRetiliateAgainstAggressor: DebugNextAutoTargetScanTime: Explodes: From 722fd9b59a9ec33637612c5d8099f519c11a53f7 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 29 Mar 2013 16:07:32 -0700 Subject: [PATCH 07/11] blossom trees fix removed -TargetableBuilding and -AutoTargetIgnore --- mods/cnc/rules/trees.yaml | 12 +++--------- 1 file changed, 3 insertions(+), 9 deletions(-) diff --git a/mods/cnc/rules/trees.yaml b/mods/cnc/rules/trees.yaml index c7466358c4..8981e62868 100644 --- a/mods/cnc/rules/trees.yaml +++ b/mods/cnc/rules/trees.yaml @@ -12,9 +12,7 @@ SPLIT2: -Health: -DeadBuildingState: -Armor: - -TargetableBuilding: - -AutoTargetIgnore: - + SPLIT3: Inherits: ^Tree RenderBuilding: @@ -29,9 +27,7 @@ SPLIT3: -Health: -DeadBuildingState: -Armor: - -TargetableBuilding: - -AutoTargetIgnore: - + SPLITBLUE: Inherits: ^Tree RenderBuilding: @@ -46,9 +42,7 @@ SPLITBLUE: -Health: -DeadBuildingState: -Armor: - -TargetableBuilding: - -AutoTargetIgnore: - + ROCK1: Inherits: ^Rock ROCK2: From 63fe7ef540b7477a33cbc1eace177a4db0f12ac0 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 29 Mar 2013 16:36:47 -0700 Subject: [PATCH 08/11] increase nuke damage vs. heavy armor (ATWR) Nuke damage vs. heavy armor increased, so that it can efficiently take out GDI advanced guard towers. --- mods/cnc/weapons.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 7ec75c95d7..0b0e75921b 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -68,7 +68,7 @@ Atomic: None: 90% Wood: 60% Light: 60% - Heavy: 25% + Heavy: 50% Explosion: 6 InfDeath: 5 ImpactSound: nukexplo @@ -82,7 +82,7 @@ Atomic: None: 90% Wood: 60% Light: 60% - Heavy: 25% + Heavy: 50% Delay: 3 InfDeath: 5 ImpactSound: xplobig4 From 904b80076d3b347e98b36a089ae61f22288592ed Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 29 Mar 2013 16:53:18 -0700 Subject: [PATCH 09/11] Guard Tower gun buffed There were complaints the Guard Tower was too weak. Generally, it's better if CNC is not a game of infantry spam. So it fires more often now. (ROF decreased from 40 to 30) Its damage was increased from 45 to 50 because Flamethrowers were surviving with 1 HP, which is annoying. --- mods/cnc/weapons.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 0b0e75921b..89c425506c 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -129,13 +129,13 @@ Sniper: InfDeath: 2 HighV: - ROF: 40 + ROF: 30 Range: 6 Report: GUN8 Projectile: Bullet Speed: 100 Warhead: - Damage: 45 + Damage: 50 Spread: 3 Versus: None: 100% From 9405f47711afedd1de785361d0ecba7a3692ac36 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 29 Mar 2013 17:00:19 -0700 Subject: [PATCH 10/11] Ion Cannon buffed vs. heavy armor; revamped Ion Cannon does more damage vs. heavy armor--supposed to be more effective vs. advanced guard towers & Obelisks. It no longer uses the PerCell damage model because the amount of damage vs. buildings varied wildly. It now uses the standard model and works pretty well. --- mods/cnc/weapons.yaml | 16 ++++++---------- 1 file changed, 6 insertions(+), 10 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index 89c425506c..b75bea9bfa 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -88,27 +88,23 @@ Atomic: ImpactSound: xplobig4 IonCannon: + ValidTargets: Ground, Air Warhead@impact: - Damage: 500 - Spread: 6 + Damage: 900 + Spread: 16 Ore: true Versus: None: 100% Wood: 100% - Light: 60% - Heavy: 45% + Light: 100% + Heavy: 100% InfDeath: 5 Warhead@area: DamageModel: PerCell - Damage: 200 + Damage: 0 SmudgeType: Scorch Size: 2,1 Ore: true - Versus: - None: 90% - Wood: 60% - Light: 60% - Heavy: 25% Delay: 3 InfDeath: 5 From 42b606ca3c3c370dc3a93b7767fbf64558d20062 Mon Sep 17 00:00:00 2001 From: psydev Date: Fri, 29 Mar 2013 17:31:10 -0700 Subject: [PATCH 11/11] weap/afld HP reduced; HQ adjustments MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Weapons Factory & Nod Airstrip HP reduced greatly (to 1000), so that nuke can now destroy them (& Ion Cannon almost but not quite). Advanced Communication Center's HP increased from 1000 to 1200, to give it some more breathing room vs. ion cannon strikes. Added ANYHQ as a custom pre-requisite, so that the temple of nod and advanced communications center will also allow building of advanced units.  --- mods/cnc/rules/structures.yaml | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index 9d8b0f922a..106bdd5890 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -257,7 +257,7 @@ AFLD: Footprint: xxxx xxxx Dimensions: 4,2 Health: - HP: 1500 + HP: 1000 RevealsShroud: Range: 7 Bib: @@ -296,7 +296,7 @@ WEAP: Footprint: ___ xxx === Dimensions: 3,3 Health: - HP: 1750 + HP: 1000 RevealsShroud: Range: 4 Bib: @@ -361,6 +361,8 @@ HQ: Name: Communications Center Icon: hqicnh Description: Provides an overview of the battlefield.\n Requires power to operate. + ProvidesCustomPrerequisite: + Prerequisite: anyhq Buildable: BuildPaletteOrder: 70 Prerequisites: proc @@ -423,6 +425,8 @@ EYE: Name: Advanced Communications Center Icon: eyeicnh Description: Provides access to the Ion Cannon.\n Requires power to operate. + ProvidesCustomPrerequisite: + Prerequisite: anyhq Buildable: BuildPaletteOrder: 100 Prerequisites: hq @@ -432,7 +436,7 @@ EYE: Footprint: x_ xx Dimensions: 2,2 Health: - HP: 1000 + HP: 1200 RevealsShroud: Range: 10 Bib: @@ -461,6 +465,8 @@ TMPL: Name: Temple of Nod Icon: tmplicnh Description: Place of worship and secret missile silo.\n Requires power to operate. + ProvidesCustomPrerequisite: + Prerequisite: anyhq Buildable: BuildPaletteOrder: 100 Prerequisites: hq @@ -765,3 +771,8 @@ ANYPOWER: Tooltip: Name: Power Plant Description: Power Plant + +ANYHQ: + Tooltip: + Name: a communications center + Description: a communications center