Add detection to temple of Nod.

(Nice to have detection then stealthers sneaking by it)

artillery minimum range increase from 2c896 to 3c0.

mammoth tank HP increase from 800 to 870.
(Dies by medium tank spams and e3 a little to easily from recent changes. With a longer build time they fall prey to mass numbers.)

ion time increase from 3:00 to 4:30.
(Ion strikes go off a little to fast. Mammoth armies take about 2:00 to build back up. By the time base attacks happen close to 3:00)

nuke timer from 5 to 6.
(Because the nuke damage has been buffed)

nuke damage spread from 2c512 to 5c512.
(Nuke damage spread was to weak. Barely killing a power plant where it lands just a few cells away from base hit)

nuke spread damage increased from 100 to 110. (First spread modifier)
(See line above)

a10 timer increased from 3:30 to 4:00.
(Timer increased because they were going off a little to fast still. These planes kill infantry builds as it is.)

MSAM HP from 120 to 180.
(To weak vs air. Missiles drain takes a few seconds to reload and then sniped within that time. Specially since dedicated AA)

Commando weapon range increased from 6c0 to 8c0.
(They had the same range as e3 and minigunners were able to close distances on them extremely fast. Take note they shoot farther then their vision range.)

Commando weapon projectile speed increased from 1c682 to 5c682.
(This was super annoying. You fire a shot and the infantry doesn't die because bullet travel to slow. Increased this fixed the problem.)

Commando price increase from 1000 to 2000.
(Extremely cheap when buffed. Increased price to match their power.)

Commando build time increased from 24 to 32. (2000 Build duration)
(Build time a little to fast. Compensates this with multiple barracks.)

Husks interval timer increased from 2 to 6.
(Husks blow up to fast to capture anything. Kept on low timer to prevent vehicle block. Only possible way is to have an engineer in an APC ready. Which Nod is unable to have APCs.)

Bike damage increase from 30 to 31.
(HP changes on harvs, structures, and mammoth. A very small change leading to a decent buff. Granting a 2 damage increase with constant hits)

Chem damage vs none reduced from 100 to 70.
(Chems performing a little to well by themselves. Having mixed units is a better solution. IE: My recent flame tank chem trooper mix)

Chem damage vs armor increased from 50 to 75.
(Chems performed a little to weak vs armor. Doing less damage then infantry and getting squashed by medium tanks and light tanks. This will make players think twice about squashing tactics. Also more damage vs armored defenses.)

Grenadier accuracy reduced from 213 to 813. (Makes them miss a lot more).
(Grenadiers were to accurate and unable to kill infantry packs. Looking at CNC95 and RA in ORA they miss their targets as well. Having them miss spreads their AoE damage and able to take out infantry packs. Players maye want to think of spreading infantry when fighting grenadiers)

Flamer damage vs armor reduced from 20 to 10. (Flame infantry)
(To much damage to APCs and light tanks)

Flamer damage vs none increased from 100 to 110. (Flame infantry.)
(Made them stronger vs infantry to balance out vs chems. Makes them a strong viable choice.)

Harv build timer increase from 24 to 27. (1680 build timer)
(Harv spamming is like a disease. Its gotten to strong to quickly. Increasing their timer slightly also increases other viable builds.)

Harvester HP increase from 600 to 625.
(Both medium tanks and bikes doing a little to much damage. Compensates slightly for build timer)

Refinery power reduced from 50 to 40.
(Offers more build choices. Opening barracks becomes stronger then going strip/factory all the time. Both openings strong strats just requires scouting.)

Refinery sell no longer refunds.
(Includes with the harv spamming. Gave 250 back which counted towards buggy/bike money. IE: PP > Ref > Strip (Strip makes 2-3 buggies 2 bikes then a harv) > Ref (Sell ref gain harv) > Strip (Because power only 30) > PP

Refinery tiberium hold reduced from 2000 to 700.
(This has had no impact to force people to build silos. But it opts people to protect refineries rather then "Lost a ref. Meh. Got 3 others.". Losing a ref now loses earned money. If it holds money. Also prevents sell trick to save power.)

Silo hold increase from 2000 to 3000.
(Compensate for Refinery. Also has extra HP now. See below.)

AGT HP from 600 to 550.
(Way to strong when it came to units coming to these in mass amounts. Also hard for artillery units to shell due to small box size and HP pool.)

Light Tank price reduced from 700 to 650.
(700 was a bit to high. 650 seems to hit the right spot but left build time as is. 0:17)

Visceroid spawn reduce from 10 to 5.
(This was a weird one. Infantry dieing in tiberium was at a good spot. But for some reason when chems kill infantry it would create 2-3 visceroids. Then those visceroids would create 2-3 at a time. RNG issue so was reduced.)

Increase all building HP by 100.
(Help balance vs medium tanks, bikes, light tanks, chems, grenadiers, air units, and stealth tanks.)

Gun turret HP increase from 400 to 410.
(This is taking baby steps. I want them a little tougher vs medium tanks but not at the point of RA style. Same logic as obrakmann taking baby steps with MCV.)

Starting units adjusted.
(This created a big problem in competitive scenes. Having early units is good to prevent infantry rushes. But starting with a bike/apc while your opponent starts with a hummer/buggy is to off balancing.)

MCV build time decreased from 1:36 to 1:00. (3750)
(Price unchanged. Takes a little to long in team games and some 1v1 scenarios to get one built. Also now drains money faster to compensate)

Engineer HP increase from 25 to 30.
(Dies a little to quick hummers/buggies. Same kill time as minigunner (If takes a hit while standing)

APC HP increase from 210 to 215.
(These are dieing a little to fast and weak vs certian units. IE: buggies/hummers and bikes. Tested vs light tanks and more optimal. Baby steps.)

APC Damage vs light decreased from 105 to 100.
(I don't want them killing bikes to fast now that they are cheaper.)

APC cost decreased from 600 to 550.
(APCs for infantry builds as GDI was waaaaay to expensive. Having a slightly faster build timer of 0:14 instead of 0:15 will help too. Helps to withstand early onslaught of Nod. Keep note bikes still 0:12 timer)

(Created new Sam weapon Dragon from RA e3 AA. Reason: Shared weapon with AGT.)

Samsite range increased from 8c0 to 12c0.
(Dedicated AA. Keep note: Longer range = longer time to kill a unit and able to escape. Closer it is the faster air units die.)

Samsite spread damage decreased from 682 to 128.
(To much AoE damage)

Samsite range limit increased from 9c614 to 15co.
(Missiles would die out within its own range circle.)

Samsite reveal shroud decreased from 8c0 to 6c0.
(Prevents the RA logic of build an AA in front of your base and all good. You need units/structures to make good use of its range.)

Samsite now fires two shots at a time.
(Increases damage and intuitive to home base of CNC95.)

Recon Bike HP decreased from 120 to 110.
(Takes to long to kill these units when vs minigunners and light vehicle types. APCs taking to long to kill these.)

Airstrip/Weapon Factory power increased from 30 to 50.
(Increased like a disease. Nod players going with an extremely fast 4 strip build without com center. GDI maxing at 3 factories with non stop vehicles. Infantry became to weak.)

Communication Center power increased from 40 to 50.
(See above.)

APC movement speed increased from 128 to 132.
(A little to slow vs light tanks and dealing with buggies. Buggies being faster still they are able to get a few extra shots off. Provides better base entry.)

MRLS range reduced from 12c0 to 11c0.
(Out ranging Nod artillery. Extremely accurate as is and to strong vs several units. Shorter range allows faster vehicles to reach them better.)

MRLS damage vs none reduced from 35 to 25.
(To much damage vs infantry. Specially to e3.)

Obelisk power reduced from 150 to 90.
(Having to build an adv power plant after each Obelisk is put up is insane. Two Obelisk = 180 now and adv power plant is 200.)
This commit is contained in:
AoAGeneral
2017-01-02 13:23:46 -08:00
parent 27d45f890e
commit 8266c96a38
10 changed files with 95 additions and 71 deletions

View File

@@ -292,7 +292,7 @@
RequiresCondition: hazmatsuits RequiresCondition: hazmatsuits
ActorLostNotification: ActorLostNotification:
SpawnActorOnDeath: SpawnActorOnDeath:
Probability: 10 Probability: 5
Actor: vice Actor: vice
OwnerType: InternalName OwnerType: InternalName
InternalOwner: Creeps InternalOwner: Creeps
@@ -811,7 +811,7 @@
Husk: Husk:
AllowedTerrain: Clear, Rough, Road, Tiberium, BlueTiberium, Beach AllowedTerrain: Clear, Rough, Road, Tiberium, BlueTiberium, Beach
Burns: Burns:
Interval: 2 Interval: 6
Targetable: Targetable:
RequiresForceFire: yes RequiresForceFire: yes
TargetTypes: Ground, Husk TargetTypes: Ground, Husk

View File

@@ -144,7 +144,7 @@ E6:
Mobile: Mobile:
Speed: 56 Speed: 56
Health: Health:
HP: 25 HP: 30
Passenger: Passenger:
PipType: Yellow PipType: Yellow
EngineerRepair: EngineerRepair:
@@ -158,13 +158,15 @@ RMBO:
Inherits: ^Soldier Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience Inherits@EXPERIENCE: ^GainsExperience
Valued: Valued:
Cost: 1000 Cost: 2000
Tooltip: Tooltip:
Name: Commando Name: Commando
Buildable: Buildable:
BuildPaletteOrder: 50 BuildPaletteOrder: 50
Prerequisites: eye, ~techlevel.high Prerequisites: eye, ~techlevel.high
Queue: Infantry.GDI Queue: Infantry.GDI
BuildDuration: 2000
BuildDurationModifier: 40
Description: Elite sniper infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles Description: Elite sniper infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
Mobile: Mobile:
Speed: 71 Speed: 71

View File

@@ -8,7 +8,7 @@ FACT:
Footprint: xxx xxx Footprint: xxx xxx
Dimensions: 3,2 Dimensions: 3,2
Health: Health:
HP: 2000 HP: 2100
Armor: Armor:
Type: Wood Type: Wood
RevealsShroud: RevealsShroud:
@@ -156,7 +156,7 @@ PROC:
Footprint: _x_ xxx === Footprint: _x_ xxx ===
Dimensions: 3,3 Dimensions: 3,3
Health: Health:
HP: 900 HP: 1000
RevealsShroud: RevealsShroud:
Range: 6c0 Range: 6c0
Bib: Bib:
@@ -170,18 +170,18 @@ PROC:
StoresResources: StoresResources:
PipColor: Green PipColor: Green
PipCount: 10 PipCount: 10
Capacity: 2000 Capacity: 700
Selectable: Selectable:
Bounds: 72,56,0,12 Bounds: 72,56,0,12
CustomSellValue: CustomSellValue:
Value: 500 Value: 0
FreeActor: FreeActor:
Actor: HARV Actor: HARV
SpawnOffset: 1,2 SpawnOffset: 1,2
Facing: 64 Facing: 64
WithResources: WithResources:
Power: Power:
Amount: -50 Amount: -40
ProvidesPrerequisite@buildingname: ProvidesPrerequisite@buildingname:
SelectionDecorations: SelectionDecorations:
VisualBounds: 73,72 VisualBounds: 73,72
@@ -202,7 +202,7 @@ SILO:
Dimensions: 2,1 Dimensions: 2,1
-GivesBuildableArea: -GivesBuildableArea:
Health: Health:
HP: 400 HP: 500
RevealsShroud: RevealsShroud:
Range: 4c0 Range: 4c0
Bib: Bib:
@@ -214,7 +214,7 @@ SILO:
StoresResources: StoresResources:
PipCount: 10 PipCount: 10
PipColor: Green PipColor: Green
Capacity: 2000 Capacity: 3000
-EmitInfantryOnSell: -EmitInfantryOnSell:
Power: Power:
Amount: -10 Amount: -10
@@ -240,7 +240,7 @@ PYLE:
Footprint: xx xx Footprint: xx xx
Dimensions: 2,2 Dimensions: 2,2
Health: Health:
HP: 500 HP: 600
RevealsShroud: RevealsShroud:
Range: 5c0 Range: 5c0
Bib: Bib:
@@ -282,7 +282,7 @@ HAND:
Footprint: xx xx Footprint: xx xx
Dimensions: 2,2 Dimensions: 2,2
Health: Health:
HP: 500 HP: 600
RevealsShroud: RevealsShroud:
Range: 5c0 Range: 5c0
Bib: Bib:
@@ -324,7 +324,7 @@ AFLD:
Footprint: xxxx xxxx Footprint: xxxx xxxx
Dimensions: 4,2 Dimensions: 4,2
Health: Health:
HP: 1000 HP: 1100
RevealsShroud: RevealsShroud:
Range: 7c0 Range: 7c0
Bib: Bib:
@@ -346,7 +346,7 @@ AFLD:
ReadyAudio: ReadyAudio:
ProductionBar: ProductionBar:
Power: Power:
Amount: -30 Amount: -50
ProvidesPrerequisite@buildingname: ProvidesPrerequisite@buildingname:
WEAP: WEAP:
@@ -370,7 +370,7 @@ WEAP:
SelectionDecorations: SelectionDecorations:
VisualBounds: 72,64,0,-16 VisualBounds: 72,64,0,-16
Health: Health:
HP: 1000 HP: 1100
RevealsShroud: RevealsShroud:
Range: 4c0 Range: 4c0
Bib: Bib:
@@ -391,7 +391,7 @@ WEAP:
LowPowerSlowdown: 3 LowPowerSlowdown: 3
ProductionBar: ProductionBar:
Power: Power:
Amount: -30 Amount: -50
ProvidesPrerequisite@buildingname: ProvidesPrerequisite@buildingname:
HPAD: HPAD:
@@ -409,7 +409,7 @@ HPAD:
Footprint: xx xx Footprint: xx xx
Dimensions: 2,2 Dimensions: 2,2
Health: Health:
HP: 500 HP: 600
RevealsShroud: RevealsShroud:
Range: 5c0 Range: 5c0
Exit@1: Exit@1:
@@ -467,7 +467,7 @@ HQ:
WithSpriteBody: WithSpriteBody:
PauseAnimationWhenDisabled: true PauseAnimationWhenDisabled: true
Health: Health:
HP: 700 HP: 800
RevealsShroud: RevealsShroud:
Range: 10c0 Range: 10c0
Bib: Bib:
@@ -478,7 +478,7 @@ HQ:
AirstrikePower: AirstrikePower:
Prerequisites: ~techlevel.superweapons Prerequisites: ~techlevel.superweapons
Icon: airstrike Icon: airstrike
ChargeTime: 210 ChargeTime: 240
SquadSize: 3 SquadSize: 3
QuantizedFacings: 8 QuantizedFacings: 8
Description: Air Strike Description: Air Strike
@@ -495,7 +495,7 @@ HQ:
CameraActor: camera CameraActor: camera
SupportPowerChargeBar: SupportPowerChargeBar:
Power: Power:
Amount: -40 Amount: -50
FIX: FIX:
Inherits: ^BaseBuilding Inherits: ^BaseBuilding
@@ -516,7 +516,7 @@ FIX:
SelectionDecorations: SelectionDecorations:
VisualBounds: 72,48 VisualBounds: 72,48
Health: Health:
HP: 700 HP: 800
RevealsShroud: RevealsShroud:
Range: 5c0 Range: 5c0
Bib: Bib:
@@ -559,7 +559,7 @@ EYE:
WithSpriteBody: WithSpriteBody:
PauseAnimationWhenDisabled: true PauseAnimationWhenDisabled: true
Health: Health:
HP: 1200 HP: 1300
RevealsShroud: RevealsShroud:
Range: 10c0 Range: 10c0
Bib: Bib:
@@ -571,7 +571,7 @@ EYE:
Prerequisites: ~techlevel.superweapons Prerequisites: ~techlevel.superweapons
Icon: ioncannon Icon: ioncannon
Cursor: ioncannon Cursor: ioncannon
ChargeTime: 180 ChargeTime: 270
Description: Ion Cannon Description: Ion Cannon
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area. LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
BeginChargeSpeechNotification: IonCannonCharging BeginChargeSpeechNotification: IonCannonCharging
@@ -612,15 +612,18 @@ TMPL:
PowerdownSound: DisablePower PowerdownSound: DisablePower
DisabledOverlay: DisabledOverlay:
Health: Health:
HP: 2000 HP: 2100
RevealsShroud: RevealsShroud:
Range: 6c0 Range: 6c0
Bib: Bib:
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
NukePower: NukePower:
Prerequisites: ~techlevel.superweapons Prerequisites: ~techlevel.superweapons
Icon: abomb Icon: abomb
Cursor: nuke Cursor: nuke
ChargeTime: 300 ChargeTime: 360
Description: Nuclear Strike Description: Nuclear Strike
LongDesc: Launch a tactical nuclear warhead.\nApplies heavy damage over a large area. LongDesc: Launch a tactical nuclear warhead.\nApplies heavy damage over a large area.
EndChargeSpeechNotification: NuclearWeaponAvailable EndChargeSpeechNotification: NuclearWeaponAvailable
@@ -654,7 +657,7 @@ GUN:
Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry
Building: Building:
Health: Health:
HP: 400 HP: 410
Armor: Armor:
Type: Heavy Type: Heavy
RevealsShroud: RevealsShroud:
@@ -703,7 +706,7 @@ SAM:
Armor: Armor:
Type: Heavy Type: Heavy
RevealsShroud: RevealsShroud:
Range: 8c0 Range: 6c0
Turreted: Turreted:
TurnSpeed: 10 TurnSpeed: 10
InitialFacing: 0 InitialFacing: 0
@@ -762,7 +765,7 @@ OBLI:
DetectCloaked: DetectCloaked:
Range: 5c0 Range: 5c0
Power: Power:
Amount: -150 Amount: -90
GTWR: GTWR:
Inherits: ^Defense Inherits: ^Defense
@@ -819,7 +822,7 @@ ATWR:
RequiresPower: RequiresPower:
DisabledOverlay: DisabledOverlay:
Health: Health:
HP: 600 HP: 550
Armor: Armor:
Type: Heavy Type: Heavy
RevealsShroud: RevealsShroud:

View File

@@ -8,6 +8,8 @@ MCV:
BuildPaletteOrder: 100 BuildPaletteOrder: 100
Prerequisites: anyhq, ~techlevel.medium, fix Prerequisites: anyhq, ~techlevel.medium, fix
Queue: Vehicle.GDI, Vehicle.Nod Queue: Vehicle.GDI, Vehicle.Nod
BuildDuration: 3750
BuildDurationModifier: 40
Description: Deploys into another Construction Yard.\n Unarmed Description: Deploys into another Construction Yard.\n Unarmed
Selectable: Selectable:
Priority: 4 Priority: 4
@@ -46,6 +48,8 @@ HARV:
BuildPaletteOrder: 10 BuildPaletteOrder: 10
Prerequisites: proc Prerequisites: proc
Queue: Vehicle.GDI, Vehicle.Nod Queue: Vehicle.GDI, Vehicle.Nod
BuildDuration: 1680
BuildDurationModifier: 40
Description: Collects Tiberium for processing.\n Unarmed Description: Collects Tiberium for processing.\n Unarmed
Selectable: Selectable:
Priority: 7 Priority: 7
@@ -60,7 +64,7 @@ HARV:
Mobile: Mobile:
Speed: 85 Speed: 85
Health: Health:
HP: 600 HP: 625
Armor: Armor:
Type: Heavy Type: Heavy
RevealsShroud: RevealsShroud:
@@ -79,7 +83,7 @@ APC:
Inherits@EXPERIENCE: ^GainsExperience Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate Inherits@CLOAK: ^AcceptsCloakCrate
Valued: Valued:
Cost: 600 Cost: 550
Tooltip: Tooltip:
Name: APC Name: APC
Buildable: Buildable:
@@ -89,10 +93,10 @@ APC:
Description: Armed infantry transport.\nCan attack Aircraft.\n Strong vs Vehicles\n Weak vs Infantry Description: Armed infantry transport.\nCan attack Aircraft.\n Strong vs Vehicles\n Weak vs Infantry
Mobile: Mobile:
TurnSpeed: 8 TurnSpeed: 8
Speed: 128 Speed: 132
RequiresCondition: !notmobile RequiresCondition: !notmobile
Health: Health:
HP: 210 HP: 215
Armor: Armor:
Type: Heavy Type: Heavy
RevealsShroud: RevealsShroud:
@@ -256,7 +260,7 @@ BIKE:
BlueTiberium: 35 BlueTiberium: 35
Beach: 35 Beach: 35
Health: Health:
HP: 120 HP: 110
Armor: Armor:
Type: Light Type: Light
RevealsShroud: RevealsShroud:
@@ -311,13 +315,15 @@ LTNK:
Inherits@EXPERIENCE: ^GainsExperience Inherits@EXPERIENCE: ^GainsExperience
Inherits@CLOAK: ^AcceptsCloakCrate Inherits@CLOAK: ^AcceptsCloakCrate
Valued: Valued:
Cost: 700 Cost: 650
Tooltip: Tooltip:
Name: Light Tank Name: Light Tank
Buildable: Buildable:
BuildPaletteOrder: 40 BuildPaletteOrder: 40
Prerequisites: anyhq, ~techlevel.medium Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.Nod Queue: Vehicle.Nod
BuildDuration: 1020
BuildDurationModifier: 40
Description: Fast, light tank.\n Strong vs Vehicles, Tanks\n Weak vs Infantry Description: Fast, light tank.\n Strong vs Vehicles, Tanks\n Weak vs Infantry
Mobile: Mobile:
TurnSpeed: 7 TurnSpeed: 7
@@ -399,7 +405,7 @@ HTNK:
Speed: 56 Speed: 56
TurnSpeed: 3 TurnSpeed: 3
Health: Health:
HP: 800 HP: 870
Armor: Armor:
Type: Heavy Type: Heavy
RevealsShroud: RevealsShroud:
@@ -487,7 +493,7 @@ MLRS:
Speed: 99 Speed: 99
TurnSpeed: 7 TurnSpeed: 7
Health: Health:
HP: 120 HP: 180
Armor: Armor:
Type: Light Type: Light
RevealsShroud: RevealsShroud:

View File

@@ -91,30 +91,12 @@ World:
Factions: gdi Factions: gdi
BaseActor: mcv BaseActor: mcv
SupportActors: e1,e1,e1,e1,e1,e3,e3,jeep SupportActors: e1,e1,e1,e1,e1,e3,e3,jeep
MPStartUnits@defaultgdib:
Class: light
ClassName: Light Support
Factions: gdi
BaseActor: mcv
SupportActors: e1,e1,e1,e1,e1,e1,e3,apc
MPStartUnits@defaultnoda: MPStartUnits@defaultnoda:
Class: light Class: light
ClassName: Light Support ClassName: Light Support
Factions: nod Factions: nod
BaseActor: mcv BaseActor: mcv
SupportActors: e1,e1,e1,e1,e3,bggy,bike SupportActors: e1,e1,e1,e1,e1,e1,e3,e3,bggy
MPStartUnits@defaultnodb:
Class: light
ClassName: Light Support
Factions: nod
BaseActor: mcv
SupportActors: e1,e1,e1,e3,e3,e3,bggy
MPStartUnits@defaultnodc:
Class: light
ClassName: Light Support
Factions: nod
BaseActor: mcv
SupportActors: e1,e1,e1,e1,e1,e1,e1,e3,bike
MPStartUnits@heavynoda: MPStartUnits@heavynoda:
Class: heavy Class: heavy
ClassName: Heavy Support ClassName: Heavy Support

View File

@@ -61,7 +61,7 @@ ArtilleryShell:
Inherits: ^BallisticWeapon Inherits: ^BallisticWeapon
ReloadDelay: 65 ReloadDelay: 65
Range: 11c0 Range: 11c0
MinRange: 2c896 MinRange: 3c0
Report: tnkfire2.aud Report: tnkfire2.aud
Projectile: Bullet Projectile: Bullet
Speed: 204 Speed: 204

View File

@@ -31,6 +31,37 @@
Explosions: small_frag Explosions: small_frag
ImpactSounds: xplos.aud ImpactSounds: xplos.aud
Dragon:
Inherits: ^MissileWeapon
ReloadDelay: 20
Range: 12c0
Report: rocket2.aud
ValidTargets: Air
Burst: 2
BurstDelay: 5
Projectile: Missile
Speed: 426
Arm: 0
Blockable: false
TrailImage: smokey
ContrailLength: 8
Inaccuracy: 128
Image: DRAGON
HorizontalRateOfTurn: 20
RangeLimit: 15c0
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 35
ValidTargets: Air
Versus:
None: 100
Wood: 100
Light: 100
Heavy: 75
Warhead@3Eff: CreateEffect
Explosions: small_building
ImpactSounds: xplos.aud
Rockets: Rockets:
Inherits: ^MissileWeapon Inherits: ^MissileWeapon
@@ -43,7 +74,7 @@ BikeRockets:
Speed: 213 Speed: 213
Warhead@1Dam: SpreadDamage Warhead@1Dam: SpreadDamage
Spread: 128 Spread: 128
Damage: 30 Damage: 31
Versus: Versus:
None: 25 None: 25
Wood: 75 Wood: 75
@@ -114,7 +145,7 @@ MammothMissiles:
227mm: 227mm:
Inherits: ^MissileWeapon Inherits: ^MissileWeapon
ReloadDelay: 100 ReloadDelay: 100
Range: 12c0 Range: 11c0
MinRange: 3c0 MinRange: 3c0
Burst: 4 Burst: 4
BurstDelay: 4 BurstDelay: 4
@@ -132,7 +163,7 @@ MammothMissiles:
Damage: 25 Damage: 25
ValidTargets: Ground ValidTargets: Ground
Versus: Versus:
None: 35 None: 25
Wood: 60 Wood: 60
Light: 100 Light: 100
Heavy: 50 Heavy: 50

View File

@@ -12,10 +12,10 @@
ValidTargets: Ground, Water, Trees ValidTargets: Ground, Water, Trees
InvalidTargets: Wall InvalidTargets: Wall
Versus: Versus:
None: 100 None: 110
Wood: 100 Wood: 100
Light: 100 Light: 100
Heavy: 20 Heavy: 10
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@2Smu: LeaveSmudge Warhead@2Smu: LeaveSmudge
SmudgeType: Scorch SmudgeType: Scorch
@@ -53,10 +53,10 @@ Chemspray:
Spread: 256 Spread: 256
Damage: 80 Damage: 80
Versus: Versus:
None: 100 None: 70
Wood: 35 Wood: 35
Light: 75 Light: 75
Heavy: 50 Heavy: 75
DamageTypes: Prone50Percent, TriggerProne, TiberiumDeath DamageTypes: Prone50Percent, TriggerProne, TiberiumDeath
Warhead@2Smu: LeaveSmudge Warhead@2Smu: LeaveSmudge
SmudgeType: Scorch SmudgeType: Scorch
@@ -73,7 +73,7 @@ Grenade:
Speed: 140 Speed: 140
Blockable: false Blockable: false
LaunchAngle: 62 LaunchAngle: 62
Inaccuracy: 213 Inaccuracy: 813
Image: BOMB Image: BOMB
Warhead@1Dam: SpreadDamage Warhead@1Dam: SpreadDamage
Spread: 341 Spread: 341

View File

@@ -3,9 +3,9 @@ Sniper:
ValidTargets: Ground, Infantry ValidTargets: Ground, Infantry
InvalidTargets: Vehicle, Water, Structure, Wall, Husk InvalidTargets: Vehicle, Water, Structure, Wall, Husk
ReloadDelay: 40 ReloadDelay: 40
Range: 6c0 Range: 8c0
Projectile: Bullet Projectile: Bullet
Speed: 1c682 Speed: 5c682
Warhead@1Dam: SpreadDamage Warhead@1Dam: SpreadDamage
Spread: 42 Spread: 42
Damage: 100 Damage: 100
@@ -126,7 +126,7 @@ APCGun:
Versus: Versus:
None: 50 None: 50
Wood: 50 Wood: 50
Light: 105 Light: 100
Heavy: 50 Heavy: 50
DamageTypes: Prone50Percent, TriggerProne, DefaultDeath DamageTypes: Prone50Percent, TriggerProne, DefaultDeath
Warhead@2Eff: CreateEffect Warhead@2Eff: CreateEffect

View File

@@ -17,8 +17,8 @@ Atomic:
ImpactSounds: nukexplo.aud ImpactSounds: nukexplo.aud
Warhead@3Dam_areanukea: SpreadDamage Warhead@3Dam_areanukea: SpreadDamage
Spread: 2c512 Spread: 2c512
Damage: 100 Damage: 110
Falloff: 1000, 368, 135, 50, 18, 7, 0 Falloff: 1000, 700, 500, 300, 150, 50, 0
Delay: 3 Delay: 3
ValidTargets: Ground, Air ValidTargets: Ground, Air
Versus: Versus: