From 7f752519bb689bab8045a3ed3307f4f5c4287fdb Mon Sep 17 00:00:00 2001 From: psydev Date: Mon, 1 Apr 2013 17:29:00 -0700 Subject: [PATCH 1/4] fix - stealth tank, artillery Someone changed stealth tank and it did not have HoldFire as initial stance anymore. Apparently Explodes: does not use UnitExplode by default anymore? Fixed. --- mods/cnc/rules/vehicles.yaml | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 768ac8e5b4..8bca62df6b 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -148,6 +148,8 @@ ARTY: AttackFrontal: RenderUnit: Explodes: + Weapon: UnitExplode + Chance: 75 AutoTarget: InitialStance: Defend DebugRetiliateAgainstAggressor: @@ -539,9 +541,9 @@ STNK: AttackFrontal: RenderUnit: AutoTarget: + InitialStance: HoldFire DebugRetiliateAgainstAggressor: DebugNextAutoTargetScanTime: - InitialStance: HoldFire TargetableUnit: LeavesHusk: HuskActor: STNK.Husk From 57012b9a6eb5c7088c5e7cfad2e84bac1b0e65e4 Mon Sep 17 00:00:00 2001 From: psydev Date: Mon, 1 Apr 2013 17:31:22 -0700 Subject: [PATCH 2/4] blue tree now 1/2 green tree's regrowth speed Blue tiberium tree was producing at 58% of green tiberium tree. It seems a bit too good right now, so going to put it at 50%. (It has ~2x value of green) --- mods/cnc/rules/trees.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/trees.yaml b/mods/cnc/rules/trees.yaml index 8981e62868..6bc4e07e63 100644 --- a/mods/cnc/rules/trees.yaml +++ b/mods/cnc/rules/trees.yaml @@ -34,7 +34,7 @@ SPLITBLUE: Palette: staticterrain SeedsResource: ResourceType:BlueTiberium - Interval: 95 + Interval: 110 Tooltip: Name: Blossom Tree (blue) RadarColorFromTerrain: From a765a1330a2aa53adca2efcdb202fe422ea843d8 Mon Sep 17 00:00:00 2001 From: psydev Date: Mon, 1 Apr 2013 17:35:07 -0700 Subject: [PATCH 3/4] reduced cooldown time for ConYard to 5 secs. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 8 seconds cooldown time for conyard seems unnecessary and a bit long. Reduced to 5 seconds. The build radius on its own will probably deal with most basewalking problems, so the cooldown time isn't as important.  Increased Turret and Guard Tower's cloak detection range to 5. They need the range, especially since they are relatively easily destroyed by stealth tanks.  --- mods/cnc/rules/structures.yaml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/mods/cnc/rules/structures.yaml b/mods/cnc/rules/structures.yaml index f07a9dde95..e466053169 100644 --- a/mods/cnc/rules/structures.yaml +++ b/mods/cnc/rules/structures.yaml @@ -46,7 +46,7 @@ FACT: BaseBuilding: ProductionBar: BaseProvider: - Cooldown: 200 + Cooldown: 125 Range: 14 NUKE: @@ -535,7 +535,7 @@ GUN: RenderRangeCircle: RenderDetectionCircle: DetectCloaked: - Range: 4 + Range: 5 SAM: Inherits: ^Building @@ -654,7 +654,7 @@ GTWR: DebugNextAutoTargetScanTime: -AutoTargetIgnore: DetectCloaked: - Range: 4 + Range: 5 RenderDetectionCircle: RenderRangeCircle: WithMuzzleFlash: From d3c1831bc0b796ba83cba520cf4cb9fc2ceab1bf Mon Sep 17 00:00:00 2001 From: psydev Date: Mon, 1 Apr 2013 17:39:22 -0700 Subject: [PATCH 4/4] obelisk range +1 Seems like Obelisk is not used much and that it is underpowered. Could use +1 range. Rationale: it uses tons of energy (150) and costs a lot ($1500), compared to ATWR (30 energy, $1000) which has a range of 8. (Obelisk is 7 at the moment). Obelisk also is comparatively easily destroyed since its HP are lower. Since it's vulnerable to power outages and artillery, it seems a bit more range will help get better use out of it. --- mods/cnc/weapons.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index ef6de6df8b..ed7c3d2ab9 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -756,7 +756,7 @@ Napalm.Crate: Laser: ROF: 90 - Range: 7.5 + Range: 8.5 Charges: true Report: OBELRAY1 Projectile: LaserZap