From d41d6a73b73661ecd9628fcd5a0d9bfd96ee8733 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 5 May 2013 17:13:40 -0700 Subject: [PATCH 01/18] reduced minimum crates to 0. --- mods/d2k/rules/system.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/d2k/rules/system.yaml b/mods/d2k/rules/system.yaml index 6e364cc7a8..f482c933f0 100644 --- a/mods/d2k/rules/system.yaml +++ b/mods/d2k/rules/system.yaml @@ -280,7 +280,7 @@ World: BuildingInfluence: ChooseBuildTabOnSelect: CrateSpawner: - Minimum: 1 + Minimum: 0 Maximum: 2 SpawnInterval: 60 WaterChance: 0 From b94c20b2f50d28b6a0c1ccaaf27d0bfb357629c6 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 5 May 2013 17:18:17 -0700 Subject: [PATCH 02/18] reduced range of tower missile Towers are too good right now and lead to stalemates. This will let them be outranged by 1 by siege tanks. Added minimum range so that it can't hit the square next to it. --- mods/d2k/weapons.yaml | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/mods/d2k/weapons.yaml b/mods/d2k/weapons.yaml index 2b497b30d5..380d7371ec 100644 --- a/mods/d2k/weapons.yaml +++ b/mods/d2k/weapons.yaml @@ -220,7 +220,8 @@ TurretGun: TowerMissile: ROF: 35 - Range: 8.25 + Range: 7.75 + MinRange: 1 Report: ROCKET1 ValidTargets: Ground, Air Burst: 2 From 1dc838beca1c3b7faa074c1ccde85eaf71c5a57a Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 5 May 2013 17:23:43 -0700 Subject: [PATCH 03/18] Siege Tank has movable turreted Siege tank is kind of useless. Given a moveable turret. This unit is needed to break stalemates. --- mods/d2k/rules/vehicles.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/d2k/rules/vehicles.yaml b/mods/d2k/rules/vehicles.yaml index 3827c80c1f..c1de249a1a 100644 --- a/mods/d2k/rules/vehicles.yaml +++ b/mods/d2k/rules/vehicles.yaml @@ -273,10 +273,10 @@ SIEGETANK: ROT: 3 Armament: Weapon: 155mm - Recoil: 299 + Recoil: 150 RecoilRecovery: 19 LocalOffset: 171,0,299 - AttackFrontal: + AttackTurreted: RenderUnitTurreted: Image: SIEGETANK Explodes: From bd3f7f7ded6748046a616634963a18ca30239b1e Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 5 May 2013 17:31:02 -0700 Subject: [PATCH 04/18] improved siegetank weapon vs. heavy armor & buildings This will make it slightly more relevant on the battlefield. It shouldn't be excellent at fighting armor, since armor is what should kill it, but it shouldn't be totally helpless either. damage vs. heavy increased 25% -> 50% damage vs. wood increased 60% -> 80% inaccuracy reduced 45 -> 40 speed increased ever so slightly. --- mods/d2k/weapons.yaml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/mods/d2k/weapons.yaml b/mods/d2k/weapons.yaml index 380d7371ec..84201eac66 100644 --- a/mods/d2k/weapons.yaml +++ b/mods/d2k/weapons.yaml @@ -376,19 +376,19 @@ FakeMissile: MinRange: 2 Report: MORTAR1 Projectile: Bullet - Speed: 18 + Speed: 20 High: true Shadow: yes Angle: .1 - Inaccuracy: 45 + Inaccuracy: 40 ContrailLength: 20 Warhead: Spread: 12 Versus: None: 100% - Wood: 60% + Wood: 80% Light: 50% - Heavy: 25% + Heavy: 50% Concrete: 80% Explosion: large_explosion WaterExplosion: large_splash From a79d422d96f9261f96e663615a34b20b6d1d8638 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 5 May 2013 17:33:46 -0700 Subject: [PATCH 05/18] adjusted rocket tank Rocket tank is a bit too good vs. armor and infantry. It should be a generalist but its strength should lie in attacking buildings and light vehicles. Speed increased a bit. Damage vs. heavy reduced 80% -> 50% Damage vs. buildings increased Damage vs. infantry slightly reduced --- mods/d2k/weapons.yaml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/mods/d2k/weapons.yaml b/mods/d2k/weapons.yaml index 84201eac66..22f2c44ffa 100644 --- a/mods/d2k/weapons.yaml +++ b/mods/d2k/weapons.yaml @@ -321,7 +321,7 @@ DevBullet: Report: MISSLE1 ValidTargets: Ground Projectile: Bullet - Speed: 24 + Speed: 28 Arm: 5 High: yes Shadow: yes @@ -333,10 +333,10 @@ DevBullet: Warhead: Spread: 12 Versus: - None: 25% - Wood: 25% + None: 20% + Wood: 50% Light: 100% - Heavy: 80% + Heavy: 50% Concrete: 80% InfDeath: 4 Explosion: artillery From e1db583775216977315bbf9c9ed891ae170fb9ec Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 5 May 2013 17:36:46 -0700 Subject: [PATCH 06/18] rocket tank rotation speed increased; +1 sight since it's forward-facing and quite vulnerable, seems it should have some decent maneuverability so it doesn't get wasted so easily. Increased sight range slightly. --- mods/d2k/rules/vehicles.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/d2k/rules/vehicles.yaml b/mods/d2k/rules/vehicles.yaml index c1de249a1a..6d5fa676d5 100644 --- a/mods/d2k/rules/vehicles.yaml +++ b/mods/d2k/rules/vehicles.yaml @@ -325,13 +325,13 @@ MISSILETANK: Hotkey: r Mobile: Speed: 6 - ROT: 3 + ROT: 5 Health: HP: 90 Armor: Type: Light RevealsShroud: - Range: 8 + Range: 9 RenderUnit: Image: MISSILETANK Armament: From 357f974e491b1c54d93bfd1d62d66d1ef5cd95ab Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 5 May 2013 17:37:14 -0700 Subject: [PATCH 07/18] minor: trike ROT +1 --- mods/d2k/rules/vehicles.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/d2k/rules/vehicles.yaml b/mods/d2k/rules/vehicles.yaml index 6d5fa676d5..79a2b17b0d 100644 --- a/mods/d2k/rules/vehicles.yaml +++ b/mods/d2k/rules/vehicles.yaml @@ -127,7 +127,7 @@ HARVESTER.starport: Armor: Type: Light Mobile: - ROT: 9 + ROT: 10 Speed: 12 RevealsShroud: Range: 7 From ef81d429f70054f45881820b75dbec45e4503e4c Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 5 May 2013 18:36:01 -0700 Subject: [PATCH 08/18] Reduce rocket tank's inaccuracy --- mods/d2k/weapons.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/d2k/weapons.yaml b/mods/d2k/weapons.yaml index 22f2c44ffa..44f0c7d8b0 100644 --- a/mods/d2k/weapons.yaml +++ b/mods/d2k/weapons.yaml @@ -325,7 +325,7 @@ DevBullet: Arm: 5 High: yes Shadow: yes - Inaccuracy: 55 + Inaccuracy: 45 Angle: 0.2 Image: MISSILE2 ROT: 5 From 24bb086c7fa10c8df27ed620e78d14699b01461d Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 5 May 2013 20:41:17 -0700 Subject: [PATCH 09/18] Removed bib from repair bay Hopefully no one objects to this. This removes the bib from the repair bay. Rationale: to save space (it's 3x4, which is pretty sizable). It is a building you'll often want to build near the front line, so having it be very large limits whether you can put it on a little rock somewhere. Removing the bib also has the effect of distinguishing it from the starport. It doesn't look bad without the bib. --- mods/d2k/rules/structures.yaml | 1 + 1 file changed, 1 insertion(+) diff --git a/mods/d2k/rules/structures.yaml b/mods/d2k/rules/structures.yaml index e611fa8a80..1aa1d45850 100644 --- a/mods/d2k/rules/structures.yaml +++ b/mods/d2k/rules/structures.yaml @@ -521,6 +521,7 @@ REPAIR: ValuePercentage: 50 RallyPoint: RallyPoint: 1,3 + -Bib: ^HIGHTECH: Inherits: ^Building From 30e953646da19f354fba0615b77d288eab1b9bd8 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 5 May 2013 20:53:01 -0700 Subject: [PATCH 10/18] added larger revision of dune_boogie map --- mods/d2k/maps/dune_boogie_large.oramap | Bin 0 -> 3328 bytes 1 file changed, 0 insertions(+), 0 deletions(-) create mode 100644 mods/d2k/maps/dune_boogie_large.oramap diff --git a/mods/d2k/maps/dune_boogie_large.oramap b/mods/d2k/maps/dune_boogie_large.oramap new file mode 100644 index 0000000000000000000000000000000000000000..0fbf5dbd2339d50d3ba3d0fa236376f7f953fb7c GIT binary patch literal 3328 zcmZ{ncQ71U8^%}fW%aPDmyIA=vIMJ(o+V1utCtl-U5U=BQC7(+;UYwrAVi6>T9k+& z(KfnBbW22EKAG>{ug!et{BhoM&b;ruGv_%ozXz^ILdpUF04M=Ar7zW7STD*6Q~*Fs z0sug9b?RyVNW#J0Yumch8`RGlwlI7lsF@@2KqFZ@0zqpWL0Kom$XoYRG82R)BdPVn zc1LjCM$!DZXH*f6O|JBCsAZW0k`_fp@TtT*V72upa&nqvjt&nGceHE#@6IbKiDAB7 zWS@Kw?sRd9=^R_QuA2!lD&>D&Q%Un8R`hYYg=rHfMVoM_YPkniRbJD@^b_3;T4Kux zyYRMO`fjddD}dA>^Caq~@CCiY7q8A}g8)VQVtjv8!jHmHW`6A4y@@Ku-hm7zV~7r5uVPZ?Mf0KGUsh8C&gGyy!UC`;MmJ+9JCKQfE$})iu}? zxVUpkdD_*tus|qjZ;?hjJ*{=Fd+}*2`Ox-u!65*M>*?3G>{q*c(KQ{jqQ3L7=n=Uw zCFqN;Uf3_PC5iQ5R4|5$Epj)ZL*$(DV5@HkM8}e~Go+F(ZfupA%cJ}TiVL0zu_Q+A zZx1R7`PzdUrt@v&U@Y?>T~}UbY*)D-5V7COVah+Zi&Lg5(`h(VN0qc8p;02JgSF(`~*=nS|$O?voLkt&OU~e_7-M# zJQnm>6SWP3mHZiIsWfa*DsK`%|Dt|D~ZQfOHLqk62|_c zcsdBAzhd4xAkw+9g7p>zLVI>I(&S7+k?aRgDgDBTf7LHjkOyR)zufkyafL4yaJWWq({l^;9G+@AFTQ&kD6}A3A0?I$R+O`-cS__ z5jn*=UJi)yZW`}0OTn~xYOgAdN;XX#t>g z(iNmRAmb#W^9%Pbez$wTw@M$U)?0yofP0_xO}*R0%2VzD?@mL1_1_uvKDu&Z5<4h% z!RMxXpaakb*%*znp3S12qKxuqJ~*`*s@InZw1u0T@R3X~8}ul zm+i92j$$v#y0c88{5i`quf;v>K}sFXzK7KosJGh4vtyt*lXTkxGQn8>{Y3=Yb)>Pqgk5h zr=jF|Noa;BJDoC5?Hg{2eTi-yhCH-+^CkZH`73%Ra8_DAm9>GhBUoCK4^H(71&>|5hXvE!(o_IlV5R9s4o z*C4|O9x`MmBldE5^Tg8_`F(EE!tz^&dnombXq_!g4l(wSUNRro}xwq|RO>g8OCuGlhqP;iAr$YW*WQ|lwiDLtW28G$ z2|mm&+DS&nUzpfu)5;_!3g#~^%0Lrt2e&xn4@h+fm|@=*Izc3k4{*>6sXDy8^RUtO{zDMY?-X;vzm2~ zbX2)CjJq6mII>0=wOHfM>Wc$x!)QE6B8St8XvINzCgIJmaYY*6Pv9+-D?J8Bmma=` z95sg=o!dQsN-m~wuS<AH!IEvx9LbrH1Rh*oTGezXQO8X zRFVH)-&?f#qqmWsg6tP>GMl&q$@A8I^yP#@w@Po!arJNAu~V6>iu}w&9%;hQDAt`* zbMDO7;?#CpknjCN;3(~*Jr{YRNk|TV=LficYQPxy2%lHV*TFBb0gii=l$1{JP)nTJ z>xUg4;gCA&si*bM&=HeSJW-wT5<|2lBy9u?5Kle_8}-GIR+#mQfpEO0 zz*dFK4~fU4OI9`BcCrL=vL5Mf?LKof!sU_OZkp`WA8mu$P-)&1=T*rwucf9yX;PTv zcklT5VK#bN%{6a{3)w|2@`h&at&odY{MDP?0}{k>a|01<{+k*HO?lYHlvZio%of(B zg147xXJUey_q&N06+~P`uji68BQD8$t?RmFA|+0*nV9;2qPjuKthKi78iS`2@aGQI zyaJsU8VO87zlrB6kp4Jqj59+Rj zxifQ5GJkU9G>mxTp>kKh`iNxds5ene3 zve$eK`s<*o=OdyWp+A(NTnO~2Tn7fOb>lM$AF}P;MCt0Qr1z+5l!BM|6SA@7Nd=-Y ztHF=-^T2w*SB^3HBGYTzjZfz_th{V`pRX|Sy_w%`yj~m}JdHgn7N=rso3k+e2n(&g zXW4kXw9PIhPOawU|N8dZBE45AUQ~SI3`-n8%IW_p9mnWe4Uv zO6S2&rzgc4ky%L=at3vx=C4T*M%)Ii81mWA&p%|;r{V@a%KL|_Rke6c&HAi{-85_4 z<3N)4l5Z_gBisG?J1A-Wl$E$cFf(IrL{>XckN#w4#8DyYjkz?dIoI6jIt5t`pi>D7 z01H329u$5p@Zpuy%;rF;dHs5L7I^Yzedh?ls?2(eK}j`^la5F0lN8!w<)8w2FIw=X zz}E!wN#laN^J*^GY@O7{H$~oEiXPvH93i)LAY6{1R~RS%M57Eehpv!R;!85{N}W)U z?t58HM@N{5r>nw6$pwp}f7G49<*Xtx8WkN#ElXcLW9(E?3 Date: Sun, 5 May 2013 22:00:45 -0700 Subject: [PATCH 11/18] siege tank turret offset changed Now that the turret rotates, it should be changed so it looks less unnatural than if it were rotating on the center. It now looks as though it rotates on the base at the back. --- mods/d2k/rules/vehicles.yaml | 1 + 1 file changed, 1 insertion(+) diff --git a/mods/d2k/rules/vehicles.yaml b/mods/d2k/rules/vehicles.yaml index 79a2b17b0d..8584d93843 100644 --- a/mods/d2k/rules/vehicles.yaml +++ b/mods/d2k/rules/vehicles.yaml @@ -271,6 +271,7 @@ SIEGETANK: Range: 8 Turreted: ROT: 3 + Offset: -220,0,-40 Armament: Weapon: 155mm Recoil: 150 From 8e9ee2654b6bb4ffb4a0e90c2802e82f25c7e677 Mon Sep 17 00:00:00 2001 From: psydev Date: Sun, 5 May 2013 22:43:48 -0700 Subject: [PATCH 12/18] siege tank weapon inc. vs light, 50% -> 75% --- mods/d2k/weapons.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/d2k/weapons.yaml b/mods/d2k/weapons.yaml index 44f0c7d8b0..efcadac7a9 100644 --- a/mods/d2k/weapons.yaml +++ b/mods/d2k/weapons.yaml @@ -387,7 +387,7 @@ FakeMissile: Versus: None: 100% Wood: 80% - Light: 50% + Light: 75% Heavy: 50% Concrete: 80% Explosion: large_explosion From c438534a4ac5f8933f43854aff89171d6ade439a Mon Sep 17 00:00:00 2001 From: psydev Date: Wed, 8 May 2013 12:05:31 -0600 Subject: [PATCH 13/18] deviator weapon fixed --- mods/d2k/weapons.yaml | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/mods/d2k/weapons.yaml b/mods/d2k/weapons.yaml index efcadac7a9..6aa14765bd 100644 --- a/mods/d2k/weapons.yaml +++ b/mods/d2k/weapons.yaml @@ -359,15 +359,14 @@ FakeMissile: ContrailLength: 15 ContrailUsePlayerColor : True Warhead: - Spread: 10 + Spread: 3 Versus: + None: 0% Wood: 0% - Light: 0% - Heavy: 0% Concrete: 0% Explosion: large_explosion SmudgeType: SandCrater, RockCrater - Damage: 0 + Damage: 10 ImpactSound: EXPLSML2 155mm: From c23dedbcb233b7dd44d4af7645a5458d68888a33 Mon Sep 17 00:00:00 2001 From: psydev Date: Wed, 8 May 2013 12:10:40 -0600 Subject: [PATCH 14/18] temporarily disabled Ordos Deviator Currently the Deviator uses AttackLoyalty, which seems to only be able to take over units permanently. It should be temporary. Currently it seems overpowered, and should be disabled for now. If anyone disagrees, let me know. --- mods/d2k/rules/ordos.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/d2k/rules/ordos.yaml b/mods/d2k/rules/ordos.yaml index ef13bde7d2..273bd6fba6 100644 --- a/mods/d2k/rules/ordos.yaml +++ b/mods/d2k/rules/ordos.yaml @@ -216,7 +216,7 @@ DEVIATORTANK: Queue: Armor BuildPaletteOrder: 50 Prerequisites: heavyo,research - Owner: ordos +# Owner: ordos BuiltAt: heavyo Hotkey: d Mobile: From 490230027ccc6e00537e38eb3b6c768caeda91c5 Mon Sep 17 00:00:00 2001 From: psydev Date: Wed, 8 May 2013 12:41:57 -0600 Subject: [PATCH 15/18] made tanks do 100% vs. light tanks are a bit under-powered vs. quads at the moment. Quads are fast anti-vehicle/armor support units. They are supposed to keep their range to win, not go toe-to-toe. --- mods/d2k/weapons.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/d2k/weapons.yaml b/mods/d2k/weapons.yaml index 6aa14765bd..dde26f58fa 100644 --- a/mods/d2k/weapons.yaml +++ b/mods/d2k/weapons.yaml @@ -263,7 +263,7 @@ TowerMissile: Versus: None: 50% Wood: 50% - Light: 80% + Light: 100% Concrete: 50% Explosion: small_artillery ImpactSound: kaboom30 @@ -284,7 +284,7 @@ TowerMissile: Versus: None: 50% Wood: 50% - Light: 80% + Light: 100% Concrete: 50% Explosion: small_artillery ImpactSound: kaboom30 From 89933b358f4e503e5911e3eff5bcdc6438f0ef8e Mon Sep 17 00:00:00 2001 From: psydev Date: Wed, 8 May 2013 14:53:17 -0600 Subject: [PATCH 16/18] increase damage of siege tanks vs. turrets For practical reasons, the siege tanks need a more powerful gun. Currently, unit behavior is to not stay outside of turret range, but rather to walk into it before shooting. I don't think siege tank range should be increased any further, but this is a problem. Siege tanks should be good at defeating large clusters of enemy turrets, which are powerful and hard to break. --- mods/d2k/weapons.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/d2k/weapons.yaml b/mods/d2k/weapons.yaml index dde26f58fa..b28110f75b 100644 --- a/mods/d2k/weapons.yaml +++ b/mods/d2k/weapons.yaml @@ -388,7 +388,7 @@ FakeMissile: Wood: 80% Light: 75% Heavy: 50% - Concrete: 80% + Concrete: 100% Explosion: large_explosion WaterExplosion: large_splash ImpactSound: explsml2 From 5e5818c34a0a4d5af3a3878da096579fae0e8c57 Mon Sep 17 00:00:00 2001 From: psydev Date: Wed, 8 May 2013 14:55:26 -0600 Subject: [PATCH 17/18] Sardauker HP increased 80 -> 100 Sardauker are pretty dramatically underpowered, especially considering that they are a top-tier unit. Since they are slow, they need to be tough to withstand enemy fire before they get in range. Since they are $400, they are mostly a waste of money at the moment, rather than assault troopers. --- mods/d2k/rules/harkonnen.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/d2k/rules/harkonnen.yaml b/mods/d2k/rules/harkonnen.yaml index 3999baa3a3..420540a45b 100644 --- a/mods/d2k/rules/harkonnen.yaml +++ b/mods/d2k/rules/harkonnen.yaml @@ -250,7 +250,7 @@ SARDAUKAR: Bounds: 12,17,0,0 Voice: GenericVoice Health: - HP: 80 + HP: 100 Mobile: Speed: 4 RevealsShroud: From 7bbaab2e4adb2b624c7bdf500861b6db8f4a0854 Mon Sep 17 00:00:00 2001 From: psydev Date: Wed, 8 May 2013 15:09:04 -0600 Subject: [PATCH 18/18] added support for main.mix (data files from original RA CD) People who used the RA CD couldn't open D2K properly. --- mods/d2k/mod.yaml | 1 + 1 file changed, 1 insertion(+) diff --git a/mods/d2k/mod.yaml b/mods/d2k/mod.yaml index 5358a37b2c..6c759fa3b1 100644 --- a/mods/d2k/mod.yaml +++ b/mods/d2k/mod.yaml @@ -18,6 +18,7 @@ Folders: ~^/Content/d2k/SHPs Packages: + ~main.mix conquer.mix Rules: