This tree cluster looks like it should be passable through in this cell. Looks fine in testing, even though looked like it might be wrong in map editor.
Apache, for all its greatness, doesn't do very well at one of the things it's supposed to do well, namely take out light vehicles quickly (humvee, artillery, MLRS, etc.). Apache is required for Nod as a reliable way to take out MLRS, but currently it doesn't do enough damage to take it out with its entire payload (which takes 4 seconds to unload, to boot). A single Apache should be able to destroy an MLRS, if it gets the chance.
If anyone thinks the Apache needs nerfing, I would suggest looking in other areas besides its damage vs. light armor.
Also, does anyone object to removing the AG/AA distinctions for helicopters? They don't seem needed anymore.
Artillery was recently buffed, but I think this makes the fact that they can currently fire at close range is not appropriate. I think artillery should be vulnerable to units that are able to get quite close, instead of being able to fire at them and do massive damage.
The reason min. range of 2c896 was picked is that when you set min. range to 3c0, it is not able to fire exactly 3 cells away. Perhaps the behaviour should change so that 3c0 = 3 cells away.
(For comparison, MLRS has minimum range of 3).
uses a single, more concise statement rather than an if statement, and
checks buildLimit before attempting to check if the buildables cache
contains the key.
Play death sounds with a new PlayVoiceLocal so they don't use full volume regardless of position relative to camera.
Adds option for alternative burn and zap death sounds.
Renames RenderInfantry's UseInfantryDeath trait to SpawnsCorpse.
Removes hack from ra desert shellmap.
I opted to lower the power consumption for SAM instead of restoring the
original power values for FACT and PROC since those two are available to
the player as well and they would behave slightly different in this
mission than in other ones.