Commit Graph

621 Commits

Author SHA1 Message Date
Matthias Mailänder
e607c04cce let harvester splatter resources when exploding
closes #2346
2014-06-20 11:11:31 +02:00
Matthias Mailänder
3e627d2eba rename ore to the more generic name resources everywhere 2014-06-20 11:11:31 +02:00
Paul Chote
4454c0c2f8 Merge pull request #5372 from Mailaender/desert-tree-exclude
Fixed temperat trees showing up in the Tiberian Dawn DESERT tileset
2014-05-23 00:57:27 +12:00
Paul Chote
475aa93271 Merge pull request #5373 from Mailaender/repair-overlay
Added the Dune 2000 repair depot active overlay
2014-05-22 23:29:53 +12:00
Paul Chote
2b5667d5b0 Merge pull request #5376 from Mailaender/airdrop-overlay
Added the Dune 2000 starport lights
2014-05-22 23:27:32 +12:00
Squiggles211
099d2a5400 Lower BridgeHut Selectable Priority
Fixes #4738 where player was unable unable to attack units/buildings that
are next to or on a bridge.
2014-05-21 00:40:48 -05:00
Matthias Mailänder
5274776d55 add the Dune 2000 repair depot active overlay 2014-05-20 11:48:52 +02:00
Matthias Mailänder
ddb0d70fd2 add the starport active animation 2014-05-20 11:41:41 +02:00
Matthias Mailänder
d4a64386c3 exclude temperat trees in the desert tileset 2014-05-20 08:36:03 +02:00
Matthias Mailänder
09e5cf2d03 whitespace cleanup 2014-05-18 08:16:51 +02:00
Paul Chote
9a0248bbb9 Merge pull request #5302 from Mailaender/console-commands
Added pause and surrender console commands
2014-05-18 00:28:10 +12:00
Matthias Mailänder
8e79879ee8 merged Pause/Surrender into PlayerCommands 2014-05-17 14:13:44 +02:00
Paul Chote
2acba2ce47 Merge pull request #5242 from reaperrr/deathsounds-followup
Made DeathSounds and their InfDeath relation fully customizable
2014-05-17 23:24:44 +12:00
Matthias Mailänder
86c0614558 fix neighbored walls connecting to everyhing
closes #5232
2014-05-16 16:39:04 +02:00
Matthias Mailänder
667f92bc75 add a console command to surrender the game 2014-05-14 15:59:53 +02:00
Matthias Mailänder
83a3835802 add a new /pause command 2014-05-14 15:59:53 +02:00
reaperrr
98e48ae991 Converts InfDeath from integer to string.
Wire up updated DeathSounds for all mods.
2014-05-14 15:24:06 +02:00
Matthias Mailänder
12bc472cc6 Merge pull request #5253 from Unit158/console
Closes #4131
2014-05-13 09:09:47 +02:00
Chicken man
1389313e46 Added default behaviour to all mods 2014-05-12 16:30:54 -04:00
Chicken man
fa4b157b42 Added ConsoleCommand, and an example to go with it 2014-05-12 16:30:53 -04:00
psydev
0d9b84af51 Fixed the rocks in desert tileset
They were all set to inherit defaults, few of them were set properly. You could drive through most of them.
2014-05-12 02:05:48 -07:00
Paul Chote
80477b65ff Merge pull request #5246 from psydev/patch-1
tweaks to balance: artillery min. range & more
2014-05-11 00:17:26 +12:00
psydev
68c7976966 Simplified chem warrior description. 2014-05-09 16:09:28 -07:00
psydev
98c7741907 Updated vehicle descriptions. Changed AA desc.
"Weak vs. Aircraft" is kind of ambiguous, so I replaced it. Instead, I specified which units can attack aircraft by giving them a separate line reading "Can attack Aircraft". All entries of "weak vs. aircraft" have been removed.
2014-05-06 19:27:29 -07:00
psydev
2a2ad267c1 Updated structure descriptions
Provided more explanation, eliminated ambiguity.

Where necessary, I wrote "cannot target aircraft" instead of "weak vs. aircraft", since the latter is ambiguous.
2014-05-06 19:14:40 -07:00
psydev
931fa9233e Updated infantry unit descriptions
There were a few misconceptions.
2014-05-06 18:45:27 -07:00
psydev
345e77a284 Increase ScanRadius of Commando & Rocket Soldiers
Making ScanRadius value equal their range (6).
2014-05-06 18:36:03 -07:00
psydev
a21c181e2d fixing tree cluster
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.
2014-05-05 01:13:09 -07:00
psydev
dcb3460267 fixing some trees
A couple of trees have a footprint that is too big. It looks like you should be able to drive by them, but you can't. They have been set overly-large.
2014-05-05 01:08:59 -07:00
reaperrr
18e37e4216 Drags death sounds out of RenderInfantry into a separate DeathSounds trait.
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.
2014-05-02 15:14:29 +02:00
Matthias Mailänder
1a432e9e9e Merge pull request #5190 from pchote/new-lua
New Lua API.
2014-05-02 13:29:28 +02:00
Paul Chote
06f162ad57 Add initial standard library, and port shellmaps. 2014-05-02 22:18:34 +12:00
psydev
d6aba2e6af Make MCV crush infantry 2014-04-27 15:54:27 -07:00
Matthias Mailänder
34bdb504c6 Merge pull request #5194 from psydev/patch-8
Certain units can no longer target walls
2014-04-27 18:22:11 +02:00
reaperrr
b62c43a90f TD Blossom Trees now emit tiberium from base.
Dimension set to 1x1, art position fixed via sequence Offsets.
2014-04-27 13:31:54 +02:00
psydev
a624afe739 Make Wall its own TargetType
Going to make some units (machineguns, etc.) unable to fire at walls.
2014-04-26 09:19:09 -07:00
psydev
db544a6ca9 balance tweak - make turret armor heavy
Since turrets have wood armor, they can get killed by flame tanks uber fast. It might be best if turrets are a counter to flame tanks, rather than their prey. If they have heavy armor, they will take far less damage, and not die instantly to a flame tank rush, making them able to contribute to some defense.
2014-04-23 18:14:32 -07:00
Paul Chote
24374b1394 Merge pull request #5132 from psydev/patch-6
Nerfing guard towers & other balance changes
2014-04-21 22:43:17 +12:00
Matthias Mailänder
2320a7d571 avoid easy/hard classification as they are identical 2014-04-21 11:24:04 +02:00
psydev
43c05b4c94 Minor: adjusting tiberium storage in refinery/silo
It seemed from playing noobs that lack of tiberium storage was an issue for them, because I saw them often building silos, often many of them, and they were usually full. Granted, an experienced player should spend that money faster, but I think it's reasonable to give them $2000 worth of storage in their refinery. 

It seems that how pips are displayed has changed from before, so someone set silos to have 10 pips instead of 12 so that it fits the reticle. That's fine. But maybe it would make sense to just change that to an even $2000 capacity also.
2014-04-20 10:16:29 -07:00
psydev
6929a1ab21 Low power slowdown reduced for ConYard
Since C&C has no power-down button (and since price of power plant went up), low-power is extra painful in TD vs. RA. Also, since the cost is higher for power plants now, it means you will be in low-power mode longer since you cannot build a power plant as fast.

So, the solution is to make the low power slowdown 1/2 speed instead of 1/3 speed for Conyard. 

This does not apply to the support queue, only the building queue.
2014-04-20 07:41:55 -07:00
Paul Chote
048289e6a9 Merge pull request #5138 from Mailaender/disable-idle-overlay
Fixed the Dune 2000 outpost radar dish rotating when powered down
2014-04-21 00:59:38 +12:00
Matthias Mailänder
01a3162725 allow animations to pause on low power
closes #2949
2014-04-20 14:47:53 +02:00
Paul Chote
8e05cc9171 Merge pull request #5124 from Mailaender/crane-overlay
Added crane build animation to construction yards in Dune 2000 and Tiberian Sun
2014-04-21 00:46:23 +12:00
psydev
5e9f9c1792 Increase Barracks cost from $300 -> $500
I've been trying to increase the diversity of available early-game build order choices. To do this, I've increased the cost of early-game buildings like Power Plant and Barracks, while increasing the power consumption of the Refinery. This forces players to make choices with more significant consequences. The cost (money=time spent building) of power and barracks are so low right now that the time you spend building them is totally inconsequential to the build order. This leaves very few options, and most people simply pick Barracks, Refinery, Refinery.

Giving some non-trivial time cost to Power and Barracks will allow people to have more possibilities for different openings.
2014-04-19 22:28:02 -07:00
psydev
0aad37396d Give ATWR the SAM Missile
This is so that the Advanced Guard Tower can have separate values for range and damage for ground-based and anti-air missiles.
2014-04-19 06:03:42 -07:00
Matthias Mailänder
00ca5516fc add crane animation to Dune 2000 and Tiberian Sun
closes #3754
2014-04-19 13:12:32 +02:00
reaperrr
1a530ec39b Added a ^BaseBuilding default that Inherits ^Building to CnC mod.
Moved some traits, including MustBeDestroyed, from ^Building to ^BaseBuilding.

Removed some now superflous traits and trait negations from ^CivBuilding.

Changed Inheritances of all buildable structures to ^BaseBuilding.
2014-04-19 02:52:38 +02:00
psydev
edb9a488f8 Minor: HPAD only requires PROC instead of barracks
Not everyone will necessarily want to build a barracks early, so this gives some flexibility.
2014-04-18 07:58:20 -07:00
psydev
b336ae89f7 Infantry run 90% speed on clear terrain again
This was the old default setting.
2014-04-18 07:55:48 -07:00