Commit Graph

4540 Commits

Author SHA1 Message Date
Paul Chote
fab1c9e7b9 Merge pull request #4843 from Mailaender/local-mirrors
Moved mirror selection to the client
2014-05-09 19:51:52 +12:00
Paul Chote
37849b7d31 Merge pull request #5254 from psydev/patch-3
buff HeliGun vs. light armor 50% -> 75%
2014-05-07 18:48:06 +12:00
Paul Chote
a6e79bb732 Merge pull request #5155 from Mailaender/ts-tiberium
Added Tiberium crystals and refinery to Tiberian Sun
2014-05-07 18:30:27 +12:00
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
be5c35aab8 Nerf Chem warrior vs. Wood, 50% -> 35%
Since Chem warriors are awesome vs. everything, I think it would make sense to make them not quite as awesome vs. buildings. There is a bit of a lack of dinstinction between chem and flamers, and right now it doesn't appear to players like it makes much sense to build flamers when you can build chems instead. This will keep "burning buildings down" as the forte of the flame throwers. 
The chems will still be decent vs. wood, but not as crazy as they have been.
2014-05-06 18:23:10 -07:00
psydev
134403fcee Reduce RangeLimit of Rockets, BikeRockets
To give some units a chance to escape, limiting RangeLimit of these rockets. Basically it is because if you get within range with a vehicle, but then quickly turn around to get out of range, the missile will follow you for quite a long ways, well beyond its initial range. There is currently no way to escape the missile. This allows a unit which is very fast to stand a chance of escaping a shot instead of having no chance.
2014-05-06 18:17:38 -07:00
Matthias Mailänder
f5093522cd fix trailing comma 2014-05-06 18:31:51 +02:00
Matthias Mailänder
7587e80484 Merge pull request #5250 from JordanGlue/bleed
Have Helis take off after repair/rearm
2014-05-05 11:37:20 +02:00
Jordan Glue
ea32390700 closes #3091 Have Helis take off after repair/rearm 2014-05-05 19:31:57 +10:00
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
psydev
3993d64ba2 Slight buff HeliGun vs. light
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.
2014-05-04 13:28:41 -07:00
psydev
a58a353915 tweak: artillery min. range slight increase
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).
2014-05-03 18:03:32 -07:00
matija-hustic
ae149c420e Bigger spawn points, numbers within. 2014-05-03 19:08:56 +01:00
Matthias Mailänder
8b3f15155e remappable resource types 2014-05-03 09:02:19 +02:00
Matthias Mailänder
fd4cb59799 add Tiberium to Tiberian Sun 2014-05-02 15:35:10 +02:00
Matthias Mailänder
c6663f7505 add Tiberian Sun refinery 2014-05-02 15:35:09 +02:00
reaperrr
3fe20a1520 Removes rank signs from ships on desert shellmap.
Closes #4963.
2014-05-02 15:16:12 +02:00
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
e0e79fc84c Merge pull request #5212 from psydev/patch-1
Some minor tweaks
2014-05-02 22:37:09 +12:00
Paul Chote
91fc04b2fd Merge pull request #5213 from Mailaender/unl10n-cnc-requires-tooltip
Fixed missing un-l10n of C&C Requires: production tooltip
2014-05-02 22:28:49 +12:00
Paul Chote
06f162ad57 Add initial standard library, and port shellmaps. 2014-05-02 22:18:34 +12:00
Oliver Brakmann
801b38dd52 Repaired gdi03 mission. Fixes #5210.
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.
2014-04-30 11:40:46 +02:00
reaperrr
e885a7195e Adjusts TS unit CameraPitch to align voxels with perspective. 2014-04-29 19:25:18 +02:00
Matthias Mailänder
e456368ed5 Merge pull request #5219 from ScottNZ/balance
Closes #5179
2014-04-29 11:01:01 +02:00
ScottNZ
b0610e39fb Make ra 4tnk weapons work more similarly to how they did in the original 2014-04-29 17:32:42 +12:00
ScottNZ
d545759ca1 Nerf ra 4tnk a bit; it was too unstoppable 2014-04-29 17:08:50 +12:00
reaperrr
c8815e1413 Un-hardcodes pip/tag/group palettes.
-Palette for decorations can now be defined under SelectionDecorations trait.
-Adds pip types Ammo and AmmoEmpty.
-LimitedAmmo PipTypes are now customizable.
-Adds art, sequences and rules entries for TS mod decorations that were missing/using a wrong palette.
-Adds PrimaryBuilding trait to TS weapon factories and helipads.
2014-04-28 20:03:00 +02:00
Matthias Mailänder
8ba9f3dea7 fix missing un-l10n of C&C Requires: production tooltip
closes #5209
2014-04-28 08:30:12 +02:00
Matthias Mailänder
0162cac91a Merge pull request #5207 from reaperrr/ts-weapon-pal-fix1
Fixed palette of all TS weapons that don't use the effect palette
2014-04-28 08:01:05 +02:00
psydev
a42886c952 Small buff for Humvee/buggy machine gun
Machine gun seems to be under-performing vs. infantry
Give it 5 bursts instead of 4. Will allow it to kill E3s more effectively.

Despite this change, overall damage vs. Light armor is not increased since Release.
2014-04-27 19:36:41 -07:00
psydev
e9ba43faaa Reducing spread of GrenadierExplode
GrenadierExplode is a good idea, but right now its damage is too high.
Reducing spread from 8 -> 6.
2014-04-27 18:20:58 -07:00
psydev
f9675b2d15 Grenade slightly faster again. 100% vs. none.
After playtesting, it seems the grenade is a *bit* too slow. Keeping it slow, but bringing its speed from 5 -> 7. (Original value was 12)

Looks reasonable.

Also giving 100% vs. infantry instead of 90%.
2014-04-27 16:57:09 -07:00
psydev
d6aba2e6af Make MCV crush infantry 2014-04-27 15:54:27 -07:00
reaperrr
e0c6ef1030 Fixes palette of all TS weapons that don't use the effect palette. 2014-04-27 23:32:22 +02:00
reaperrr
49b35dca6e Add UseInfantryDeath option to RenderInfantry trait.
This allows the use of RenderInfantry for units that do not have a Die voice or die sequences.

Additionally fixed Wolverine stand and shoot sequences.
2014-04-27 22:56:23 +02:00
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
Matthias Mailänder
c8d9609400 Merge pull request #5198 from reaperrr/tibtree-fix
Closes #3107
2014-04-27 18:16:00 +02:00
Matthias Mailänder
0da6ab6c20 Merge pull request #5185 from reaperrr/rank-palette
Makes rank chevron palette customizable
2014-04-27 18:04:20 +02:00
reaperrr
8f09a2d6e0 Adds work-in-progress test map to TS mod.
Creeps-owned units and buildings can be used to test rank signs etc.
2014-04-27 13:49:45 +02:00
reaperrr
ce2809c7a0 Adds die-crushed sequence to Shock Trooper. 2014-04-27 13:37:09 +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
Paul Chote
9cf923343f Merge pull request #5186 from psydev/patch-7
balance tweak - make turret armor heavy
2014-04-27 12:57:01 +12:00
Paul Chote
0822d1ce11 Merge pull request #5181 from psydev/maps
Updated psydev's maps
2014-04-27 12:56:00 +12:00
psydev
b0dcdf81a4 Adjust air strike so it kills turret
The recent armor change for turrets made airstrike no longer killed it. 

Made Napalm do more damage to Heavy (and light); made Vulcan do less damage to Heavy so that airstrikes don't do too much damage to advanced towers, obelisks and SAM sites.
2014-04-26 10:03:45 -07:00
psydev
5867bb3985 Certain units can no longer target walls
Units which cannot target walls (sandbags, chain-link fence or concrete) any longer:
Minigunner
Flamethrower
Hum-vee/Nod Buggy 
Flame Tank (can still run over sand bags and chain-link fences)
Civilian
[sniper--already so]
2014-04-26 09:25:47 -07:00