Commit Graph

702 Commits

Author SHA1 Message Date
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
psydev
6aa1b37563 Minor: adjust building HP for airstrike/ion
Nuke power plants and HPAD made more resilient vs. airstrike.

Communications Centre made more vulnerable to Ion Cannon. (Used to blow it up, but no more due to spread issue).
2014-04-18 07:38:26 -07:00
psydev
26f076ffd3 Minor: Chem warriors walk @ normal speed thru tib
This is to make it so that other units are not faster than them through tib or same speed.
2014-04-18 06:19:36 -07:00
psydev
66ea585f5f Increase Guard Tower cost from $500 -> $600 2014-04-18 06:18:09 -07:00
psydev
5d0ee09f74 Fix Obelisk ROF
Obelisk ROF wasn't working properly. Its delay between shots was far higher than the 90 intended.
I think the programming for AttackCharge doesn't work as whoever put the data in thought. It works now. 
It now has a ROF of 90 ticks, as intended. For its first shot in a series, the delay is only 50 ticks. 

I think the problem might be that FireDelay and ReloadTime were counted cumulatively.
2014-04-18 06:10:55 -07:00
psydev
918ac2d64c Minor: ConYard no longer produces 15 power
This is kind of useless and doesn't make much sense. Cutting it out in order to make intended early build order design possibilities fit better.
2014-04-18 05:59:54 -07:00
psydev
cc0d9d4a2c Increase cost of power plant from $300 -> $500
To give a fair shot to other early build orders, this will make it take a bit longer to build your second refinery by increasing the cost of building a power plant.
2014-04-18 05:58:27 -07:00
psydev
2c94615814 Increase PROC power consumption 30 -> 50
Refinery costs more energy, forcing player to build a 2nd power plant before second refinery (unless they built nothing else but their first refinery).
This makes other build orders possible early game instead of building 2 refineries + barracks being the only sensible one.
2014-04-18 05:47:16 -07:00
psydev
b22569e810 Increasing tower sight range +1
Tower weapon ranges shouldn't be too high, but I like the idea of them providing far vision.
The visual range of Guard Tower, Advanced Guard Tower and Obelisk is now +1 more than their weapon range. (8, 8, and 7 respectively).
2014-04-18 05:44:24 -07:00
psydev
52a91c23fa Minor: chg PROC sale value due to harv price chg
Harvesters now $1000, so this is to reflect that.
2014-04-18 05:41:05 -07:00
psydev
235e188692 Minor: increase SAM site vision
SAM didn't seem to be firing at targets all the time, even when they were visible. Increasing its visual range to match its weapon range.
2014-04-18 05:39:43 -07:00
psydev
163b1e2af2 Reduce DetectCloaked range on towers, HQ
The detect cloaked range is too high, especially for simple guard towers.

The HQ and Advanced Comm. Ctr.'s range of 8 is also absurdly high, and many players don't know about it. The Stealth Tanks ought to be able to sneak through a gap in a base's defenses. Towers should not have unbeatable detection range.
2014-04-18 05:38:38 -07:00
psydev
9510e9caaf Reduce Flamethrower speed to match rifle infantry
Given that Flamethrowers are quite powerful and tough (90 HP), I don't see why it makes sense to also have them be super fast. It seems they should walk at normal speed, especially given how much of a threat to buildings they are.

Reducing their speed will give Grenadiers the distinction of being a fast infantry unit.

If you think this hurts them too much, then their range should be increased, not their speed.
2014-04-18 05:35:11 -07:00
psydev
cbd88d0bd4 Minor: increase E3 scanradius to match vision 2014-04-18 05:32:35 -07:00
psydev
64c631fa2b Minor: remove DetectCloaked for individual units
Now set by default in ^Infantry.

Range is supposed to be 1 as well, not 2.
2014-04-18 05:31:01 -07:00
psydev
658525a169 Minor: increase odds infantry will survive crush
Someone complained that infantry are crushed too easily.
So they will have a 2/3rds chance to escape now.
2014-04-18 05:28:15 -07:00
psydev
41ce58ace2 Minor: ^Infantry detect cloaked by default 2014-04-18 05:27:03 -07:00
psydev
e0c3bc67cd Make infantry more likely to walk through Tiberium
Reduced pathing cost so that units will sometimes walk through tiberium if it's a valuable shortcut. This was done since the damage Tiberium does now has been reduced.
2014-04-18 05:23:05 -07:00
psydev
693668e977 Minor: reduce recoil for Mammoth Missiles 2014-04-18 05:08:37 -07:00
psydev
69b848d2e2 Make refineries unload harvesters faster
The values for loading and unloading time for harvesters are swapped.
This will keep the total amount of time for the harvest/unload cycle, but they will spend less time at the refinery. This will allow a refinery to support 3 harvesters operating from a nearby field, instead of the current 2. 

One effect of this is that it will make buying a factory early game a bit more economical  (though still a bit less so than buying only refineries with no factory), since more harvesters can be used per refinery, increasing demand for harvester production.
2014-04-18 05:07:21 -07:00