Commit Graph

12279 Commits

Author SHA1 Message Date
Pavlos Touboulidis
12e3ee9fda Issue #4650: Abort Mission Confirmation
Adapted the confirmation dialog from the CnC mod and wired it to
the "Abort" and "Surrender" buttons.
2014-04-22 17:42:24 +03:00
Paul Chote
bef3439055 Merge pull request #5160 from porzell/bleed
* Fixed Bug #5072: RenderLandingCraft doesn't do an IsInMap check
2014-04-22 22:57:33 +12:00
Paul Chote
18359c56b1 Merge pull request #5177 from ScottNZ/bleed
Remove support for .NET 3.5 from make.ps1 since we need .NET 4 now
2014-04-22 22:54:18 +12:00
ScottNZ
09c8fe43a5 Remove support for .NET 3.5 from make.ps1 since we need .NET 4 now 2014-04-22 22:22:10 +12:00
Paul Chote
a5fb437d07 Merge pull request #5170 from Smilex/issue5169
Added SupportsMapsFrom to mod.yaml for all mods
2014-04-22 11:32:33 +12:00
Paul Chote
3c6993f7fa Merge pull request #5162 from Mailaender/pre-auto-l10n
Prerequisites to automated translation string extraction
2014-04-22 11:29:23 +12:00
Ian T. Jacobsen
1de3b20b90 Added SupportsMapsFrom to mod.yaml for all mods 2014-04-21 20:50:09 +01:00
Matthias Mailänder
5632265d36 Merge pull request #5161 from reaperrr/ts-fixes02
Fixed Cyborg Commando walk/crawl sequences
2014-04-21 15:02:24 +02:00
Matthias Mailänder
ef07cdeaa8 unambigitous naming 2014-04-21 13:49:00 +02:00
Matthias Mailänder
27a73d810f auto reformatting to key: value 2014-04-21 13:49:00 +02:00
Matthias Mailänder
4c4f7ab31f revert back to untranslated for uniform auto-generation 2014-04-21 13:49:00 +02:00
reaperrr
59d3a7faf4 Converted electro.shp to correct palette. 2014-04-21 13:46:31 +02:00
reaperrr
a40159bdf0 Fixed Cyborg Commando walk/crawl sequence. 2014-04-21 13:37:59 +02:00
Paul Chote
e7a16b0c75 Merge pull request #5154 from Mailaender/production-edge-fixes
Added the production bar edge fixes
2014-04-21 23:05:03 +12:00
Paul Chote
b595001364 Merge pull request #5096 from Cr0s/bleed
Fixed #3826
2014-04-21 22:48:11 +12:00
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
Paul Chote
ae7b5e9f3c Merge pull request #4613 from Mailaender/bot-cleanup
Reduced the amount of redundant AI definitions
2014-04-21 22:34:29 +12:00
Matthias Mailänder
d9626597b3 removed unmaintained AI definitions optimized for legacy AI code
closes #4543
2014-04-21 11:30:19 +02:00
Matthias Mailänder
1dfdeb8d8b bring it in line with the other naming 2014-04-21 11:26:26 +02:00
Matthias Mailänder
2320a7d571 avoid easy/hard classification as they are identical 2014-04-21 11:24:04 +02:00
Matthias Mailänder
dc74ce9678 backported the edge fixes to XCF source files 2014-04-21 10:50:31 +02:00
Peter Orzell
115df0a828 * Fixed whitespace issue. 2014-04-20 23:12:47 -04:00
Peter Orzell
27ab36d266 * Fixed Bug #5072: RenderLandingCraft doesn't do an IsInMap check
https://github.com/OpenRA/OpenRA/issues/5072
2014-04-20 22:05:33 -04:00
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
7bd6c01096 Speed up Orca missiles
Orca missiles are quite slow, travelling about the same speed as them. 

Their speed is now up to the same as Bazookas, BikeRockets, and TowerMissiles.
2014-04-20 08:00:04 -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
Matthias Mailänder
7e31637fd1 production bar edge fixes by @MicroGraphics
followup of #5107
2014-04-20 15:44:54 +02:00
Paul Chote
44d57204d0 Merge pull request #4999 from Mailaender/start-game-notification
Moved StartGameNotification into its own trait
2014-04-21 01:32:29 +12:00
Paul Chote
a3ae84bfdc Merge pull request #5134 from Mailaender/production-overlay
Fixed welding animations playing when there are no vehicles produced
2014-04-21 01:27:42 +12:00
Matthias Mailänder
f19fbb1794 StyleCop 2014-04-20 15:26:33 +02:00
Matthias Mailänder
a8a3036bc4 moved StartGameNotification into its own trait 2014-04-20 15:25:43 +02:00
Paul Chote
595e56c08b Merge pull request #5143 from Mailaender/skirmish-bots-forbidden-slots
Fixed bots being added when the map disallows it
2014-04-21 01:13:03 +12:00
Matthias Mailänder
e53fee7d0c added production overlay to Tiberian Sun factories 2014-04-20 15:07:44 +02:00
Matthias Mailänder
eb6d9f6f69 only show welding overlays when factories are producing
closes #3756
2014-04-20 15:07:22 +02:00
Matthias Mailänder
fcca5a7683 StyleCop 2014-04-20 15:05:43 +02:00
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
ab3dc92554 only add bots when the map allows it
fixes #5110
2014-04-20 14:58:57 +02:00
Paul Chote
17889c3729 Merge pull request #5128 from Mailaender/force-clean
Don't spit errors if directories to be cleaned are missing
2014-04-21 00:50:40 +12:00
Matthias Mailänder
a229e224d1 stop spinning the radar dishes in Tiberian Sun on low power 2014-04-20 14:50:00 +02:00
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
Paul Chote
adff453927 Merge pull request #5146 from reaperrr/mbd-fix
Removed MustBeDestroyed from CnC Civ/Tech buildings
2014-04-21 00:28:08 +12:00
Paul Chote
e125e4ab26 Merge pull request #5142 from Mailaender/pixeldouble-hotkey
Added a new hotkey to trigger pixel doubling
2014-04-21 00:15:25 +12:00
Paul Chote
f75e0bc929 Merge pull request #5150 from Mailaender/mv-changelog-wiki
Moved CHANGELOG into GitHub wiki
2014-04-20 23:39:59 +12:00
Matthias Mailänder
9d02118e51 don't rotate the radar dish when it is powered down
closes #3755
2014-04-20 13:30:22 +02:00
Matthias Mailänder
4beceb3403 Update README.md
PNG → SVG
2014-04-20 08:08:25 +02:00
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
a60e7472c0 Reduce chem warrior damage vs. wood
The Chem Warrior still does good damage vs. wood, but this will allow more distinction between Flamethrower infantry and Chems. People have been complaining there's no reason not to use chem warriors, which is a claim that has some merit.

Currently, the Chem actually does more damage than Flamethrower vs. wood, which doesn't make a lot of sense. This will make the Flamer do a bit more. Chem damage will be at the level of Bazooka now.

After this change, Flamethrower will have double the economic efficiency in damage per dollar vs. wood. (It already had superior efficiency, but not by much).
2014-04-19 21:09:06 -07:00
psydev
1e9cc41dd7 TowerMissle only fires at ground now. Adjust ROF.
SAM Missile will fire at air targets now.

Adjusting ROF to match SAMMissile's; adjusting damage to keep DPS roughly the same.
2014-04-19 06:11:41 -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