Commit Graph

201 Commits

Author SHA1 Message Date
Paul Chote
d588854cc5 Add assault move to TD. 2017-09-11 19:08:33 +02:00
abcdefg30
0209c1c848 Add TRUCK.Husk to Tiberian Dawn 2017-08-10 18:24:19 +02:00
AoAGeneral
baa4b61d3f TD Prerequisite changes.
Adds prerequisite labels to E1, E3, E6, and TDTRUCK.

Closes #13780
2017-08-08 12:21:37 +02:00
reaperrr
6945ae1747 Rename tdtruk to truck 2017-08-07 11:01:21 +02:00
abcdefg30
d8bc4905cb Add a selection priority of 6 to supply trucks 2017-07-20 15:13:41 +01:00
andrew
ce671a2737 TD Supply Truck 2017-07-16 11:07:35 +01:00
AoAGeneral
4a39bc8286 TD Balance Changes. 20172606
The list of changes do not affect the new hitboxes of the structures.

+ Orca damage increased from 25 to 28.
Damage is increased because of their lack of damage vs armored units and structures.

+ Apache ammo reload reduced from 200 to 40.
Apaches gaining a full clip of ammo is a bit to strong. Firing the first shot starts the timer tick and will reload even if the clip is not fully reloaded. This also fixes so they don't sit on top of infantry and blow them all away to quickly.

+ Apache ammo reload amount reduced from 10 to 1.
Fixed in unison with ammo reload timer.

+ Sam now fires two missiles. (CNC95)
Does extra damage.

+ Sam range increase from 8c0 to 10c0.
Compensate for the aircraft changes. Also had a problem of MSAMs were always the better choice rather then the structure SAMs itself. This change will make them more viable.

+ Sam range limit from 9c614 to 12c0.
Makes it so aircraft can still escape while the missile won't detonate at the edge of the circle range.

+ Humvee damag vs light increased from 50 to 55.
Compensates for the price of the hummer. Having just the HP wasn't enough to counter certian builds of Nod. Enabling them a slightly higher damage allows them to kill buggies and bikes a bit more effectively. Makes them also decent arty and MRLS killers.

+ Crates got some love.

+ Viceroids now spawn.

+ An atomic bomb can now detonate. (CNC95)

+ Veterancy level is now to rank 4.
This makes grabbing crates all the more rewarding and riskier. Such as willing to bring a mammoth tank or commando to the crate rather then a minigunner.
2017-07-11 16:25:49 +02:00
reaperrr
33e8bf9928 Adapt Attack logic to Weapon.TargetActorCenter 2017-06-24 11:24:17 +01:00
Paul Chote
2e2e1cae7f Fix MSAM/MLRS autotargeting. 2017-06-18 21:07:21 +02:00
reaperrr
c20d02fd2e Make TD artillery actors attack the target center
Instead of closest targetable position/offset.
Applies to:
-Artillery
-Rocket Launcher (MLRS)
2017-06-15 01:32:37 +02:00
Paul Chote
d7f9c2f852 Update cnc AutoTarget definitions. 2017-06-11 17:14:21 -05:00
AoAGeneral
537184b65c TD Artillery/MRLS Vision.
This is changing the vision of Artillery and MRLS from 8c0 to 5c0.

The reason behind this is because we have scouting artillery and MRLS units that have a much larger vision range then infantry and the same vision as hummers and buggies. This turns into games where people build infantry and artillery/MRLS armies and march of death to the enemy. Its more counterable in 1v1 and 2v2 but team games of 3v3+ it becomes incredibly spammy of these units and hard to stop.
2017-03-31 15:04:32 -07:00
forcecore
0483708487 Rename uncloaking conditions from uncloak to cloak-force-disabled
Descriptive condition name is better.
2017-02-24 20:56:52 -06:00
forcecore
53e7cf0ef1 Rules updated to unhardcode cloak diable on criticalHP
Rules updated for CNC mod (uncloak on critical HP)

STNK, stealth crate are affected

Rules updated for D2K mod (uncloak on critical HP)

Saboteur, fremen, stealth raider affected

Rules updated for RA mod (uncloak on critical HP)

Affects
Hijacker, sniper, sub, msub, hbox, stnk.
Mines are not affected, they are not exactly "stealth".
Hijackers and snipers aren't machines and should be able to hide
themselves even when they are wounded but for least surprise to
players, uncloaking stays as well.

Rules updated for TS mod (uncloak on critical HP)

Only affects STNK.
Things that are cloak generators will stay cloaked even when critical
HP! The cloak generation mechanism is by the cloak generator!
2017-02-24 20:55:06 -06:00
AoAGeneral
8266c96a38 Add detection to temple of Nod.
(Nice to have detection then stealthers sneaking by it)

artillery minimum range increase from 2c896 to 3c0.

mammoth tank HP increase from 800 to 870.
(Dies by medium tank spams and e3 a little to easily from recent changes. With a longer build time they fall prey to mass numbers.)

ion time increase from 3:00 to 4:30.
(Ion strikes go off a little to fast. Mammoth armies take about 2:00 to build back up. By the time base attacks happen close to 3:00)

nuke timer from 5 to 6.
(Because the nuke damage has been buffed)

nuke damage spread from 2c512 to 5c512.
(Nuke damage spread was to weak. Barely killing a power plant where it lands just a few cells away from base hit)

nuke spread damage increased from 100 to 110. (First spread modifier)
(See line above)

a10 timer increased from 3:30 to 4:00.
(Timer increased because they were going off a little to fast still. These planes kill infantry builds as it is.)

MSAM HP from 120 to 180.
(To weak vs air. Missiles drain takes a few seconds to reload and then sniped within that time. Specially since dedicated AA)

Commando weapon range increased from 6c0 to 8c0.
(They had the same range as e3 and minigunners were able to close distances on them extremely fast. Take note they shoot farther then their vision range.)

Commando weapon projectile speed increased from 1c682 to 5c682.
(This was super annoying. You fire a shot and the infantry doesn't die because bullet travel to slow. Increased this fixed the problem.)

Commando price increase from 1000 to 2000.
(Extremely cheap when buffed. Increased price to match their power.)

Commando build time increased from 24 to 32. (2000 Build duration)
(Build time a little to fast. Compensates this with multiple barracks.)

Husks interval timer increased from 2 to 6.
(Husks blow up to fast to capture anything. Kept on low timer to prevent vehicle block. Only possible way is to have an engineer in an APC ready. Which Nod is unable to have APCs.)

Bike damage increase from 30 to 31.
(HP changes on harvs, structures, and mammoth. A very small change leading to a decent buff. Granting a 2 damage increase with constant hits)

Chem damage vs none reduced from 100 to 70.
(Chems performing a little to well by themselves. Having mixed units is a better solution. IE: My recent flame tank chem trooper mix)

Chem damage vs armor increased from 50 to 75.
(Chems performed a little to weak vs armor. Doing less damage then infantry and getting squashed by medium tanks and light tanks. This will make players think twice about squashing tactics. Also more damage vs armored defenses.)

Grenadier accuracy reduced from 213 to 813. (Makes them miss a lot more).
(Grenadiers were to accurate and unable to kill infantry packs. Looking at CNC95 and RA in ORA they miss their targets as well. Having them miss spreads their AoE damage and able to take out infantry packs. Players maye want to think of spreading infantry when fighting grenadiers)

Flamer damage vs armor reduced from 20 to 10. (Flame infantry)
(To much damage to APCs and light tanks)

Flamer damage vs none increased from 100 to 110. (Flame infantry.)
(Made them stronger vs infantry to balance out vs chems. Makes them a strong viable choice.)

Harv build timer increase from 24 to 27. (1680 build timer)
(Harv spamming is like a disease. Its gotten to strong to quickly. Increasing their timer slightly also increases other viable builds.)

Harvester HP increase from 600 to 625.
(Both medium tanks and bikes doing a little to much damage. Compensates slightly for build timer)

Refinery power reduced from 50 to 40.
(Offers more build choices. Opening barracks becomes stronger then going strip/factory all the time. Both openings strong strats just requires scouting.)

Refinery sell no longer refunds.
(Includes with the harv spamming. Gave 250 back which counted towards buggy/bike money. IE: PP > Ref > Strip (Strip makes 2-3 buggies 2 bikes then a harv) > Ref (Sell ref gain harv) > Strip (Because power only 30) > PP

Refinery tiberium hold reduced from 2000 to 700.
(This has had no impact to force people to build silos. But it opts people to protect refineries rather then "Lost a ref. Meh. Got 3 others.". Losing a ref now loses earned money. If it holds money. Also prevents sell trick to save power.)

Silo hold increase from 2000 to 3000.
(Compensate for Refinery. Also has extra HP now. See below.)

AGT HP from 600 to 550.
(Way to strong when it came to units coming to these in mass amounts. Also hard for artillery units to shell due to small box size and HP pool.)

Light Tank price reduced from 700 to 650.
(700 was a bit to high. 650 seems to hit the right spot but left build time as is. 0:17)

Visceroid spawn reduce from 10 to 5.
(This was a weird one. Infantry dieing in tiberium was at a good spot. But for some reason when chems kill infantry it would create 2-3 visceroids. Then those visceroids would create 2-3 at a time. RNG issue so was reduced.)

Increase all building HP by 100.
(Help balance vs medium tanks, bikes, light tanks, chems, grenadiers, air units, and stealth tanks.)

Gun turret HP increase from 400 to 410.
(This is taking baby steps. I want them a little tougher vs medium tanks but not at the point of RA style. Same logic as obrakmann taking baby steps with MCV.)

Starting units adjusted.
(This created a big problem in competitive scenes. Having early units is good to prevent infantry rushes. But starting with a bike/apc while your opponent starts with a hummer/buggy is to off balancing.)

MCV build time decreased from 1:36 to 1:00. (3750)
(Price unchanged. Takes a little to long in team games and some 1v1 scenarios to get one built. Also now drains money faster to compensate)

Engineer HP increase from 25 to 30.
(Dies a little to quick hummers/buggies. Same kill time as minigunner (If takes a hit while standing)

APC HP increase from 210 to 215.
(These are dieing a little to fast and weak vs certian units. IE: buggies/hummers and bikes. Tested vs light tanks and more optimal. Baby steps.)

APC Damage vs light decreased from 105 to 100.
(I don't want them killing bikes to fast now that they are cheaper.)

APC cost decreased from 600 to 550.
(APCs for infantry builds as GDI was waaaaay to expensive. Having a slightly faster build timer of 0:14 instead of 0:15 will help too. Helps to withstand early onslaught of Nod. Keep note bikes still 0:12 timer)

(Created new Sam weapon Dragon from RA e3 AA. Reason: Shared weapon with AGT.)

Samsite range increased from 8c0 to 12c0.
(Dedicated AA. Keep note: Longer range = longer time to kill a unit and able to escape. Closer it is the faster air units die.)

Samsite spread damage decreased from 682 to 128.
(To much AoE damage)

Samsite range limit increased from 9c614 to 15co.
(Missiles would die out within its own range circle.)

Samsite reveal shroud decreased from 8c0 to 6c0.
(Prevents the RA logic of build an AA in front of your base and all good. You need units/structures to make good use of its range.)

Samsite now fires two shots at a time.
(Increases damage and intuitive to home base of CNC95.)

Recon Bike HP decreased from 120 to 110.
(Takes to long to kill these units when vs minigunners and light vehicle types. APCs taking to long to kill these.)

Airstrip/Weapon Factory power increased from 30 to 50.
(Increased like a disease. Nod players going with an extremely fast 4 strip build without com center. GDI maxing at 3 factories with non stop vehicles. Infantry became to weak.)

Communication Center power increased from 40 to 50.
(See above.)

APC movement speed increased from 128 to 132.
(A little to slow vs light tanks and dealing with buggies. Buggies being faster still they are able to get a few extra shots off. Provides better base entry.)

MRLS range reduced from 12c0 to 11c0.
(Out ranging Nod artillery. Extremely accurate as is and to strong vs several units. Shorter range allows faster vehicles to reach them better.)

MRLS damage vs none reduced from 35 to 25.
(To much damage vs infantry. Specially to e3.)

Obelisk power reduced from 150 to 90.
(Having to build an adv power plant after each Obelisk is put up is insane. Two Obelisk = 180 now and adv power plant is 200.)
2017-01-04 10:57:29 -08:00
Paul Chote
b5390cb23c Split out ^AcceptsCloakCrate template. 2016-12-23 11:29:24 +00:00
Paul Chote
a4227757b6 Move ^GainsExperience inherit to the actors. 2016-12-23 11:29:24 +00:00
Paul Chote
45af024b15 Convert Cargo to conditions. 2016-12-12 19:43:57 +00:00
Paul Chote
bee7f14ae5 Update TD rules. 2016-11-19 17:19:28 +00:00
Tyson Liddell
8a760fedf2 Yaml files updated with Description moved from Tooltip to Buildable 2016-10-16 12:10:07 +11:00
AoAGeneral
df407c90e7 TD Balance Changes 06302016 2016-06-30 14:38:44 -07:00
abcdefg30
304c9b9ed1 Remove the last relicts of InitialActivity 2016-05-10 18:33:57 +02:00
reaperrr
3a97757bfa Migrate SelfHealing.HealIfBelow from float to int percentage 2016-03-28 17:20:49 +02:00
colonelpopcorn
689f05c3ca Upgraded rules for Tiberian Dawn mod. 2016-03-22 16:58:38 -04:00
reaperrr
cddf182996 Renamed ROT to TurnSpeed on Mobile, Aircraft, Turreted and ThrowsParticle 2016-03-04 15:13:55 +01:00
AoAGeneral
a8615dc1eb TD Balance Patch Revised. 021616
Grenadier damage vs light increase to 80 from 75.

Increase APC HP to 210 from 200.

Guard Tower damage vs heavy reduced to 30 from 35.

SAM damage increase to 35 from 30.

Light Tank movement speed reduced to 110 from 113.

Light Tank Cost increased to 700 from 600. (Build time increase to 17
seconds from 15)

Light Tank HP Decreased to 340 from 350.

Rocket Infantry damage vs none decreased to 30 from 50.

(Revised from https://github.com/OpenRA/OpenRA/pull/10761)

forums will be updated once check made with the notes about GT.
2016-02-16 00:22:09 -08:00
AoAGeneral
fb95776170 TD Balance Changes v1192016
Balance changes are as followed:

Increase power of AGT to 50 from 40.

MSAM faster reload to 45 from 100.

Increase APC damage vs light target to 105 from 100.

MLRS attack speed increase to 100 from 140.

Rocket Infantry damage increase to 35 from 30.

MCV Price increase to 4000 from 2000. Build time increase from 0:48 to
1:36.

MCV unit HP increase to 950 from 750. armor type Heavy from Light.

MCV now requires both Command Center and Repair Pad to produce.

Construction yard HP increase to 2000 from 1400.

Repair pad HP increase to 600 from 400.

Link discussion at:
http://www.sleipnirstuff.com/forum/viewtopic.php?f=82&p=294421#294421
2016-01-19 12:41:51 -08:00
Paul Chote
4f1d8b7ac9 Remove spurious final newline from mod files. 2016-01-02 20:06:53 +00:00
atlimit8
c827dbe183 Replace IDisableMove with upgradability 2015-12-04 19:26:49 -06:00
reaperrr
35c4aca983 Rename WithTurret, WithBarrel and WithReloadingTurret
Make them use RenderUtils.ZOffsetFromCenter.
2015-11-28 20:57:09 +01:00
Oliver Brakmann
1a879009f1 Change InitialStance to Defend for human players 2015-10-27 19:41:49 +01:00
reaperrr
48babec519 Use aggregate sequences for all TD flame/chem muzzles 2015-10-18 03:23:05 +02:00
AoAGeneral
f2ca1d272b TD Additional Balance Changes Revamped
Infantry stealth detection: Increase sight range of stealth detection to
2 from 1.

MLRS: Reduce price to 1000 from 1200

Repair pad: Power remains at 30. Repair speed increased. (Interval 15
from 0)

Blue Tiberium: Reduce the value income to 75-90% from 110% (60 from 75)

Infantry evade chance: 75 from 67

Samsites: cost reduced to 700 from 750. Reduced build time (2000 from
2160)

Airstrikes: Increase cool down timer to 3:30 from 3:00.
2015-10-02 03:22:30 -07:00
reaperrr
5b5164211e Rename WithMuzzleFlash to WithMuzzleOverlay 2015-09-24 20:23:31 +02:00
reaperrr
6b0816d68f Increase default harvester resource search radius
While this slightly decreases performance per search, it reduces the
chance of search-fail-repeat loops on human-controlled and singleplayer AI
harvesters as well as the chance of the more expensive fallback search on skirmish bot harvesters.
2015-09-16 17:37:24 +02:00
atlimit8
23d0424437 Add ITargetablePositions seperating it from ITargetable 2015-09-02 23:14:40 -05:00
reaperrr
dddb49e095 Fix TD shellmap mammoth turrets 2015-08-29 23:59:16 +02:00
reaperrr
2293494c56 TD yaml changes 2015-08-24 00:48:57 +02:00
Matthias Mailänder
59a7d743cb Merge pull request #9047 from clemty/tooltips
TD tooltip fixes
2015-08-19 22:08:53 +02:00
clemty
4351094bd7 TD tooltip fixes
- mention Apache being strong vs aircraft
- mention engineers will damage buildings, not just capture them

reverted:
- Sentences are now (mostly) lowercase, end with full-stop
- Changed "defence" tab tooltip to "defense"
2015-08-19 12:53:08 +02:00
abcdefg30
0c4e691008 Rename HuskActor to Actor 2015-08-17 17:38:07 +02:00
abcdefg30
e8477b1b5a Rename LeavesHusk to SpawnActorOnDeath 2015-08-09 19:24:14 +02:00
Oliver Brakmann
1a83304f28 Merge pull request #8765 from reaperrr/arty-expl
Improved Explodes trait and how artillery explodes
2015-08-02 16:00:09 +02:00
reaperrr
a06cb8fccb Tweaked RA and TD artillery explosion
Renamed RA UnitExplode to AmmoExplode, added new UnitExplode with 1/10
damage.
Reduced TD UnitExplode damage to 1/10 of old value.

Now artillery always explodes, but there's only a 75% chance it explodes
violently and only when it has ammo.
If either condition isn't met, it explodes with the (now less violent) UnitExplode.
2015-08-02 15:18:30 +02:00
reaperrr
ac0a92888e Implement ammo-dependent art for Mobile SAM turret 2015-08-01 17:15:35 +02:00
reaperrr
76aaafe37c Added WithHarvestAnimation + WithDockingAnimation
Removed RenderHarvester.
2015-07-04 22:08:06 +02:00
reaperrr
f0905c5fe2 Temporary fix for TD shellmap
Can be removed once "Requires<WithSpriteBody>" has been added to WithTurret (not possible until RenderBuilding has been replaced with With*Body, due to d2k & TS defense turrets).
2015-06-29 20:02:11 +02:00
reaperrr
1814c4c4cc Cleaned up TD yaml rules.
Streamlined defaults, removed duplications.
2015-06-29 20:02:10 +02:00
reaperrr
332b7a374e Changed Bounds/added VisualBounds in TD mod
Where necessary/applicable.

Tweaked Refinery Offsets.
2015-06-17 20:13:55 +02:00
reaperrr
2c139f326a Upgrade TD to replace RenderUnit with WithFacingSpriteBody
+RenderSprites + AutoSelectionSize.
2015-06-04 14:44:18 +02:00