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.
Grenade range reduced from 5 -> 4
Grenade speed reduced considerably, from 204 -> 85 (this was its old speed, long ago).
Grenade spread increased to compensate.
Grenadiers are now the fastest infantry. Their weapon is quite powerful but they cannot hit moving targets well. You will have to plan your tactics accordingly.
Tanks are a bit underwhelming in their ability to take down turrets and buildings during an attack. Their ROF has been upped, and their damage vs. wood has been increased.
Their damage % vs. infantry has been lowered to keep it the same DPS.
Light tank bullet speed reduced a bit to make it possible to miss. It's now the same speed as the turret, and still faster than MTNK/HTNK's bullets.
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).
Airstrike now destroys basic turrets/GT.
Should not destroy most buildings, though. (Apparently some people were complaining about it being usde for "sniping" buildings too much).
To make damage vs. buildings relatively consistent regardless of how many tiles they occupy, napalm has far less spread now, but much more damage.
Vulcan cannon does more damage vs. heavy armor, but does not damage buildings much. This is because damage it did to buildings varied too much based on building footprint.
Ion Cannon has been a little weak lately. Increasing its spread to make it more effective.
This should maybe be revisited if/when #5120 gets looked at.
Nuke was nerfed into oblivion. Bringing it back.
These values are approximately right. One might ask how much the nuke should be able to destroy adjacent buildings, rather than ones it doesn't hit.
The ROF specified in Laser: is cumulative with the delays specified in structures.yaml.
Removing the delay here because it is redundant and interferes, making the ROF slower than intended.
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.
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.
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.
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).
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.
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.
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.
Tiberium wasn't hurting veteran units. I think it was because it only did 1 damage at a time. Set to do 2 damage now.
Increased the net rate of tiberium damage slightly. It still doesn't do that much compared to before though, and it typically won't kill your infantry.