Commit Graph

148 Commits

Author SHA1 Message Date
Oliver Brakmann
3cd4152dd2 Adjust rules 2014-12-18 20:24:37 +01:00
atlimit8
bbd54cb32f Added IDisabledTrait & rewrote upgrade code using a level-based approach.
Upgradeable traits are notified whenever an upgrade of their declared types are granted or revoked.  The traits maintain their own internal level counter, which is then used to enable or disable the trait functionality.  A trait can register for multiple upgrade types which then all affect the internal level counter.

	IDisabledTrait for identifying (and filtering) disabled traits
	UpgradableTrait provides an abstract base for traits to support upgrade levels
	Added IDisabledTrait support to GlobalButtonOrderGenerator

	Includes rework by pchote with alterations.
2014-11-26 05:45:26 -06:00
huwpascoe
07f3523bd4 Balancing: Increased BIKE cost to 600 2014-10-23 01:56:11 +01:00
obrakmann
a91084c0f8 Merge pull request #6613 from pchote/remove-mp-tooltips
Remove the MP tooltip row from campaign missions.
2014-10-04 12:20:14 +02:00
huwpascoe
3ece9ede42 Turrets now realign when not attacking. 2014-10-04 01:18:19 +01:00
Paul Chote
02166628d1 Add classic-style tooltips for TD campaign missions. 2014-10-03 20:25:33 +13:00
abcdefg30
d1e9d7d19d Harvester now autoharvest when produced 2014-10-02 16:41:55 +02:00
jonathanmiles
b51df8a93c Fix for stealth tanks needing cloak upgrade 2014-09-15 22:52:26 +01:00
Paul Chote
1a4f476ffa Replace CloakCrateAction with upgrades. 2014-08-07 20:44:30 +12:00
Deniz Ayıkol
f08c463181 Cnc: Increase MCV selection priority. 2014-07-24 15:18:37 +03:00
psydev
75293ba1ea Reduce Flame Tank HP
In playtesting, the Flame Tank has shown to be too powerful, especially when combined en masse with recon bikes. This is because its cost was reduced to $600 from $800. Reducing a few traits in further playtesting has made it more balanced.
2014-07-20 17:34:28 -07:00
psydev
554412d8e0 Reduce Flame Tank speed
It is a bit too fast, especially given that its armor was upgraded. Still faster than medium tank.
2014-07-20 17:32:42 -07:00
Paul Chote
ff78b0f7ea Add tech levels to TD. 2014-07-09 17:50:14 +12:00
Paul Chote
32e0bf3edf Fix captured tech unlocking in TD. 2014-06-26 23:14:13 +12:00
Matthias Mailänder
e607c04cce let harvester splatter resources when exploding
closes #2346
2014-06-20 11:11:31 +02:00
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
d6aba2e6af Make MCV crush infantry 2014-04-27 15:54:27 -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
psydev
c26c4a45d7 Buffing Light/Med. tank HP
Tanks seem to die quickly in this game.
Giving them a buff in HP to increase their usefulness in the role of "tank".
2014-04-18 05:03:46 -07:00
psydev
6c7da795a7 Minor: adjusting sight ranges
Artillery, MLRS and Mobile SAM all have visual range capped at 8. This makes scouts more useful to fire beyond visual range.
Buggy given visual range of 8 to match Humvee and Bike.
2014-04-18 05:02:32 -07:00
psydev
271a5b78b8 Minor: Adjusting ROT speeds
Capping light vehicle rotation speeds at 10.
Light Tank turret rotation will match vehicle rotation.
Stealth Tank rotation increased to keep it maneuverable vs. tough enemies like Mammoth.
2014-04-18 04:59:29 -07:00
psydev
ec29cc61b0 Mammoth Tank HP reduced from 900 -> 800.
Mammoth was a bit OP and kind of impossible to kill. This keeps it tough but makes it possible to defeat.
2014-04-18 04:55:07 -07:00
psydev
3e3e0471de Flame Tank armor now Heavy. Cost reduced to $600.
HP reduced to 300 to compensate for new Heavy armor.
Flame tank does good damage but often dies before it can be cost-effective.
Since it is supposed to hunt infantry and light vehicles, this will help it do its job better. It will also be more resistant to flame infantry, which seems fitting. ;)
2014-04-18 04:53:58 -07:00
psydev
6153ad1d9f Reduce Harvester cost from $1200 to $1000
This is to make opening with a factory instead of more refineries a bit more feasible. 

Given that there is a maximum limit of how many harvesters can operate from a refinery in TD, lowering the price shouldn't be a problem, since there can't be harvester spam. How many refineries you have will limit how many harvesters you can effectively use. 
By comparison, RA harvester is $1100.
2014-04-18 04:49:56 -07:00
psydev
296d9c5072 Give ARTY a 75% chance of exploding
The odds of exploding should be high, but not 100%, I think.
2014-04-01 03:12:21 -07:00
Paul Chote
9993eacf65 Add upgrade rules. 2014-03-21 10:07:28 +13:00
Chicken man
718ddf9afd Updated mods to work with changes. 2014-03-05 17:30:34 -05:00
Dan9550
a742362a26 Fixes for TD Husks and unit labels
Fixes fixes fixes!

done :|

cgfchjbjkvf
2014-02-17 22:39:08 +11:00
ScottNZ
881d17a996 Update rules for cargo changes 2014-02-12 20:07:46 +13:00
Paul Chote
61f5ab7167 Remove redundant AttackMove definitions. 2014-02-01 10:55:04 +13:00
Paul Chote
99cb698424 Generalise AttackMove to support anything with IMove and AutoTarget.
Also removes the unnecessary JustMove parameter.
2014-01-16 18:47:29 +13:00
Paul Chote
996877d9e5 Upgrade mod rules to match engine changes. 2013-12-26 20:42:13 +13:00
Paul Chote
db49fe8c22 Use the original flame and chem muzzle flashes. 2013-11-07 17:38:14 +13:00
Paul Chote
c66a0d2cca Split MLRS damage across 8 rockets for nicer visuals. 2013-10-27 20:38:40 +13:00
Paul Chote
1e53434e45 Simplify cloak crate behavior.
This removes the runtime trait addition which
prevented Cloak from being cached.

The CloakCrateAction in D2K was never used, so
has also been removed.
2013-08-22 19:29:05 +12:00
Matthias Mailänder
376a6c7a5d read the production icons from sequences
this allows d2k to read them from DATA.R8 without trouble
2013-08-17 23:31:22 +02:00
Matthias Mailänder
d3edaaae4d replace WithSpinner → WithIdleOverlay 2013-08-14 00:05:24 +02:00
reaperrr
08ea277891 Improved turret and muzzle offsets for buggy and jeep. 2013-08-11 14:46:18 +02:00
reaperrr
7cf94e4f1e Fix CnC mod LocalOffsets. 2013-08-05 19:34:06 +02:00
reaperrr
a1ac1973a7 Add muzzle flashes to all cannons and the Advanced Guard Tower (which had a muzzle in the original CnC, too). 2013-08-05 19:33:28 +02:00
reaperrr
ebfb9fed9b Fix Flame Tank flames (muzzle).
This wasn't fixable through offsets alone, I had to fix the flame shps. I accidentally used clock-wise ordering when renaming the flame anim frames, hence the "negative" facing.
2013-08-05 19:30:16 +02:00
Paul Chote
8f24f93330 Add per-armament muzzle flashes. Fixes #3609. 2013-08-03 16:47:50 +12:00
Matthias Mailänder
74ac720086 fix broken tabs before newline and remove unnecessary spaces 2013-07-28 09:10:36 +02:00
Matthias Mailänder
0ecabe0e49 fix useless RenderUnit trait addition and removal 2013-07-28 09:10:36 +02:00
Paul Chote
80c3cf479d Remove harvester dependency on RenderUnit. 2013-06-22 16:58:40 +12:00
Paul Chote
c91f0dfd2f Merge the 3 turret rendering traits into WithTurret. 2013-05-15 19:17:32 +12:00
Matthias Mailänder
99d4d07cd5 removed now redundant debug auto-target traits 2013-05-10 22:31:54 +02:00
psydev
d12566928d Mobile SAM receives speed & rotation boost
Mobile SAM is a bit sluggish. +1 speed does the trick.
Turret was a little slow, too. Important when you have to react fast.
2013-04-19 18:45:37 -07:00
psydev
cce71551fd reduced cost of APC and M-SAM to $600
The GDI APC and the Nod Mobile SAM Launcher are the premier anti-air units that are needed to defend each side from air attacks. Due to the problems of orca spam, they should be given a more prominent role. 
Currently the APC is $700 and the M-SAM $750. This might be reasonable against a small amount of vehicles, but anti-air units need to be able to deal with spam. So they will be reduced in cost so they can be bought cheaper. This is important for the M-SAM especially since it's a dedicated anti-air unit.

To avoid the GDI APC being too good, the damage vs. heavy armor will be reduced a bit more, so it cannot serve the role of "light tank". It will still be able to fight light vehicles well, however.
2013-04-19 15:13:50 -07:00