penev92
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dc3ae39db1
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Rename ProvidesCustomPrerequisite to ProvidesPrerequisite
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2015-05-07 03:04:11 +03:00 |
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penev92
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75687ba271
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Fix building prerequisites in Cnc
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2015-05-04 01:58:51 +03:00 |
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penev92
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c5dead9098
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Introduce WithSpriteBody trait
Add upgrade rules
Add ISpriteBody
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2015-05-03 11:54:27 +03:00 |
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Paul Chote
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372d03c320
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Convert SelfHealing to upgrades.
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2014-09-27 22:14:45 +12:00 |
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Matthias Mailänder
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394d635dae
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new trait WithMakeAnimation
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2014-07-06 08:24:08 +02:00 |
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Paul Chote
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32e0bf3edf
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Fix captured tech unlocking in TD.
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2014-06-26 23:14:13 +12:00 |
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Matthias Mailänder
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74be133e40
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Use Prerequisites: ~disabled for unbuildable actors.
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2014-06-26 23:14:13 +12:00 |
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Kanar
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fc2d0510d8
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Adds minibibs for bibless buildings in RA and C&C.
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2014-03-25 13:23:05 +01:00 |
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Paul Chote
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996877d9e5
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Upgrade mod rules to match engine changes.
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2013-12-26 20:42:13 +13:00 |
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Matthias Mailänder
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376a6c7a5d
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read the production icons from sequences
this allows d2k to read them from DATA.R8 without trouble
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2013-08-17 23:31:22 +02:00 |
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ScottNZ
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4f099348b2
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Make captured hospitals in cnc/ra gradually heal all infantry units on the map
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2013-07-04 18:38:49 +12:00 |
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Matthias Mailänder
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4ebaaf716d
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showcase everything we got icons for when dev cheats on
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2013-03-29 09:23:52 +01:00 |
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Matthias Mailänder
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5ea86873c6
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fixes #2360, fixes #2227
use notifications.yaml for biolab production queue (crash fix)
remove bio prerequisite for visceroid (won't work after capture)
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2012-08-15 08:52:03 +12:00 |
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Matthias Mailänder
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480db8be42
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non-capturable hospital with heal-zone
will heal engineer, capturing it is useless;
heal-zone makes less sense, but it looks nicer
(otherwise infantry drawn on top of the building)
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2012-07-01 13:02:23 +12:00 |
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Matthias Mailänder
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8831a93375
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make the hospital become a repairunit (for infantry)
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2012-06-18 03:29:17 +03:00 |
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Curtis Shmyr
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bc8c433a72
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Modified Capturable to have a capture time; fixes #2002
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2012-04-06 14:47:04 +12:00 |
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Paul Chote
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2b3f58e3a4
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Fix hospital animation and add husk
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2011-07-27 13:36:49 +12:00 |
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Paul Chote
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39a3dfffd1
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Disallow capturing hospitals until they give something useful
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2011-07-27 13:36:49 +12:00 |
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Paul Chote
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d6ab8b2456
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Fix tech structures: cannot sell, can repair, fix husks.
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2011-07-27 13:36:47 +12:00 |
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Paul Chote
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c76811c5e1
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Rewrite production tabs (again): Avoid doing a pile of work every tick; support multiple queue types grouped under one category; Tab numbering is sticky.
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2011-07-03 01:48:14 +12:00 |
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Paul Chote
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fc10b79e1d
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Capturable Biolab allows production of player-controlled viceroids.
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2011-06-30 20:20:00 +12:00 |
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Daniel Hernandez
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5e0817fc37
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Remappable oil derricks. Fixes #502.
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2011-06-27 20:43:30 +12:00 |
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Paul Chote
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43f81501a8
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Split Capturable into its own trait
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2011-04-10 10:07:00 +12:00 |
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Paul Chote
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110f1aacc2
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Normalize yaml lineendings
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2011-04-09 12:14:33 +12:00 |
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Paul Chote
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8e079c310a
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Give Oil Derricks a small sight range
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2011-03-19 17:48:56 +13:00 |
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Chris Forbes
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7e25947689
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yaml changes for sellable
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2011-03-17 19:14:20 +13:00 |
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Paul Chote
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4b538fd2fe
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Fix palette issues with Oil Derricks and walls (fixes #501).
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2011-01-29 13:21:55 +13:00 |
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Paul Chote
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03185fe46b
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Fix #429. Capturable Oil Derricks.
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2011-01-04 14:34:00 +13:00 |
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Paul Chote
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52e265557c
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Oil Derricks spurt fire when dead.
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2010-11-27 15:50:46 +13:00 |
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Paul Chote
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1bd802c386
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Add tech building definitions to cnc; noncapturable map decorations until they have behavior implemented.
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2010-10-13 19:57:52 +13:00 |
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