Commit Graph

1440 Commits

Author SHA1 Message Date
reaperrr
d4b21ce206 removing tech center sequence duplicate.
there already is a more 'sophisticated' entry in map.yaml.
2013-05-27 21:23:51 +02:00
reaperrr
547e64724f Changes name of LaserZap Explosion trait to HitAnim.
Additionally sets default HitAnim to null instead of "laserfire", to avoid crashes when neither a custom HitAnim nor laserfire anim are present.
2013-05-26 16:47:23 +02:00
reaperrr
afb67f8595 Replaces BeamRadius with BeamWidth.
Allows for more fine-grained control over laserbeam width.
2013-05-26 16:45:16 +02:00
Chris Forbes
93c89a6ef5 Merge pull request #3286 from pchote/renderable-refactoring
Renderer refactoring - Renderables
2013-05-24 20:26:29 -07:00
Matthias Mailänder
be3b18057a replace PackageContent yamls with XCC database 2013-05-18 07:34:49 +02:00
Paul Chote
9b7aaebcbc Rewrite RenderCargo -> WithCargo.
Now uses world coordinates and properly displays
cargo at all facings.
2013-05-17 18:12:27 +12:00
Chris Forbes
8b4814e399 Merge pull request #3233 from ScottNZ/follow
Add unit following/guarding
2013-05-16 14:02:32 -07:00
Scott_NZ
6e5d58379f Add unit guarding 2013-05-16 21:23:58 +12:00
Matthias Mailänder
6a6776754b added .mix file support for game asset browser 2013-05-15 18:13:39 +02:00
Paul Chote
c91f0dfd2f Merge the 3 turret rendering traits into WithTurret. 2013-05-15 19:17:32 +12:00
Paul Chote
44336b1ea5 Merge pull request #3256 from Mailaender/debug-trait-removal
Removed all Debug traits
2013-05-15 00:05:44 -07:00
Matthias Mailänder
f05760b986 Don't apply palette modifiers on effects in C&C.
fixes #2778 unit veterancy symbol cloaking together with unit
2013-05-13 23:42:50 +02:00
Matthias Mailänder
99d4d07cd5 removed now redundant debug auto-target traits 2013-05-10 22:31:54 +02:00
Paul Chote
38f749ee47 Improve setting the lobby server title. 2013-05-10 22:47:32 +12:00
Paul Chote
41873d7cc5 Fixes fix for #3249. 2013-05-10 22:47:22 +12:00
Matthias Mailänder
d42f45825a Don't modify C&C options menu subtitle when opening the lobby.
fixes #3249
2013-05-10 13:19:50 +03:00
psydev
f74b5ea0d4 changed nuke launch sound
Someone complained that there was not good warning for the nuke. All you heard was the launch sound, which wasn't that noticeable and a bit like other sounds.
Now it says, "nuclear missile approaching".
2013-05-09 22:56:50 -07:00
psydev
cb8b0898d6 reduce construction yard cooldown to 3 seconds
While not crucial, the extra second kind of is annoying and gets in the way of gameplay.
2013-05-09 22:56:49 -07:00
psydev
88fb927fc4 reduce A.I. MSAM build production
they don't seem to know what it's for, and build a bit too many, (to the exclusion of other units sometimes, for some reason).
2013-05-04 20:59:43 +12:00
psydev
df9c4043a9 added Bialystok map; renamed bifurcation 2013-05-04 20:59:43 +12:00
Paul Chote
70f705bdc7 Implement the new color picker. 2013-04-27 12:35:41 +12:00
Paul Chote
45ff0645ba Add client tooltips showing Admin/IP/Latency. 2013-04-25 14:33:23 +12:00
Paul Chote
fd58461d43 Rename Ping -> Latency. 2013-04-25 14:03:14 +12:00
Paul Chote
ba2704291a Implement new spawn tooltips in RA and d2k. 2013-04-25 14:03:13 +12:00
Paul Chote
ed9d8fb7f7 Clean up lobby logic and visuals. 2013-04-23 21:35:57 +12:00
Paul Chote
9069d98365 Reimplement pinging via the orders channel. 2013-04-23 21:35:57 +12:00
Paul Chote
b52a8b27ff Fix assign teams dropdown position. 2013-04-23 21:35:57 +12:00
psydev
4872330dce Tanks' ROF increased
Increased ROF of tanks. The guns of Light & Medium Tanks are a bit weak
relative to their role as tanks. They do less damage than bike rockets,
and do less damage against light vehicles than even the hum-vee. Changing
ROF should mitigate this a bit, even though their gun is still not that
powerful (e.g. compared to stealth tank, and even flame tank matched light
tank). The fact that their rivals are often moving fasts also complicates
the slower ROF.

The same proportion of damage was kept between light & medium tanks.
Mammoth Tank was left unchanged.
2013-04-21 02:13:18 -07:00
Scott_NZ
992d1723f8 Move gdi01 and nod01 back to cnc 2013-04-21 17:59:33 +12:00
Chris Forbes
8cac132e9e Merge pull request #3132 from Mailaender/configurable-overlay
Per tileset configurable selection overlays
2013-04-20 16:55:52 -07:00
Chris Forbes
ab4990299a Merge pull request #3125 from Mailaender/chrome-modifiers
Disallow modifiers on the chrome palette
2013-04-20 16:55:29 -07:00
Matthias Mailänder
b818f85b38 per tileset configurable selection overlays
don't use a white one for more contrast on snow, closes #2050
2013-04-20 23:00:11 +02:00
Matthias Mailänder
a9cacbc16b Merge pull request #3118 from psydev/cncmap
C&C map updates
2013-04-20 13:08:43 -07:00
Matthias Mailänder
478c54c187 disallow modifiers on the chrome palette
fixes #3123 when the build palette cycles on RA desert maps
2013-04-20 15:34:01 +02:00
psydev
df6dd52832 updated map, bifurcation 2013-04-20 00:31:38 -07:00
psydev
6a78ade36b updated map slippery_slopes (supports 8 players) 2013-04-19 23:44:26 -07:00
Matthias Mailänder
2b8efd9949 Merge pull request #3116 from psydev/cnc-balance
C&C anti-air balancing
2013-04-19 23:25:49 -07:00
psydev
58411bbaf7 Orca +1 (weaker missile), has slower reload
Reload period for orca inreased. Fully reloading is roughly equal to the amount of time it would take to go from the center of an 80x80 map to your home base, land, reload, and return to the center. (About 30 seconds). 

There is +1 rocket than before, because each rocket has been weakened. This makes the orca take longer to unleash its full payload.
2013-04-19 22:18:08 -07:00
psydev
884eb3bf89 Reducing orca damage 30 -> 25
Will reduce damage by rockets but inrease the amount of rockets from 5 -> 6. The result of this will be taking longer to do full damage of the volley.
2013-04-19 22:02:40 -07:00
psydev
735e437912 Made silos have double the capacity, cost more.
This is combined with slightly reducing the amount of tiberium stored in Refineries. Part of the reason for this is that refineries are targeted lots by ion cannons (one-shot kill) and nukes. Whenever this happens, you lose the money that's in them. By making a silo that stores more, you can store the tib farther away and keep a bit more of it safe.

The other part of the reason is to bring silos into the game as a somewhat strategic structure. By having more money, they are more capturable, because you can steal what's in them. It might also make sense to maybe airstrike them so that the opponent loses what money is in them.
The way to counteract this problem is to build more silos. They cost a bit more though (double) so that you have to think about how many you want.
2013-04-19 21:54:59 -07:00
psydev
00550afd98 SAM site's turret rotation speed increased
Shouldn't have to lose out because you can't turn your head fast enough.
2013-04-19 21:36:40 -07:00
psydev
b2b3959d95 APC gun buffed
APC fires more rapidly. Does same damage vs. ground units, but does much more damage vs. air units now.

APC ground damage vs. infantry changed because since the damage is low (15), strange rounding errors occur that make it do next to no damage.
2013-04-19 21:34:12 -07:00
psydev
ffe6b88986 TowerMissiles faster, fire more efficiently
Missile optimized to fire a 2-burst quickly and kill orcas, but still does same overall damage as before. Uses missiles more efficiently by having them do lower damage and firing more often. 
Spread increased from 6 -> 12 since it is too weak against infantry. Damage vs. infantry still low, but at least has some effect vs. groups of infantry.
Increased RangeLimit, instead of increasing missile speed, to keep the building's flavor.
2013-04-19 21:27:38 -07:00
psydev
5aacb1b95f slight optimization of turret
Made turret do less damage (50), and shooting more often. 50 divides well into apc/tank health (200,300,400). 80% damage is 40, which divides well into common vehicle HP (120,160).
Bullet speed increased for greater accuracy.
2013-04-19 19:47:38 -07:00
psydev
eac2b42fd3 SAM site buff -- more missiles, faster, less dmg,
SAM site receives a buff to counter orca spam.
Missiles now do half as much damage (30). This divides better into Orca's hitpoints (90), to avoid wasted missiles. Missiles fire ~3x as often. 
Missiles are faster. RangeLimit reduced to compensate.
2013-04-19 19:05:25 -07:00
psydev
540dda980b SAM site-increase speed of open/closing and Make.
Takes too long to make, because it's at ~80 tick like every other building.
Increased speed of closing as well as opening.
2013-04-19 19:00:05 -07:00
psydev
f6e092acb5 buffed Mobile SAM's patriot missile
Mobile SAMs are at risk of dying quickly, so it's better to have 2 missiles worth half the damage each, in the hopes you'll get more shots off. 
BurstDelay was lowered for this purpose, too.
Increased speed of missile, and adjusted RangeLimit to compensate.
2013-04-19 18:57:58 -07:00
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
88de950afb minor: humvee/buggy lose 5% vs. heavy & wood
In big numbers, the unit with the heavy machine gun could be a bit too powerful vs. buildings for their cost, or even armor at certain times. (Armor should be extremely resistant to machine gun fire, even in large amounts). Base raiding should favor recon bikes slightly, for cost effectiveness.
Nerf slightly.
2013-04-19 17:49:15 -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