Commit Graph

4374 Commits

Author SHA1 Message Date
Paul Chote
a420fa7d28 Merge pull request #5119 from Mailaender/spice-smoke-overlay
Added smoke to the spice refineries
2014-05-14 22:20:27 +12:00
Matthias Mailänder
ba309a3367 add spice refinery smoke overlay when harvester docked 2014-05-14 09:39:45 +02:00
reaperrr
edceb4e502 Fixes harvester husk Z sorting on refinery. 2014-05-13 20:29:12 +02:00
Paul Chote
b4298982a0 Merge pull request #5262 from Mailaender/parse-invariant-culture
Added checks for NumberFormatInfo.InvariantInfo everywhere
2014-05-14 00:20:35 +12:00
Matthias Mailänder
12bc472cc6 Merge pull request #5253 from Unit158/console
Closes #4131
2014-05-13 09:09:47 +02:00
Matthias Mailänder
9de070c7fd Merge pull request #5289 from psydev/tiles
Fix rock passability in snow, winter, temperat
2014-05-13 08:30:55 +02:00
Matthias Mailänder
ad08d17f01 Merge pull request #5275 from psydev/maps
4 new maps; some map updates
2014-05-13 08:12:03 +02:00
Psydev
287721dc11 fixed many blemishes on Hegemony or Survival 2014-05-12 21:02:32 -07:00
Chicken man
1389313e46 Added default behaviour to all mods 2014-05-12 16:30:54 -04:00
Chicken man
fa4b157b42 Added ConsoleCommand, and an example to go with it 2014-05-12 16:30:53 -04:00
psydev
0d9b84af51 Fixed the rocks in desert tileset
They were all set to inherit defaults, few of them were set properly. You could drive through most of them.
2014-05-12 02:05:48 -07:00
Psydev
186e49aaee did same changes to desert tileset 2014-05-11 23:34:03 -07:00
Psydev
687e3bff87 applied same changes to winter.yaml 2014-05-11 23:15:37 -07:00
Psydev
42b56de4b8 did same changes as snow tile, except 1 rock
(the rock is different in the snow tile, which is why it looked funny)
2014-05-11 23:07:54 -07:00
Psydev
e9fabbe955 fix template 14 (snow) 2014-05-11 23:01:20 -07:00
Psydev
da048fffe4 fix template 35 (snow) passability 2014-05-11 22:45:03 -07:00
Psydev
ba85d33e09 fix passability of Template 49 (snow) 2014-05-11 22:38:55 -07:00
Psydev
6264784c1a fix template 84 (rock) 2014-05-11 22:30:13 -07:00
psydev
e3b56db21e Reduce grenadier vs. wood 75% -> 50%
Grenadiers actually do more damage than flamethrowers vs. buildings, which is counter-intuitive and not in keeping with flavour and design intent. They should be good vs. buildings, but not quite this good, especially given that they are cheaper than flamethrowers. This nerf still allows them to be effective at taking out buildings, but not quite as blindingly fast at destroying them.
2014-05-11 16:47:54 -07:00
Psydev
04468725c7 fixed map name of Year_501 2014-05-11 16:32:26 -07:00
psydev
1aef5ea115 Balance adjust: Return LTNK dmg. vs. wood to 75%
It seemed that the tanks were inept at hurting buildings and needed a boost. However, after playtesting, it's clear that Nod's flame tank is already exceptional at destroying buildings, and the recon bikes are quite decent at it, too. Thus, the light tank's effectiveness at killing buildings is overlapping with the flame tank (same tech level & cost), making most Nod units effective at hurting buildings. So, I think this is in order to preserve distinct roles among the vehicles.
2014-05-11 15:59:38 -07:00
Psydev
aadad6256e New map: Pirates_and_Emperors (1vs1) 2014-05-11 15:41:46 -07:00
Psydev
aa97b96a74 New map: Letters_from_Lexington (1vs1) 2014-05-11 15:41:11 -07:00
Psydev
02a4a0613f removed original dead_in_motion map
This map is a bit out of date, especially because of the build radius
which makes the starting positions a bit impractical. All the tiberium is
also in the middle, making this map a "rush for the middle". Since it's so
small, this limits gameplay considerably.
Dead_in_motion_2 addresses these issues and spreads the tiberium out a
bit, while also putting starting locations to one corner of the map. It
also adds blue tiberium.
I will add the old map on Resource.openra.net if anyone still wants to
play it.
2014-05-11 14:30:47 -07:00
Psydev
2ab36b0f08 renamed and updated credits for dead_in_motion_2 2014-05-11 14:29:42 -07:00
Psydev
060644bd6f updated credits for dettering_democracy maps 2014-05-11 14:26:39 -07:00
Psydev
437e50ec47 updated map credits for Nullpeter by Petrenko 2014-05-11 14:20:03 -07:00
Psydev
8446f2ddc6 updated map credits for Llamas 2 2014-05-11 14:18:28 -07:00
Psydev
7c64b0b862 updated map credits for minus_two by petrenko 2014-05-11 14:17:14 -07:00
Matthias Mailänder
17d3bc27ce Update ingame-player.yaml
followup of 4c4f7ab31f
2014-05-10 14:48:41 +02:00
Paul Chote
80477b65ff Merge pull request #5246 from psydev/patch-1
tweaks to balance: artillery min. range & more
2014-05-11 00:17:26 +12:00
psydev
68c7976966 Simplified chem warrior description. 2014-05-09 16:09:28 -07:00
Psydev
499df0e088 tiny fix to road for Dead in Motion redux 2014-05-09 16:00:04 -07:00
Psydev
d109453b2d New map: White Acres. 2vs2, FFA. 2014-05-09 15:54:15 -07:00
Psydev
ad4a066eea Updated hegemony_or_survival map.
More tiberium in middle, less in base.
2014-05-09 15:51:54 -07:00
Psydev
e7dd0c7244 New map: Year 501 (3vs3) 2014-05-09 15:50:48 -07:00
Paul Chote
fab1c9e7b9 Merge pull request #4843 from Mailaender/local-mirrors
Moved mirror selection to the client
2014-05-09 19:51:52 +12:00
Paul Chote
37849b7d31 Merge pull request #5254 from psydev/patch-3
buff HeliGun vs. light armor 50% -> 75%
2014-05-07 18:48:06 +12:00
Paul Chote
a6e79bb732 Merge pull request #5155 from Mailaender/ts-tiberium
Added Tiberium crystals and refinery to Tiberian Sun
2014-05-07 18:30:27 +12:00
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
2a2ad267c1 Updated structure descriptions
Provided more explanation, eliminated ambiguity.

Where necessary, I wrote "cannot target aircraft" instead of "weak vs. aircraft", since the latter is ambiguous.
2014-05-06 19:14:40 -07:00
psydev
931fa9233e Updated infantry unit descriptions
There were a few misconceptions.
2014-05-06 18:45:27 -07:00
psydev
345e77a284 Increase ScanRadius of Commando & Rocket Soldiers
Making ScanRadius value equal their range (6).
2014-05-06 18:36:03 -07:00
psydev
be5c35aab8 Nerf Chem warrior vs. Wood, 50% -> 35%
Since Chem warriors are awesome vs. everything, I think it would make sense to make them not quite as awesome vs. buildings. There is a bit of a lack of dinstinction between chem and flamers, and right now it doesn't appear to players like it makes much sense to build flamers when you can build chems instead. This will keep "burning buildings down" as the forte of the flame throwers. 
The chems will still be decent vs. wood, but not as crazy as they have been.
2014-05-06 18:23:10 -07:00
psydev
134403fcee Reduce RangeLimit of Rockets, BikeRockets
To give some units a chance to escape, limiting RangeLimit of these rockets. Basically it is because if you get within range with a vehicle, but then quickly turn around to get out of range, the missile will follow you for quite a long ways, well beyond its initial range. There is currently no way to escape the missile. This allows a unit which is very fast to stand a chance of escaping a shot instead of having no chance.
2014-05-06 18:17:38 -07:00
Matthias Mailänder
f5093522cd fix trailing comma 2014-05-06 18:31:51 +02:00
Matthias Mailänder
7587e80484 Merge pull request #5250 from JordanGlue/bleed
Have Helis take off after repair/rearm
2014-05-05 11:37:20 +02:00
Jordan Glue
ea32390700 closes #3091 Have Helis take off after repair/rearm 2014-05-05 19:31:57 +10:00
psydev
a21c181e2d fixing tree cluster
This tree cluster looks like it should be passable through in this cell. Looks fine in testing, even though looked like it might be wrong in map editor.
2014-05-05 01:13:09 -07:00
psydev
dcb3460267 fixing some trees
A couple of trees have a footprint that is too big. It looks like you should be able to drive by them, but you can't. They have been set overly-large.
2014-05-05 01:08:59 -07:00