reaperrr
8c1ab03623
Wall -> Crushable + BlocksBullets yaml changes
2014-09-14 01:33:48 +02:00
reaperrr
1b19ac09aa
Adds "Civilian building captured" notification to TD.
2014-09-13 18:35:49 +02:00
reaperrr
f0705f532b
Remove duplicate death sequences from dinos and ants.
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Fixes stegosaur death anim palette (no longer shows team color).
2014-09-13 17:22:28 +02:00
reaperrr
409d6a046d
Rename CrushableInfantry to Crushable, adapt to WithDeathAnimation.
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Make Crushable compatible with non-mobile actors.
Change RA, TD and TS infantry die-crushed sequence ZOffsets in preparation
for future engine changes.
Add descriptions and CrushedByFriendlies to Crushable.
Adapt code to factor in whether the palette is a player palette.
2014-09-13 17:21:30 +02:00
reaperrr
257c953089
WithDeathAnimation yaml changes
2014-09-13 15:57:14 +02:00
Paul Chote
b009913e64
Clean up DuplicateUnitCrateAction.
2014-09-12 20:06:52 +12:00
Matthias Mailänder
8e4b5af352
Merge pull request #6414 from ScottNZ/balance
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Some RA balance work
2014-09-06 14:13:43 +02:00
ScottNZ
4098ad8f98
Remove MustBeDestroyed from cnc support structures
2014-09-06 19:32:44 +12:00
atlimit8
cc9c253419
Moved SellSounds from Building to Sellable & added upgrade to rules.
2014-09-04 15:25:19 -05:00
reaperrr
3725ce4f7b
InfDeath -> DeathType renaming.
2014-08-30 18:06:05 +02:00
Matthias Mailänder
db1e9b9c24
don't hard-code sounds for one mod to avoid confusion
2014-08-30 10:32:57 +02:00
ScottNZ
b70395e27c
Refactor more power and infiltration stuff. Create new power sabotage ability for spies in ra and ts.
2014-08-27 18:45:09 +12:00
Matthias Mailänder
8ebe6345aa
Merge pull request #6323 from pchote/tib-craters
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Render smudges beneath resources.
2014-08-24 16:50:28 +02:00
Paul Chote
966c933cd3
Render smudges beneath resources. Fixes #6270 .
2014-08-24 09:15:41 +12:00
Curtis Shmyr
fa8229d53b
Implement IRenderInfantrySequenceModifier for ScaredyCat and TakeCover
2014-08-23 14:42:55 -06:00
UberWaffe
a1e51b71d6
AI Support Power Meta Data implemented.
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Changes included:
Decision can be defined for the AI support powers, governing their targeting.
Each decision can be made up of multiple considerations.
2014-08-23 12:01:30 +02:00
Paul Chote
520df8242d
Merge pull request #6217 from Mailaender/starting-units-classname
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Fixed lobby start unit notifications not showing class names
2014-08-19 10:15:12 +12:00
Paul Chote
7fb31dd3aa
Upgrade mod rules.
2014-08-12 11:47:01 +12:00
havok13888
9ea169b2c8
5936 Advanced Power Plant have a different layout in the original
2014-08-10 23:06:11 -05:00
Matthias Mailänder
24a3fd3196
show a user friendly description of the starting unit template
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closes #6209
2014-08-09 13:34:03 +02:00
Oliver Brakmann
8cec848a0f
Add a mission objectives GUI panel
2014-08-08 13:35:49 +02:00
Oliver Brakmann
cca6646927
Add mission objectives to Lua interface
2014-08-08 13:35:43 +02:00
Oliver Brakmann
a3bf3e7403
Add support for mission objectives
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Objectives can be either primary or secondary objectives. Primary ones
influence the outcome of the game. If all primary objectives are
completed the game is won, and lost when any of them fails.
Objectives can be added at any stage during the game, allowing to react
dynamically to game events.
The objectives backend only contains the information about the
objectives themselves. It does not check if objectives are completed or
failed. Instead, the state of objectives must be manually marked. The
backend, however, does check whether the game is won or lost.
2014-08-07 16:56:17 +02:00
Paul Chote
1a4f476ffa
Replace CloakCrateAction with upgrades.
2014-08-07 20:44:30 +12:00
Paul Chote
de775e2f56
Reimplement unit levels using IUpgradable.
2014-08-07 20:44:28 +12:00
ScottNZ
692e3a9c88
Move Power out of Building and into its own trait
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Conflicts:
mods/ts/rules/structures.yaml
2014-08-03 18:53:51 +12:00
ScottNZ
d6fd507b04
Remove repulsion from a10 and c17
2014-07-29 00:18:21 +12:00
Deniz Ayıkol
f08c463181
Cnc: Increase MCV selection priority.
2014-07-24 15:18:37 +03:00
UberWaffe
2b73fa027b
Fixes as per comments. (+1 squashed commits)
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Squashed commits:
[c3abf4b] Fixes as per comments. (+1 squashed commits)
Squashed commits:
[a289d17] Regression and UpgradeRules fix for #5921 .
2014-07-23 16:47:15 +02:00
Chris Forbes
72c92491a7
Merge pull request #6009 from psydev/patch-2
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Nerf flame tank
2014-07-23 09:45:49 +12:00
Paul Chote
5d0282188c
Give GTWR back to both factions.
2014-07-22 10:19:20 +12:00
psydev
75293ba1ea
Reduce Flame Tank HP
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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
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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
a46baeaf2b
Reorganise AI base building logic.
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- Now obeys defined structure percentages and limits.
- Faster.
- More readable and maintainable code.
2014-07-09 17:50:14 +12:00
Paul Chote
ff78b0f7ea
Add tech levels to TD.
2014-07-09 17:50:14 +12:00
Paul Chote
c6299892e0
Remove obsolete BeaconDuration definitions.
2014-07-07 17:40:50 +12:00
Matthias Mailänder
69209cd340
split WithActiveAnimation from SeedsResource
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closes #5300
2014-07-06 14:58:29 +02:00
Matthias Mailänder
394d635dae
new trait WithMakeAnimation
2014-07-06 08:24:08 +02:00
Squiggles211
ebc6515d73
Fixes #5054 by removing chinook's turn before landing and increasing ascend/descend speed
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Allows for any helicopter to enable or disable the turn before landing
but sets it to default off for the chinook. (may be desireable for
single player missions visual effect like Allies01?) Also gives the
chinook a faster ascend/descend speed. Fixes #5054
2014-07-06 00:52:43 -05:00
Paul Chote
dbfd1eaaa3
Merge pull request #5808 from reaperrr/td-bluetib
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Replaces glitchy blue tiberium art with TS-style remapable tiberium art
2014-07-05 18:34:18 +12:00
reaperrr
739865062a
Replaces glitchy blue tiberium art with TS-style remapable tiberium art.
2014-07-03 22:28:36 +02:00
reaperrr
9e8c7ee145
Remove duplicate split sequence.
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Make blue tib tree more centered on cell (fixes #5744 ).
Remove obsolete splitblue art.
2014-07-03 22:17:01 +02:00
reaperrr
6fa3f4207a
Fix editor position of TD tiberium trees.
2014-07-03 21:52:18 +02:00
Paul Chote
8f046c7c5a
Support split sprites for fog/shroud.
2014-06-27 22:28:33 +12:00
Paul Chote
32e0bf3edf
Fix captured tech unlocking in TD.
2014-06-26 23:14:13 +12:00
Matthias Mailänder
74be133e40
Use Prerequisites: ~disabled for unbuildable actors.
2014-06-26 23:14:13 +12:00
Matthias Mailänder
e607c04cce
let harvester splatter resources when exploding
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closes #2346
2014-06-20 11:11:31 +02:00
Matthias Mailänder
3e627d2eba
rename ore to the more generic name resources everywhere
2014-06-20 11:11:31 +02:00
Paul Chote
4454c0c2f8
Merge pull request #5372 from Mailaender/desert-tree-exclude
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Fixed temperat trees showing up in the Tiberian Dawn DESERT tileset
2014-05-23 00:57:27 +12:00
Paul Chote
475aa93271
Merge pull request #5373 from Mailaender/repair-overlay
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Added the Dune 2000 repair depot active overlay
2014-05-22 23:29:53 +12:00