Commit Graph

1217 Commits

Author SHA1 Message Date
reaperrr
70c251d5d5 Simplify TD base building hitshape rules 2017-07-13 17:43:41 +02:00
AoAGeneral
4a39bc8286 TD Balance Changes. 20172606
The list of changes do not affect the new hitboxes of the structures.

+ Orca damage increased from 25 to 28.
Damage is increased because of their lack of damage vs armored units and structures.

+ Apache ammo reload reduced from 200 to 40.
Apaches gaining a full clip of ammo is a bit to strong. Firing the first shot starts the timer tick and will reload even if the clip is not fully reloaded. This also fixes so they don't sit on top of infantry and blow them all away to quickly.

+ Apache ammo reload amount reduced from 10 to 1.
Fixed in unison with ammo reload timer.

+ Sam now fires two missiles. (CNC95)
Does extra damage.

+ Sam range increase from 8c0 to 10c0.
Compensate for the aircraft changes. Also had a problem of MSAMs were always the better choice rather then the structure SAMs itself. This change will make them more viable.

+ Sam range limit from 9c614 to 12c0.
Makes it so aircraft can still escape while the missile won't detonate at the edge of the circle range.

+ Humvee damag vs light increased from 50 to 55.
Compensates for the price of the hummer. Having just the HP wasn't enough to counter certian builds of Nod. Enabling them a slightly higher damage allows them to kill buggies and bikes a bit more effectively. Makes them also decent arty and MRLS killers.

+ Crates got some love.

+ Viceroids now spawn.

+ An atomic bomb can now detonate. (CNC95)

+ Veterancy level is now to rank 4.
This makes grabbing crates all the more rewarding and riskier. Such as willing to bring a mammoth tank or commando to the crate rather then a minigunner.
2017-07-11 16:25:49 +02:00
Paul Chote
96a1c8d54b Update internal ra/cnc/d2k/ts bot types. 2017-07-07 21:31:45 +01:00
Paul Chote
b0906e1836 Add a bot type identifier. 2017-07-07 21:31:45 +01:00
rob-v
1a546d9baf Polish Actor Categories 2017-07-06 01:50:43 +02:00
rob-v
6c962b6675 Add TD Actor Categories 2017-07-06 01:50:43 +02:00
reaperrr
8f4a92af99 Upgrade rules and yaml updates for Bib refactor 2017-07-06 01:42:55 +02:00
Paul Chote
88ab77ce0f Polish Random faction tooltips. 2017-06-27 23:27:53 +02:00
reaperrr
33e8bf9928 Adapt Attack logic to Weapon.TargetActorCenter 2017-06-24 11:24:17 +01:00
Paul Chote
300a7222f3 Don't autotarget structures in Defend stance. 2017-06-18 21:07:21 +02:00
Paul Chote
2e2e1cae7f Fix MSAM/MLRS autotargeting. 2017-06-18 21:07:21 +02:00
Paul Chote
57df34dcbf Fix auto-targeting vs TD/TS/D2K creeps. 2017-06-18 21:07:21 +02:00
reaperrr
c20d02fd2e Make TD artillery actors attack the target center
Instead of closest targetable position/offset.
Applies to:
-Artillery
-Rocket Launcher (MLRS)
2017-06-15 01:32:37 +02:00
reaperrr
35e131bac7 Give TD base buildings custom hit shapes 2017-06-14 18:28:20 +02:00
reaperrr
b219214426 Give TD civilian and tech buildings custom shapes 2017-06-14 18:28:20 +02:00
reaperrr
d1790229a9 Add hit-shape defaults to TD
Plus some resulting cleanup of defaults.yaml.
2017-06-14 18:28:20 +02:00
reaperrr
600478603c Fix TD civ field husk footprint
Players should not be able to build on it.
2017-06-14 18:28:20 +02:00
Paul Chote
d7f9c2f852 Update cnc AutoTarget definitions. 2017-06-11 17:14:21 -05:00
reaperrr
4af31be6bd Fix TD bridge crash 2017-06-06 22:04:00 +02:00
reaperrr
82758a8bef Add TargetableOffsets to HitShape
And remove ITargetablePositions from Building.
Also, added UseFootprintOffsets to replicate the old Building behavior for easier setup of TargetablePositions for buildings.
2017-06-04 00:07:08 +02:00
reaperrr
7f81de2f8a Upgrade rule for Health.Shape to HitShape.Type 2017-06-04 00:07:08 +02:00
reaperrr
c7c6cf864c Fix inconsistent rules in preparation of HitShape refactor
- TD C17 and A10 are not targetable and therefore technically invulnerable, so we should remove Health and Armor
- D2k ^carryall.colorpicker and TS ^mmch.colorpicker shouldn't have Health
- TS crash sites are supposed to be indestructible map deco as per original (they had "Immune=yes")
2017-06-04 00:07:08 +02:00
atlimit8
431f06cd49 Convert support powers from actor disabled to pausable-conditional. 2017-05-06 17:19:43 -05:00
atlimit8
770efd710b Remove DisabledOverlay using WithColoredOverlay & remove IDisable from Husk 2017-04-30 09:46:21 -05:00
reaperrr
1e63013eb1 Add support for random sounds to AmbientSound 2017-04-22 14:36:55 +02:00
AoAGeneral
af85ca8f18 TD Commando ScanRadius. 2017-04-02 14:01:31 -07:00
AoAGeneral
537184b65c TD Artillery/MRLS Vision.
This is changing the vision of Artillery and MRLS from 8c0 to 5c0.

The reason behind this is because we have scouting artillery and MRLS units that have a much larger vision range then infantry and the same vision as hummers and buggies. This turns into games where people build infantry and artillery/MRLS armies and march of death to the enemy. Its more counterable in 1v1 and 2v2 but team games of 3v3+ it becomes incredibly spammy of these units and hard to stop.
2017-03-31 15:04:32 -07:00
abcdefg30
880f90345e Add an upgrade rule 2017-03-18 13:42:49 +01:00
Paul Chote
2e605bb6cb Merge pull request #12759 from forcecore/cloak_unhardcoding
Unhardcode disableCloak on critical HP (#12741)
2017-03-03 22:31:37 +00:00
forcecore
0483708487 Rename uncloaking conditions from uncloak to cloak-force-disabled
Descriptive condition name is better.
2017-02-24 20:56:52 -06:00
forcecore
53e7cf0ef1 Rules updated to unhardcode cloak diable on criticalHP
Rules updated for CNC mod (uncloak on critical HP)

STNK, stealth crate are affected

Rules updated for D2K mod (uncloak on critical HP)

Saboteur, fremen, stealth raider affected

Rules updated for RA mod (uncloak on critical HP)

Affects
Hijacker, sniper, sub, msub, hbox, stnk.
Mines are not affected, they are not exactly "stealth".
Hijackers and snipers aren't machines and should be able to hide
themselves even when they are wounded but for least surprise to
players, uncloaking stays as well.

Rules updated for TS mod (uncloak on critical HP)

Only affects STNK.
Things that are cloak generators will stay cloaked even when critical
HP! The cloak generation mechanism is by the cloak generator!
2017-02-24 20:55:06 -06:00
Paul Chote
d6d166ee36 Restore sell value of TD refinery. 2017-02-23 22:24:27 +00:00
atlimit8
ac4f73b178 ConditionExpression: Add relation operators 2017-02-22 08:54:52 -06:00
atlimit8
73895d07e2 Numeric constants for ConditionExpression 2017-02-22 08:54:50 -06:00
abcdefg30
4a14b13002 Fix missing sequences on the airstrike.proxy in cnc 2017-02-19 17:52:40 +01:00
abcdefg30
b6bc08ac25 Move airstrike.proxy to the shared campaign maprules 2017-02-19 17:50:48 +01:00
Paul Chote
da5a725458 Add support for per-source and total external condition caps. 2017-02-18 19:10:22 +00:00
reaperrr
74fa80491d Merge pull request #12751 from abcdefg30/d2kSequences
Fix missing sequences in all mods
2017-02-13 19:58:41 +01:00
reaperrr
f95ec2b11f Merge pull request #12684 from abcdefg30/proneOffset
Fix the ProneOffsets of TakeCover
2017-02-12 20:31:08 +01:00
abcdefg30
a4a9e46e2d Change the default value for the sequence definitions on SupportPower.cs 2017-02-12 18:34:33 +01:00
Paul Chote
a52ea71c62 Add AttackCharges trait for TD and TS obelisks. 2017-02-11 16:19:58 +00:00
Paul Chote
a8d46adb2d Rename tesla attack logic and move to Mods.Cnc. 2017-02-11 16:19:58 +00:00
abcdefg30
55dd61ebe5 Fix the ProneOffsets of TakeCover 2017-02-08 20:14:02 +01:00
Paul Chote
1f44e91746 Migrate ProvidesRadar to conditions and remove JamsRadar. 2017-01-21 17:24:54 +00:00
AoAGeneral
67117b1481 TD Aircraft Speeds.
Balancing out some of the small things that makes a big difference with the aircraft. Listings below:

Chinook:

Mobile speed increased from 140 to 150.

This is increasing because a number of vehicles catch up to these. (Bikes, APCs, buggies, humvees.)

Increasing the movement of this unit will help to outrun the APCs and other projectiles a little quicker. It also helps to compensate for travel distances. These units are only used in early game because of the enemies lack of AA. Increasing the speed will help their longevity.


Apache mobile speed decreased from 186 to 180.

This is done to prevent these units from chase killing Orcas as their machinegun fire is on point hits with minimal damage. HP remains the same (Orca 90 Apache 125). Orca being lighter in HP allows it to move more quickly while the apache can soak more damage. In air vs air battles the apache tends to win due to their guns vs slow missile fire.


Both Orca and Apache turnspeed increased from 4 to 7.

This is increased on both units because they take a full second before they are able to aim at targets leaving them stationary and taking hits. Increasing this speeds allows them to be what they are ment to be as hit and strike crafts. The turning speed also allows them to hit targets more effectively on the move.
2017-01-10 14:23:30 -08:00
AoAGeneral
8266c96a38 Add detection to temple of Nod.
(Nice to have detection then stealthers sneaking by it)

artillery minimum range increase from 2c896 to 3c0.

mammoth tank HP increase from 800 to 870.
(Dies by medium tank spams and e3 a little to easily from recent changes. With a longer build time they fall prey to mass numbers.)

ion time increase from 3:00 to 4:30.
(Ion strikes go off a little to fast. Mammoth armies take about 2:00 to build back up. By the time base attacks happen close to 3:00)

nuke timer from 5 to 6.
(Because the nuke damage has been buffed)

nuke damage spread from 2c512 to 5c512.
(Nuke damage spread was to weak. Barely killing a power plant where it lands just a few cells away from base hit)

nuke spread damage increased from 100 to 110. (First spread modifier)
(See line above)

a10 timer increased from 3:30 to 4:00.
(Timer increased because they were going off a little to fast still. These planes kill infantry builds as it is.)

MSAM HP from 120 to 180.
(To weak vs air. Missiles drain takes a few seconds to reload and then sniped within that time. Specially since dedicated AA)

Commando weapon range increased from 6c0 to 8c0.
(They had the same range as e3 and minigunners were able to close distances on them extremely fast. Take note they shoot farther then their vision range.)

Commando weapon projectile speed increased from 1c682 to 5c682.
(This was super annoying. You fire a shot and the infantry doesn't die because bullet travel to slow. Increased this fixed the problem.)

Commando price increase from 1000 to 2000.
(Extremely cheap when buffed. Increased price to match their power.)

Commando build time increased from 24 to 32. (2000 Build duration)
(Build time a little to fast. Compensates this with multiple barracks.)

Husks interval timer increased from 2 to 6.
(Husks blow up to fast to capture anything. Kept on low timer to prevent vehicle block. Only possible way is to have an engineer in an APC ready. Which Nod is unable to have APCs.)

Bike damage increase from 30 to 31.
(HP changes on harvs, structures, and mammoth. A very small change leading to a decent buff. Granting a 2 damage increase with constant hits)

Chem damage vs none reduced from 100 to 70.
(Chems performing a little to well by themselves. Having mixed units is a better solution. IE: My recent flame tank chem trooper mix)

Chem damage vs armor increased from 50 to 75.
(Chems performed a little to weak vs armor. Doing less damage then infantry and getting squashed by medium tanks and light tanks. This will make players think twice about squashing tactics. Also more damage vs armored defenses.)

Grenadier accuracy reduced from 213 to 813. (Makes them miss a lot more).
(Grenadiers were to accurate and unable to kill infantry packs. Looking at CNC95 and RA in ORA they miss their targets as well. Having them miss spreads their AoE damage and able to take out infantry packs. Players maye want to think of spreading infantry when fighting grenadiers)

Flamer damage vs armor reduced from 20 to 10. (Flame infantry)
(To much damage to APCs and light tanks)

Flamer damage vs none increased from 100 to 110. (Flame infantry.)
(Made them stronger vs infantry to balance out vs chems. Makes them a strong viable choice.)

Harv build timer increase from 24 to 27. (1680 build timer)
(Harv spamming is like a disease. Its gotten to strong to quickly. Increasing their timer slightly also increases other viable builds.)

Harvester HP increase from 600 to 625.
(Both medium tanks and bikes doing a little to much damage. Compensates slightly for build timer)

Refinery power reduced from 50 to 40.
(Offers more build choices. Opening barracks becomes stronger then going strip/factory all the time. Both openings strong strats just requires scouting.)

Refinery sell no longer refunds.
(Includes with the harv spamming. Gave 250 back which counted towards buggy/bike money. IE: PP > Ref > Strip (Strip makes 2-3 buggies 2 bikes then a harv) > Ref (Sell ref gain harv) > Strip (Because power only 30) > PP

Refinery tiberium hold reduced from 2000 to 700.
(This has had no impact to force people to build silos. But it opts people to protect refineries rather then "Lost a ref. Meh. Got 3 others.". Losing a ref now loses earned money. If it holds money. Also prevents sell trick to save power.)

Silo hold increase from 2000 to 3000.
(Compensate for Refinery. Also has extra HP now. See below.)

AGT HP from 600 to 550.
(Way to strong when it came to units coming to these in mass amounts. Also hard for artillery units to shell due to small box size and HP pool.)

Light Tank price reduced from 700 to 650.
(700 was a bit to high. 650 seems to hit the right spot but left build time as is. 0:17)

Visceroid spawn reduce from 10 to 5.
(This was a weird one. Infantry dieing in tiberium was at a good spot. But for some reason when chems kill infantry it would create 2-3 visceroids. Then those visceroids would create 2-3 at a time. RNG issue so was reduced.)

Increase all building HP by 100.
(Help balance vs medium tanks, bikes, light tanks, chems, grenadiers, air units, and stealth tanks.)

Gun turret HP increase from 400 to 410.
(This is taking baby steps. I want them a little tougher vs medium tanks but not at the point of RA style. Same logic as obrakmann taking baby steps with MCV.)

Starting units adjusted.
(This created a big problem in competitive scenes. Having early units is good to prevent infantry rushes. But starting with a bike/apc while your opponent starts with a hummer/buggy is to off balancing.)

MCV build time decreased from 1:36 to 1:00. (3750)
(Price unchanged. Takes a little to long in team games and some 1v1 scenarios to get one built. Also now drains money faster to compensate)

Engineer HP increase from 25 to 30.
(Dies a little to quick hummers/buggies. Same kill time as minigunner (If takes a hit while standing)

APC HP increase from 210 to 215.
(These are dieing a little to fast and weak vs certian units. IE: buggies/hummers and bikes. Tested vs light tanks and more optimal. Baby steps.)

APC Damage vs light decreased from 105 to 100.
(I don't want them killing bikes to fast now that they are cheaper.)

APC cost decreased from 600 to 550.
(APCs for infantry builds as GDI was waaaaay to expensive. Having a slightly faster build timer of 0:14 instead of 0:15 will help too. Helps to withstand early onslaught of Nod. Keep note bikes still 0:12 timer)

(Created new Sam weapon Dragon from RA e3 AA. Reason: Shared weapon with AGT.)

Samsite range increased from 8c0 to 12c0.
(Dedicated AA. Keep note: Longer range = longer time to kill a unit and able to escape. Closer it is the faster air units die.)

Samsite spread damage decreased from 682 to 128.
(To much AoE damage)

Samsite range limit increased from 9c614 to 15co.
(Missiles would die out within its own range circle.)

Samsite reveal shroud decreased from 8c0 to 6c0.
(Prevents the RA logic of build an AA in front of your base and all good. You need units/structures to make good use of its range.)

Samsite now fires two shots at a time.
(Increases damage and intuitive to home base of CNC95.)

Recon Bike HP decreased from 120 to 110.
(Takes to long to kill these units when vs minigunners and light vehicle types. APCs taking to long to kill these.)

Airstrip/Weapon Factory power increased from 30 to 50.
(Increased like a disease. Nod players going with an extremely fast 4 strip build without com center. GDI maxing at 3 factories with non stop vehicles. Infantry became to weak.)

Communication Center power increased from 40 to 50.
(See above.)

APC movement speed increased from 128 to 132.
(A little to slow vs light tanks and dealing with buggies. Buggies being faster still they are able to get a few extra shots off. Provides better base entry.)

MRLS range reduced from 12c0 to 11c0.
(Out ranging Nod artillery. Extremely accurate as is and to strong vs several units. Shorter range allows faster vehicles to reach them better.)

MRLS damage vs none reduced from 35 to 25.
(To much damage vs infantry. Specially to e3.)

Obelisk power reduced from 150 to 90.
(Having to build an adv power plant after each Obelisk is put up is insane. Two Obelisk = 180 now and adv power plant is 200.)
2017-01-04 10:57:29 -08:00
reaperrr
079908d238 Make NukePower use RevealShroudEffect instead of camera actor
Additionally, remove the DelayedAction and let the beacon remove itself
instead.
2016-12-28 18:45:45 +01:00
Paul Chote
dcad5c3f7c Rename UpgradeManager to ConditionManager. 2016-12-23 14:57:56 +00:00
Paul Chote
b5390cb23c Split out ^AcceptsCloakCrate template. 2016-12-23 11:29:24 +00:00
Paul Chote
a4227757b6 Move ^GainsExperience inherit to the actors. 2016-12-23 11:29:24 +00:00