Commit Graph

21 Commits

Author SHA1 Message Date
Smittytron
6c6ed1cfbf Remove redundant TD overrides 2018-06-30 23:48:31 +02:00
Alexis Hunt
08ad7d7f4e Refactor handling of hit radii in projectiles.
penev discovered that the RulesetLoaded functions of projectiles were
never being called, meaning that their blocking calculations were not
properly accounting for actors with large hitboxes.

The best fix for this is to change FindActorsOnLine to always account
for the largest actor's hit radius, rather than forcing callers to pass
the largest radius. Per the comment in Util.cs, as a result, move this
computation to ActorMap. I decided to simplify by not making a separate
calculation for actors that block projectiles only; this may cause a
small performance degradation as the search space is a bit larger.

Similarly to this, I've removed the ability to specify a search radius
manually. Because this is only a search radius, setting a value smaller
than the largest eligible actor makes no sense; that would lead to
completely inconsistent blocking. Setting a larger value, on the other
hand, would make no difference.

CreateEffectWarhead was the only place in core code any of these search
radii were set, and that's because 0 was a mysterious magic value that
made the warhead incapable of hitting actors. I replaced it with a
boolean flag that more clearly indicates the actual behaviour.

Fixes #14151.
2018-02-21 23:26:41 +01:00
Arular101
4e62531b11 Adjust values to match current damage 2017-12-12 22:18:41 +01:00
Arular101
2e681ba674 Increase damage and HP by 100x 2017-12-12 22:18:41 +01:00
AoAGeneral
99dac05fd7 TD Balance Changes. (20170802)
Engineer movement speed reduced to 48 from 56.

Helicopter crash damage increased to 100 from 40.

Rocket infantry spread damage reduced to 32 from 128.

------

Engineer movement was the same speed as minigunners and at times would enable them to escape the minigunners. This slight speed reduction helps for this.

Helicopter crash damage was lacking and a slight increase in this enables them to do some damage. With the cost of the helicopter it is still not a good idea to sacrifice aircraft just for exta damage.

Rocket infantry spread is reduced because of the damage done to infantry packs. Games turned into tanks mixed with rocket infantry. Reducing this spread enables them to single target units more closely then in larger armies.
2017-08-07 09:35:20 +02:00
reaperrr
32e7ab7a30 Disable effect warhead victim scans in TD
They are meant to play regardless of whether an actor was hit anyway.
2017-06-25 22:40:12 +02:00
reaperrr
7496bfff7c Move TD TiberiumExplosion to explosions.yaml 2017-01-25 18:50:42 +01:00
reaperrr
189ade3001 Slim down TD explosions.yaml via inheritance 2016-12-16 21:00:37 +01:00
reaperrr
bccc127645 Use Explodes instead of WithBuildingExplosion in TD 2016-12-10 13:45:12 +01:00
Matthias Mailänder
2b8200fb0a Merge pull request #11550 from AoAGeneral/myfeature
TD Balance Changes 06302016
2016-07-09 21:02:46 +02:00
reaperrr
a212734c5c Fix smudges in TD to not spawn/grow under structures and vehicles
Also trees, husks and creeps (dinos and visceroids) in most cases.
Exceptions are intentional.
2016-07-07 20:51:21 +02:00
AoAGeneral
df407c90e7 TD Balance Changes 06302016 2016-06-30 14:38:44 -07:00
Biofreak1987
1477da7ff0 Add ship explosions to td mod 2016-05-16 16:26:41 +02:00
Pavel Penev
489ee9fc54 Add support for multiple impact sounds to CreateEffectWarhead
Have the engine pick one impact sound at random from the provided list.
2016-01-31 16:22:47 +02:00
Pavel Penev
7e3ec91d30 Add support for multiple explosions to CreateEffectWarhead
Have the engine pick one explosion at random from the provided list.
2016-01-31 16:22:09 +02:00
Paul Chote
4f1d8b7ac9 Remove spurious final newline from mod files. 2016-01-02 20:06:53 +00:00
reaperrr
a06cb8fccb Tweaked RA and TD artillery explosion
Renamed RA UnitExplode to AmmoExplode, added new UnitExplode with 1/10
damage.
Reduced TD UnitExplode damage to 1/10 of old value.

Now artillery always explodes, but there's only a 75% chance it explodes
violently and only when it has ammo.
If either condition isn't met, it explodes with the (now less violent) UnitExplode.
2015-08-02 15:18:30 +02:00
penev92
1c44fcbad4 Add upgrade rules to remove DamageWarhead.DeathType
and replace it with proper DamageTypes
2015-05-24 00:15:09 +03:00
penev92
ea01439377 Add an upgrade rule for DamageWarheads 2015-04-26 14:29:10 +03:00
reaperrr
1cc900b269 Yaml style fixes to reduce future --upgrade-mod "noise" a little 2015-03-27 00:11:32 +01:00
reaperrr
309d64f2a3 Split cnc weapons.yaml into multiple rough categories 2015-01-20 23:23:50 +01:00