Paul Chote
cdbe2d3a34
Friendly tree tooltips
2010-06-27 11:02:54 +12:00
Paul Chote
c5718456fd
First half of bridge overhaul
2010-06-27 10:59:01 +12:00
Paul Chote
9a34b049a8
Reverse ra bridge metadata
2010-06-26 22:23:05 +12:00
Paul Chote
920b4f6856
Fix ra
2010-06-26 13:41:50 +12:00
Paul Chote
d275c72cb8
Cleaner TileSet init
2010-06-26 13:33:46 +12:00
Paul Chote
08ee425415
Fix some stupid bugs; remove hardcoded references to water/ore/tree terraintypes
2010-06-26 12:02:30 +12:00
Paul Chote
bf6b2da1a8
Unhardcode terrain types. Needs a bit more work re initialization and bridges
2010-06-26 10:55:29 +12:00
Paul Chote
8fbbaddce9
Merge all 4 tileset files together
2010-06-26 09:21:11 +12:00
Paul Chote
9cf6d8970a
Merge templates.ini and tileset.til into theatre-specific yaml files.
...
Game doesn't use them yet.
2010-06-26 00:19:34 +12:00
Paul Chote
cf265c8b58
Fix ra
2010-06-25 23:07:11 +12:00
Paul Chote
2373528ad9
Kill UnitMovementType; bs-free crate spawning; fix "DOME crash" (caused by crate not IOccupying space); add money and hide-map crates to cnc
2010-06-25 21:58:09 +12:00
Paul Chote
7c3a10396c
New crush code, now with less bs
2010-06-25 20:57:06 +12:00
Paul Chote
29fa9e3aeb
Shift movement cost/speed into IMove; regressions in a few areas
2010-06-25 17:05:56 +12:00
Paul Chote
7ac8d0cf59
Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
...
Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes
Also add a few files I forgot from previous patches
2010-06-25 13:53:37 +12:00
Paul Chote
0aeca2aadc
Helicopters use pathfinder
2010-06-24 21:51:22 +12:00
Paul Chote
b42589b479
Fix vehicle production; Basic 5-to-a-cell logic. cnc only. Infantry stack; need to give a graphical offset.
2010-06-24 21:51:22 +12:00
Paul Chote
3be5b946ad
Flesh out center of the map
2010-06-24 21:51:21 +12:00
Paul Chote
1592225855
WIP cnc map (note: editor needs better work-loss prevention)
2010-06-24 21:51:21 +12:00
Chris Forbes
5dcc7782d9
make editor use pickany metadata
2010-06-20 18:45:47 +12:00
Chris Forbes
a4f694e51a
that was horrible. beef up v2 so it can fill that role better
2010-06-20 18:15:04 +12:00
alzeih
a1ffb68e22
bugfix
2010-06-20 17:48:20 +12:00
Booom3
a00a5433e4
balance stick
2010-06-20 17:31:37 +12:00
Chris Forbes
17a45a0d6c
fix destroyer missile range
2010-06-19 20:26:29 +12:00
Booom3
0195e54c8c
Updated testmap
2010-06-19 10:24:57 +02:00
Chris Forbes
04c07ed88b
fix prereqs for 3tnk
2010-06-19 19:58:29 +12:00
Chris Forbes
542ec65f10
buff 3tnk hp to match its new role
2010-06-19 19:56:40 +12:00
Chris Forbes
a457b1f133
swap 2tnk and 3tnk owners
2010-06-19 19:55:17 +12:00
Chris Forbes
8f897f7840
nerf CA a bit, esp vs unarmored
2010-06-19 19:47:50 +12:00
Chris Forbes
68ce0d89e6
more jeep tuning
2010-06-19 19:33:57 +12:00
Chris Forbes
b719271f6f
make jeep decent vs infantry and crap vs everything else
2010-06-19 19:24:06 +12:00
Chris Forbes
4d8238cd32
reintroduce dome for soviet
2010-06-19 19:20:55 +12:00
Chris Forbes
c3490fcb66
buildings under fog
2010-06-19 15:17:48 +12:00
Chris Forbes
75bfedecb2
more heli polish (paul)
2010-06-19 15:06:02 +12:00
Chris Forbes
66adbee2a6
moving Actor.Location onto the appropriate traits (bob)
2010-06-19 14:37:06 +12:00
Booom3
d58f2de090
Test map
2010-06-18 19:58:25 +12:00
Chris Forbes
abc7b21994
add logos to cnc
2010-06-18 18:18:02 +12:00
Paul Chote
4b124950b9
Unlimit heli ammo; may make orca OP
2010-06-17 23:19:34 +12:00
Paul Chote
212b3259fe
Try some tweaks
2010-06-17 22:25:30 +12:00
Paul Chote
81d5b9bc6a
Fix stupid crash
2010-06-16 21:48:15 +12:00
Paul Chote
a0e4e40eaf
Fix e6
2010-06-16 21:13:20 +12:00
Chris Forbes
5f58379f5b
reenable cash sounds; if you want to disable them for your mod, don't set those evaAlerts properties. (as done in cnc); add SplitOreAndCash property to MoneyBinWidget, restoring old RA behavior (cnc is unchanged)
2010-06-16 20:18:01 +12:00
Paul Chote
01e95b67d6
Restore ra proc behavior
2010-06-16 20:00:38 +12:00
Paul Chote
88df9ecaa2
Implement cnc harv/proc dock sequence and kill unnecessary duplication. Bad things happen if sequence is interrupted by another order (eg invisible harv).
...
Still todo: Make sequence non-interruptible; engineer steals harv docked with proc; the "right thing" if proc is sold/destroyed with harv docked.
2010-06-16 00:33:09 +12:00
Paul Chote
48cf08dc7d
proc comes with 2 free silos; fix silo/proc prereq
2010-06-15 11:17:36 +12:00
Paul Chote
e3de3cc0d2
Make c17 invulnerable
2010-06-15 11:17:36 +12:00
Paul Chote
06a78cd73d
Deathweapon capability, refactoring, and Pip polishing on Silo, Proc, Harv. Lose ore on silo death.
2010-06-14 22:15:43 +12:00
Chris Forbes
6f3667971a
remove targeting of husks. has map design impact, since chokepoints can be filled now
2010-06-14 20:48:49 +12:00
Chris Forbes
24d9b44a66
non-crap music player buttons
2010-06-14 20:44:35 +12:00
alzeih
889d736d35
Use images for music player (public domain - but find better ones)
2010-06-14 01:37:58 +12:00
Paul Chote
fbeadb9869
Increase vehicle sight; don't crash on production
2010-06-13 22:00:39 +12:00