Commit Graph

7349 Commits

Author SHA1 Message Date
Remco van der Zon
7e1986ecbc Timer shows text "(paused)" when game is in pause. 2012-05-16 19:04:43 +02:00
Remco van der Zon
a07697be03 Pause the game option.
Game is paused when PAUSE on the keyboard has been hit. It can also be unpaused this way.
2012-05-16 17:35:10 +02:00
Remco van der Zon
b99e664726 A Game-tick can execute viewport.Tick itself,
removed this dependency from World.
2012-05-10 19:54:57 +02:00
psydev
5a37c84a8b improve chem warrior, flamethrower, grenadier and napalm drop 2012-05-02 09:10:53 +12:00
Chris Forbes
63898820f1 ra: drop mjolnir-1 map 2012-05-02 09:08:28 +12:00
psydev
63359e156c Increasing speed of flamethrowers and grenadiers 2012-05-02 09:01:26 +12:00
psydev
d683d69f3c Increase A-10 speed from 25 to 40 2012-05-02 09:01:05 +12:00
Chris Forbes
609d5bd611 ra: fix Flame Turret -> Flame Tower in unit name 2012-05-02 08:32:43 +12:00
psydev
0b894d3b31 Make silo first item in support/defense queue. 2012-05-02 08:30:38 +12:00
psydev
3a838a05cd Remove bib from HPAD 2012-05-02 08:29:06 +12:00
psydev
0a0b136b80 See ground beneath A-10 airstrike's flightpath 2012-05-02 08:27:26 +12:00
psydev
82549c6407 Increase Chinook capacity to 10 2012-05-02 08:26:27 +12:00
Chris Forbes
d737930bb0 #2076 fixed - missing widget id for WICW 2012-05-01 19:59:48 +12:00
Curtis Shmyr
dad67713fb Fix recent break in SupportPowerManager 2012-04-30 16:35:56 -06:00
psydev
a1082152a4 Urgent! Include in this release (fixes non-targeting of defensive towers/turrets). I made units no longer target ordinary buildings, but forgot to re-include targeting of the structures that shoot at you. 2012-05-01 07:26:06 +12:00
psydev
9f729b0c45 Made Chem Warriors walk through tiberium instead of around it and reduced their penalty for running through it to what would normally be "rough" terrain (80% instead of 70%).
Gave Commando Red Pip while passenger in APC/helicopter (can we get a more distinct color for engineer? Bright yellow or orange that contrasts from regular green, and/or pale blue).
Increased Commando shroud reveal to 6, since that will equal what 5 ought to be (infantry and vehicles have differences in sight range even when they have the same value, it seems http://i.imgur.com/Z6nWG.jpg)
2012-04-30 22:15:21 +12:00
psydev
ee7d8659d5 Removed bib from repair bay, to make it like the one from Red Alert.
Increased sight range of Construction Yard to 10.
2012-04-30 22:14:23 +12:00
psydev
4448c3e51b cnc: various balance changes, part 2
Infantry sight range +1 -- it seems that they have lower sight range than vehicles for some reason. See http://i.imgur.com/Z6nWG.jpg for infantry and vehicle, both with RevealsShroud: 5, but vehicle sees further. So, effectively 5 for infantry becomes 4, which seems reasonable.
Reduced probability of SpawnViceroid from 10% to 2%. 2% will still happen often enough if Chem Warriors are used predominantly, but with 10%, units were constantly turning to Viceroids, which was a pain. You could also send 10 infantry to opponent's tib field in early game and spawn a viceroid and kill their harvester or harass them.
Turned off units auto-targeting regular buildings, because often will attack silo over an obelisk or enemy unit. Auto-target should remain on for defensive towers/turrets, though.
2012-04-30 22:07:48 +12:00
psydev
174e925e5a cnc: various balance changes
As usual I'm trying to be conservative and only apply what I feel is suitable / minimally necessary.
Weapons:
Biggest change: Increased artillery range from 6 to 12, added contrail to bullet and changed impact sound to default C&C. Minimum range 2 given.
Napalm is currently very ineffective; increased spread to 20 range to make more likely to kill targets, ROF slightly increased
MRLS rocket ranged increased from 8 to 12, with minimum range 2.
Guard tower range increased from 4 to 5 (Pillbox is 6, for comparison) and damage increased from 20 to 40.
Grenadier death explosion reduced in damage from 25-10 and in blast radius.
2012-04-30 22:07:32 +12:00
earthpig
e7a8cdf951 Normal AI: Gone.
Zhukov AI: Bit of a turtle, but sends large attacks with arty/v2.
Rommel AI: Modified Hard AI.
2012-04-30 21:51:46 +12:00
Curtis Shmyr
45f5c054d5 Fix #2070; cannot sell when building is being captured 2012-04-30 21:37:09 +12:00
psydev
15dcd6a9f6 Harvester armor heavy 2012-04-30 21:35:35 +12:00
Chris Forbes
9c86196b16 fix crash in ChooseBuildTabOnSelect in replay 2012-04-30 21:32:57 +12:00
Curtis Shmyr
9185dc65d5 Initial pbox pax changes 2012-04-30 21:18:10 +12:00
Chris Forbes
e0bfa287ee new flamer integrated 2012-04-30 21:13:15 +12:00
Chris Forbes
80f142c8ea flamer that doesnt suck 2012-04-30 20:51:10 +12:00
Chris Forbes
7050fbc6e1 add napalm1 SHP and wiring in ra/sequences 2012-04-30 20:38:42 +12:00
Chris Forbes
2c938bc305 add sniper SHP 2012-04-30 20:33:36 +12:00
Chris Forbes
cd6bfb1b9a add better flame projectile SHP 2012-04-30 20:33:21 +12:00
Chris Forbes
11b253e4c3 add gate SHPs 2012-04-30 20:33:03 +12:00
earthpig
d625e2624a Fixed #2010 - arty in line now only has only 75% chance of exploding
When an arty in a group of them dies, each individual arty only has a 75% chance of perpetuating the genocide of arty.... so usually, it'll stop before killing your whole line but not before seriously hurting it.
2012-04-29 19:20:46 +12:00
earthpig
a544bc966b #2048 fixed: make AI behavior more varied 2012-04-29 19:15:55 +12:00
psydev
9a3aae6586 cnc: change AI to not be totally useless 2012-04-29 10:56:47 +12:00
psydev
390e607e66 cnc: remove nuke crate 2012-04-29 10:55:46 +12:00
psydev
22b18f99db cnc: remove hide-map crate 2012-04-29 10:54:51 +12:00
Chris Forbes
c30d46c014 #2051 fixed -- Widget.Get() throws by default 2012-04-27 19:39:07 +12:00
Chris Forbes
5d1a071287 fix crash in colorpicker 2012-04-26 21:42:07 +12:00
Chris Forbes
16e00c1f12 shimmering cloak in cnc 2012-04-25 22:24:38 +12:00
Chris Forbes
87271a0a56 make cloak palette configurable 2012-04-25 21:45:38 +12:00
Chris Forbes
dadc496c19 beef up OpenRA.FileFormats.Set a little; use it in CncMenuPaletteEffect rather than making new List<string> every frame 2012-04-25 21:43:00 +12:00
Chris Forbes
a0940e7ae5 unify water palette rotation 2012-04-25 21:32:33 +12:00
Chris Forbes
ca1fbb187b misc whitespace tidyups 2012-04-25 21:31:27 +12:00
Chris Forbes
89025a3042 make attackmove on spawn work properly for things that cant attackmove 2012-04-25 21:11:31 +12:00
earthpig
49f3f740e3 New units now AttackMove to their designated rally point. 2012-04-25 20:52:51 +12:00
Chris Forbes
4b4bbdf626 fix recent breakage in support powers 2012-04-25 01:58:37 +12:00
Chris Forbes
cebf908bb2 Fixed #2041 -- Force attack always targeted ground
Revert "Force attacks always go through, regardless of what is beneath them."

This reverts commit b2c72d6990.
2012-04-25 00:22:07 +12:00
Chris Forbes
75c105cb85 fix right edge of cheats close button 2012-04-25 00:06:48 +12:00
Chris Forbes
6669a66292 #2028 fixed - observer and dead map in cnc works again 2012-04-24 20:29:46 +12:00
Chris Forbes
6e3aa46008 #2039 fixed - add Sound.Engine config item, default is "AL" for OpenAL sound engine; "Null" gives you no sound 2012-04-24 20:23:41 +12:00
Chris Forbes
84a50e8e86 unify cheats panels 2012-04-24 20:04:21 +12:00