"Weak vs. Aircraft" is kind of ambiguous, so I replaced it. Instead, I specified which units can attack aircraft by giving them a separate line reading "Can attack Aircraft". All entries of "weak vs. aircraft" have been removed.
Provided more explanation, eliminated ambiguity.
Where necessary, I wrote "cannot target aircraft" instead of "weak vs. aircraft", since the latter is ambiguous.
This tree cluster looks like it should be passable through in this cell. Looks fine in testing, even though looked like it might be wrong in map editor.
Play death sounds with a new PlayVoiceLocal so they don't use full volume regardless of position relative to camera.
Adds option for alternative burn and zap death sounds.
Renames RenderInfantry's UseInfantryDeath trait to SpawnsCorpse.
Removes hack from ra desert shellmap.
Since turrets have wood armor, they can get killed by flame tanks uber fast. It might be best if turrets are a counter to flame tanks, rather than their prey. If they have heavy armor, they will take far less damage, and not die instantly to a flame tank rush, making them able to contribute to some defense.
It seemed from playing noobs that lack of tiberium storage was an issue for them, because I saw them often building silos, often many of them, and they were usually full. Granted, an experienced player should spend that money faster, but I think it's reasonable to give them $2000 worth of storage in their refinery.
It seems that how pips are displayed has changed from before, so someone set silos to have 10 pips instead of 12 so that it fits the reticle. That's fine. But maybe it would make sense to just change that to an even $2000 capacity also.
Since C&C has no power-down button (and since price of power plant went up), low-power is extra painful in TD vs. RA. Also, since the cost is higher for power plants now, it means you will be in low-power mode longer since you cannot build a power plant as fast.
So, the solution is to make the low power slowdown 1/2 speed instead of 1/3 speed for Conyard.
This does not apply to the support queue, only the building queue.
I've been trying to increase the diversity of available early-game build order choices. To do this, I've increased the cost of early-game buildings like Power Plant and Barracks, while increasing the power consumption of the Refinery. This forces players to make choices with more significant consequences. The cost (money=time spent building) of power and barracks are so low right now that the time you spend building them is totally inconsequential to the build order. This leaves very few options, and most people simply pick Barracks, Refinery, Refinery.
Giving some non-trivial time cost to Power and Barracks will allow people to have more possibilities for different openings.
Moved some traits, including MustBeDestroyed, from ^Building to ^BaseBuilding.
Removed some now superflous traits and trait negations from ^CivBuilding.
Changed Inheritances of all buildable structures to ^BaseBuilding.
Nuke power plants and HPAD made more resilient vs. airstrike.
Communications Centre made more vulnerable to Ion Cannon. (Used to blow it up, but no more due to spread issue).
Obelisk ROF wasn't working properly. Its delay between shots was far higher than the 90 intended.
I think the programming for AttackCharge doesn't work as whoever put the data in thought. It works now.
It now has a ROF of 90 ticks, as intended. For its first shot in a series, the delay is only 50 ticks.
I think the problem might be that FireDelay and ReloadTime were counted cumulatively.
To give a fair shot to other early build orders, this will make it take a bit longer to build your second refinery by increasing the cost of building a power plant.
Refinery costs more energy, forcing player to build a 2nd power plant before second refinery (unless they built nothing else but their first refinery).
This makes other build orders possible early game instead of building 2 refineries + barracks being the only sensible one.
Tower weapon ranges shouldn't be too high, but I like the idea of them providing far vision.
The visual range of Guard Tower, Advanced Guard Tower and Obelisk is now +1 more than their weapon range. (8, 8, and 7 respectively).