psydev
5dd46b1b16
Give Mammoth 8-sec. cooldown for heal, like in RA.
2012-05-23 09:35:34 +12:00
Matthias Mailänder
68a731ed5e
fixing MCV facings and flickering bug
2012-05-22 23:19:05 +02:00
Matthias Mailänder
4c667be946
fixed vehicles driving backwards
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also fixed the bazooka for quad
2012-05-22 22:17:48 +02:00
Matthias Mailänder
66f82c6c2a
added harvester, trike/quad now working, fixed mod inheritances
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RenderCargo: works, moved R8Reader to Utility namespace
2012-05-22 21:02:25 +02:00
Chris Forbes
ff32864b47
#2160 fixed - RenderCargo support for relative altitude
2012-05-22 19:42:51 +12:00
Chris Forbes
e9656795a2
RenderCargo depends on IMove on the containing actor
2012-05-22 19:24:53 +12:00
Chris Forbes
3fbb81b4fc
remove more spurious trait lookups in RenderCargo
2012-05-22 19:19:49 +12:00
Chris Forbes
442138e1f8
clean up spurious trait lookup in RenderCargo
2012-05-22 19:18:28 +12:00
Chris Forbes
2d39b1dfac
#2089 fixed - Explodes filtering on InfDeath
2012-05-22 19:14:25 +12:00
Chris Forbes
3b704e25fa
#2159 fixed -- missiles lose guidance and run out their remaining fuel if the target dies
2012-05-22 19:01:49 +12:00
Chris Forbes
c068be453a
#2119 fixed - better error message for multiple definitions of the same yaml field
2012-05-22 18:17:03 +12:00
Chris Forbes
6f8f940f31
#2130 fixed -- #comments can be used at the end of any lines
2012-05-22 18:05:04 +12:00
Chris Forbes
c000640928
remove dead function from LobbyLogic
2012-05-22 17:42:19 +12:00
earthpig
059347af40
bots (once again) build pillboxes.
2012-05-22 17:20:23 +12:00
earthpig
f0001856bc
To go along with introducing the 'cloaked hbox', ensure that the cloak is disabled if at low power.
2012-05-22 17:18:54 +12:00
earthpig
8c218b67ab
Bring back hbox, with both the new garrison stuff and with stealth until firing.
2012-05-22 17:18:26 +12:00
Matthias Mailänder
5426a5fd3c
put d2k mod stuff into it's own branch
2012-05-20 15:50:39 +02:00
psydev
d1241c438a
Helicopters targetable when landed
2012-05-18 10:45:39 +12:00
Chris Forbes
bc7aa9a491
make Health.MaxHP not readonly; some people want to frob it at runtime
2012-05-17 10:04:06 +12:00
Remco van der Zon
ae94d7ecc7
Chat-text displayed when the game is paused and unpaused.
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: The game is (un-)paused by <PLAYERNAME>
2012-05-16 19:11:46 +02:00
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.
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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,
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removed this dependency from World.
2012-05-10 19:54:57 +02:00
psydev
881b4ba277
cnc - changed various unit speeds; gave increased sight to MCV and MSAM.
2012-05-07 07:42:48 +12:00
psydev
3058bfbc17
cnc - updated several building hitpoints
2012-05-07 07:42:48 +12:00
Remco van der Zon
8a08365666
Fixed bug in cash ticks, normal settings.
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No sound was heared when repairing buildings or on low power.
Fixed.
2012-05-07 07:42:48 +12:00
Remco van der Zon
6c96a106e7
Red Alert CashTicks
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Three options for cash ticks:
Extreme: current behavoir (every cash countdown tick is heard)
Normal: RedAlert countdown style (only one cash countdown tick every ~1 or 2 seconds)
Disabled: No cash tickdown or tickup is heard.
Thanks to Tirili for hints on the settings system.
2012-05-06 20:03:09 +12:00
psydev
6291c8396b
cnc - add new explosion: chemball
2012-05-06 19:59:53 +12:00
psydev
79afa07118
cnc - made helicopter selection bounds a bit smaller
2012-05-06 19:58:13 +12:00
Chris Forbes
0e43043a33
cnc: fix crash loading yaml for ArtilleryShell.ContrailLength
2012-05-06 11:27:03 +12:00
psydev
c06fc02915
Changed production menu hotkeys from YUIOP to QWERT (what they are in C&C3). It's more ergonomic and close to the other command keys like A, S, Z, F. It is hard to use the YUIOP keys, because they're too far, even though they are very efficient.
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The QWERT setup is a good way to run a menu. I think should reserve them for that and use other keys for unit commands.
2012-05-04 17:11:09 +12:00
psydev
8badbb3d60
Re-ordering the build menu a bit. Seems like guard tower should go before gun turret since it's more basic, cheaper and more often used.
2012-05-04 16:54:45 +12:00
psydev
57283b4a80
Increase range, cost and a modified damage on the MRLS (up vs. light armor, down vs. wood; 2 more bursts). Inaccuracy doubled from 30 to 60. Also increased MinRange from 2 to 4, and added burst delay while increasing rate of fire slightly (burst delay will add 24 to the rate of fire value, making it 70). Justification for these changes is to help fight against recon bike spam and stealth tank spam.
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Increase APC gun damage from 6 to 12 (is currently pathetic against helis)
misc:
Made Artillery shell explosion appear bigger
Added contrail to Artillery shell
2012-05-04 16:54:36 +12:00
earthpig
d9992eea6a
cnc - Increase rocket launcher cost from 800 to 1200 to reflect changes in range.
2012-05-04 16:51:52 +12:00
earthpig
c8c4507acf
Few things with Zhukov AI.
2012-05-01 14:51:21 -07:00
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%).
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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.
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Increased sight range of Construction Yard to 10.
2012-04-30 22:14:23 +12:00
psydev
4448c3e51b
cnc: various balance changes, part 2
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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