Commit Graph

9165 Commits

Author SHA1 Message Date
reaperrr
b40970ca5d Adapt RA rules 2018-03-09 18:58:49 +01:00
netnazgul
58b5e7b243 Fix Pitfight and Ascent maps in RA mod map pool 2018-03-09 15:57:07 +01:00
reaperrr
d90ff99e74 Replace WithReloadingSpriteTurret with conditions
WithReloadingSpriteTurret was bound to run into conflicts with any WithTurret*Animation traits due to overriding the turret sequence constantly via ITick.
Using (stacked) conditions instead avoids that.
2018-03-08 16:03:14 +01:00
Voidwalker
711bad91a3 Generalize WormManager into ActorSpawnManager.
Added support of multiple actors, conditions and types.
2018-03-08 15:39:44 +01:00
Smittytron
1d9ed31f7d Add secondary objective and difficulty levels to nod06b 2018-03-04 21:31:27 +01:00
Smittytron
f9a45130fa Add Bridge to TerrainType 2018-03-04 21:29:11 +01:00
Peter Antal
701675fd4c Add "Slowest" gamespeed with Timestep of 80.
Drop "Slowest" latency to 2 frames, to balance out with the particularly long timestep.
2018-02-28 13:06:24 +01:00
reaperrr
700c46d6af Prevent TS AI from building too many (advanced) power plants
While scaling minimum excess power with base size to make sure they don't build too few, either.
2018-02-27 19:47:00 +01:00
reaperrr
342114878c Prevent D2k AIs from building too many wind traps
While scaling minimum excess power with base size to make sure they don't build too few, either.
2018-02-27 19:47:00 +01:00
reaperrr
7c79d20083 Prevent TD AIs from building too many (advanced) power plants
While scaling minimum excess power with base size to make sure they don't build too few, either.
2018-02-27 19:47:00 +01:00
reaperrr
de47d570d5 Prevent RA AIs from building too many (advanced) power plants
While scaling minimum excess power with base size to make sure they don't build too few, either.
2018-02-27 19:47:00 +01:00
Smittytron
9de1fe40a5 Add difficulty levels to nod06a 2018-02-25 11:13:52 +01:00
Matthias Mailänder
cf944ae9f1 Require IntoActor everywhere. 2018-02-23 20:02:47 +01:00
Matthias Mailänder
e3e710bb27 Add Visceroid fusing 2018-02-23 20:02:47 +01:00
reaperrr
025f664820 Fix Tiberian Fiend editor category 2018-02-23 19:59:33 +01:00
Matthias Mailänder
f189b85caa Render Tiberian Fiend spikes in Tiberium green. 2018-02-23 19:59:33 +01:00
Matthias Mailänder
8cfb406e29 Don't hide while attacking. 2018-02-23 19:59:33 +01:00
Matthias Mailänder
e5810d19d9 Add Tiberium Fiend hiding mechanic. 2018-02-23 19:59:33 +01:00
Mustafa Alperen Seki
763da40092 Fix palette of Oil Pump, Ice, Boxes, Hedgehogs and Utility Poles on Desert Tileset 2018-02-23 02:23:10 +01:00
reaperrr
9107ca3bc1 Remove unused legacy IsWater flag
This was planned anyway, we had just forgotten about it when the last blocker was removed.
2018-02-22 11:51:10 +01:00
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
reaperrr
c46a050da3 D2k yaml style fixes 2018-02-21 22:04:33 +03:00
reaperrr
b2885c7563 C&C yaml style fixes 2018-02-21 22:04:33 +03:00
reaperrr
0d5bfff88f RA mod yaml style fixes 2018-02-21 22:04:33 +03:00
reaperrr
e6e860ee36 Common UI yaml style fixes
As suggested by upgrade rules.
2018-02-21 22:04:33 +03:00
Mustafa Alperen Seki
8979730c32 Add "FactionSuffix-x: allies" for unused Allied countries 2018-02-19 15:05:07 +01:00
Mustafa Alperen Seki
f136c200bc Check if AI Production is no longer on hold more often 2018-02-18 22:53:11 +01:00
Mustafa Alperen Seki
94ed985739 Remove NoAutoTarget from Atr5 starport.
Buildings are no longer auto targeted by default.
2018-02-18 22:53:11 +01:00
Mustafa Alperen Seki
384b78aae4 Fix Harkonnen Base definitions on Ord4 2018-02-18 22:53:11 +01:00
Mustafa Alperen Seki
bf2600c2fb Add Ordos 5 2018-02-18 22:53:11 +01:00
AoAGeneral
a06b21f636 TD APC Change. 20180217
Changed the build timer for APCs from 14 seconds to 15 seconds.

An oddity here is that it wasn't exactly on 14 seconds. It was closer to 13.6 seconds.
Changing this to be about 14.8 seconds will help a little from the mass production problem
rather then changing damages or HP further.
2018-02-18 15:41:58 +01:00
abcdefg30
0da8efd9b4 Make Aircraft spawn husks with a neutral owner 2018-02-17 12:21:55 +01:00
Arular101
5afa260d4e Don't show new build walls in fow 2018-02-11 23:39:39 +01:00
abcdefg30
bb801e5948 Fix a "granted condition is never consumed" warning in D2k 2018-02-07 21:22:59 +01:00
Mustafa Alperen Seki
a45e0d9d0a Seperate Imperial and Harkonnen Sardaukars 2018-02-06 21:20:00 +01:00
Mustafa Alperen Seki
a0d4a03530 Add conyard.corrino 2018-02-06 21:09:38 +01:00
Mustafa Alperen Seki
7474c38943 Limit D2K Palace SWs to their Faction's Palaces' 2018-02-06 21:09:38 +01:00
Muh-Muh
f34911eeb6 Make only the right warfactory infiltratable. don't break the game if a player manages without infiltration. 2018-02-06 03:08:40 +01:00
Muh-Muh
0a092237d3 Add Capture as a possibility for completing the objectives on Soviet06 2018-02-06 03:07:08 +01:00
netnazgul
a6a7f641ac Revise the map pool of RA mod 2018-02-04 16:28:16 +01:00
Smittytron
5f54e46eae Dial back Atry V2 min range change 2018-01-21 10:49:59 +01:00
Mustafa Alperen Seki
aac45915cb Fix Flamers sometimes explode with UnitExplode 2018-01-20 23:51:37 +01:00
Arular101
8a60918841 Update copyright notice year to 2018 2018-01-17 00:47:34 +01:00
AoAGeneral
52494e2c91 Changes in TD:
APC vs none decreased from 35 to 30

APC vs wood decreased from 35 to 25

APC vs heavy decreased from 35 to 25

Obelisk HP Increased from 600 (60000) to 750 (75000)

APCs are doing to much damage vs structures and heavy armor. They are managing to kill Guard Towers, light tanks, and power plants to effectively in numbers between 5 and 10. This will help to prevent this from happening. A small decrease vs infantry allows rocket infantry to last just a little bit longer as well.

Obelisk is getting a HP increase. Going from the old notes and responses happening now leaves me to believe its HP is to small. In one testing example an obelisk getting airstriked leaves it with no HP left. 4 minigunner shots and then it dies. Increasing the HP allows an expensive structure to stand longer.
2018-01-16 23:40:29 +01:00
Paul Chote
ea57ed575b Remove helicopter RTB from TD command bar deploy description. 2018-01-14 23:25:47 +01:00
Mustafa Alperen Seki
283af60b7c Add PrimaryBuilding: to D2K Palaces 2018-01-13 17:55:57 +01:00
Oliver Brakmann
32b0170785 Fix primary building flag not working properly in D2k 2018-01-13 17:19:38 +01:00
Alexis Hunt
157a783df5 Correct UI for unslowed queues in low power.
Because of the way the tick logic works, 0 (or any negative number) for
LowPowerSlowdown is functionally equivalent to 1. But LowPowerSlowdown
is multipled by a time in several cases, so while 1 will produce the
correct result (no slowdown), 0 will say that the time remaining is
00:00. Forbid nonpositive values, and correct the d2k mod which was
using 0.

Additionally, in the production tooltip, the colour should display as
white even in low power if there is no slowdown.
2018-01-13 16:13:59 +01:00
Mustafa Alperen Seki
23a2e8fdce Fix building armors in D2k 2018-01-11 17:50:37 +01:00
C. Helmig
75b7e0a58c Fix d2k walls being always visible through f.o.w. 2018-01-11 17:22:49 +01:00