Commit Graph

2181 Commits

Author SHA1 Message Date
psydev
2be1d68088 infantry pre-req change "HQ" to "ANYHQ"
tier-2 infantry can still be built as long as you have advanced communications center or temple of nod.
2013-03-31 03:48:54 -07:00
psydev
7414c00d63 changed pre-requisites from HQ to ANYHQ
Vehicles can still be built if communications center is destroyed, as long as player has either an advanced communications center or temple of nod.
2013-03-31 03:47:17 -07:00
Paul Chote
7b54bbf0b2 Convert RenderUnitSpinner -> RenderUnit + WithSpinner.
Also sets correct offsets for the units that use it.
2013-03-31 23:43:34 +13:00
psydev
e6c962cc6b Building adjacent value increased
Since the MCV position limits where you can build, it seems like the adjacent value should be relaxed. 
Pchote, scott, mailaender and I were playtesting the new build radius. We played with a value of 5 and it was good.
2013-03-31 03:42:30 -07:00
psydev
8ae723fec6 MCV no longer needs FIX to be built
MCV is more important now since buildings can only be built within its build range. If you need a repair bay first, it's too constrictive. This seems right.
2013-03-31 03:38:55 -07:00
psydev
b6a4f2f9c1 Orca, MLRS, mammoth balance stick
MLRS range reduced. People don't seem to like it's ultra-long range. Hopefully this is a good middle ground.
Orca range reduced -- there's some concern the orca is OP, especially against things designed to kill it (Bike, MSAM, ...). Reducing range will not nerf it but will allow vehicles to approach without getting instantly killed.
Mammoth missiles spread increased. Since mammoth is a top-tier unit, people think it shouldn't be easily killed and should be effective vs. everything. This should help a bit vs. infantry.
MLRS damage vs. wood reduced significantly, to slow down how fast they can destroy buildings.
MLRS damage vs. infantry slightly reduced. They are supposed to be good at killing incoming infantry groups, but they seem slightly too effective.
2013-03-31 03:36:58 -07:00
psydev
b7d6fa8a18 Nod gets mobile SAM launcher. MLRS & MCV speed
Nod now can use mobile SAM launcher. This is necessary because Orcas are powerful, esp. in large groups.
MLRS slowed down a bit, so it can't turn and run as swiftly.
MCV gets +1 speed since it will be moving more now.
2013-03-31 03:25:07 -07:00
psydev
3c03474fb6 construction yard -- make better range limit
Playtesting suggested we should increase the build radius from 10 to ~13/14.

Also changed pre-requisites so that "hq" pre-req is not "anyhq"
2013-03-31 03:15:38 -07:00
Paul Chote
41dcb11030 Convert WithRotor to world coords. 2013-03-31 21:35:37 +13:00
psydev
c9fdb39854 fixed earlier mistake w/ mlrs HP
I made a mistake changing MLRS HP from 120 -> 115 in last patch. (I misread a unit stat and so the change didn't do the thing I thought, and had no purpose).

Returned to previous value of 120.
2013-03-30 13:54:01 -07:00
psydev
70c7522c98 bike rocket damage slightly tweaked++
Bike rocket damage increased to 30.
This lets it kill MLRS in 4 shots instead of 5. Important for the role the bike plays.
Kills Buggy in 4 shots instead of 5 as well. 
This helps to justify bike's cost of $500. Its primary job is to exploit open space with its speed to attack vulnerable units, e.g. go behind enemy lines and quickly kill artillery. 5 shots (3 volleys instead of 2) makes this far weaker in this role, and expensive to take the risk with.
2013-03-30 13:51:52 -07:00
psydev
eb3933f071 important fix -- apache shoots at air units again
Apache Helicopter wasn't shooting at air units. Now it does again.
2013-03-30 13:12:36 -07:00
Paul Chote
9127d0dcf4 Support a maximum building range (Fixes #2156).
This also implements support for a per-provider
cooldown between placing structures, allowing mods
with multiple structure queues to rate-limit
placement around a single provider.

An initial delay parameter is included to
support units that deploy into a base provider and
require an initial setup time (e.g. the Surveyor
unit from C&C TW).

The range and time restrictions are not applied to
walls as a balance choice.
2013-03-30 23:00:26 +13:00
Paul Chote
395df45a5a Revert unbuildable MCV and crate changes. 2013-03-30 22:48:17 +13:00
Matthias Mailänder
1ccd1cd1ac Merge pull request #2886 from Mailaender/community-icons
Added more cameos and showcase everything in developer mode
2013-03-30 00:59:17 -07:00
Matthias Mailänder
66d8bbb9b5 Merge pull request #2891 from psydev/patch-4
blossom trees: indestructible; blue slower
2013-03-30 00:58:21 -07:00
psydev
42b606ca3c weap/afld HP reduced; HQ adjustments
Weapons Factory & Nod Airstrip HP reduced greatly (to 1000), so that nuke can now destroy them (& Ion Cannon almost but not quite).
Advanced Communication Center's HP increased from 1000 to 1200, to give it some more breathing room vs. ion cannon strikes.
Added ANYHQ as a custom pre-requisite, so that the temple of nod and advanced communications center will also allow building of advanced units.
2013-03-29 17:31:10 -07:00
psydev
9405f47711 Ion Cannon buffed vs. heavy armor; revamped
Ion Cannon does more damage vs. heavy armor--supposed to be more effective vs. advanced guard towers & Obelisks.
It no longer uses the PerCell damage model because the amount of damage vs. buildings varied wildly. It now uses the standard model and works pretty well.
2013-03-29 17:00:19 -07:00
psydev
904b80076d Guard Tower gun buffed
There were complaints the Guard Tower was too weak. Generally, it's better if CNC is not a game of infantry spam. So it fires more often now. (ROF decreased from 40 to 30)
Its damage was increased from 45 to 50 because Flamethrowers were surviving with 1 HP, which is annoying.
2013-03-29 16:53:18 -07:00
psydev
63fe7ef540 increase nuke damage vs. heavy armor (ATWR)
Nuke damage vs. heavy armor increased, so that it can efficiently take out GDI advanced guard towers.
2013-03-29 16:36:47 -07:00
psydev
722fd9b59a blossom trees fix
removed -TargetableBuilding and -AutoTargetIgnore
2013-03-29 16:07:32 -07:00
psydev
f090941427 Mammoth Tank buff; balance stick for MLRS
Mammoth tank buffed, since people said it was too slow and died easily, e.g. dying too readily while approaching enemy through artillery fire.
-HP increased from 600 to 800. Seems justifiable since it's an expensive, slow-to-build, top-tier unit.
-Speed increased from 3 to 4; (C&C 95 default value, incidentally)
-Rotation reduced from 5 to 3 so that it has a flavor of slowness, and a vulnerability.

MLRS speed reduced from 8 to 7, so it's not uncatchable when retreating.
MLRS health reduced from 120 to 115 so Rocket Bike can kill it in 5 shots instead of 6.
MLRS InitialStance set to Defend, to help noobs avoid unintentionally bunching them up (and making them vulnerable to airstrikes, etc.) and to require less micro-management of their positions.
2013-03-29 15:24:53 -07:00
psydev
51880db3c5 Harvester capacity & unload time changed
The carrying capacity of harvesters was increased from $525 to $700. (This is the original C&C 95 value).
Overall harvesting rates are roughly the same.
To keep overall harvesting rates the same, the amount of time spent unloading at the refinery was increased. 
The purpose of these changes is to:
- make blue tiberium harvesting from distant fields economically feasible by increasing carrying capacity
- make basewalking less necessary in order to take advantage of blue tiberium fields farther away, especially in early game.
- make harvesting from distant tiberium fields less penalizing. If you have more harvesters harvesting tiberium farther away, the unload time won't affect you as much as if you were harvesting closer by.
- make refineries more relevant and make the player build refineries to increase capacity, and not only relying on a fleet of harvesters. (A good idea anyway since Ion cannons can kill refineries, and you should have more than one).
- keep with flavor of C&C, where tiberium was a dangerous substance which had to be carefully unloaded, unlike ore from RA which was immediately dumped.
2013-03-29 15:07:56 -07:00
psydev
f89650c61c orca update; ammo increased 5 -> 6. heli sight++
Orca ammo reduced from 10 to 5, since 
Increased toal ammo from 5 to 6, since orcas seem to be a bit weak vs. tanks, flame tanks, etc.
Apache Helicopter & Orca sight range increased from 8 to 10. Seems good here, I wouldn't increase anymore, or they will be too good at scouting by themselves. Leaving it here requires using other units for their scouting value.
A-10 sight range increased from 8 to 12. This makes the airstrike better for scouting, and seems to make sense for an airplane. Since it's a superpower, won't be too powerful.
2013-03-29 14:40:36 -07:00
psydev
221279dc18 orca rockets -- fewer, more powerful (less spammy)
When you have multiple orca rockets firing at once, the screen fills with missiles and smokey trails. Reduced the number firing per second, but they do the same total damage, so balance remains unchanged.
Will change their trail shortly to something other than smokey.
Next commit will change their ammo load.
2013-03-29 14:34:06 -07:00
psydev
42f0dadd27 applying balance stick
Stealth Tank damage vs. wood nerfed; a few stnks could quickly uncloak and destroy a building, e.g. refinery. 
Guard tower slight buff, to kill E3 in 2 shots instead of 3, and E4/E5 in 4 shots instead of 5.
E3 rockets expire a bit sooner. They would continue on forever. Their range is still long, but now it's possible for some units to escape.
2013-03-29 14:30:23 -07:00
psydev
30dd2e3d2d blossom trees: indestructible; blue slower
Trees were made destructible; now they are indestructible.
Blue tiberium blossom trees regenerate slower than green tiberium. This keeps the green ones relevant in maps with both kinds of trees.
The blue ones produce at slightly over half speed, and slightly over 2x value, giving them a slight advantage. Blue's total value production rate is ~1.25x faster than green tib. blossom tree.
2013-03-29 14:21:58 -07:00
Paul Chote
5e74d3c54e Remove legacy turret/muzzle positioning code. 2013-03-29 22:04:21 +13:00
Matthias Mailänder
4ebaaf716d showcase everything we got icons for when dev cheats on 2013-03-29 09:23:52 +01:00
Matthias Mailänder
008b0cbab5 Added @Nyerguds TD Deluxe Cameo Pack 2013-03-29 08:44:10 +01:00
Paul Chote
67df893fc3 Convert C&C turrets/weapons to world coordinates. 2013-03-29 20:42:57 +13:00
Paul Chote
6a4caab023 Convert BIKE and HTNK to world coordinates. 2013-03-29 20:42:57 +13:00
Paul Chote
0cff8b5b12 Add a debug visualization for muzzle positions. 2013-03-29 20:42:56 +13:00
Paul Chote
5bd34bda22 Support world coordinates for Prone offsets. 2013-03-29 20:42:56 +13:00
Paul Chote
27d852a425 Rename legacy offset coordinates on Turrets and Armaments. 2013-03-29 20:39:27 +13:00
Matthias Mailänder
d9efe82b5a added prison/tech center icon and build-up animation 2013-03-29 07:22:14 +01:00
Paul Chote
0c78d59d88 Fix A* visualization in C&C. 2013-03-29 19:04:25 +13:00
Matthias Mailänder
1a768c99ff Merge pull request #2876 from Mailaender/debug-traits
add the desync-debug traits to the actors of default mods
2013-03-28 09:34:45 -07:00
Matthias Mailänder
8d9f91a844 non-targetable trees, fixes #2875 and related regressions
makes them indestructable again except for super-weapons
2013-03-28 12:23:39 +01:00
Matthias Mailänder
10ba7ae1c3 add the desync-debug traits to the actors of default mods 2013-03-28 11:53:50 +01:00
Matthias Mailänder
e795ab9174 Merge pull request #2770 from pchote/turret-cleanup
Weapon / Turret refactoring
2013-03-26 14:38:56 -07:00
Matthias Mailänder
28f24cd03a Merge pull request #2801 from Mailaender/hotkey-cleanup
Remove inconsistencies that crash C&C mod
2013-03-26 14:28:49 -07:00
Matthias Mailänder
ca2f48a439 Update lobby.yaml
it is also used for the single-player GUI
2013-03-26 22:24:16 +01:00
Matthias Mailänder
04a1b56e03 Merge pull request #2369 from ihptru/cnc-server-name
fix cnc menu/multiplayer titles overrides by server's title;
2013-03-26 14:23:06 -07:00
Paul Chote
0167bbfbaa Move weapon/turret definitions out of AttackBase.
Weapons are now defined with the Armament trait
and turret parameters live in Turreted.
This has the side effect of allowing any number
and distribution of weapons and turrets.
2013-03-24 11:58:45 +13:00
Matthias Mailänder
0880c1241d fixes #2190 added announcer voice upon game start
Thanks to @Nyerguds for mixing this together for the RA mod!
2013-03-22 22:54:45 +01:00
Matthias Mailänder
e9602ca4e9 pull cnc sell/repair button hotkeys from settings 2013-03-20 12:06:51 +01:00
Matthias Mailänder
f0876828f4 fixes #2791 don't crash on powerdown hotkey when playing cnc 2013-03-20 11:54:15 +01:00
psydev
0172c5e5ce Flamethrower range reduced to 2.5
Flamethrower seems OP, and flamethrower spam can dominate early game without much to counter it. Reduced range back to earlier levels (in C&C 95 it was 2).
2013-03-18 13:16:40 -07:00
psydev
ff983157a6 removed FlamethrowerExplode for now
Removed FlamethrowerExplode for now, until it is certain what the damage stats should be and the probability of exploding.
2013-03-17 01:57:52 -07:00