Commit Graph

2181 Commits

Author SHA1 Message Date
Paul Chote
9cf923343f Merge pull request #5186 from psydev/patch-7
balance tweak - make turret armor heavy
2014-04-27 12:57:01 +12:00
psydev
b0dcdf81a4 Adjust air strike so it kills turret
The recent armor change for turrets made airstrike no longer killed it. 

Made Napalm do more damage to Heavy (and light); made Vulcan do less damage to Heavy so that airstrikes don't do too much damage to advanced towers, obelisks and SAM sites.
2014-04-26 10:03:45 -07:00
psydev
5867bb3985 Certain units can no longer target walls
Units which cannot target walls (sandbags, chain-link fence or concrete) any longer:
Minigunner
Flamethrower
Hum-vee/Nod Buggy 
Flame Tank (can still run over sand bags and chain-link fences)
Civilian
[sniper--already so]
2014-04-26 09:25:47 -07:00
psydev
a624afe739 Make Wall its own TargetType
Going to make some units (machineguns, etc.) unable to fire at walls.
2014-04-26 09:19:09 -07:00
Matija H
a0f6038ea6 Facilitated spawn choice at game setup screen. 2014-04-25 23:27:16 +01:00
psydev
db544a6ca9 balance tweak - make turret armor heavy
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.
2014-04-23 18:14:32 -07:00
Psydev
3910e54aa1 fixed tiberium tree in lessons_from_kosovo 2014-04-23 08:55:56 -07:00
Psydev
dbb8f7af71 Adding "pressure" map. 2014-04-22 08:45:42 -07:00
Psydev
84b9e797c7 renamed skull valley. now 4p. bridges fixed. 2014-04-22 08:23:25 -07:00
Psydev
0837279d66 Updated & renamed no_escapism. added trees. 2014-04-22 08:17:53 -07:00
Psydev
b8b5ff5cc1 Renamed slippery_slopes. Added blue tib markers. 2014-04-22 07:37:14 -07:00
Psydev
07efd377bc Updated Manufacturing Consent map. Fewer start loc 2014-04-22 07:17:40 -07:00
Psydev
0acc3e9bab Updated Lessons From Kosovo map 2014-04-22 07:17:14 -07:00
Psydev
751e799750 Updated map Dead_in_Motion_redux. Now 2p. 2014-04-22 07:16:19 -07:00
Psydev
938215e4ce Updated Deterring Democracy Plus map 2014-04-22 07:15:30 -07:00
Psydev
79e8391189 Updated Deterring Democracy map. Now 2p. 2014-04-22 07:14:30 -07:00
Paul Chote
a5fb437d07 Merge pull request #5170 from Smilex/issue5169
Added SupportsMapsFrom to mod.yaml for all mods
2014-04-22 11:32:33 +12:00
Paul Chote
3c6993f7fa Merge pull request #5162 from Mailaender/pre-auto-l10n
Prerequisites to automated translation string extraction
2014-04-22 11:29:23 +12:00
Ian T. Jacobsen
1de3b20b90 Added SupportsMapsFrom to mod.yaml for all mods 2014-04-21 20:50:09 +01:00
Matthias Mailänder
ef07cdeaa8 unambigitous naming 2014-04-21 13:49:00 +02:00
Matthias Mailänder
27a73d810f auto reformatting to key: value 2014-04-21 13:49:00 +02:00
Matthias Mailänder
4c4f7ab31f revert back to untranslated for uniform auto-generation 2014-04-21 13:49:00 +02:00
Paul Chote
24374b1394 Merge pull request #5132 from psydev/patch-6
Nerfing guard towers & other balance changes
2014-04-21 22:43:17 +12:00
Matthias Mailänder
2320a7d571 avoid easy/hard classification as they are identical 2014-04-21 11:24:04 +02:00
psydev
43c05b4c94 Minor: adjusting tiberium storage in refinery/silo
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.
2014-04-20 10:16:29 -07:00
psydev
7bd6c01096 Speed up Orca missiles
Orca missiles are quite slow, travelling about the same speed as them. 

Their speed is now up to the same as Bazookas, BikeRockets, and TowerMissiles.
2014-04-20 08:00:04 -07:00
psydev
6929a1ab21 Low power slowdown reduced for ConYard
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.
2014-04-20 07:41:55 -07:00
Paul Chote
048289e6a9 Merge pull request #5138 from Mailaender/disable-idle-overlay
Fixed the Dune 2000 outpost radar dish rotating when powered down
2014-04-21 00:59:38 +12:00
Matthias Mailänder
01a3162725 allow animations to pause on low power
closes #2949
2014-04-20 14:47:53 +02:00
Paul Chote
8e05cc9171 Merge pull request #5124 from Mailaender/crane-overlay
Added crane build animation to construction yards in Dune 2000 and Tiberian Sun
2014-04-21 00:46:23 +12:00
Paul Chote
adff453927 Merge pull request #5146 from reaperrr/mbd-fix
Removed MustBeDestroyed from CnC Civ/Tech buildings
2014-04-21 00:28:08 +12:00
psydev
5e9f9c1792 Increase Barracks cost from $300 -> $500
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.
2014-04-19 22:28:02 -07:00
psydev
a60e7472c0 Reduce chem warrior damage vs. wood
The Chem Warrior still does good damage vs. wood, but this will allow more distinction between Flamethrower infantry and Chems. People have been complaining there's no reason not to use chem warriors, which is a claim that has some merit.

Currently, the Chem actually does more damage than Flamethrower vs. wood, which doesn't make a lot of sense. This will make the Flamer do a bit more. Chem damage will be at the level of Bazooka now.

After this change, Flamethrower will have double the economic efficiency in damage per dollar vs. wood. (It already had superior efficiency, but not by much).
2014-04-19 21:09:06 -07:00
psydev
1e9cc41dd7 TowerMissle only fires at ground now. Adjust ROF.
SAM Missile will fire at air targets now.

Adjusting ROF to match SAMMissile's; adjusting damage to keep DPS roughly the same.
2014-04-19 06:11:41 -07:00
psydev
0aad37396d Give ATWR the SAM Missile
This is so that the Advanced Guard Tower can have separate values for range and damage for ground-based and anti-air missiles.
2014-04-19 06:03:42 -07:00
psydev
6fc5c061be Increase spread on Artillery a bit.
It really needs the boost, given that it is slow and inaccurate.
When it finally hits, it will at least do some damage to infantry. 256 is inadequate.
2014-04-19 04:24:07 -07:00
psydev
3176b731a5 Minor: increasing missile rotation speed
So they don't spin around in circles around an unmoving target.
2014-04-19 04:15:30 -07:00
Matthias Mailänder
00ca5516fc add crane animation to Dune 2000 and Tiberian Sun
closes #3754
2014-04-19 13:12:32 +02:00
Paul Chote
48753bdae8 Merge pull request #5133 from ScottNZ/new-menu
Add singleplayer mission menu to ra/td
2014-04-19 19:38:36 +12:00
ScottNZ
22dd2b0a92 Add singleplayer mission menu to ra/td 2014-04-19 15:54:55 +12:00
reaperrr
1a530ec39b Added a ^BaseBuilding default that Inherits ^Building to CnC mod.
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.
2014-04-19 02:52:38 +02:00
psydev
edb9a488f8 Minor: HPAD only requires PROC instead of barracks
Not everyone will necessarily want to build a barracks early, so this gives some flexibility.
2014-04-18 07:58:20 -07:00
psydev
b336ae89f7 Infantry run 90% speed on clear terrain again
This was the old default setting.
2014-04-18 07:55:48 -07:00
psydev
88af1bca57 Grenade range/speed/spread adjustment
Grenade range reduced from 5 -> 4
Grenade speed reduced considerably, from 204 -> 85 (this was its old speed, long ago).
Grenade spread increased to compensate.

Grenadiers are now the fastest infantry. Their weapon is quite powerful but they cannot hit moving targets well. You will have to plan your tactics accordingly.
2014-04-18 07:52:47 -07:00
psydev
72a2946299 Buff tank guns, esp. vs. buildings
Tanks are a bit underwhelming in their ability to take down turrets and buildings during an attack. Their ROF has been upped, and their damage vs. wood has been increased.

Their damage % vs. infantry has been lowered to keep it the same DPS. 

Light tank bullet speed reduced a bit to make it possible to miss. It's now the same speed as the turret, and still faster than MTNK/HTNK's bullets.
2014-04-18 07:48:09 -07:00
psydev
6aa1b37563 Minor: adjust building HP for airstrike/ion
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).
2014-04-18 07:38:26 -07:00
psydev
bb149cb3e6 Updating Airstrike - destroys guard tower/turret
Airstrike now destroys basic turrets/GT.
Should not destroy most buildings, though. (Apparently some people were complaining about it being usde for "sniping" buildings too much).
To make damage vs. buildings relatively consistent regardless of how many tiles they occupy, napalm has far less spread now, but much more damage.

Vulcan cannon does more damage vs. heavy armor, but does not damage buildings much. This is because damage it did to buildings varied too much based on building footprint.
2014-04-18 07:35:48 -07:00
psydev
02d7f99005 Increase Ion Cannon spread
Ion Cannon has been a little weak lately. Increasing its spread to make it more effective.

This should maybe be revisited if/when #5120 gets looked at.
2014-04-18 07:30:41 -07:00
psydev
cfeeea4d64 Fix Nuke
Nuke was nerfed into oblivion. Bringing it back.
These values are approximately right. One might ask how much the nuke should be able to destroy adjacent buildings, rather than ones it doesn't hit.
2014-04-18 07:29:37 -07:00
psydev
2be06945c0 Buff stealth tank rockets vs. Wood
The Stealth Tank does pretty poor damage vs. buildings, especially for its price/tech level, and compared to recon bikes. Buffing a bit.
2014-04-18 06:24:23 -07:00