Matthias Mailänder
c8d9609400
Merge pull request #5198 from reaperrr/tibtree-fix
...
Closes #3107
2014-04-27 18:16:00 +02:00
Matthias Mailänder
0da6ab6c20
Merge pull request #5185 from reaperrr/rank-palette
...
Makes rank chevron palette customizable
2014-04-27 18:04:20 +02:00
reaperrr
8f09a2d6e0
Adds work-in-progress test map to TS mod.
...
Creeps-owned units and buildings can be used to test rank signs etc.
2014-04-27 13:49:45 +02:00
reaperrr
ce2809c7a0
Adds die-crushed sequence to Shock Trooper.
2014-04-27 13:37:09 +02:00
reaperrr
b62c43a90f
TD Blossom Trees now emit tiberium from base.
...
Dimension set to 1x1, art position fixed via sequence Offsets.
2014-04-27 13:31:54 +02:00
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
Paul Chote
0822d1ce11
Merge pull request #5181 from psydev/maps
...
Updated psydev's maps
2014-04-27 12:56:00 +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
reaperrr
6ae4b74535
Makes rank chevron palette customizable.
...
Adds levelup crate-effect and art.
2014-04-24 19:25:30 +02:00
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
Pavlos Touboulidis
a4b5e25087
Add confirmation-dialogs.yaml to d2k's and ts's mod.yaml or they crash
2014-04-22 21:50:15 +03:00
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
Pavlos Touboulidis
12e3ee9fda
Issue #4650 : Abort Mission Confirmation
...
Adapted the confirmation dialog from the CnC mod and wired it to
the "Abort" and "Surrender" buttons.
2014-04-22 17:42:24 +03:00
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
reaperrr
59d3a7faf4
Converted electro.shp to correct palette.
2014-04-21 13:46:31 +02:00
reaperrr
a40159bdf0
Fixed Cyborg Commando walk/crawl sequence.
2014-04-21 13:37:59 +02:00
Paul Chote
e7a16b0c75
Merge pull request #5154 from Mailaender/production-edge-fixes
...
Added the production bar edge fixes
2014-04-21 23:05:03 +12:00
Paul Chote
b595001364
Merge pull request #5096 from Cr0s/bleed
...
Fixed #3826
2014-04-21 22:48:11 +12:00
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
d9626597b3
removed unmaintained AI definitions optimized for legacy AI code
...
closes #4543
2014-04-21 11:30:19 +02:00
Matthias Mailänder
1dfdeb8d8b
bring it in line with the other naming
2014-04-21 11:26:26 +02:00
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
Matthias Mailänder
7e31637fd1
production bar edge fixes by @MicroGraphics
...
followup of #5107
2014-04-20 15:44:54 +02:00
Paul Chote
44d57204d0
Merge pull request #4999 from Mailaender/start-game-notification
...
Moved StartGameNotification into its own trait
2014-04-21 01:32:29 +12:00
Matthias Mailänder
a8a3036bc4
moved StartGameNotification into its own trait
2014-04-20 15:25:43 +02:00
Matthias Mailänder
e53fee7d0c
added production overlay to Tiberian Sun factories
2014-04-20 15:07:44 +02:00
Matthias Mailänder
eb6d9f6f69
only show welding overlays when factories are producing
...
closes #3756
2014-04-20 15:07:22 +02:00
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
a229e224d1
stop spinning the radar dishes in Tiberian Sun on low power
2014-04-20 14:50:00 +02:00
Matthias Mailänder
01a3162725
allow animations to pause on low power
...
closes #2949
2014-04-20 14:47:53 +02:00