psydev
66ea585f5f
Increase Guard Tower cost from $500 -> $600
2014-04-18 06:18:09 -07:00
psydev
5d0ee09f74
Fix Obelisk ROF
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Obelisk ROF wasn't working properly. Its delay between shots was far higher than the 90 intended.
I think the programming for AttackCharge doesn't work as whoever put the data in thought. It works now.
It now has a ROF of 90 ticks, as intended. For its first shot in a series, the delay is only 50 ticks.
I think the problem might be that FireDelay and ReloadTime were counted cumulatively.
2014-04-18 06:10:55 -07:00
psydev
918ac2d64c
Minor: ConYard no longer produces 15 power
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This is kind of useless and doesn't make much sense. Cutting it out in order to make intended early build order design possibilities fit better.
2014-04-18 05:59:54 -07:00
psydev
cc0d9d4a2c
Increase cost of power plant from $300 -> $500
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To give a fair shot to other early build orders, this will make it take a bit longer to build your second refinery by increasing the cost of building a power plant.
2014-04-18 05:58:27 -07:00
psydev
2c94615814
Increase PROC power consumption 30 -> 50
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Refinery costs more energy, forcing player to build a 2nd power plant before second refinery (unless they built nothing else but their first refinery).
This makes other build orders possible early game instead of building 2 refineries + barracks being the only sensible one.
2014-04-18 05:47:16 -07:00
psydev
b22569e810
Increasing tower sight range +1
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Tower weapon ranges shouldn't be too high, but I like the idea of them providing far vision.
The visual range of Guard Tower, Advanced Guard Tower and Obelisk is now +1 more than their weapon range. (8, 8, and 7 respectively).
2014-04-18 05:44:24 -07:00
psydev
52a91c23fa
Minor: chg PROC sale value due to harv price chg
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Harvesters now $1000, so this is to reflect that.
2014-04-18 05:41:05 -07:00
psydev
235e188692
Minor: increase SAM site vision
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SAM didn't seem to be firing at targets all the time, even when they were visible. Increasing its visual range to match its weapon range.
2014-04-18 05:39:43 -07:00
psydev
163b1e2af2
Reduce DetectCloaked range on towers, HQ
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The detect cloaked range is too high, especially for simple guard towers.
The HQ and Advanced Comm. Ctr.'s range of 8 is also absurdly high, and many players don't know about it. The Stealth Tanks ought to be able to sneak through a gap in a base's defenses. Towers should not have unbeatable detection range.
2014-04-18 05:38:38 -07:00
Paul Chote
59da851d71
Improve ProductionBar performance.
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Also adds an explicit second bar for construction yards.
2014-04-19 00:01:59 +12:00
Paul Chote
86f5a39d86
Persist the nuke beacon until detonation.
2014-04-18 18:55:34 +12:00
Paul Chote
3ad35cb803
Support indefinite beacon duration for support powers that remove the beacon on completion.
2014-04-18 18:55:34 +12:00
Paul Chote
56586cb4b5
Add a camera to the nuke.
2014-04-18 18:55:34 +12:00
Paul Chote
14eab38f0b
Add a camera to the Ion Cannon. Fixes #5058 .
2014-04-18 14:17:15 +12:00
Matthias Mailänder
95d8d1d45d
show disabled overlay when TD defenses power down
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closes #5005
2014-04-02 21:24:40 +02:00
Taryn
61749e145d
Added LineBuildNode trait to filter which structure(s) a LineBuild actor can be attached to.
2014-03-27 20:47:46 -05:00
Kanar
fc2d0510d8
Adds minibibs for bibless buildings in RA and C&C.
2014-03-25 13:23:05 +01:00
Paul Chote
9993eacf65
Add upgrade rules.
2014-03-21 10:07:28 +13:00
Paul Chote
725f690aaa
Add posters for TD airstrike and nuke.
2014-03-20 22:13:11 +13:00
Paul Chote
d7d12ef799
Rework airstrike flare and camera spawning.
2014-03-13 01:03:24 +13:00
Matthias Mailänder
fd4aa222f7
Merge pull request #4803 from reaperrr/obelisk-fix2
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Building charge improvements
2014-03-07 18:54:17 +01:00
Matthias Mailänder
6dbe28cdbe
Merge pull request #4815 from pchote/beacons
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Remove beacon from ion cannon and add to airstrike.
2014-03-07 17:04:01 +01:00
reaperrr
82cd2b9520
Adapts Tesla Coil and Obelisk to AttackTesla -> AttackCharge changes.
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Fine-tunes Obelisk charge delay, adds changelog entry.
2014-03-06 20:30:24 +01:00
Chicken man
718ddf9afd
Updated mods to work with changes.
2014-03-05 17:30:34 -05:00
Matthias Mailänder
56470b918b
use the disabled palette to render husks
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closes #4631
2014-03-05 23:18:14 +01:00
Matthias Mailänder
28e672fcf8
Merge pull request #4724 from RiderRockon/bleed
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Reduced range and increased build time of static defense
2014-03-01 19:38:46 +01:00
Paul Chote
3c3a047c21
Remove beacon from ion cannon and add to airstrike. Fixes #4732 .
2014-03-01 12:54:22 +13:00
Rider Rockon
232f0da14a
Reduce turret vision & Increase Build Time
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Guard Tower
- Reduced vision from 7 to 6
- Increased buildtime from 12s to 24s
Gun Turret
- Reduced vision from 7 to 6
- Increased buildtime from 15s to 30s
SAM Site
- Increased buildtime from 18s to 36s
Advanced Guard Tower
- Reduced vision from 9 to 7
- Increased buildtime from 24s to 48s
Obelisk of Light
- Reduced vision from 8 to 7
- Increased buildtime from 36s to 52s
2014-02-24 00:18:00 +01:00
Matthias Mailänder
d7b891d995
Merge pull request #4682 from ScottNZ/beacon
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closes #2320
closes #3767
closes #3810
2014-02-23 09:55:23 +01:00
ScottNZ
338fb38bd3
Add beacon/radar ping placements for nukes/ion cannons/chronospheres/iron curtains.
2014-02-23 13:14:00 +13:00
reaperrr
8c5957d0d8
Enable Obelisk charge anim and sound
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Enables Obeliks charge anim and sound by using AttackTesla instead of AttackTurreted.
2014-02-21 22:24:45 +01:00
Angusm3
d77614bf8b
obelisk health upgrade to same level as ATWR
2014-01-31 03:55:18 -07:00
Kanar
17cf890dce
Enables "insufficient power"-speech in RA and C&C when powered-down supportpowerwidget is clicked
2014-01-27 04:29:32 +01:00
Paul Chote
996877d9e5
Upgrade mod rules to match engine changes.
2013-12-26 20:42:13 +13:00
Paul Chote
06fb8bf707
Change the C&C Airstrike to be more support than sniper.
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Slight buff to total damage dealt, but no longer 1-shots buildings.
2013-11-02 10:08:18 +13:00
Matthias Mailänder
615ac2504a
added "enemy planes approaching" EVA notification from demo.mix
2013-08-22 21:40:36 +02:00
Matthias Mailänder
d8b0c0d440
added support for nuke launch sound to confirm strike
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separated into IncomingSound = "nuke approaching/detected"
and changed LaunchSound into "nuke lauched"
also nuke with small L .aud in cnc rules looks like a typo
2013-08-22 21:40:36 +02:00
Matthias Mailänder
efb55d4cb9
read support power icons from sequences
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so that d2k can grab them from DATA.R8
2013-08-17 23:31:22 +02:00
Matthias Mailänder
376a6c7a5d
read the production icons from sequences
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this allows d2k to read them from DATA.R8 without trouble
2013-08-17 23:31:22 +02:00
Paul Chote
b02fd0d002
Remove BibLayer and use sequences / RenderSprites instead.
2013-08-11 00:25:53 +12:00
Paul Chote
7d1931cd80
Remove BelowUnits from C&C bibbed structures.
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It interacts badly with the rewritten Bib trait.
2013-08-11 00:25:52 +12:00
reaperrr
fb2e85e6d3
disable AGT muzzle.
2013-08-06 13:25:02 +02:00
reaperrr
7cf94e4f1e
Fix CnC mod LocalOffsets.
2013-08-05 19:34:06 +02:00
reaperrr
a1ac1973a7
Add muzzle flashes to all cannons and the Advanced Guard Tower (which had a muzzle in the original CnC, too).
2013-08-05 19:33:28 +02:00
Paul Chote
04e5edc811
Rewrite bib to match new FrozenUnderFog capabilities.
2013-08-04 19:42:16 +12:00
Paul Chote
03e09e25bb
Fix turret facings for GTWR etc. Fixes #3610 .
2013-08-03 12:45:21 +12:00
Matthias Mailänder
52069c6788
also revert AutoTargetIgnore: for all buildings in cnc
2013-06-23 13:15:47 +02:00
Paul Chote
ac0094176a
Reduce C&C silo pip count to a reasonable number.
2013-06-20 18:39:27 +12:00
Paul Chote
e99d0a0b43
RenderBuildingRefinery -> WithResources.
2013-06-20 18:28:33 +12:00
Matthias Mailänder
99d4d07cd5
removed now redundant debug auto-target traits
2013-05-10 22:31:54 +02:00