The sequences.yaml is a behemoth, next to impossible to navigate other than through the search function. Splitting it into multiple files named after their category makes navigation easier for everyone.
Orca was over-nerfed with respect to reload time. It was not effective at finishing off vehicles and buildings if it ran out of ammo, because it took way too long to reload.
Its reload time has been set to the old one, but now it reloads 2 pips at a time, so it is slightly slower than originally, but not by much. It's a bit OP when it loads one at a time, it seems.
Problem: orcas in small groups will sometimes get in each other's way and be stuck outside of range. The old range was 5, but this was to nerf large groups.
Orcas have been nerfed in several ways. One of the ways was to reduce their range from 5 to 4. However, when the range reduction is coupled with all the other nerfs, it seems a bit too much. Orcas are fairly vulnerable now that air defense has improved.
- originally, frag1 was not centric and appears to the right of the impact/exploding vehicle.
- fball1 appeared quite a bit below the impact point. This moves it up a little.
- added separate idle shp to allow using all 8 frames while keeping idle/active separate.
- replaced some empty/background pixels inside tower with shadow.
Explosion sounds have been noticeably absent from the RA mod, artillery weapons only used the weak kaboom12, most other weapons had no ImpactSound at all, making even larger battles sound 'empty'.
Now, explosive artillery weapons (155m, 8Inch, SubMissile) use art-exp1 as animation and kaboom22 as impact sound. Furthermore, most cannons and rockets now use kaboom12 as ImpactSound. In one or two cases kaboom15 is used instead. Furthermore, for consistency Trail: smokey was disabled on Dragon and ChronoTusk.
Technically unnecessary, but using self_destruct on regular weapons in weapons.yaml might be a little confusing for modders. artillery_explosion is a more straight-forward label for art-exp1.