Commit Graph

1945 Commits

Author SHA1 Message Date
Matthias Mailänder
27fa99852b add D2k crates, started fixing infantry
infantry directions are correct, but movement is still wrong
2012-05-28 20:14:56 +02:00
Matthias Mailänder
ec7795fa99 added more Dune 2000 EVA voices
currently Atreides only
2012-05-28 14:00:43 +02:00
Matthias Mailänder
8e74df6155 fixing RALint.exe d2k and ordos missing defense buildings 2012-05-28 10:37:10 +02:00
Matthias Mailänder
4984d07960 made HackyAI more flexible for Dune 2000 mod 2012-05-28 10:36:17 +02:00
Matthias Mailänder
2a312911cb fixes repair pad
and update TODO
2012-05-27 18:28:52 +02:00
Matthias Mailänder
a20e30312e added Ordos 2012-05-27 15:17:03 +02:00
Matthias Mailänder
e0e1011d30 added Harkonnen 2012-05-27 12:45:35 +02:00
Matthias Mailänder
1fcf044980 added flags, worked on the UI
looks crappy, needs someone who is good at this
2012-05-27 10:40:08 +02:00
Matthias Mailänder
2287f1f662 inherit units that differ only slightly for each faction 2012-05-26 20:20:01 +02:00
Matthias Mailänder
ffbc76919e make Dune 2000 an independent mod
Arrakis tileset now loads properly
2012-05-26 18:13:51 +02:00
Matthias Mailänder
083952a531 added Dune 2000 music, voices 2012-05-26 13:06:02 +02:00
Matthias Mailänder
7f48a242db fixed refinery, factories
a little hacky though
2012-05-25 22:27:26 +02:00
Matthias Mailänder
4362a215d9 fixed wall, silo; add ornithocopter, sonic tank, infantry
orni does not flap, no sonic wave weapon, infantry frames broken
2012-05-25 17:46:58 +02:00
Matthias Mailänder
72b2e03dd0 added tech buildings, repair pad, startport, tanks 2012-05-24 16:26:38 +02:00
Matthias Mailänder
f7c1eb2933 +heavy factory, radar outpost, brick wall 2012-05-23 20:04:45 +02:00
Matthias Mailänder
68a731ed5e fixing MCV facings and flickering bug 2012-05-22 23:19:05 +02:00
Matthias Mailänder
4c667be946 fixed vehicles driving backwards
also fixed the bazooka for quad
2012-05-22 22:17:48 +02:00
Matthias Mailänder
66f82c6c2a added harvester, trike/quad now working, fixed mod inheritances
RenderCargo: works, moved R8Reader to Utility namespace
2012-05-22 21:02:25 +02:00
Matthias Mailänder
5426a5fd3c put d2k mod stuff into it's own branch 2012-05-20 15:50:39 +02:00
psydev
5a37c84a8b improve chem warrior, flamethrower, grenadier and napalm drop 2012-05-02 09:10:53 +12:00
Chris Forbes
63898820f1 ra: drop mjolnir-1 map 2012-05-02 09:08:28 +12:00
psydev
63359e156c Increasing speed of flamethrowers and grenadiers 2012-05-02 09:01:26 +12:00
psydev
d683d69f3c Increase A-10 speed from 25 to 40 2012-05-02 09:01:05 +12:00
Chris Forbes
609d5bd611 ra: fix Flame Turret -> Flame Tower in unit name 2012-05-02 08:32:43 +12:00
psydev
0b894d3b31 Make silo first item in support/defense queue. 2012-05-02 08:30:38 +12:00
psydev
3a838a05cd Remove bib from HPAD 2012-05-02 08:29:06 +12:00
psydev
0a0b136b80 See ground beneath A-10 airstrike's flightpath 2012-05-02 08:27:26 +12:00
psydev
82549c6407 Increase Chinook capacity to 10 2012-05-02 08:26:27 +12:00
Chris Forbes
d737930bb0 #2076 fixed - missing widget id for WICW 2012-05-01 19:59:48 +12:00
psydev
a1082152a4 Urgent! Include in this release (fixes non-targeting of defensive towers/turrets). I made units no longer target ordinary buildings, but forgot to re-include targeting of the structures that shoot at you. 2012-05-01 07:26:06 +12:00
psydev
9f729b0c45 Made Chem Warriors walk through tiberium instead of around it and reduced their penalty for running through it to what would normally be "rough" terrain (80% instead of 70%).
Gave Commando Red Pip while passenger in APC/helicopter (can we get a more distinct color for engineer? Bright yellow or orange that contrasts from regular green, and/or pale blue).
Increased Commando shroud reveal to 6, since that will equal what 5 ought to be (infantry and vehicles have differences in sight range even when they have the same value, it seems http://i.imgur.com/Z6nWG.jpg)
2012-04-30 22:15:21 +12:00
psydev
ee7d8659d5 Removed bib from repair bay, to make it like the one from Red Alert.
Increased sight range of Construction Yard to 10.
2012-04-30 22:14:23 +12:00
psydev
4448c3e51b cnc: various balance changes, part 2
Infantry sight range +1 -- it seems that they have lower sight range than vehicles for some reason. See http://i.imgur.com/Z6nWG.jpg for infantry and vehicle, both with RevealsShroud: 5, but vehicle sees further. So, effectively 5 for infantry becomes 4, which seems reasonable.
Reduced probability of SpawnViceroid from 10% to 2%. 2% will still happen often enough if Chem Warriors are used predominantly, but with 10%, units were constantly turning to Viceroids, which was a pain. You could also send 10 infantry to opponent's tib field in early game and spawn a viceroid and kill their harvester or harass them.
Turned off units auto-targeting regular buildings, because often will attack silo over an obelisk or enemy unit. Auto-target should remain on for defensive towers/turrets, though.
2012-04-30 22:07:48 +12:00
psydev
174e925e5a cnc: various balance changes
As usual I'm trying to be conservative and only apply what I feel is suitable / minimally necessary.
Weapons:
Biggest change: Increased artillery range from 6 to 12, added contrail to bullet and changed impact sound to default C&C. Minimum range 2 given.
Napalm is currently very ineffective; increased spread to 20 range to make more likely to kill targets, ROF slightly increased
MRLS rocket ranged increased from 8 to 12, with minimum range 2.
Guard tower range increased from 4 to 5 (Pillbox is 6, for comparison) and damage increased from 20 to 40.
Grenadier death explosion reduced in damage from 25-10 and in blast radius.
2012-04-30 22:07:32 +12:00
earthpig
e7a8cdf951 Normal AI: Gone.
Zhukov AI: Bit of a turtle, but sends large attacks with arty/v2.
Rommel AI: Modified Hard AI.
2012-04-30 21:51:46 +12:00
psydev
15dcd6a9f6 Harvester armor heavy 2012-04-30 21:35:35 +12:00
Curtis Shmyr
9185dc65d5 Initial pbox pax changes 2012-04-30 21:18:10 +12:00
Chris Forbes
e0bfa287ee new flamer integrated 2012-04-30 21:13:15 +12:00
Chris Forbes
80f142c8ea flamer that doesnt suck 2012-04-30 20:51:10 +12:00
Chris Forbes
7050fbc6e1 add napalm1 SHP and wiring in ra/sequences 2012-04-30 20:38:42 +12:00
Chris Forbes
2c938bc305 add sniper SHP 2012-04-30 20:33:36 +12:00
Chris Forbes
cd6bfb1b9a add better flame projectile SHP 2012-04-30 20:33:21 +12:00
Chris Forbes
11b253e4c3 add gate SHPs 2012-04-30 20:33:03 +12:00
earthpig
d625e2624a Fixed #2010 - arty in line now only has only 75% chance of exploding
When an arty in a group of them dies, each individual arty only has a 75% chance of perpetuating the genocide of arty.... so usually, it'll stop before killing your whole line but not before seriously hurting it.
2012-04-29 19:20:46 +12:00
psydev
9a3aae6586 cnc: change AI to not be totally useless 2012-04-29 10:56:47 +12:00
psydev
390e607e66 cnc: remove nuke crate 2012-04-29 10:55:46 +12:00
psydev
22b18f99db cnc: remove hide-map crate 2012-04-29 10:54:51 +12:00
Chris Forbes
16e00c1f12 shimmering cloak in cnc 2012-04-25 22:24:38 +12:00
Chris Forbes
a0940e7ae5 unify water palette rotation 2012-04-25 21:32:33 +12:00
Chris Forbes
75c105cb85 fix right edge of cheats close button 2012-04-25 00:06:48 +12:00