Chinook had "Re-arms at: HPAD" entered in its rules, even though it has no weapons. This is what caused it to return to base when you hit 'F' instead of land.
Now it lands again when you hit F. *phew* so happy :)
Making bridges indestructible.
Rationale:
-many maps don't work when bridges are destructible (most or all of the crossings are bridges)
-bridges will be repairable in the future. At this point, an engi can come and re-open it, but in the meantime, they shouldn't be destroyed.
-if someone wants to make a map with destructible bridges, they still can, by editing the .yaml themselves. This should be the default, though.
(FWIW, bridges were not destructible in C&C 1.)
Mobile SAM launcher name shortened.
Stealth tank time increased 80 -> 90 until https://github.com/OpenRA/OpenRA/issues/2898 is addressed.
Shortened a few other names.
Fixed some descriptions.
-Odds of getting MCV in a crate w/o a conyard is 80%, so that people aren't tempted to sell their conyard at beginning.
-Changed Hard AI's limits of procs, barracks & factories, since AI has to work within the conyard's build radius and crowding is no good, because it prevents them from building all tech buildings.
During playtesting it seemed like having infantry go at full speed on clear terrain was a good addition.
If it seems inappropriate for some infantry, can change it individually later for some units that might be too fast (e.g. flamethrowers and grenadiers, who travel at speed=5).
8 seconds cooldown time for conyard seems unnecessary and a bit long. Reduced to 5 seconds. The build radius on its own will probably deal with most basewalking problems, so the cooldown time isn't as important.
Increased Turret and Guard Tower's cloak detection range to 5. They need the range, especially since they are relatively easily destroyed by stealth tanks.
Blue tiberium tree was producing at 58% of green tiberium tree.
It seems a bit too good right now, so going to put it at 50%. (It has ~2x value of green)
Someone changed stealth tank and it did not have HoldFire as initial stance anymore.
Apparently Explodes: does not use UnitExplode by default anymore? Fixed.
Orca has been shown in playtesting to be too good in large groups. Reducing HP to 90 so that bike rockets, e3 rockets can kill in 3 shots instead of 4.
Returning ammo to 5 again, because adding that extra rocket ended up making a much bigger difference than expected.
MCV crate set to 0. This will be at the very least until there is a way to delay good units from showing up early game.
Cloak delay raised to 90 since it re-cloaks fast. This is because currently the stealth tank starts countdown while still in "attack mode", after the last missile was fired. Should be changed again to 1-2 seconds after https://github.com/OpenRA/OpenRA/issues/2898 is implemented.
Added hard AI.
The detection range for cloaked units for guard towers and guns is low (3).
This is needed so that stealth tanks aren't too good at sneaking by everything.
Since the MCV position limits where you can build, it seems like the adjacent value should be relaxed.
Pchote, scott, mailaender and I were playtesting the new build radius. We played with a value of 5 and it was good.
MCV is more important now since buildings can only be built within its build range. If you need a repair bay first, it's too constrictive. This seems right.
Nod now can use mobile SAM launcher. This is necessary because Orcas are powerful, esp. in large groups.
MLRS slowed down a bit, so it can't turn and run as swiftly.
MCV gets +1 speed since it will be moving more now.
I made a mistake changing MLRS HP from 120 -> 115 in last patch. (I misread a unit stat and so the change didn't do the thing I thought, and had no purpose).
Returned to previous value of 120.
This also implements support for a per-provider
cooldown between placing structures, allowing mods
with multiple structure queues to rate-limit
placement around a single provider.
An initial delay parameter is included to
support units that deploy into a base provider and
require an initial setup time (e.g. the Surveyor
unit from C&C TW).
The range and time restrictions are not applied to
walls as a balance choice.
Weapons Factory & Nod Airstrip HP reduced greatly (to 1000), so that nuke can now destroy them (& Ion Cannon almost but not quite).
Advanced Communication Center's HP increased from 1000 to 1200, to give it some more breathing room vs. ion cannon strikes.
Added ANYHQ as a custom pre-requisite, so that the temple of nod and advanced communications center will also allow building of advanced units.
Mammoth tank buffed, since people said it was too slow and died easily, e.g. dying too readily while approaching enemy through artillery fire.
-HP increased from 600 to 800. Seems justifiable since it's an expensive, slow-to-build, top-tier unit.
-Speed increased from 3 to 4; (C&C 95 default value, incidentally)
-Rotation reduced from 5 to 3 so that it has a flavor of slowness, and a vulnerability.
MLRS speed reduced from 8 to 7, so it's not uncatchable when retreating.
MLRS health reduced from 120 to 115 so Rocket Bike can kill it in 5 shots instead of 6.
MLRS InitialStance set to Defend, to help noobs avoid unintentionally bunching them up (and making them vulnerable to airstrikes, etc.) and to require less micro-management of their positions.
The carrying capacity of harvesters was increased from $525 to $700. (This is the original C&C 95 value).
Overall harvesting rates are roughly the same.
To keep overall harvesting rates the same, the amount of time spent unloading at the refinery was increased.
The purpose of these changes is to:
- make blue tiberium harvesting from distant fields economically feasible by increasing carrying capacity
- make basewalking less necessary in order to take advantage of blue tiberium fields farther away, especially in early game.
- make harvesting from distant tiberium fields less penalizing. If you have more harvesters harvesting tiberium farther away, the unload time won't affect you as much as if you were harvesting closer by.
- make refineries more relevant and make the player build refineries to increase capacity, and not only relying on a fleet of harvesters. (A good idea anyway since Ion cannons can kill refineries, and you should have more than one).
- keep with flavor of C&C, where tiberium was a dangerous substance which had to be carefully unloaded, unlike ore from RA which was immediately dumped.
Orca ammo reduced from 10 to 5, since
Increased toal ammo from 5 to 6, since orcas seem to be a bit weak vs. tanks, flame tanks, etc.
Apache Helicopter & Orca sight range increased from 8 to 10. Seems good here, I wouldn't increase anymore, or they will be too good at scouting by themselves. Leaving it here requires using other units for their scouting value.
A-10 sight range increased from 8 to 12. This makes the airstrike better for scouting, and seems to make sense for an airplane. Since it's a superpower, won't be too powerful.
Trees were made destructible; now they are indestructible.
Blue tiberium blossom trees regenerate slower than green tiberium. This keeps the green ones relevant in maps with both kinds of trees.
The blue ones produce at slightly over half speed, and slightly over 2x value, giving them a slight advantage. Blue's total value production rate is ~1.25x faster than green tib. blossom tree.