Paul Chote
eef941fd42
Track per-player frozen actors.
2013-08-12 21:34:18 +12:00
Paul Chote
b02fd0d002
Remove BibLayer and use sequences / RenderSprites instead.
2013-08-11 00:25:53 +12:00
Paul Chote
614d57ac08
Remove BelowUnits from D2K.
2013-08-11 00:25:52 +12:00
Paul Chote
04e5edc811
Rewrite bib to match new FrozenUnderFog capabilities.
2013-08-04 19:42:16 +12:00
Paul Chote
c08f602661
Add lobby options for Shroud and Fog.
2013-08-04 13:04:09 +12:00
Paul Chote
b54ffdbabd
Add FrozenUnderFog property to BibLayer.
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Note: This implements the desired behavior
for FrozenUnderFog, so is still inconsistent
with its current (broken) behavior.
2013-07-25 18:11:53 +12:00
Paul Chote
57adaf46b0
Rewrite Aircraft movement using world coords.
2013-07-21 17:35:47 +12:00
Paul Chote
c3f04cc32e
Convert non-aircraft positioning to world coords.
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This removes the incomplete and unused hover code
on Mobile, which would be more trouble that it is
currently worth to carry over.
2013-07-21 17:35:47 +12:00
Paul Chote
e23c1ad33e
Rewrite husks using world coords.
2013-07-21 17:35:46 +12:00
Paul Chote
a642b8298e
Move harvester animation z offset to sequences.
2013-07-15 20:58:24 +12:00
Paul Chote
7376cccf4d
Smarter unit spawn logic. Fixes #3496 .
2013-07-13 19:18:27 +12:00
Paul Chote
06b06a5dad
Merge pull request #3375 from i80and/pathingdomains
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Pathingdomains
2013-07-12 23:01:38 -07:00
Andrew Aldridge
ba885907ba
Use MobileInfo.GetMovementClass for domain indexing, clearing path for caching and smarter behavior
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* Move DomainIndex from being a manual hard-coded hook in World to an IWorldLoaded trait.
2013-07-12 09:40:55 -04:00
ScottNZ
e4e92ec900
Add RejectsOrders to disallow orders for offmap aircraft etc
2013-07-12 16:04:14 +12:00
Chris Forbes
401ffaff17
rename BuildSpeedModifier back to BuildSpeed
2013-07-10 16:34:43 +12:00
Matthias Mailänder
526c6331ab
Update Combat stats in Dune 2000
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fixes #3506
2013-06-30 20:21:22 +02:00
Matthias Mailänder
fcf987a4dd
also revert AutoTargetIgnore: for all buildings in d2k
2013-06-23 13:15:52 +02:00
Paul Chote
2e2e95ef57
Add D2k harvest animation.
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harvest2.shp is movingsand2.shp with a corrected frame order.
2013-06-22 19:25:10 +12:00
Paul Chote
5734131310
Remove unnecessary fields from RenderBuilding*.
2013-06-20 18:29:20 +12:00
Chris Forbes
6c1d4efb07
remove useless Buildable.BuiltAt
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V2: don't leave the broken [ActorReference] attached to Owner.
2013-06-18 09:02:12 +12:00
Matthias Mailänder
cdeea80037
replaced Dune 2000 AUD with original WAV
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removed *.aud hard-coding everywhere
2013-06-15 19:41:07 +02:00
ScottNZ
5184cee3ca
Rework aircraft destruction to use husks instead of the original actor
2013-06-07 05:04:47 +12:00
Paul Chote
c149898592
Separate IBodyOrientation from render traits.
2013-05-28 22:37:06 +12:00
Paul Chote
170e14546a
Convert NukeLaunch to world coordinates.
2013-05-17 18:12:29 +12:00
Paul Chote
9b7aaebcbc
Rewrite RenderCargo -> WithCargo.
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Now uses world coordinates and properly displays
cargo at all facings.
2013-05-17 18:12:27 +12:00
Chris Forbes
8b4814e399
Merge pull request #3233 from ScottNZ/follow
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Add unit following/guarding
2013-05-16 14:02:32 -07:00
Scott_NZ
6e5d58379f
Add unit guarding
2013-05-16 21:23:58 +12:00
Paul Chote
c91f0dfd2f
Merge the 3 turret rendering traits into WithTurret.
2013-05-15 19:17:32 +12:00
Matthias Mailänder
e38aea276c
removed now redundant debug aircraft traits
2013-05-10 22:32:05 +02:00
Matthias Mailänder
99d4d07cd5
removed now redundant debug auto-target traits
2013-05-10 22:31:54 +02:00
Matthias Mailänder
9a58d26321
fixed broken ingame stats for Dune 2000 mod
2013-05-10 10:37:32 +03:00
psydev
5e5818c34a
Sardauker HP increased 80 -> 100
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Sardauker are pretty dramatically underpowered, especially considering that they are a top-tier unit. Since they are slow, they need to be tough to withstand enemy fire before they get in range. Since they are $400, they are mostly a waste of money at the moment, rather than assault troopers.
2013-05-08 14:55:26 -06:00
psydev
c23dedbcb2
temporarily disabled Ordos Deviator
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Currently the Deviator uses AttackLoyalty, which seems to only be able to take over units permanently. It should be temporary. Currently it seems overpowered, and should be disabled for now.
If anyone disagrees, let me know.
2013-05-08 12:10:40 -06:00
psydev
a1f12e9a2f
siege tank turret offset changed
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Now that the turret rotates, it should be changed so it looks less unnatural than if it were rotating on the center. It now looks as though it rotates on the base at the back.
2013-05-08 11:02:52 -07:00
psydev
24bb086c7f
Removed bib from repair bay
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Hopefully no one objects to this. This removes the bib from the repair bay.
Rationale: to save space (it's 3x4, which is pretty sizable). It is a building you'll often want to build near the front line, so having it be very large limits whether you can put it on a little rock somewhere. Removing the bib also has the effect of distinguishing it from the starport. It doesn't look bad without the bib.
2013-05-08 11:02:51 -07:00
psydev
357f974e49
minor: trike ROT +1
2013-05-08 11:02:32 -07:00
psydev
e1db583775
rocket tank rotation speed increased; +1 sight
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since it's forward-facing and quite vulnerable, seems it should have some decent maneuverability so it doesn't get wasted so easily.
Increased sight range slightly.
2013-05-08 11:02:32 -07:00
psydev
1dc838beca
Siege Tank has movable turreted
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Siege tank is kind of useless. Given a moveable turret.
This unit is needed to break stalemates.
2013-05-08 11:02:30 -07:00
psydev
d41d6a73b7
reduced minimum crates to 0.
2013-05-08 11:02:29 -07:00
psydev
5ce9755071
switched back to RA explosions.
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Until translucent effects are introduced, we should use the RA explosions,
which look better than what we currently have.
2013-05-04 20:59:45 +12:00
psydev
bfb8c30779
harvester speed 7 -> 6
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Harv was a bit too fast. Tanks have been slowed, so it should be too.
2013-05-04 20:59:45 +12:00
psydev
1b0ebb3f94
made buildings require base provider (be in build radius)
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Rationale:
Engineers right now can capture a building and then start building turrets in your base. Some might view this as legitimate but it is a pretty ridiculous strategy and makes game kind of unfun.
Part of why it's a problem is that turrets are quite powerful in this mod, and hard to kill.
The build radius is set to 30, which is very high, so it shouldn't be noticeable for most players in most games. But it will stop you from being able to build across the map.
2013-05-04 20:59:45 +12:00
psydev
776131d1ca
fix Fremen to have rocket launcher, like in the original.
2013-05-04 20:59:45 +12:00
psydev
34e60b3223
made construction yard "base provider" (build radius)
2013-05-04 20:59:44 +12:00
psydev
919cf76110
added stealth raider icon
2013-05-04 20:59:43 +12:00
Chris Forbes
038cc6fc2f
Merge pull request #3187 from psydev/d2k-balance
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d2k balance changes
2013-05-03 03:38:50 -07:00
psydev
c18df57af9
slight reduction in harkonnen combat tank
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To avoid the possibility of it being OP, reducing Hark. combat tank to 440, which divides into 11 tank shots.
2013-05-01 00:16:36 -07:00
psydev
d36caebecc
reduced paratrooper cooldown from 280 -> 180 sec.
2013-04-30 19:18:28 -07:00
psydev
7e1c3a5f20
nerf towers
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Very OP and make the game too static/ stalemated.
2013-04-30 17:19:23 -07:00
psydev
f9d5ea06f7
quad slightly slower
2013-04-29 23:15:24 -07:00