psydev
1819be392d
remove mcv prereq
2013-04-15 15:49:42 -07:00
psydev
cec2033274
remove prereqs for combat tank, mcv
2013-04-15 15:48:48 -07:00
psydev
5b199ce7ea
removed prerequisites for combat tank, trike
2013-04-15 15:47:21 -07:00
Matthias Mailänder
58d9a2839a
Merge pull request #3072 from ScottNZ/balance
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RA balance
2013-04-15 09:28:24 -07:00
Scott_NZ
e6507b6acf
Adjust ctnk prerequisites to atek,pdox. Let ctnk crush the same things normal tanks can. Adjust ctnk/ttnk tooltip descriptions
2013-04-16 03:52:58 +12:00
Scott_NZ
bd1995e89d
Increased mammoth tank turret ROT from 1 to 2
2013-04-16 02:27:34 +12:00
Scott_NZ
86fc743862
Increased price of ctnk to 1350
2013-04-16 02:27:33 +12:00
Scott_NZ
6d0d7ca764
Buff mechanic repair from -10 to -13
2013-04-16 02:27:33 +12:00
Scott_NZ
8839d1f441
Buff medium tank 90MM damage from 30 to 40
2013-04-16 02:27:33 +12:00
Scott_NZ
f6955eabc1
Buff ctnk and ttnk HP values to 400
2013-04-16 02:27:33 +12:00
Matthias Mailänder
eee36c90b5
Merge pull request #3071 from psydev/bleed
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Dune 2000 balancing
2013-04-15 05:58:15 -07:00
psydev
72553ae388
reduced tank & quad dmg. vs wood & concrete
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buildings die too easily.
And turrets need to last longer against tanks, etc.
2013-04-15 05:55:15 -07:00
Matthias Mailänder
b7b8177b99
Merge pull request #3063 from pchote/repairable-bridges
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Repairable bridges, closes #2619
2013-04-15 05:49:56 -07:00
psydev
ce26750051
remove high-tech as pre-requisite for Missile Tank
2013-04-15 05:47:22 -07:00
psydev
d47d541bba
increase spread of turrets; gun dmg vs infantry
2013-04-15 05:44:49 -07:00
psydev
d08af21df2
increase turret sight/detection range
2013-04-15 05:41:15 -07:00
psydev
4e7807d6d4
make starport faster in exchange for costing more
2013-04-15 05:37:19 -07:00
psydev
96da2fbf9e
fix combat tank to have no pre-reqs
2013-04-15 05:34:24 -07:00
psydev
8579f83e63
updated two maps, dune_boogie & dead_in_motion rdx
2013-04-15 05:30:19 -07:00
Paul Chote
921c7b4fb1
Add invisible repair zones to bridges.
2013-04-15 23:22:08 +12:00
Matthias Mailänder
59afc46ab5
separate ra chrome for better reusability in d2k
2013-04-15 13:11:42 +02:00
Matthias Mailänder
194f8b0dfc
don't package the PhotoShop files
2013-04-15 13:11:42 +02:00
Matthias Mailänder
f71dbca8e7
removed blood splatter idle animation for d2k rifle infantry
2013-04-15 13:11:42 +02:00
Matthias Mailänder
4a2473a1a5
customisable icon size in build palette for d2k, fixes #2521
2013-04-15 13:11:42 +02:00
Matthias Mailänder
f80180509c
added Jes suggestions on d2k R8 to SHP conversion
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- windtrapzaps is actually the IX structure animation
- rpg, missile, missile2: frame order reversed like vehicles
2013-04-15 13:11:42 +02:00
Matthias Mailänder
18b457af37
overhauled d2k buttons and alternate splash by Sardaukar
2013-04-15 13:11:42 +02:00
Matthias Mailänder
a7ace54ecb
BuildingCapture, ActorLost now use notifications.yaml
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less redundancy, aggregates notification audio files
2013-04-15 13:11:41 +02:00
Matthias Mailänder
8fa1fc2345
mapped DATA.R8 completely, fixes #2341
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d2k is now completely independened from RA MIX/SHP files
2013-04-15 13:11:35 +02:00
Paul Chote
08cf941fef
Add BridgeHut and repair activities.
2013-04-15 23:11:21 +12:00
Paul Chote
115da5c770
Make bridges repairable.
2013-04-15 23:11:21 +12:00
Paul Chote
d3959d21ca
Add a ParentActorInit for FreeActor spawns.
2013-04-15 23:11:20 +12:00
Paul Chote
4ca777597f
Replace UnitTraitOrderTargeter with TargetTypeOrderTargeter.
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This also makes naval buildings untargetable for c4 and demo trucks, as they don't make much sense.
2013-04-15 23:10:57 +12:00
Matthias Mailänder
7470189be1
Merge pull request #3066 from psydev/bleed
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d2k: cleaning up weapons & pre-requisites
2013-04-15 03:29:45 -07:00
psydev
89fc587731
fix siege tank, combat, trike again
2013-04-15 03:24:07 -07:00
psydev
8b0cfaaeb1
fixed trikes, unit stats.
2013-04-15 03:07:25 -07:00
psydev
b4db72702c
updated weapons with better values.
2013-04-15 02:57:55 -07:00
psydev
357b6a8e77
changed unit costs at starport; fix starport
2013-04-15 02:54:59 -07:00
psydev
2e31f9318c
modified custom pre-requisites for buildings
2013-04-15 02:40:56 -07:00
Matthias Mailänder
234f32860e
Merge pull request #3068 from twhitney11/twhitneyKeyboardScrollFix
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Fixes #3049 Deselecting Edge Scroll Loses Ability to Use Arrow Scroll Too
2013-04-15 02:27:12 -07:00
Matthias Mailänder
b8e96b1957
Merge pull request #3069 from psydev/patch-1
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fix artillery explode
2013-04-15 02:22:53 -07:00
Matthias Mailänder
ee43227fcf
Merge pull request #3067 from ScottNZ/dog
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Fixed attack dog voice
2013-04-15 02:20:25 -07:00
psydev
ad9aef635b
fix artillery explode
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For some reason artillery wasn't exploding. I had set it at 75% odds last time I edited it. Just making it explode again.
It really needs to explode. It only costs $600 and is pretty powerful. This is its drawback, to make it vulnerable if player bunches them up.
2013-04-15 00:31:59 -07:00
psydev
953bda65de
changed cost of various structures.
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money is limited, shouldnt be wasted on pointless things that take extra
time building for no reason. Like, power stations, barracks.
Some changes inspired by original dune 2000 stats. Other buildings left as
is, because we're not trying to copy the original game.
Light factory made super cheap to distinguish it from heavy factory. It
should make poor-man's units, relatively quickly. Things that sort of
suffice at countering better heavy units like tanks, while pursuing a
different strategy.
No buildings cost more than $2000, because it's not really necessary to
have things be that expensive (from what I can tell). It just wastes time
and cuts down possibilities for strategy by making certain things out of
reach and forcing everyone into similar strategies.
Research facilities that unlock units (outpost, high tech factory,
research facility) all ~1000.
Starport made 2000 so that it's not too cheap since it's good, but not
inaccessible as a mid-game strategy.
2013-04-14 23:34:28 -07:00
psydev
9728992997
re-ordered structures list
2013-04-14 23:27:19 -07:00
Tyler Whitney
881e8f705a
Update ViewportScrollControllerWidget.cs
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Moved Scroll() out of the if statement checking to see if edge scrolling was enabled thereby fixing bug introduced that stops keyboard from working if edge scrolling is not enabled.
2013-04-15 03:08:22 -03:00
Scott_NZ
306fc98917
Fixed attack dog voice
2013-04-15 16:03:01 +12:00
psydev
264ffcba32
Gave buildings except turrets AutoTargetIgnore
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Doesn't really make much sense to auto-target buildings that are no
threat. Units should fire at units or turrets.
2013-04-14 17:38:02 -07:00
psydev
d1796a17d4
necessary fix for mod.yaml... was broken
2013-04-14 16:05:52 -07:00
psydev
dc5d7747df
rename e3 weapon 'bazooka'; removing aa for now
2013-04-14 15:59:01 -07:00
psydev
a3458735fc
cleaning up pre-requisites: refinery
2013-04-14 13:45:12 -07:00