Commit Graph

119 Commits

Author SHA1 Message Date
ScottNZ
881d17a996 Update rules for cargo changes 2014-02-12 20:07:46 +13:00
Paul Chote
61f5ab7167 Remove redundant AttackMove definitions. 2014-02-01 10:55:04 +13:00
Paul Chote
99cb698424 Generalise AttackMove to support anything with IMove and AutoTarget.
Also removes the unnecessary JustMove parameter.
2014-01-16 18:47:29 +13:00
Paul Chote
996877d9e5 Upgrade mod rules to match engine changes. 2013-12-26 20:42:13 +13:00
Paul Chote
db49fe8c22 Use the original flame and chem muzzle flashes. 2013-11-07 17:38:14 +13:00
Paul Chote
c66a0d2cca Split MLRS damage across 8 rockets for nicer visuals. 2013-10-27 20:38:40 +13:00
Paul Chote
1e53434e45 Simplify cloak crate behavior.
This removes the runtime trait addition which
prevented Cloak from being cached.

The CloakCrateAction in D2K was never used, so
has also been removed.
2013-08-22 19:29:05 +12:00
Matthias Mailänder
376a6c7a5d read the production icons from sequences
this allows d2k to read them from DATA.R8 without trouble
2013-08-17 23:31:22 +02:00
Matthias Mailänder
d3edaaae4d replace WithSpinner → WithIdleOverlay 2013-08-14 00:05:24 +02:00
reaperrr
08ea277891 Improved turret and muzzle offsets for buggy and jeep. 2013-08-11 14:46:18 +02:00
reaperrr
7cf94e4f1e Fix CnC mod LocalOffsets. 2013-08-05 19:34:06 +02:00
reaperrr
a1ac1973a7 Add muzzle flashes to all cannons and the Advanced Guard Tower (which had a muzzle in the original CnC, too). 2013-08-05 19:33:28 +02:00
reaperrr
ebfb9fed9b Fix Flame Tank flames (muzzle).
This wasn't fixable through offsets alone, I had to fix the flame shps. I accidentally used clock-wise ordering when renaming the flame anim frames, hence the "negative" facing.
2013-08-05 19:30:16 +02:00
Paul Chote
8f24f93330 Add per-armament muzzle flashes. Fixes #3609. 2013-08-03 16:47:50 +12:00
Matthias Mailänder
74ac720086 fix broken tabs before newline and remove unnecessary spaces 2013-07-28 09:10:36 +02:00
Matthias Mailänder
0ecabe0e49 fix useless RenderUnit trait addition and removal 2013-07-28 09:10:36 +02:00
Paul Chote
80c3cf479d Remove harvester dependency on RenderUnit. 2013-06-22 16:58:40 +12:00
Paul Chote
c91f0dfd2f Merge the 3 turret rendering traits into WithTurret. 2013-05-15 19:17:32 +12:00
Matthias Mailänder
99d4d07cd5 removed now redundant debug auto-target traits 2013-05-10 22:31:54 +02:00
psydev
d12566928d Mobile SAM receives speed & rotation boost
Mobile SAM is a bit sluggish. +1 speed does the trick.
Turret was a little slow, too. Important when you have to react fast.
2013-04-19 18:45:37 -07:00
psydev
cce71551fd reduced cost of APC and M-SAM to $600
The GDI APC and the Nod Mobile SAM Launcher are the premier anti-air units that are needed to defend each side from air attacks. Due to the problems of orca spam, they should be given a more prominent role. 
Currently the APC is $700 and the M-SAM $750. This might be reasonable against a small amount of vehicles, but anti-air units need to be able to deal with spam. So they will be reduced in cost so they can be bought cheaper. This is important for the M-SAM especially since it's a dedicated anti-air unit.

To avoid the GDI APC being too good, the damage vs. heavy armor will be reduced a bit more, so it cannot serve the role of "light tank". It will still be able to fight light vehicles well, however.
2013-04-19 15:13:50 -07:00
psydev
ad9aef635b fix artillery explode
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
b292acfedb housekeeping: moved arty over some more in menu 2013-04-11 19:37:22 -07:00
psydev
777cc626ce housekeeping: moveing artillery BuildPaletteOrder 2013-04-11 14:42:15 -07:00
psydev
c810d0083a apc gun given recoil 2013-04-08 04:10:15 -07:00
psydev
415df59e20 shortened MSAM name. Tweak cloak time
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.
2013-04-08 03:26:39 -07:00
psydev
cb05244814 mammoth turret rotation 2 -> 3, matching tank rot.
A good idea to make mammoth able to rotate to face air units it wants to hit, faster.
2013-04-04 03:59:57 -07:00
Chris Forbes
f556be975c Merge pull request #2917 from pchote/turret-cleanup
Remove Turret and PVecFloat cruft.
2013-04-01 23:06:15 -07:00
psydev
7f752519bb fix - stealth tank, artillery
Someone changed stealth tank and it did not have HoldFire as initial stance anymore.
Apparently Explodes: does not use UnitExplode by default anymore? Fixed.
2013-04-01 17:29:00 -07:00
psydev
7414c00d63 changed pre-requisites from HQ to ANYHQ
Vehicles can still be built if communications center is destroyed, as long as player has either an advanced communications center or temple of nod.
2013-03-31 03:47:17 -07:00
Paul Chote
7b54bbf0b2 Convert RenderUnitSpinner -> RenderUnit + WithSpinner.
Also sets correct offsets for the units that use it.
2013-03-31 23:43:34 +13:00
psydev
8ae723fec6 MCV no longer needs FIX to be built
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.
2013-03-31 03:38:55 -07:00
psydev
b7d6fa8a18 Nod gets mobile SAM launcher. MLRS & MCV speed
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.
2013-03-31 03:25:07 -07:00
psydev
c9fdb39854 fixed earlier mistake w/ mlrs HP
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.
2013-03-30 13:54:01 -07:00
Matthias Mailänder
1ccd1cd1ac Merge pull request #2886 from Mailaender/community-icons
Added more cameos and showcase everything in developer mode
2013-03-30 00:59:17 -07:00
Matthias Mailänder
66d8bbb9b5 Merge pull request #2891 from psydev/patch-4
blossom trees: indestructible; blue slower
2013-03-30 00:58:21 -07:00
psydev
f090941427 Mammoth Tank buff; balance stick for MLRS
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.
2013-03-29 15:24:53 -07:00
psydev
51880db3c5 Harvester capacity & unload time changed
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.
2013-03-29 15:07:56 -07:00
Paul Chote
5e74d3c54e Remove legacy turret/muzzle positioning code. 2013-03-29 22:04:21 +13:00
Matthias Mailänder
4ebaaf716d showcase everything we got icons for when dev cheats on 2013-03-29 09:23:52 +01:00
Paul Chote
67df893fc3 Convert C&C turrets/weapons to world coordinates. 2013-03-29 20:42:57 +13:00
Paul Chote
6a4caab023 Convert BIKE and HTNK to world coordinates. 2013-03-29 20:42:57 +13:00
Paul Chote
27d852a425 Rename legacy offset coordinates on Turrets and Armaments. 2013-03-29 20:39:27 +13:00
Matthias Mailänder
10ba7ae1c3 add the desync-debug traits to the actors of default mods 2013-03-28 11:53:50 +01:00
Paul Chote
0167bbfbaa Move weapon/turret definitions out of AttackBase.
Weapons are now defined with the Armament trait
and turret parameters live in Turreted.
This has the side effect of allowing any number
and distribution of weapons and turrets.
2013-03-24 11:58:45 +13:00
psydev
acf779ace3 Flame Tank gets FlametankExplode when it dies
Flame Tank gets FlametankExplode when it dies (big explosion that hurts nearby units)
2013-03-16 22:20:42 -07:00
psydev
5d564e2378 vehicles: MCV enabled; msam use patriot; shroud
MCV re-enabled. A construction yard build radius will be included in a later release to rein in basewalking.
Mobile SAM launcher's weapon is Patriot missile instead of HonestJohn.
Shroud reveal ranges on a few units adjusted
2013-03-16 21:19:00 -07:00
psydev
7503de33a5 vehicles.yaml update
see https://github.com/OpenRA/OpenRA/pull/2671 for details and rationales
2013-03-03 05:27:44 -08:00
Cody Brittain
32daf025ab cnc: Update cloaking, building destroyed sounds
- Use trans1.aud as the cloak sound, on both STNK and cloak
  given from crates

- Use crumble.aud rather than xplobig4.aud for building destruction
2013-01-31 16:23:03 +13:00
James Dunne
8e602104af Harvesters - made search radius configurable for both initial search from proc and search from harvest location. 2012-06-27 18:00:42 -05:00