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
Curtis Shmyr
bc8c433a72
Modified Capturable to have a capture time; fixes #2002
2012-04-06 14:47:04 +12:00
Chris Forbes
b9ac25e044
split sprite-based and line-based things in Selectable into two traits
2011-10-23 12:13:11 +13:00
Chris Forbes
67b4ef3084
#1108 changed BuildingInfo.WaterBound to a list of terraintypes. makes it possible to have buildings with custom terrain requirements
2011-08-17 07:52:35 +12:00
Paul Chote
4e68ad2b12
Fix default civ building husk walkability
2011-07-27 16:57:23 +12:00
Paul Chote
4c60639a0d
Remove build radius from tech structures
2011-07-27 13:36:49 +12:00
Paul Chote
7211cd10c6
Define desert variants of civilian buildings as real actors instead of visual hacks.
2011-07-27 13:36:48 +12:00
Paul Chote
9f7c5791f9
Make vehicle husks unselectable
2011-07-27 13:36:47 +12:00
Paul Chote
f9017567c1
Implement dead civilian buildings ask husks. Fixes #149 .
2011-07-27 13:36:47 +12:00
Paul Chote
d6ab8b2456
Fix tech structures: cannot sell, can repair, fix husks.
2011-07-27 13:36:47 +12:00
Chris Forbes
5f315bc404
split unit smoke out into WithSmoke trait; remove duplication
2011-07-17 11:27:20 +12:00
Paul Chote
5722db0e34
Make Civilians crushable
2011-07-16 05:03:19 +12:00
Paul Chote
6090fda144
Increase building repair rate, cost.
2011-07-15 20:10:21 +12:00
Paul Chote
e9bd03b686
Add crushable infantry support, enabled in C&C.
2011-07-15 20:10:21 +12:00
Paul Chote
dc0c0e744a
Production group icons
2011-07-14 20:29:14 +12:00
Paul Chote
a835edfab1
Increase tiberium pathing penalty for infantry. Fixes #953 .
2011-07-01 00:16:28 +12:00
Paul Chote
11a9bc7e43
Remove ExcludedActors from crate actions. Use a tag trait for cloakable actors. Ban MCV from receiving cloak.
2011-07-01 00:07:04 +12:00
Chris Forbes
43d8750aad
fixed #728 : BuildableInfo.BaseNormal -> GivesBuildableArea
2011-06-28 23:11:20 +12:00
Paul Chote
31cb1c017f
Fix e4, e5 firing offsets.
2011-06-26 02:29:25 +12:00
Paul Chote
099ede0428
Halve bridge strength
2011-06-21 20:44:19 +12:00
Paul Chote
64497c9b2f
Fix exploding walls
2011-06-20 13:03:23 +12:00
Paul Chote
16e0a6551a
Disable capturable husks in cnc
2011-05-11 21:33:59 +12:00
Chris Forbes
73352937ff
fix 705 for cnc
2011-04-18 09:09:20 +12:00
Paul Chote
715425d821
Capturable husks for cnc
2011-04-12 08:42:07 +12:00
Paul Chote
43f81501a8
Split Capturable into its own trait
2011-04-10 10:07:00 +12:00
Paul Chote
110f1aacc2
Normalize yaml lineendings
2011-04-09 12:14:33 +12:00
Paul Chote
6ecf8aaf20
Set autotarget range to sight for all cnc infantry
2011-03-23 20:35:50 +13:00
Chris Forbes
7e25947689
yaml changes for sellable
2011-03-17 19:14:20 +13:00
Paul Chote
754e45094c
Remove ProximityCaptor from cnc.
2011-02-23 21:54:57 +13:00
Paul Chote
18d73aef53
Split out RenderInfantryPanic.
2011-02-17 21:38:04 +13:00
Paul Chote
06bf38b526
Split out RenderInfantryProne
2011-02-17 21:10:44 +13:00
Paul Chote
b6328b356c
ScaredyCat trait for civilians.
2011-02-15 22:38:13 +13:00
Paul Chote
fa86502795
Emit e6,e1 on sell.
2011-02-15 22:17:43 +13:00
Paul Chote
03f014ffb9
Visceroid spawning. Add tib death anims for e1 and e2. Others will crash.
2011-02-11 23:05:01 +13:00
Paul Chote
51138fcdc3
Give VICE Chemspray weapon. Fix bogus armor assignments (will unbalance nearly everything, but give a better start for fixing things).
2011-02-11 22:25:16 +13:00
geckosoft
0f17fa34a8
Added ProximityCaptor and filtering of possible captors for KOTH
2011-02-05 19:22:06 +13:00
Paul Chote
504fe9e427
Fix infantry group damage
2011-02-04 18:39:04 +13:00
Paul Chote
73a08624ef
Hacky fix for group movement
2011-02-04 18:39:03 +13:00
Paul Chote
4b538fd2fe
Fix palette issues with Oil Derricks and walls ( fixes #501 ).
2011-01-29 13:21:55 +13:00
Paul Chote
76216b8dd9
Move damage sounds and shaking from Building/RenderBuilding into their own traits. Fix wall damage/death sounds under cnc.
2011-01-04 14:34:00 +13:00
Paul Chote
4a47641656
Tweak cnc wall sounds.
2011-01-04 14:34:00 +13:00
Chris Forbes
94715a1561
add AutoTargetIgnore to ^Wall in ra and cnc
2010-12-05 11:41:14 +13:00
Paul Chote
748a055a24
Disable FrozenUnderFog for this release.
2010-11-28 10:29:05 +13:00
Paul Chote
9655b34e5f
Fix FrozenUnderFog; add to cnc.
2010-11-27 11:28:22 +13:00
Paul Chote
00dc91cf49
Standardise Theater -> Tileset.
2010-11-24 10:09:51 +13:00
Chris Forbes
6dcc401342
add missing EditorAppearance for trees & cnc rocks
2010-11-21 10:59:36 +13:00
Chris Forbes
13d76f8e9c
removed editor -> ra dep; added EditorAppearance for inconvenient bits that the editor must have _some_ understanding of, but can't see
2010-11-06 15:10:29 +13:00
Bob
39b09780f6
refactor Targetable into Targetable{Unit,Building} and ITargetable
2010-11-05 19:50:15 +13:00
Bob
f5fe1013ee
remove AttackDefault; use AttackFrontal instead
2010-10-25 09:51:14 +13:00
Chris Forbes
1cde37f32b
update cnc to work with updated engine (AttackBase -> AttackDefault)
2010-10-25 08:45:49 +13:00