Commit Graph

23942 Commits

Author SHA1 Message Date
reaperrr
e2fcbb1ad4 Merge pull request #12593 from MustaphaTR/d2k-fix-tile-443
D2K - Fix tile 443
2017-01-17 22:02:34 +01:00
Zimmermann Gyula
4bce601db2 Implement reveal-on-fire. 2017-01-17 18:59:07 +01:00
Mustafa Alperen Seki
8304807c1b Fix tile 443. 2017-01-16 18:35:19 +02:00
Mustafa Alperen Seki
2ab1659422 Add D2K map Habbanya Erg 2017-01-16 16:08:03 +02:00
Mustafa Alperen Seki
9bd65908b4 Add D2K map Tsimpo 2017-01-16 16:00:57 +02:00
abcdefg30
9a202015b0 Merge pull request #12584 from MustaphaTR/d2k-importer-spacebloom
D2K - Make map importer use spicebloom.spawnpoint instead of spicebloom
2017-01-15 22:14:53 +01:00
Zimmermann Gyula
1544f24663 Implement experience multipliers. 2017-01-15 20:33:26 +01:00
Mustafa Alperen Seki
a1d349ee38 Make map importer use spicebloom.spawnpoint instead of spicebloom 2017-01-15 20:17:50 +02:00
Mustafa Alperen Seki
4cf9fad639 Change tech level of Sardaukar to medium. 2017-01-15 20:15:08 +02:00
reaperrr
5ceee1d6fb Merge pull request #12562 from AoAGeneral/AoATD
TD Aircraft Speeds.
2017-01-15 14:16:31 +01:00
Mustafa Alperen Seki
fceab8b248 Changed D2K Give Unit Crate Powerups a bit 2017-01-15 13:40:29 +02:00
elena-v2
003772a7bf Remove CanPowerDown/RequiresPower from starports
Starports are production facilities and the ability to toggle their power
status conflicts with the expected behaviour from other official OpenRA
mods.
2017-01-12 10:47:20 -08:00
FrameLimiter
ef917588e4 Fixes Spy detection for Spies. 2017-01-11 14:13:00 -05:00
reaperrr
f72614f14f Merge pull request #12563 from FrameLimiter/bleed
RedEye Minimum Range.
2017-01-11 19:26:06 +01:00
reaperrr
e50a95002f Merge pull request #12561 from MustaphaTR/d2k-turret-capture-fix
D2K - Fix that Turrets are capturable.
2017-01-11 19:18:12 +01:00
FrameLimiter
9e2a1c01cd RedEye Minimum Range.
Fixes #12123
2017-01-10 17:56:15 -05:00
AoAGeneral
67117b1481 TD Aircraft Speeds.
Balancing out some of the small things that makes a big difference with the aircraft. Listings below:

Chinook:

Mobile speed increased from 140 to 150.

This is increasing because a number of vehicles catch up to these. (Bikes, APCs, buggies, humvees.)

Increasing the movement of this unit will help to outrun the APCs and other projectiles a little quicker. It also helps to compensate for travel distances. These units are only used in early game because of the enemies lack of AA. Increasing the speed will help their longevity.


Apache mobile speed decreased from 186 to 180.

This is done to prevent these units from chase killing Orcas as their machinegun fire is on point hits with minimal damage. HP remains the same (Orca 90 Apache 125). Orca being lighter in HP allows it to move more quickly while the apache can soak more damage. In air vs air battles the apache tends to win due to their guns vs slow missile fire.


Both Orca and Apache turnspeed increased from 4 to 7.

This is increased on both units because they take a full second before they are able to aim at targets leaving them stationary and taking hits. Increasing this speeds allows them to be what they are ment to be as hit and strike crafts. The turning speed also allows them to hit targets more effectively on the move.
2017-01-10 14:23:30 -08:00
Mustafa Alperen Seki
aea195dade Fix D2K Turrets are capturable. 2017-01-10 10:31:54 +02:00
reaperrr
e4f6fad7d2 Merge pull request #12547 from ltem/d2k-extended-upgradetooltips
D2k extended upgradetooltips
2017-01-08 21:03:49 +01:00
ltem
b1a1464505 Added Tooltip to (Large) Concrete Slab; Renamed IX Lab -> IX Research Center 2017-01-08 16:05:14 +01:00
Oliver Brakmann
bd3639e81d Merge pull request #12358 from reaperrr/cashtrickler-upgrade
Add upgrade support to CashTrickler and split off GivesCashOnCapture
2017-01-08 14:12:01 +01:00
reaperrr
8699d0fca3 Safeguard CashTrickler negative values
By making sure to never remove more cash than the player has.
2017-01-08 13:53:19 +01:00
reaperrr
7dcda5db30 CashTrickler style fixes and Period -> Interval rename 2017-01-08 13:53:17 +01:00
Zimmermann Gyula
bc1e2a7058 Revamp CashTrickler.
Added upgrade support.
Decoupled the capture bonus to a separate trait.
2017-01-08 13:53:16 +01:00
reaperrr
c76cc984dc Merge pull request #12548 from reaperrr/fix-d2k-trike-muzzle
Add InstantHit projectile and fix Trike/Raider muzzle flashes
2017-01-08 12:24:49 +01:00
Oliver Brakmann
023087d7c4 Merge pull request #12552 from abc013/betterNaval
Changed the Naval AI to build Service Depots
2017-01-07 20:08:50 +01:00
Oliver Brakmann
439b4b18cf Merge pull request #12550 from reaperrr/fix-ur-dates
Fix upgrade rule dates
2017-01-07 20:08:02 +01:00
reaperrr
b77b67e560 Fix Trike/Raider muzzle flashes
Armament requires a projectile to fire.
2017-01-07 15:12:20 +01:00
reaperrr
adfe78fca5 Add simple, invisible instant-hit projectile
For melee attacks, machine guns and so on.
2017-01-07 15:12:16 +01:00
abc013
0f1146a067 Changed the Naval AI to build Service Depots 2017-01-07 14:07:08 +01:00
reaperrr
4a6e378390 Fix upgrade rule dates
They were merged after prep was split off.
2017-01-07 13:20:22 +01:00
ltem
10ed0cb62f Enhancements for the upgrade-tooltips 2017-01-06 20:59:54 +01:00
ltem
8a07910627 Small format fix for combat tank tooltip 2017-01-06 20:59:54 +01:00
ltem
8887de5b55 Renamend Thumper -> Thumper Infantry 2017-01-06 20:59:54 +01:00
reaperrr
2b92daa955 Merge pull request #12322 from abc013/allies-06a
Added allies-06a to the Red Alert mod
2017-01-06 12:54:17 +01:00
abc013
52b7fc0329 Added allies-06a to the Red Alert mod 2017-01-06 12:42:20 +01:00
reaperrr
8f685ee849 Use FactionImages to give RA mine faction-specific appearance 2017-01-06 12:35:49 +01:00
reaperrr
3afbf8384b Merge pull request #12536 from AoAGeneral/AoATDGDNiceMeme
TD Balance Changes. NME.
2017-01-06 11:50:33 +01:00
Matthias Mailänder
d4079d1bd1 Update Windows SDL2 to version 2.0.5 2017-01-05 21:26:45 +01:00
Paul van Tilburg
55a17f6153 Add comments to the overrides; drop the missing manpage override
The missing openra-server manpage warning should not be overriden,
as the manpage should be there. (See also: #12525).
2017-01-05 20:38:35 +01:00
AoAGeneral
8266c96a38 Add detection to temple of Nod.
(Nice to have detection then stealthers sneaking by it)

artillery minimum range increase from 2c896 to 3c0.

mammoth tank HP increase from 800 to 870.
(Dies by medium tank spams and e3 a little to easily from recent changes. With a longer build time they fall prey to mass numbers.)

ion time increase from 3:00 to 4:30.
(Ion strikes go off a little to fast. Mammoth armies take about 2:00 to build back up. By the time base attacks happen close to 3:00)

nuke timer from 5 to 6.
(Because the nuke damage has been buffed)

nuke damage spread from 2c512 to 5c512.
(Nuke damage spread was to weak. Barely killing a power plant where it lands just a few cells away from base hit)

nuke spread damage increased from 100 to 110. (First spread modifier)
(See line above)

a10 timer increased from 3:30 to 4:00.
(Timer increased because they were going off a little to fast still. These planes kill infantry builds as it is.)

MSAM HP from 120 to 180.
(To weak vs air. Missiles drain takes a few seconds to reload and then sniped within that time. Specially since dedicated AA)

Commando weapon range increased from 6c0 to 8c0.
(They had the same range as e3 and minigunners were able to close distances on them extremely fast. Take note they shoot farther then their vision range.)

Commando weapon projectile speed increased from 1c682 to 5c682.
(This was super annoying. You fire a shot and the infantry doesn't die because bullet travel to slow. Increased this fixed the problem.)

Commando price increase from 1000 to 2000.
(Extremely cheap when buffed. Increased price to match their power.)

Commando build time increased from 24 to 32. (2000 Build duration)
(Build time a little to fast. Compensates this with multiple barracks.)

Husks interval timer increased from 2 to 6.
(Husks blow up to fast to capture anything. Kept on low timer to prevent vehicle block. Only possible way is to have an engineer in an APC ready. Which Nod is unable to have APCs.)

Bike damage increase from 30 to 31.
(HP changes on harvs, structures, and mammoth. A very small change leading to a decent buff. Granting a 2 damage increase with constant hits)

Chem damage vs none reduced from 100 to 70.
(Chems performing a little to well by themselves. Having mixed units is a better solution. IE: My recent flame tank chem trooper mix)

Chem damage vs armor increased from 50 to 75.
(Chems performed a little to weak vs armor. Doing less damage then infantry and getting squashed by medium tanks and light tanks. This will make players think twice about squashing tactics. Also more damage vs armored defenses.)

Grenadier accuracy reduced from 213 to 813. (Makes them miss a lot more).
(Grenadiers were to accurate and unable to kill infantry packs. Looking at CNC95 and RA in ORA they miss their targets as well. Having them miss spreads their AoE damage and able to take out infantry packs. Players maye want to think of spreading infantry when fighting grenadiers)

Flamer damage vs armor reduced from 20 to 10. (Flame infantry)
(To much damage to APCs and light tanks)

Flamer damage vs none increased from 100 to 110. (Flame infantry.)
(Made them stronger vs infantry to balance out vs chems. Makes them a strong viable choice.)

Harv build timer increase from 24 to 27. (1680 build timer)
(Harv spamming is like a disease. Its gotten to strong to quickly. Increasing their timer slightly also increases other viable builds.)

Harvester HP increase from 600 to 625.
(Both medium tanks and bikes doing a little to much damage. Compensates slightly for build timer)

Refinery power reduced from 50 to 40.
(Offers more build choices. Opening barracks becomes stronger then going strip/factory all the time. Both openings strong strats just requires scouting.)

Refinery sell no longer refunds.
(Includes with the harv spamming. Gave 250 back which counted towards buggy/bike money. IE: PP > Ref > Strip (Strip makes 2-3 buggies 2 bikes then a harv) > Ref (Sell ref gain harv) > Strip (Because power only 30) > PP

Refinery tiberium hold reduced from 2000 to 700.
(This has had no impact to force people to build silos. But it opts people to protect refineries rather then "Lost a ref. Meh. Got 3 others.". Losing a ref now loses earned money. If it holds money. Also prevents sell trick to save power.)

Silo hold increase from 2000 to 3000.
(Compensate for Refinery. Also has extra HP now. See below.)

AGT HP from 600 to 550.
(Way to strong when it came to units coming to these in mass amounts. Also hard for artillery units to shell due to small box size and HP pool.)

Light Tank price reduced from 700 to 650.
(700 was a bit to high. 650 seems to hit the right spot but left build time as is. 0:17)

Visceroid spawn reduce from 10 to 5.
(This was a weird one. Infantry dieing in tiberium was at a good spot. But for some reason when chems kill infantry it would create 2-3 visceroids. Then those visceroids would create 2-3 at a time. RNG issue so was reduced.)

Increase all building HP by 100.
(Help balance vs medium tanks, bikes, light tanks, chems, grenadiers, air units, and stealth tanks.)

Gun turret HP increase from 400 to 410.
(This is taking baby steps. I want them a little tougher vs medium tanks but not at the point of RA style. Same logic as obrakmann taking baby steps with MCV.)

Starting units adjusted.
(This created a big problem in competitive scenes. Having early units is good to prevent infantry rushes. But starting with a bike/apc while your opponent starts with a hummer/buggy is to off balancing.)

MCV build time decreased from 1:36 to 1:00. (3750)
(Price unchanged. Takes a little to long in team games and some 1v1 scenarios to get one built. Also now drains money faster to compensate)

Engineer HP increase from 25 to 30.
(Dies a little to quick hummers/buggies. Same kill time as minigunner (If takes a hit while standing)

APC HP increase from 210 to 215.
(These are dieing a little to fast and weak vs certian units. IE: buggies/hummers and bikes. Tested vs light tanks and more optimal. Baby steps.)

APC Damage vs light decreased from 105 to 100.
(I don't want them killing bikes to fast now that they are cheaper.)

APC cost decreased from 600 to 550.
(APCs for infantry builds as GDI was waaaaay to expensive. Having a slightly faster build timer of 0:14 instead of 0:15 will help too. Helps to withstand early onslaught of Nod. Keep note bikes still 0:12 timer)

(Created new Sam weapon Dragon from RA e3 AA. Reason: Shared weapon with AGT.)

Samsite range increased from 8c0 to 12c0.
(Dedicated AA. Keep note: Longer range = longer time to kill a unit and able to escape. Closer it is the faster air units die.)

Samsite spread damage decreased from 682 to 128.
(To much AoE damage)

Samsite range limit increased from 9c614 to 15co.
(Missiles would die out within its own range circle.)

Samsite reveal shroud decreased from 8c0 to 6c0.
(Prevents the RA logic of build an AA in front of your base and all good. You need units/structures to make good use of its range.)

Samsite now fires two shots at a time.
(Increases damage and intuitive to home base of CNC95.)

Recon Bike HP decreased from 120 to 110.
(Takes to long to kill these units when vs minigunners and light vehicle types. APCs taking to long to kill these.)

Airstrip/Weapon Factory power increased from 30 to 50.
(Increased like a disease. Nod players going with an extremely fast 4 strip build without com center. GDI maxing at 3 factories with non stop vehicles. Infantry became to weak.)

Communication Center power increased from 40 to 50.
(See above.)

APC movement speed increased from 128 to 132.
(A little to slow vs light tanks and dealing with buggies. Buggies being faster still they are able to get a few extra shots off. Provides better base entry.)

MRLS range reduced from 12c0 to 11c0.
(Out ranging Nod artillery. Extremely accurate as is and to strong vs several units. Shorter range allows faster vehicles to reach them better.)

MRLS damage vs none reduced from 35 to 25.
(To much damage vs infantry. Specially to e3.)

Obelisk power reduced from 150 to 90.
(Having to build an adv power plant after each Obelisk is put up is insane. Two Obelisk = 180 now and adv power plant is 200.)
2017-01-04 10:57:29 -08:00
Oliver Brakmann
27d45f890e Merge pull request #12533 from reaperrr/fix-air-smudges
Fix air explosions leaving smudges
2017-01-03 21:56:17 +01:00
roundowl
508038e3f3 Merges minelayers into single unit placing AT mines
AP minelayer is removed, AT minelayer is made generic and available to both factions. BuildPaletteOrder is pushed up to remove gap.
I didn't remove AP mine from weapons and explosions, because graphics are still there and may be used in future.
2017-01-03 19:54:08 +01:00
reaperrr
5e8a7e8147 Merge pull request #12535 from reaperrr/takeovers/11505fix
Add Stance check for engineer repair
2017-01-03 18:37:32 +01:00
reaperrr
51b05f2d88 Merge pull request #12534 from reaperrr/takeovers/d2kMenu
Tidied up d2k building build menu icon order
2017-01-03 18:34:06 +01:00
entropai
57e5bbb448 Stance modification for engineer repair 2017-01-02 19:36:00 +01:00
C. Helmig
f79e9a23f9 Removed unnecessary conyard prerequisites 2017-01-02 19:18:31 +01:00
abcdefg30
4bf53541f4 Tiedied the d2k building build menu icon order up 2017-01-02 19:17:08 +01:00
reaperrr
7e3e950b5d Fix air explosions leaving smudges
LeaveSmudgeWarhead now only spawns smudges if the explosion happened at or below a certein altitude.
2017-01-01 17:14:31 +01:00
Oliver Brakmann
285e9a8030 Merge pull request #12531 from Phrohdoh/happy-new-year-2017
Happy New Year 2017, everyone!
2017-01-01 15:30:33 +01:00