Commit Graph

8953 Commits

Author SHA1 Message Date
Matthias Mailänder
eee36c90b5 Merge pull request #3071 from psydev/bleed
Dune 2000 balancing
2013-04-15 05:58:15 -07:00
psydev
72553ae388 reduced tank & quad dmg. vs wood & concrete
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
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
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.
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
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
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
fix artillery explode
2013-04-15 02:22:53 -07:00
Matthias Mailänder
ee43227fcf Merge pull request #3067 from ScottNZ/dog
Fixed attack dog voice
2013-04-15 02:20:25 -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
953bda65de changed cost of various structures.
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
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
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
psydev
24a09b1eb7 explosions added in weapons/ folder; defaults l8r 2013-04-14 13:42:06 -07:00
psydev
43dc5bbf70 added separate explosions.yaml for weapons 2013-04-14 13:37:40 -07:00
Paul Chote
e545865599 Add Selectable field to Selectable.
There are a bunch of bogus assumptions about
targetable actors being selectable. These aren't
easily fixed, so this add a Selectable field that
can be diabled for things we want to target, but
not select.
2013-04-15 08:06:52 +12:00
Paul Chote
e76c746b61 Rewrite Enter and related activities.
The unit will now path to the nearest adjacent cell, drag inside, do the inner activity, then (if still alive) drag back to its original
location.

This fixes:
 - Mismatch in logic between Enter and MoveAdjacentTo,
   which causes an infinite loop.
 - Building capturing failing from certain directions.
 - Being unable to enter buildings on unpathable tiles.
 - Units being stranded inside a building if the requirements
   for the inner order aren't met.
2013-04-15 08:05:37 +12:00
Paul Chote
8676562d47 Fix bogus pathability check.
This fixes units on pathable bridge tiles from
being killed on bridge death (they were failing
the check against themselves).
2013-04-15 08:04:44 +12:00
Paul Chote
a1313b518d Prevent multiple bridges spawning at the same location. 2013-04-15 08:04:25 +12:00
Matthias Mailänder
ff282eafa2 Merge pull request #3061 from psydev/bleed
fixed spice regen rate; rename some weapons to original names
2013-04-14 05:54:13 -07:00
psydev
3855c84e89 renaming some weapons to their original d2k names 2013-04-13 19:33:52 -07:00
psydev
e0697771a5 (reset spice bloom for now) & refinery tickrate 2013-04-13 19:31:28 -07:00
Chris Forbes
a35be26feb Merge pull request #3059 from cjshmyr/master
SHP updates
2013-04-13 19:30:29 -07:00
Chris Forbes
53a75ac794 Merge pull request #3060 from psydev/bleed
slight mod. harv's unload rate & display of $ amt.
2013-04-13 19:30:04 -07:00
psydev
03504c28f9 slight mod. harv's unload rate & display of $ amt. 2013-04-13 19:14:58 -07:00
Curtis Shmyr
7babb1b96c Added a faction superpower icon for armor airdrop 2013-04-13 20:06:44 -06:00
Curtis Shmyr
10ead15023 Update mech.shp to be the HIRES sprite 2013-04-13 20:03:23 -06:00
Matthias Mailänder
3df51ed601 Merge pull request #3058 from Mailaender/maintenance
Removed unneccessary dependencies from Travis configuration
2013-04-13 12:12:36 -07:00
Matthias Mailänder
4c4acde590 removed unneccessary dependencies from Travis configuration 2013-04-13 21:09:19 +02:00
Matthias Mailänder
711aa60562 Merge pull request #3057 from Mailaender/maintenance
Fixed some rpmlint warnings
2013-04-13 09:49:06 -07:00
Matthias Mailänder
50a6ed7d0e Merge pull request #3056 from psydev/bleed
d2k balance changes
2013-04-13 09:48:50 -07:00