Orca ammo reduced from 10 to 5, since
Increased toal ammo from 5 to 6, since orcas seem to be a bit weak vs. tanks, flame tanks, etc.
Apache Helicopter & Orca sight range increased from 8 to 10. Seems good here, I wouldn't increase anymore, or they will be too good at scouting by themselves. Leaving it here requires using other units for their scouting value.
A-10 sight range increased from 8 to 12. This makes the airstrike better for scouting, and seems to make sense for an airplane. Since it's a superpower, won't be too powerful.
When you have multiple orca rockets firing at once, the screen fills with missiles and smokey trails. Reduced the number firing per second, but they do the same total damage, so balance remains unchanged.
Will change their trail shortly to something other than smokey.
Next commit will change their ammo load.
Stealth Tank damage vs. wood nerfed; a few stnks could quickly uncloak and destroy a building, e.g. refinery.
Guard tower slight buff, to kill E3 in 2 shots instead of 3, and E4/E5 in 4 shots instead of 5.
E3 rockets expire a bit sooner. They would continue on forever. Their range is still long, but now it's possible for some units to escape.
Trees were made destructible; now they are indestructible.
Blue tiberium blossom trees regenerate slower than green tiberium. This keeps the green ones relevant in maps with both kinds of trees.
The blue ones produce at slightly over half speed, and slightly over 2x value, giving them a slight advantage. Blue's total value production rate is ~1.25x faster than green tib. blossom tree.
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.
- rename LockTeams to FragileAlliances to avoid confusion
- only allow it in Free-For-All, not Team games or Missions
- grey out non-functional buttons and disabled checkboxes
Flamethrower seems OP, and flamethrower spam can dominate early game without much to counter it. Reduced range back to earlier levels (in C&C 95 it was 2).
Helicopters get explosions, when they fall from the sky, and then when they collide with the ground (and do damage).
A-10 HP raised from a very small 60 to 150.
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
ATWR HP reduced from 800 to 600
ATWR power consumptions inreased from 20 to 30
Increased sight range of towers to match their range.
Silo moved over in build queue
fixes a desync whenever it will do so only on the host
+island map AI which will only build navy / air force to test
it and have a suitable bot for those map types (fixes pathfinder
eating up all CPU because it can't reach you with ground units)
- avoid float modifiers because of rounding errors and desync
- try not to crash when the last production building is gone
- don't do LINQ queries on selfsame buildings if not required
Blossom tree has a sequence.
There are two blossom trees in C&C, so I will use the first one (split2) for green tiberium and the 2nd one (split3) for blue tiberium. The old split3 still exists for backwards-compatibility, but will now show the split2 image. Only the blue tiberium blossom tree will show the split3 image.