Commit Graph

3251 Commits

Author SHA1 Message Date
reaperrr
f95ec2b11f Merge pull request #12684 from abcdefg30/proneOffset
Fix the ProneOffsets of TakeCover
2017-02-12 20:31:08 +01:00
reaperrr
686b21c044 Change target location for Mods.Cnc to mods/common 2017-02-12 18:02:15 +01:00
reaperrr
0c44a49722 Merge pull request #12600 from pchote/externalmods
Add support for switching to mods from other engine installations.
2017-02-12 13:18:53 +01:00
Paul Chote
2da4e87b94 Implement new server-connection mod switching logic. 2017-02-11 16:21:34 +00:00
Paul Chote
4d982f00e4 Add 32px icons for default mods. 2017-02-11 16:21:34 +00:00
Paul Chote
a52ea71c62 Add AttackCharges trait for TD and TS obelisks. 2017-02-11 16:19:58 +00:00
Paul Chote
a8d46adb2d Rename tesla attack logic and move to Mods.Cnc. 2017-02-11 16:19:58 +00:00
abcdefg30
55dd61ebe5 Fix the ProneOffsets of TakeCover 2017-02-08 20:14:02 +01:00
Paul Chote
9a1efbc08b Simplify asset browser error message display. 2017-01-29 17:34:36 +00:00
abcdefg30
5ff47162ec Merge pull request #12513 from reaperrr/cnc-warhead-saving
Some minor TD weapon yamls restructuring
2017-01-26 17:22:00 +01:00
reaperrr
2760829353 Rename TD largecaliber.yaml to ballistics.yaml
Mostly because Grenade was added to it.
2017-01-25 18:57:58 +01:00
reaperrr
5f6a350d41 Make TD Chemspray inherit ^FlameWeapon
Results in a small reduction of yaml lines and makes it easier to make
across-the-board changes in the future.
2017-01-25 18:50:43 +01:00
reaperrr
7496bfff7c Move TD TiberiumExplosion to explosions.yaml 2017-01-25 18:50:42 +01:00
Paul Chote
1f44e91746 Migrate ProvidesRadar to conditions and remove JamsRadar. 2017-01-21 17:24:54 +00:00
reaperrr
a8ca251e25 Move TD Grenade to largecaliber.yaml
This is more about making maintenance a little easier than logic. The file might get renamed to 'ballistic.yaml' at some point, though.
2017-01-17 22:31:56 +01:00
reaperrr
a9f1f371d8 Move TD Vulcan up for more consistent order 2017-01-17 22:31:55 +01:00
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
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
137359a097 Merge pull request #12355 from reaperrr/rem-nuke-DelAct
Remove DelayedAction from NukePower
2016-12-28 18:56:33 +01:00
reaperrr
079908d238 Make NukePower use RevealShroudEffect instead of camera actor
Additionally, remove the DelayedAction and let the beacon remove itself
instead.
2016-12-28 18:45:45 +01:00
reaperrr
1a0f72d2b0 Merge pull request #12484 from pchote/installer-fixes
Fix asset installation on 32 bit windows and with original RA CDs.
2016-12-28 16:53:15 +01:00
Paul Chote
dcad5c3f7c Rename UpgradeManager to ConditionManager. 2016-12-23 14:57:56 +00:00
Oliver Brakmann
f15a81282e Merge pull request #12477 from pchote/conditions-lint
Add a conditions lint rule + other rules fixes.
2016-12-23 14:27:22 +01:00
Paul Chote
03236927e5 Replace TD shellmap with a fixed background. 2016-12-23 11:34:23 +00:00
Paul Chote
a16344d347 Remove "Show Shellmap" setting. 2016-12-23 11:34:23 +00:00
Paul Chote
55f76c02d6 Disable world sounds when the ingame menu is open. 2016-12-23 11:34:23 +00:00
Paul Chote
443c3ee72d Disable sound on the shell maps. 2016-12-23 11:34:23 +00:00
Paul Chote
b5390cb23c Split out ^AcceptsCloakCrate template. 2016-12-23 11:29:24 +00:00
Paul Chote
a4227757b6 Move ^GainsExperience inherit to the actors. 2016-12-23 11:29:24 +00:00
Paul Chote
59013a581c Remove unused airborne condition from TD aircraft. 2016-12-23 11:29:24 +00:00
Oliver Brakmann
67d10aa5bb Merge pull request #12485 from pchote/remove-ai-capturing
[bleed] Remove AI capturing from TD and RA, and AIs using mechanics and medics in RA
2016-12-21 21:17:23 +01:00
Oliver Brakmann
05c2081143 Merge pull request #12458 from pchote/map-top-targetability
Reduce aircraft not being targetable at the north edge of the map.
2016-12-21 21:14:19 +01:00
reaperrr
1f626e239b Improve TD largecaliber.yaml order 2016-12-18 18:21:34 +01:00
Paul Chote
f8d0dcad4f Fix SourceType.Install on 32 bit windows. 2016-12-18 00:26:49 +00:00
Oliver Brakmann
7e6488c522 Remove AI capturing from TD and RA 2016-12-17 20:53:31 +00:00
reaperrr
9acdff1c50 Slim down TD missiles.yaml via inheritance 2016-12-16 21:04:15 +01:00
reaperrr
f30f47de4f Slim down TD other.yaml via inheritance 2016-12-16 21:00:39 +01:00
reaperrr
189ade3001 Slim down TD explosions.yaml via inheritance 2016-12-16 21:00:37 +01:00
reaperrr
90b87bc32c Slim down TD smallcaliber.yaml via inheritance 2016-12-16 21:00:33 +01:00
reaperrr
6e83a3b550 Slim down TD largecaliber.yaml via inheritance 2016-12-16 20:30:36 +01:00
reaperrr
1ed21f3756 Remove unused 105mm and HonestJohn weapons 2016-12-16 20:27:23 +01:00
Paul Chote
736d66d2c2 Convert GainsExperience to conditions. 2016-12-13 19:30:42 +00:00
Paul Chote
1ef3e246d1 Convert GlobalUpgradable to conditions. 2016-12-13 19:30:41 +00:00
Paul Chote
60cd12874e Convert Aircraft to conditions. 2016-12-13 19:30:37 +00:00
Paul Chote
45af024b15 Convert Cargo to conditions. 2016-12-12 19:43:57 +00:00
reaperrr
bccc127645 Use Explodes instead of WithBuildingExplosion in TD 2016-12-10 13:45:12 +01:00
Paul Chote
0bc087f7bd Rename BridgeLayer to LegacyBridgeLayer. 2016-12-10 11:36:39 +00:00
Paul Chote
a5549d3944 Rename BridgeHut to LegacyBridgeHut. 2016-12-10 11:35:29 +00:00
Paul Chote
7a9174e7fc Fix aircraft defaults. 2016-12-08 18:23:25 +00:00
Paul Chote
34a94e16f6 Update TD rules. 2016-12-06 17:21:14 +00:00