Commit Graph

72 Commits

Author SHA1 Message Date
psydev
ac5378e41a modified aircraft & airstrike + misc chgs 2013-04-15 22:01:43 -07:00
psydev
4b4a1a8b86 removed turret from burning turret husk
This way it's more clear that it's dead.
2013-04-15 20:56:01 -07:00
psydev
2b9cc149f9 changed price of hi-tech and ix-research 2013-04-15 19:41:33 -07:00
psydev
745078945e changed palace to wood 2013-04-15 19:02:05 -07:00
psydev
40376234a7 inc. palace detection range; outpost renders detec 2013-04-15 18:50:26 -07:00
psydev
01b8579e59 changed palette build order 2013-04-15 18:40:46 -07:00
psydev
ae5e5b6309 reduced Repair cost 800 -> 500 2013-04-15 18:36:03 -07:00
psydev
6bfda746e9 added custom prereq: starport; radar detects cloak 2013-04-15 18:34:03 -07:00
psydev
ddbd25d8cc Merge branch 'bleed' of https://github.com/psydev/OpenRA into bleed 2013-04-15 18:17:53 -07:00
psydev
2bd9e23650 silo capacity inc. 1500 -> 2000 2013-04-15 17:22:26 -07:00
psydev
49d4c2e66f outpost cost reduced 1000 -> 700 2013-04-15 17:18:45 -07:00
psydev
e8c4e913a3 Merge branch 'bleed' of https://github.com/psydev/OpenRA into bleed 2013-04-15 17:14:37 -07:00
psydev
9ec49d8a2b refinery capacity reduced from 3000 -> 2000 2013-04-15 17:11:09 -07:00
psydev
6a2ce922b0 removed bib from silo 2013-04-15 17:10:24 -07:00
psydev
ec50df79f7 Merge branch 'bleed' of https://github.com/psydev/OpenRA into bleed 2013-04-15 16:09:23 -07:00
psydev
8488a7980f lower power use of repair pad 2013-04-15 16:00:59 -07:00
psydev
8b498d93b6 rocket turret visual range increased 2013-04-15 15:54:55 -07:00
psydev
4a26ad7c30 gun turret visual range increased 2013-04-15 15:52:34 -07:00
Matthias Mailänder
eee36c90b5 Merge pull request #3071 from psydev/bleed
Dune 2000 balancing
2013-04-15 05:58:15 -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
d08af21df2 increase turret sight/detection range 2013-04-15 05:41:15 -07:00
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
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
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
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
a3458735fc cleaning up pre-requisites: refinery 2013-04-14 13:45:12 -07:00
psydev
e0697771a5 (reset spice bloom for now) & refinery tickrate 2013-04-13 19:31:28 -07:00
psydev
7c062a7f45 removed bib from towers 2013-04-13 09:36:55 -07:00
psydev
fbfa209de9 d2k balance changes 2013-04-13 08:25:55 -07:00
Paul Chote
be250bca76 Rewrite ThrowsParticle using world coordinates.
The old dynamics were crazy, so this implements
a simpler model using a cubic lerp.
2013-04-01 12:59:49 +13:00
Matthias Mailänder
1ccd1cd1ac Merge pull request #2886 from Mailaender/community-icons
Added more cameos and showcase everything in developer mode
2013-03-30 00:59:17 -07:00
Matthias Mailänder
2f839f6b58 made Dune 2000 corrinno palace unbuildable again
was just for testing as the devmode build palette is too small
2013-03-29 09:39:35 +01:00
Matthias Mailänder
4ebaaf716d showcase everything we got icons for when dev cheats on 2013-03-29 09:23:52 +01:00
Paul Chote
0289fd543e Convert d2k turrets/weapons to world coordinates. 2013-03-29 20:50:10 +13:00
Paul Chote
27d852a425 Rename legacy offset coordinates on Turrets and Armaments. 2013-03-29 20:39:27 +13:00
Paul Chote
0167bbfbaa Move weapon/turret definitions out of AttackBase.
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.
2013-03-24 11:58:45 +13:00
Matthias Mailänder
96a088f998 merge Dune 2000 "Rounded Edges" mod
Changes include:
 - bibs have been removed
 - building offset and selection boxes adapted
 - units and turrets leave husks
 - siege tank barrel won't rotate anymore
 - AI capable of building all units using all queues
 - bullet traces
 - windtrap animations
 - unit balance (mix of Dune II, Dune 2000 and Red Alert)
 - repair pad animation
 - no more obsessive "silos needed"
 - defense building queue → heavy armor queue
 - medics (using thumper graphics)
 - no buildable aircrafts anymore
 - harvesting has been slowed down
2012-12-04 10:08:14 +13:00
Chris Forbes
6d3a932453 Revert "Removed the "tip" jutting out of 3 buildings, so they are rectangular instead of awkwardly shaped."
This reverts commit 22bddf9645.
2012-08-25 15:32:29 +12:00
psydev
53a7b0987b Fixed structure build menus
Made the building menu more logical. Rows according to tech tree. 

power / refinery / silos       0/10/15
barracks / outpost / starport    20/30/40
light factory / heavy factory / repair bay   50/60/70
high-tech factory / ix tech center / palace    80/90/100

If you want to move silos to the Defense queue, then I would re-arrange it slightly.
2012-07-31 08:24:54 +12:00
psydev
22bddf9645 Removed the "tip" jutting out of 3 buildings, so they are rectangular instead of awkwardly shaped.
- heavy factory
- high tech factory
- ix research center
2012-07-25 08:58:18 +12:00
Matthias Mailänder
85678de9f0 made silos more flexible for d2k mod 2012-07-24 08:29:18 +12:00
Matthias Mailänder
bda4bfa4f3 d2k: tooltip for $ icon is now starport instead of ship 2012-07-23 09:34:16 +12:00
Matthias Mailänder
abd774d017 d2k: faster aircrafts, slower trikes, concrete buildings
avoid capturing light buildings by deviator weapon
2012-07-23 09:33:51 +12:00
Matthias Mailänder
3e3977776d fixes #2322 (stuck units when leaving repair pad)
by adding bibs and defining a sane default rallypoint exit cell
2012-07-21 00:01:26 +02:00
Matthias Mailänder
36fbddbb5c fix d2k production queues
ClassicProductionQueue gets support for new notification system
d2k now uses the ClassicProductionQueue system to avoid spamming
Starport has cheaper threshold prices
adds a new production queue but has long delivery times
also no starport price fluctuation to improve balancing
2012-07-20 23:05:28 +02:00
Matthias Mailänder
4724ac6b00 experimenting with concrete plates
pretty useless at the moment, removed by default
2012-07-19 20:08:59 +02:00
Matthias Mailänder
25fae5d109 fixed d2k harvester dock animation 2012-07-17 22:03:30 +02:00
Matthias Mailänder
1355a9f837 added extra d2k buildings for creeps/neutral
new SHPs, needs update for d2k-packages.zip
2012-07-17 14:02:22 +02:00