separated into IncomingSound = "nuke approaching/detected"
and changed LaunchSound into "nuke lauched"
also nuke with small L .aud in cnc rules looks like a typo
Changes Siege Tank behavior from AttackTurreted to AttackFrontal as it was in the original (making it slightly more effective against defenses too, as it no longer moves as close to them as turreted units would).
Sardauker are pretty dramatically underpowered, especially considering that they are a top-tier unit. Since they are slow, they need to be tough to withstand enemy fire before they get in range. Since they are $400, they are mostly a waste of money at the moment, rather than assault troopers.
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.
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
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
AttackLoyalty for d2k Deviator which captures units
also shooting a fake missile (see issue #2251)
CaptureActor now supports Generals styles gameplay
but is disabled by default (see issue #2274)
fixes the annoyance that engineers will not take
the shortest root to the building by the way
removing ProvidesCustomPrerequisite because it's
tooltip messages relies on hardcoded hacks