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Commits on Apr 30, 2012
  1. @cjshmyr
  2. @chrisforbes

    Urgent! Include in this release (fixes non-targeting of defensive tow…

    psydev committed with chrisforbes Apr 30, 2012
    …ers/turrets). I made units no longer target ordinary buildings, but forgot to re-include targeting of the structures that shoot at you.
  3. @chrisforbes

    Made Chem Warriors walk through tiberium instead of around it and red…

    psydev committed with chrisforbes Apr 28, 2012
    …uced their penalty for running through it to what would normally be "rough" terrain (80% instead of 70%).
    
    Gave Commando Red Pip while passenger in APC/helicopter (can we get a more distinct color for engineer? Bright yellow or orange that contrasts from regular green, and/or pale blue).
    Increased Commando shroud reveal to 6, since that will equal what 5 ought to be (infantry and vehicles have differences in sight range even when they have the same value, it seems http://i.imgur.com/Z6nWG.jpg)
  4. @chrisforbes

    Removed bib from repair bay, to make it like the one from Red Alert.

    psydev committed with chrisforbes Apr 28, 2012
    Increased sight range of Construction Yard to 10.
  5. @chrisforbes

    cnc: various balance changes, part 2

    psydev committed with chrisforbes Apr 28, 2012
    Infantry sight range +1 -- it seems that they have lower sight range than vehicles for some reason. See http://i.imgur.com/Z6nWG.jpg for infantry and vehicle, both with RevealsShroud: 5, but vehicle sees further. So, effectively 5 for infantry becomes 4, which seems reasonable.
    Reduced probability of SpawnViceroid from 10% to 2%. 2% will still happen often enough if Chem Warriors are used predominantly, but with 10%, units were constantly turning to Viceroids, which was a pain. You could also send 10 infantry to opponent's tib field in early game and spawn a viceroid and kill their harvester or harass them.
    Turned off units auto-targeting regular buildings, because often will attack silo over an obelisk or enemy unit. Auto-target should remain on for defensive towers/turrets, though.
  6. @chrisforbes

    cnc: various balance changes

    psydev committed with chrisforbes Apr 29, 2012
    As usual I'm trying to be conservative and only apply what I feel is suitable / minimally necessary.
    Weapons:
    Biggest change: Increased artillery range from 6 to 12, added contrail to bullet and changed impact sound to default C&C. Minimum range 2 given.
    Napalm is currently very ineffective; increased spread to 20 range to make more likely to kill targets, ROF slightly increased
    MRLS rocket ranged increased from 8 to 12, with minimum range 2.
    Guard tower range increased from 4 to 5 (Pillbox is 6, for comparison) and damage increased from 20 to 40.
    Grenadier death explosion reduced in damage from 25-10 and in blast radius.
  7. @earthpig @chrisforbes

    Normal AI: Gone.

    earthpig committed with chrisforbes Apr 29, 2012
    Zhukov AI: Bit of a turtle, but sends large attacks with arty/v2.
    Rommel AI: Modified Hard AI.
  8. @cjshmyr @chrisforbes
  9. @chrisforbes

    Harvester armor heavy

    psydev committed with chrisforbes Apr 29, 2012
  10. @chrisforbes
  11. @cjshmyr @chrisforbes

    Initial pbox pax changes

    cjshmyr committed with chrisforbes Apr 29, 2012
  12. @chrisforbes

    new flamer integrated

    chrisforbes committed Apr 30, 2012
  13. @chrisforbes

    flamer that doesnt suck

    chrisforbes committed Apr 30, 2012
  14. @chrisforbes
  15. @chrisforbes

    add sniper SHP

    chrisforbes committed Apr 30, 2012
  16. @chrisforbes
  17. @chrisforbes

    add gate SHPs

    chrisforbes committed Apr 30, 2012
Commits on Apr 29, 2012
  1. @earthpig @chrisforbes

    Fixed #2010 - arty in line now only has only 75% chance of exploding

    earthpig committed with chrisforbes Apr 28, 2012
    When an arty in a group of them dies, each individual arty only has a 75% chance of perpetuating the genocide of arty.... so usually, it'll stop before killing your whole line but not before seriously hurting it.
  2. @earthpig @chrisforbes
Commits on Apr 28, 2012
  1. @chrisforbes

    cnc: change AI to not be totally useless

    psydev committed with chrisforbes Apr 28, 2012
  2. @chrisforbes

    cnc: remove nuke crate

    psydev committed with chrisforbes Apr 28, 2012
  3. @chrisforbes

    cnc: remove hide-map crate

    psydev committed with chrisforbes Apr 28, 2012
Commits on Apr 27, 2012
  1. @chrisforbes
Commits on Apr 26, 2012
  1. @chrisforbes

    fix crash in colorpicker

    chrisforbes committed Apr 26, 2012
Commits on Apr 25, 2012
  1. @chrisforbes

    shimmering cloak in cnc

    chrisforbes committed Apr 25, 2012
  2. @chrisforbes
  3. @chrisforbes

    beef up OpenRA.FileFormats.Set a little; use it in CncMenuPaletteEffe…

    chrisforbes committed Apr 25, 2012
    …ct rather than making new List<string> every frame
  4. @chrisforbes

    unify water palette rotation

    chrisforbes committed Apr 25, 2012
  5. @chrisforbes

    misc whitespace tidyups

    chrisforbes committed Apr 25, 2012
  6. @chrisforbes
  7. @earthpig @chrisforbes
Commits on Apr 24, 2012
  1. @chrisforbes
  2. @chrisforbes

    Fixed #2041 -- Force attack always targeted ground

    chrisforbes committed Apr 25, 2012
    Revert "Force attacks always go through, regardless of what is beneath them."
    
    This reverts commit b2c72d6.
  3. @chrisforbes
  4. @chrisforbes
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