…ers/turrets). I made units no longer target ordinary buildings, but forgot to re-include targeting of the structures that shoot at you.
…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)
Increased sight range of Construction Yard to 10.
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.
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.
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.