Permalink
Commits on Jun 7, 2012
  1. @ihptru @chrisforbes
Commits on Jun 5, 2012
  1. @chrisforbes
Commits on May 26, 2012
  1. @cjshmyr @chrisforbes
  2. @cjshmyr @chrisforbes
  3. @cjshmyr @chrisforbes
  4. @cjshmyr @chrisforbes
  5. @cjshmyr @chrisforbes

    Fix #2086 - don't let player capture if that same player (or friendly…

    … ally) is already capturing
    cjshmyr committed with chrisforbes May 2, 2012
Commits on May 22, 2012
  1. @chrisforbes
  2. @chrisforbes
  3. @chrisforbes
  4. @chrisforbes
  5. @chrisforbes
  6. @chrisforbes
  7. @chrisforbes

    #2159 fixed -- missiles lose guidance and run out their remaining fue…

    …l if the target dies
    chrisforbes committed May 22, 2012
  8. @chrisforbes
  9. @chrisforbes
  10. @chrisforbes
  11. @earthpig @chrisforbes
  12. @earthpig @chrisforbes

    To go along with introducing the 'cloaked hbox', ensure that the cloa…

    …k is disabled if at low power.
    earthpig committed with chrisforbes May 5, 2012
  13. @earthpig @chrisforbes
Commits on May 17, 2012
  1. @chrisforbes

    Helicopters targetable when landed

    psydev committed with chrisforbes May 16, 2012
Commits on May 16, 2012
  1. @chrisforbes
Commits on May 6, 2012
  1. @chrisforbes
  2. @chrisforbes

    cnc - updated several building hitpoints

    psydev committed with chrisforbes May 4, 2012
  3. @TheUnknownCylon @chrisforbes

    Fixed bug in cash ticks, normal settings.

    No sound was heared when repairing buildings or on low power.
    Fixed.
    TheUnknownCylon committed with chrisforbes May 6, 2012
  4. @TheUnknownCylon @chrisforbes

    Red Alert CashTicks

    Three options for cash ticks:
    Extreme: current behavoir (every cash countdown tick is heard)
    Normal: RedAlert countdown style (only one cash countdown tick every ~1 or 2 seconds)
    Disabled: No cash tickdown or tickup is heard.
    
    Thanks to Tirili for hints on the settings system.
    TheUnknownCylon committed with chrisforbes May 5, 2012
  5. @chrisforbes

    cnc - add new explosion: chemball

    psydev committed with chrisforbes May 4, 2012
  6. @chrisforbes
Commits on May 5, 2012
  1. @chrisforbes
Commits on May 4, 2012
  1. @chrisforbes

    Changed production menu hotkeys from YUIOP to QWERT (what they are in…

    … C&C3). It's more ergonomic and close to the other command keys like A, S, Z, F. It is hard to use the YUIOP keys, because they're too far, even though they are very efficient.
    
    The QWERT setup is a good way to run a menu. I think should reserve them for that and use other keys for unit commands.
    psydev committed with chrisforbes May 3, 2012
  2. @chrisforbes

    Re-ordering the build menu a bit. Seems like guard tower should go be…

    …fore gun turret since it's more basic, cheaper and more often used.
    psydev committed with chrisforbes May 3, 2012
  3. @chrisforbes

    Increase range, cost and a modified damage on the MRLS (up vs. light …

    …armor, down vs. wood; 2 more bursts). Inaccuracy doubled from 30 to 60. Also increased MinRange from 2 to 4, and added burst delay while increasing rate of fire slightly (burst delay will add 24 to the rate of fire value, making it 70). Justification for these changes is to help fight against recon bike spam and stealth tank spam.
    
    Increase APC gun damage from 6 to 12 (is currently pathetic against helis)
    
    misc:
    Made Artillery shell explosion appear bigger
    Added contrail to Artillery shell
    psydev committed with chrisforbes May 3, 2012
  4. @earthpig @chrisforbes
Commits on May 1, 2012
  1. @earthpig

    Few things with Zhukov AI.

    earthpig committed May 1, 2012
  2. @chrisforbes