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cnc: various balance changes, part 2

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.
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commit 4448c3e51b3799c2ea3e5bafafbe2843b57c12d4 1 parent 174e925
psydev authored chrisforbes committed
Showing with 3 additions and 1 deletion.
  1. +3 −1 mods/cnc/rules/defaults.yaml
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4 mods/cnc/rules/defaults.yaml
@@ -94,7 +94,7 @@
Armor:
Type: None
RevealsShroud:
- Range: 4
+ Range: 5
AutoTarget:
ScanRadius: 4
Mobile:
@@ -130,6 +130,7 @@
ActorLostNotification:
Notification: unitlost.aud
SpawnViceroid:
+ Probability: 2
CrushableInfantry:
^CivInfantry:
@@ -239,6 +240,7 @@
Notification: strclost.aud
EditorAppearance:
RelativeToTopLeft: yes
+ AutoTargetIgnore:
ShakeOnDeath:
Sellable:
Capturable:
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