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cnc: various balance changes, part 2
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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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psydev authored and chrisforbes committed Apr 30, 2012
1 parent 174e925 commit 4448c3e
Showing 1 changed file with 3 additions and 1 deletion.
4 changes: 3 additions & 1 deletion mods/cnc/rules/defaults.yaml
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Armor: Armor:
Type: None Type: None
RevealsShroud: RevealsShroud:
Range: 4 Range: 5
AutoTarget: AutoTarget:
ScanRadius: 4 ScanRadius: 4
Mobile: Mobile:
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ActorLostNotification: ActorLostNotification:
Notification: unitlost.aud Notification: unitlost.aud
SpawnViceroid: SpawnViceroid:
Probability: 2
CrushableInfantry: CrushableInfantry:


^CivInfantry: ^CivInfantry:
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Notification: strclost.aud Notification: strclost.aud
EditorAppearance: EditorAppearance:
RelativeToTopLeft: yes RelativeToTopLeft: yes
AutoTargetIgnore:
ShakeOnDeath: ShakeOnDeath:
Sellable: Sellable:
Capturable: Capturable:
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