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Author SHA1 Message Date
Axle1975 5c2163161b tatw-2.0b54 2022-11-23 21:59:54 +11:00
Axle1975 2e2db966de tatw-2.0b53 2022-11-23 21:59:01 +11:00
Axle1975 421de801b1 tatw-2.0b52 2022-11-23 21:57:14 +11:00
Axle1975 8a051edab4 add TADEMO.UFO and online.dll 2022-11-23 21:56:05 +11:00
2 changed files with 65 additions and 3 deletions
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online.dll filter=lfs diff=lfs merge=lfs -text
TA_Features_2013.ccx filter=lfs diff=lfs merge=lfs -text
rev31.gp3 filter=lfs diff=lfs merge=lfs -text
TADEMO.UFO filter=lfs diff=lfs merge=lfs -text
online.dll filter=lfs diff=lfs merge=lfs -text
rev31.gp3 filter=lfs diff=lfs merge=lfs -text
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June 19, 2022
TA:T v2.0 Beta 54:
Arm Pit Bull weapon [ARMPB_WEAPON] added the following:
turnrate=3000;
selfprop=1;
guidance=1;
tracks=1;
Core Viper weapon [CORVIPE_LASER] area of effect increased to 128 (64).
Arm Flea weapon [FLEA_LASER] range increased to 360 (240) and damage reduced to 8 (12).
NOTE: This will help Fleas bring their numbers to bear better in a large group, as they're usually used.
Arm and Core Deep Core Moho Mine energy cost increased to 250800 (150480), metal cost reduced to 1520 (4560), build time increased to 230887 (138532), and energy use reduced to 300 (562.5).
NOTE: This change to Deep Core Moho Mines means that they will only cost twice the metal of a Moho Mine and twice the energy to run, while still bringing in three times as much metal. However, they have a much longer build time and higher energy cost, making it difficult to skip Moho Mines in the earlier game and use Deep Cores instead.
This makes a Deep Core Moho Mine bring in about 2.3 times as much metal per metal spent (Including building energy to run it) on a 2.0 metal patch as the equivalent metal spent on energy production and Moho Metal Makers.
Arm Lemming destroyed/self-destruct explosion [ARMLEMM_KILLED] special damages to Lemmings reduced to 9 (44).
NOTE: This puts Lemmings as taking 2% of the normal damage from their own blasts, which is what crawling bombs take from their own blasts. This allows them to be used in groups more effectively.
Core Morty weapon [CORE_MORT] weapon velocity increased to 400 (350).
Arm FatBoy weapon [ARM_FATBOY_NOTALASER] weapon velocity increased to 400 (360).
NOTE: The Core Morty and Arm FatBoy were mostly not firing at their full range due to their weapon velocity being too low for them to achieve that range.
Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] weapon velocity increased to 400 (350).
Arm Fido weapon [BFIDO] range increased to 1200 (780), weapon velocity increased to 400 (350), damage reduced to 267 (410), and accuracy set to 600 (0 before).
NOTE: This lets the Fidos use their secondary/ballistic weapon mode perform in more of a light artillery role, whereas previously Arm Advanced Kbots only had heavy artillery in the form of the FatBoy.
Remember that turning Fidos to On switches them to using their long-range ballistic weapon, and to attack the ground in that mode you use the D (D-Gun) button to attack, not the A (Attack) button. Turning the Fidos back to Off switches them to their closer range direct fire Gauss weapon. This lets them flexibly switch from skirmish units to a support artillery role and back again.
Core Shiva weapon [SHIVA_CANNON] range increased to 1200 (800) and damage reduced to 334 (501).
NOTE: This put Shivas more into a medium/heavy artillery role, where before Core Advanced Kbots only have light artillery in the form of Morties. Remember that Shivas only fire their rocket when specifically told to with the D-Gun button.
Arm MERL armor increased to 2515 (2480).
Arm MERL weapon [ARMTRUCK_ROCKET] reload increased to 18.65 (13.4) and damage increased to 2696 (1965).
Core Diplomat armor reduced to 2951 (3029).
Core Diplomat weapon [CORTRUCK_ROCKET] reload increased to 20 (14.37) and damage increased to 3147 (2203).
NOTE: This should help MERLs and Diplomats more effectively engage heavier defensive lines.
[TINY_BUILDINGEX] weapon, which is used many places, had
commandfire=1;
added to it. This doesn't affect the explosion, but it is also used as the fake weapon on the M.A.T. and the A.M.A.T. used to trigger unloading/dropping carried units. Without it being command fire, it sometimes fires itself, thereby dropping the units before you wanted them to be. Now they will never unload until you specifically tell them to.
Added CTRL_P to the Core Venom category list.
Arm Bolo wreckage size increased 50% to match the size of the unit itself.
Arm and Core Commander and Decoy Commander scripts RestorePosition() sleep delay increased to 5000 (3000).
NOTE: Hopefully this will help prevent Commanders from not firing and locking up as much.
Arm Hulk weapon changed to [EXPLOITER_LASER] ([ARM_LIGHTLASER]).
Core Envoy weapon changed to [EXPLOITER_LASER] ([CORE_LIGHTLASER]).
NOTE: As before, the laser won't fire until you have at least 4 units loaded on board to man the gun.
June 5, 2022
TA:T v2.0 Beta 53: