Compare commits
4
Commits
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4e8f53baee | ||
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acbdd7177b | ||
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0bdf4c184b | ||
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1e1add9d42 |
@@ -1,3 +1,4 @@
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TADEMO.UFO filter=lfs diff=lfs merge=lfs -text
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TADEMO.UFO filter=lfs diff=lfs merge=lfs -text
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online.dll filter=lfs diff=lfs merge=lfs -text
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online.dll filter=lfs diff=lfs merge=lfs -text
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rev31.gp3 filter=lfs diff=lfs merge=lfs -text
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rev31.gp3 filter=lfs diff=lfs merge=lfs -text
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tdraw.dll filter=lfs diff=lfs merge=lfs -text
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@@ -0,0 +1,27 @@
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Beta 60
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Summary of changes:
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Arm Penetrator armor increased and reload increased.
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Arm Freedom Fighters and Core Avengers weapons have bigger area of effect.
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All gunships (Except the Core Krow) had their 360° firing arc reduced to roughly the front 180°. This wasn't done right in Beta 59, but should work now.
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Arm Blade and Core Blackdawn speed reduced.
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Arm MERL and Core Diplomat weapon velocity increased.
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Arm Big Bertha and Core Intimidator weapons area of effect increased and (in)accuracy reduced.
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NOTE: This makes Big Berthas and Intimidators more appealing compared to saving up for a Vulcan or Buzzsaw, given they have a bigger area of effect and are more accurate.
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Arm Bee and Core Bladewing armor reduced.
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NOTE: Drones are cheap and effective, but not well armored.
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Arm Mercury and Core Screamer weapon reload reduced and damage reduced.
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Arm Demolisher turret turn rate increased, reload reduced, damage reduced, and area of effect increased.
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Arm Marauder secondary missile weapon turret turn rate increased.
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Arm Rector and Death Cavalry and Core Necro and Grim Reaper energy costs doubled.
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NOTE: Resurrecting units can be very powerful, so this makes them more energy intensive to build.
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@@ -0,0 +1,15 @@
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Beta 61
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Summary of changes:
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Arm Bulldog and Core Goliath reload and damage reduced.
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Arm Wombat and MERL and Core Nixer, Dominator, Shiva, and Diplomat rockets given tracking.
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NOTE: This gives tracking to the weapons of most vertically launched rocket units (Except the Arm Ranger and Core Messenger). The idea is to allow them to fire on incoming units with some effect, but not necessarily great effect, similar to artillery units, instead of relegating them almost exclusively to firing on stationary targets.
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Arm Panther weapon [PANTHER_MISSILE] area of effect increased to 96 (12).
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Core Leveler weapon [CORLEVLR_WEAPON] explosionart changed to explode3 (explode2).
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NOTE: This is purely cosmetic and just reduces the visual explosion somewhat to more closely match the damage being dealt. Before it was using the same explosion art that the Guardian/Punisher use, but the damage isn't anywhere close to that.
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Arm Marauder armor reduced and damage increased, and primary weapon given slight tracking.
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NOTE: Halved the Marauder's armor and doubles its firepower, similar to the Core Shiva, and gives the Marauder's primary weapon a slight bit of tracking (The same as Flash tanks and Peewees have) to help them hit a bit better at range.
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@@ -0,0 +1,11 @@
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Beta 72
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Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
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Fixed extended share menu that wasn't working. Also added hover and floating hover platforms and advanced vehicle plants to the Arm Beaver and Core Muskrat build menus (Thanks Chao!).
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Merged Arm and Core underwater nuclear mines with nuclear mines.
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NOTE: This frees up two unit slots, and they were identical in every way (cost, model, etc.) except for being able to be built underwater or not.
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Arm Solar Collector build angle reduced to 4096 (16384).
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Core Solar Collector build angle decreased to 4096 (16384).
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@@ -0,0 +1,79 @@
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# TA Demo Recorder and Community Patch
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## LICENSE
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### TA Community Patch (original filename: tdraw.dll; source directory: src/DDRaw)
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The MIT License (MIT)
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Copyright (c) 2023 Axle1975, FunkyFr3sh
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Copyright (c) 2019 Xpoy
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Copyright (c) 2003 SJ, Yeha
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Permission is hereby granted, free of charge, to any person obtaining a copy
|
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
|
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
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copies of the Software, and to permit persons to whom the Software is
|
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furnished to do so, subject to the following conditions:
|
||||||
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||||||
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
|
||||||
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||||||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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||||||
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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### TA Demo Recorder (original filename: tplayx.dll; source directory: src/Recorder)
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The MIT License (MIT)
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Copyright (c) 2015 Rime
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Copyright (c) 2003 SJ, Yeha
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Permission is hereby granted, free of charge, to any person obtaining a copy
|
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
|
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|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
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copies of the Software, and to permit persons to whom the Software is
|
||||||
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furnished to do so, subject to the following conditions:
|
||||||
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||||||
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The above copyright notice and this permission notice shall be included in all
|
||||||
|
copies or substantial portions of the Software.
|
||||||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||||
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SOFTWARE.
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### TA Demo Replayer (original filename: SERVER.EXE, source directory: src/Server)
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The MIT License (MIT)
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Copyright (c) 2015 Chaos
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Copyright (c) 2003 Fnordia
|
||||||
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||||||
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Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in all
|
||||||
|
copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||||
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SOFTWARE.
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+941
-5
@@ -1,3 +1,939 @@
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April 13, 2023
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TA:T v2.0 Beta 72:
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Fixed extended share menu that wasn't working. Also added hover and floating hover platforms and advanced vehicle plants to the Arm Beaver and Core Muskrat build menus (Thanks Chao!).
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Merged Arm and Core underwater nuclear mines with nuclear mines.
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Arm and Core Nuclear Mines MaxWaterDepth set to 255 (0) and description changed to "Submersible Nuclear Mine" ("Nuclear Mine").
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NOTE: This frees up two unit slots, and they were identical in every way (cost, model, etc.) except for being able to be built underwater or not. Thanks to some Chao cleverness, they still have their "underwater" picture on the build menus for the minelayer ships and advanced construction subs. This should also fix the issue with recorded games crashing if the TADEMO unit was included.
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Arm Solar Collector build angle reduced to 4096 (16384).
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Core Solar Collector build angle decreased to 4096 (16384).
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April 3, 2023
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TA:T v2.0 Beta 71:
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Added Arm/Core Bunker, Arm Condor, and Core Vindicator to the special damage lists of all weapons.
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NOTE: The biggest issue this fixes was that previously, the Condor and Vindicator were taking the default 1/3 damage from anti-air weapons just like ground units do, giving them triple the armor they should have had against anti-air weapons.
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April 3, 2023
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TA:T v2.0 Beta 70:
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Fixed menu issues with the Arm and Core Advanced Construction Sub (Thanks Chao Storm!).
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Core Shodan movement class changed to TANKSH2 (TANKSH3).
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NOTE: It looks about the same size as a Leveler, which is TANKSH2 (2x2 footprint). Footprints need to be looked at, since 3x3 currently covers units all the way up to Goliath size.
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Added new Bunker unit for both Arm and Core.
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This is built from the nanolathe platform (The same place you build nanolathe turrets). It can load and unload units like a transport, but is immobile, although it can be moved by a ground or air transport to a new location as long as it is empty. It has firing ports, allowing units inside to fire outside while remaining protected within the bunker. It can load up to 16 units of 2x2 footprint or smaller.
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Removed the Arm/Core M.A.T. and A.M.A.T. units.
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Added new Arm Condor and Core Vindicator units.
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These replace the M.A.T. unit and are air transports capable of carrying up to six units at a time. They are buildable from the level 1 air plants. They are armed with the Peewee and A.K. weapon, respectively, but it is in the third weapon slot, so it can't be manually targeted.
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When first built, text appears below explaining how to initialize it for use. Basically, after first being built, tell it to attack a spot, and then once it reaches that spot, tell it to Stop (Load button), and a loading circle will appear around it. This should only be required to do once after being built.
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After that, just move units into the circle while the transport is landed to have them automatically loaded, then hit the U key or click on the Unload button to set them to Unload at the desired location, and they will fly there and unload the units.
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To load more units, just land and move more units into the circle again, etc.
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The Condor and Vindicator also have an emergency unloading feature: If they take damage which brings them below 10% health, they will automatically unload all of their units wherever they are. This emergency unloading helps prevent units being lost when the transport is about to be destroyed, especially if you aren't watching them.
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Damage which would take them from above 10% to 0 in one shot will still destroy them without them being able to unload.
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These should perform more smoothly and without the bugs/crashing of the M.A.T., but will need testing to be sure.
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Arm Courier now has the Peewee weapon [PEEWEE_EMG] and description changed to "Amphibious Armed and Armored Transport (capacity 16 units)" ("Amphibious Armored Transport (capacity 16 units)").
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Core Emissary now has the A.K. weapon [AK_LASER] and description changed to "Amphibious Armed and Armored Transport (capacity 16 units)" ("Amphibious Armored Transport (capacity 16 units)").
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NOTE: This gives them a very light weapon to defend themselves with, however, they must have at least one unit loaded for the weapon to function (You need someone to "man the gun", so to speak).
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Arm Solar Collector build angle increased to 16384 (4096).
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Core Solar Collector build angle decreased to 16384 (32768).
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Arm Atlas metal cost reduced to 130 (173), energy cost reduced to 2693 (3584), build time reduced to 4110 (5470), armor increased to 3309 (3303), and description changed to "Air Transport w/ Firing Port (capacity 1 unit)" ("Air Transport").
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Core Valkyrie metal cost reduced to 137 (182), energy cost reduced to 2899 (3851), build time reduced to 4535 (6024), armor increased to 3836 (3822), and description changed to "Air Transport w/ Firing Port (capacity 1 unit)" ("Air Transport").
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NOTE: This puts the Condor and Vindicator at double the cost of the Atlas and Valkyrie but with the same armor.
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The Condor and Vindicator can carry six units, but move more slowly and cost twice as much. The Atlas and Valkyrie can only carry one unit, but are cheaper and the carried unit can still fire.
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Arm Advanced Repair Pad metal cost reduced to 300 (570), energy cost reduced to 10326 (19620), and build time reduced to 12517 (23782).
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Core Advanced Repair Pad metal cost reduced to 309 (587), energy cost reduced to 10634 (19896), and build time reduced to 12890 (24734).
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Arm Antarion and Core Karganeth weapon [SUPER_MISSILE] area of effect increased to 128 (64).
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March 26, 2023
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TA:T v2.0 Beta 69:
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[SMALL_UNITEX] weapon area of effect increased to 200 (100).
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[MEDIUM_UNITEX] weapon area of effect increased to 400 (200).
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[BIG_UNITEX] weapon area of effect increased to 600 (300).
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[SMALL_UNIT] weapon area of effect increased to 260 (130).
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[MEDIUM_UNIT] weapon area of effect increased to 520 (260).
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[BIG_UNIT] weapon area of effect increased to 780 (390).
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[SMALL_BUILDINGEX] weapon area of effect increased to 400 (200).
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[MEDIUM_BUILDINGEX] weapon area of effect increased to 600 (300).
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[LARGE_BUILDINGEX] weapon area of effect increased to 800 (400).
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[ESTOR_BUILDINGEX] weapon area of effect increased to 800 (400).
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[SMALL_BUILDING] weapon area of effect increased to 520 (260).
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[MEDIUM_BUILDING] weapon area of effect increased to 780 (390).
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[LARGE_BUILDING] weapon area of effect increased to 1040 (520).
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[ESTOR_BUILDING] weapon area of effect increased to 1040 (520).
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[ATOMIC_BLASTSML] weapon area of effect increased to 1000 (500).
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[ATOMIC_BLAST] weapon area of effect increased to 1300 (650).
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NOTE: This will change most of the regular unit and structure explosions to be able to damage units further out, and making self-destruction of units/buildings more dangerous.
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Arm Twilight line of sight increased to 700 (630).
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Core Exploiter line of sight increased to 700 (475).
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Core Exploiter script changed to increase the deceleration rate of Exploiter's arms when preparing to armor up to 4000 (2000).
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NOTE: Exploiters can now utilize their full weapon range from their own line of sight, since they are designed to be self-sufficient. The script change helps them armor up faster.
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Changed Arm Pitbull script to prevent it from sometimes closing up while enemies are still in range.
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March 23, 2023
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TA:T v2.0 Beta 68:
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Build menu changes:
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Arm and Core Decoy Commanders menu shows D-Gun instead of Special.
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Core A.K. hotkey fixed to show the correct letter (Was showing B).
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Arm and Core advanced factory/construction unit menus reordered to more close match T1 menus.
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Seaplane Constructors can now build all T2 structures that advanced constructors can build and some water structures were added as well (Shark's Teeth, Underwater Moho Metal Maker, Underwater Metal and Energy Storages, floating HLTs (Thunderbolt and Stingray), and Floating Targeting Facility).
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Removed second Arm Warrior build button on the second menu page.
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(Thanks Chao Storm!)
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Arm Sentinel and Arm Fortification Wall HLT Post weapon reload increased to 1.1775 (0.785), damage increased to 629 (419), and energy per shot increased to 232 (165).
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Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] reload increased to 1.2915 (0.861), damage increased to 701 (467), and energy per shot increased to 263 (187).
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NOTE: HLTs do heavy damage but with very little area of effect, but their reload was rapid enough that they could still be used effectively against large groups of light units. This slows down their fire rate while keeping the damage per second the same, meaning they do heavy damage but are not as good against large groups of lightly armored units.
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This allows the Arm Radical and Core Blocker to be more effective in that role, with their much better blast radius.
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Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] edge effectiveness increased to 0.333 (0.1).
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Arm Peewee weapon [PEEWEE_EMG] range reduced to 360 (480), damage increased to 12 (9), and weapon timer reduced to .7 (.9333).
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Core A.K. weapon [AK_LASER] range reduced to 360 (480) and damage increased to 22 (17).
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NOTE: Light Laser Towers have a range of 500, and Peewees and A.K.s had a range of 480, making LLTs (A cheap and basic defense) less effective against Peewees and A.K.s (Cheap and basic units).
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Arm Bulldog speed increased to 3.421 (3.258), turn rate increased to 286 (251), acceleration increased to 0.014 (0.0098) and brake rate increased to 0.014 (0.0098).
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Arm Bulldog weapon [ARM_BULL] reload increased to 1.581 (1.0), damage increased to 648 (410), and edge effectiveness increased to 0.25 (0.1).
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Core Goliath speed increased to 3.11 (2.962), turn rate increased to 260 (228), acceleration increased to 0.0127 (0.009) and brake rate increased to 0.0127 (0.009).
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Core Goliath weapon [COR_GOL] reload increased to 2.371 (1.5), damage increased to 1000 (633), and edge effectiveness increased to 0.25 (0.1).
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NOTE: Trying to make Bulldogs and Goliaths less clumsy and more useful.
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Arm Wind Generator metal cost increased to 97 (72), energy cost increased to 133 (99), build time increased to 2910 (2160), and armor increased to 97 (72).
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Core Wind Generator metal cost increased to 94 (70), energy cost increased to 129 (96), build time increased to 2893 (2154), and armor increased to 103 (77).
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NOTE: This should help to make Solar Collectors a bit more competitive and reduce the dominance of Wind Generators. Previously Wind Generators cost about half the metal of a Solar Collector, so the break even point, metal-wise, for using them over Solars was an average of 10 wind strength. If winds were higher, say, 20 or more, then Winds were twice as metal efficient as Solars. Now the break-even point is 13.333 wind strength.
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||||||
|
Solar Collectors are much more resistant to raiding due to their much higher armor, as well as having a small amount of built-in energy storage, but they just didn't see nearly as much use as Wind Generators. Hopefully now the Wind/Solar choice will be more of an interesting choice instead of an obvious one.
|
||||||
|
|
||||||
|
Arm Solar Collector energy storage increased to 200 (100) and added HealTime=4;.
|
||||||
|
Core Solar Collector energy storage increased to 200 (100) and added HealTime=4;.
|
||||||
|
|
||||||
|
Arm Advanced Solar Collector metal cost reduced to 290 (308), build time reduced to 8700 (9240), energy storage increased to 500 (250), and HealTime increased to 4 (2).
|
||||||
|
|
||||||
|
Core Advanced Solar Collector metal cost reduced to 282 (300), build time reduced to 8663 (9216), energy storage increased to 500 (250) and HealTime increased to 4 (2).
|
||||||
|
NOTE: Adv solars cost 25% more energy than their equivalent in regular solars. Now they cost about 80% of the metal.
|
||||||
|
|
||||||
|
HealTime lets Solar Collectors self-repair, although it drains 3-4 energy while self-repairing, just like any other regenerating unit.
|
||||||
|
|
||||||
|
HealTime values from 0 to 3 do nothing. Values above 4 are all the same rate of regeneration. Because the Advanced Solars previously had it set to 2, they weren't regenerating, but now they will.
|
||||||
|
|
||||||
|
Arm Flea had HealTime=0; removed.
|
||||||
|
NOTE: See above. The value of 0 wasn't doing anything.
|
||||||
|
|
||||||
|
Arm and Core Commander energy production increased to 75 (50).
|
||||||
|
NOTE: This is intended to lessen the very early game (First 5 to 10 minutes) energy crunch a little bit without affecting the rest of the game.
|
||||||
|
|
||||||
|
Arm Cloakable Fusion Reactor metal cost increased to 3850 (3388), energy cost increased to 80081 (61503), build time increased to 126000 (110880), energy make increased to 1250 (1100), and cloaking cost increased to 250 (200).
|
||||||
|
|
||||||
|
Core Cloakable Fusion Reactor metal cost increased to 3744 (3295), energy cost increased to 83249 (63932), build time increased to 125654 (110585), energy make increased to 1250 (1100), and cloaking cost increased to 250 (200).
|
||||||
|
|
||||||
|
AI only versions of Cloakable fusions costs have increased to match the above, but the energy make is unchanged.
|
||||||
|
|
||||||
|
Arm Advanced Fusion Reactor energy cost increased to 512520 (268377).
|
||||||
|
|
||||||
|
Core Advanced Fusion Reactor energy cost increased to 532760 (278949)
|
||||||
|
|
||||||
|
NOTE: Advanced Fusions already gave you the energy output of five fusions for the metal cost of 3.333, however now the energy cost is that of 10 fusions, due to the advanced tech required to build them. Also, their wreckage was worth half of what it should have been, which has been fixed.
|
||||||
|
|
||||||
|
|
||||||
|
Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] default damage reduced to 25000 (29500), special damages for all high armor units (Except the Intruder) set to 34000 (30000), and edge effectiveness increased to 1.0 (0.0).
|
||||||
|
|
||||||
|
Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] default damage reduced to 25000 (29500), special damages for all high armor units (Except the Intruder) set to 34000 (30000), and edge effectiveness increased to 1.0 (0.0).
|
||||||
|
|
||||||
|
Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] default damage reduced to 25000 (29500) and edge effectiveness increased to 1.0 (0.0).
|
||||||
|
|
||||||
|
NOTE: The default damage reduction adjusts damage to help prevent the super-long health bars that nukes sometimes give units instead of destroying them (silos with veteran status get a bonus to their damage, pushing the 29500 damage over the 32000 cap).
|
||||||
|
|
||||||
|
Tactical and strategic nukes do 25000 damage to regular units, which should destroy any of them in a single direct hit. Commanders, anti-nuke silos, mobile anti-nukes, and carriers (Which have anti-nukes) all take reduced damage.
|
||||||
|
|
||||||
|
The "34000" damage to high armor units actually does a lot more than 34000 and should also destroy any of those units in a single hit as well, barring a veteran Orcone or Krogoth which might survive with 5-10% armor left.
|
||||||
|
|
||||||
|
Mobile tactical nukes just do 25000, which will not outright destroy most of the high armor units (But will still take a decent chunk out of most of them).
|
||||||
|
|
||||||
|
The high armor units are:
|
||||||
|
Arm Bolo
|
||||||
|
Core Yavac
|
||||||
|
Arm Antarion
|
||||||
|
Core Gargoyle
|
||||||
|
Arm Bantha
|
||||||
|
Core Krogtaar
|
||||||
|
Arm Annihilator (When closed)
|
||||||
|
Core Doomsday Machine (When closed)
|
||||||
|
Core Juggernaut
|
||||||
|
Arm Millennium
|
||||||
|
Core Warlord
|
||||||
|
Arm Epoch
|
||||||
|
Core Black Hydra
|
||||||
|
Arm Ambusher (When closed)
|
||||||
|
Core Toaster (When closed)
|
||||||
|
Arm Abel
|
||||||
|
Core Caine
|
||||||
|
Core Zulu
|
||||||
|
Core Intruder
|
||||||
|
Arm Vulcan
|
||||||
|
Core Buzzsaw
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
March 8, 2023
|
||||||
|
TA:T v2.0 Beta 67:
|
||||||
|
|
||||||
|
Core Shodan line of sight increased to 450 (360).
|
||||||
|
Core Leveler line of sight increased to 450 (360).
|
||||||
|
NOTE: This gives these mobile defense type units better line of sight, similar to other defenses.
|
||||||
|
|
||||||
|
Core Leveler weapon [CORLEVLR_WEAPON] edge effectiveness increased to 0.5 (0.1).
|
||||||
|
NOTE: This helps the "Mobile Riot Cannon" handle groups better than previously.
|
||||||
|
|
||||||
|
Core Croc weapon [CORE_MEDIUMCANNON] edge effectiveness increased to 0.5 (0.1).
|
||||||
|
|
||||||
|
Arm Brawler description changed to "EMG Gunship" ("Gunship").
|
||||||
|
|
||||||
|
Arm Sabre description changed to "Seaplane Laser Gunship" ("Seaplane Gunship").
|
||||||
|
|
||||||
|
Core Rapier description changed to "Riot Rocket Gunship" ("Gunship").
|
||||||
|
Core Rapier weapon [VTOL_ROCKET] edge effectiveness increased to 0.5 (0.0).
|
||||||
|
|
||||||
|
Core Cutlass weapon [VTOL_ROCKET2] edge effectiveness increased to 0.5 (0.0).
|
||||||
|
Core Cutlass description changed to "Seaplane Riot Cannon Gunship" ("Seaplane Gunship").
|
||||||
|
|
||||||
|
Core Krogtaar weapon [COR_TAAR_RC] area of effect increased to 160 (128).
|
||||||
|
|
||||||
|
|
||||||
|
Arm Peewee line of sight increased to 480 (360).
|
||||||
|
|
||||||
|
Core A.K. line of sight increased to 480 (360).
|
||||||
|
NOTE: This allows Peewees and A.K.s to act as a faster moving spotting unit, similar to the Jeffy and Weasel. Jethros and Crashers still have more line of sight, but also move slower, sometimes being destroyed before they can move close enough to spot defenses.
|
||||||
|
|
||||||
|
Arm Crusader weapon [ARM_ROY] area of effect increased to 160 (128).
|
||||||
|
|
||||||
|
Core Enforcer weapon [CORE_ROY] area of effect increased to 176 (128).
|
||||||
|
|
||||||
|
Arm Ranger weapon [ARMMSHIP_ROCKET] reload reduced to 9.325 (13.1), damage reduced to 4888 (6867), and area of effect increased to 264 (170).
|
||||||
|
|
||||||
|
Core Messenger weapon [CORMSHIP_ROCKET] reload reduced to 10 (14.05), damage reduced to 5568 (7823), and area of effect increased to 292 (180).
|
||||||
|
|
||||||
|
Arm Viking and Core Cronus weapon [TREMSHIP] area of effect increased to 256 (176).
|
||||||
|
NOTE: This is adjusting some of the naval units to have larger area of effects for their weapons, similar to vehicles.
|
||||||
|
|
||||||
|
Core Dominator weapon [CORHRK_ROCKET] turnrate reduced to 12615 (18923).
|
||||||
|
|
||||||
|
Arm MERL weapon [ARMTRUCK_ROCKET] turnrate reduced to 12615 (18923).
|
||||||
|
|
||||||
|
Core Diplomat weapon [CORTRUCK_ROCKET] turnrate reduced to 12615 (18923).
|
||||||
|
|
||||||
|
Arm Wombat weapon [ARMMH_WEAPON] turnrate reduced to 12615 (18923).
|
||||||
|
|
||||||
|
Core Nixer weapon [CORMH_WEAPON] turnrate reduced to 12615 (18923).
|
||||||
|
|
||||||
|
Core Shiva weapon [SHIVA_ROCKET] turnrate reduced to 12615 (18923).
|
||||||
|
NOTE: This reduces the vertically launched rockets' turn rate, decreasing their tracking ability. They can still track moving units, but are more likely to miss faster ones, especially air, and can't hit targets very close to themselves.
|
||||||
|
|
||||||
|
Core Shiva weapon [SHIVA_CANNON] reload increased to 2.5 (1.0), damage increased to 835 (334), and (in)accuracy increased to 1100 (400).
|
||||||
|
|
||||||
|
Arm Shellshocker weapon [TAWF113_weapon] reload reduced to 3.5 (4.5) and damage reduced to 210 (270).
|
||||||
|
|
||||||
|
Core Wolverine weapon [CORWOLV_GUN] reload reduced to 3.85 (4.824) and damage reduced to 238 (298).
|
||||||
|
|
||||||
|
Arm Luger weapon [ARM_ARTILLERY] reload reduced to 4.375 (6.25), damage reduced to 489 (698), (in)accuracy reduced to 450 (850), and weapon velocity increased to 500 (400).
|
||||||
|
|
||||||
|
Core Pillager weapon [CORE_ARTILLERY] reload reduced to 4.8125 (7.33), damage reduced to 602 (917), (in)accuracy reduced to 500 (950), and weapon velocity increased to 500 (400).
|
||||||
|
|
||||||
|
Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] reload reduced to 4.0 (5.625), damage reduced to 289 (406), and (in)accuracy reduced to 400 (725).
|
||||||
|
|
||||||
|
Core Morty weapon [CORE_MORT] reload reduced to 3.0 (4.54) and damage reduced to 308 (466).
|
||||||
|
|
||||||
|
Arm Bee energy cost increased to 1219 (914), metal cost increased to 77 (58), buildtime increased to 2481 (1861).
|
||||||
|
NOTE: This increases the Bee's cost from 50% that of a Construction Aircraft to 66%, so instead of providing double the buildpower per metal (Same build power, half cost), it's only 50% more buildpower for the cost.
|
||||||
|
|
||||||
|
Arm Spotter description changed to "Radar/Sonar Hovercraft with depthcharges" ("Radar/Sonar Hovercraft").
|
||||||
|
Core Watcher description changed to "Radar/Sonar Hovercraft with depthcharges" ("Radar/Sonar Hovercraft").
|
||||||
|
|
||||||
|
Arm Fortification Nanolathe Turret energy cost increased to 8118 (5870), metal cost increased to 650 (470) and build time increased to 6764 (4891).
|
||||||
|
|
||||||
|
Arm Advanced Fortification Nanolathe Turret energy cost increased to 36530 (17609), metal cost increased to 1950 (1409) and build time increased to 13530 (9783).
|
||||||
|
|
||||||
|
Core Fortification Nanolathe Turret energy cost increased to 8118 (5870), metal cost increased to 650 (470) and build time increased to 6764 (4891).
|
||||||
|
|
||||||
|
Core Advanced Fortification Nanolathe Turret energy cost increased to 36530 (17609), metal cost increased to 1950 (1409) and build time increased to 13530 (9783).
|
||||||
|
NOTE: This makes Fortification Nanolathe Turrets a bit more expensive, so it's more of a trade-off between using construction units to build them more slowly, but for less metal. If you have the metal, or if you just really need to fortify quickly, then there's the more expensive option.
|
||||||
|
|
||||||
|
Advanced Fortification Nanolathe Turrets were increased the same way, but their energy cost was increased an extra 50% since they're able to build some advanced tech defenses.
|
||||||
|
|
||||||
|
Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] edge effectiveness increased to 0.5 (0.315).
|
||||||
|
Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] edge effectiveness increased to 0.5 (0.333).
|
||||||
|
Core Cobra and Cobra NS weapon [CORFLAK_GUN] edge effectiveness increased to 0.5 (0.375).
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
February 21, 2023
|
||||||
|
TA:T v2.0 Beta 66:
|
||||||
|
|
||||||
|
Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] range increased to 500 (400), reload increased to 1.308 (1.115), and damage reduced to 91 (97).
|
||||||
|
|
||||||
|
Arm Skeeter armor increased to 714 (612).
|
||||||
|
Arm Decade armor increased to 3054 (2618).
|
||||||
|
Arm Lurker armor increased to 2833 (2428).
|
||||||
|
Arm Crusader armor increased to 7030 (6026).
|
||||||
|
Arm Hulk armor increased to 15467 (13257).
|
||||||
|
Arm Valiant armor increased to 1934 (1658).
|
||||||
|
|
||||||
|
Core Searcher armor increased to 832 (713).
|
||||||
|
Core Supporter armor increased to 3579 (3068).
|
||||||
|
Core Snake armor increased to 3186 (2731).
|
||||||
|
Core Enforcer armor increased to 7900 (6771).
|
||||||
|
Core Envoy armor increased to 17515 (15012).
|
||||||
|
Core Limiter armor increased to 2169 (1859).
|
||||||
|
|
||||||
|
Arm Conqueror armor increased to 13326 (11422).
|
||||||
|
Arm Millennium armor increased to 38514 (33012).
|
||||||
|
Arm Piranha armor increased to 6669 (5716).
|
||||||
|
Arm Colossus armor increased to 26740 (22920).
|
||||||
|
Arm Ranger armor increased to 6033 (5171).
|
||||||
|
Arm Fibber armor increased to 700 (600).
|
||||||
|
Arm Sea Serpent armor increased to 25429 (21796).
|
||||||
|
Arm Atlantis armor increased to 10941 (9378).
|
||||||
|
Arm Abel armor increased to 14319 (12273).
|
||||||
|
Arm Epoch armor increased to 134620 (115385).
|
||||||
|
Arm Archer armor increased to 5784 (4958).
|
||||||
|
Arm Viking armor increased to 5842 (5007).
|
||||||
|
Arm Escort armor increased to 2835 (2430).
|
||||||
|
Arm Death Cavalry armor increased to 1360 (1166).
|
||||||
|
|
||||||
|
Core Executioner armor increased to 15454 (13246).
|
||||||
|
Core Warlord armor increased to 44164 (37855).
|
||||||
|
Core Shark armor increased to 7574 (6492).
|
||||||
|
Core Hive armor increased to 30678 (26295).
|
||||||
|
Core Messenger armor increased to 6825 (5850).
|
||||||
|
Core Nautilus armor increased to 4032 (3456).
|
||||||
|
Core Leviathan armor increased to 29099 (24942).
|
||||||
|
Core Zulu armor increased to 24072 (20633).
|
||||||
|
Core Caine armor increased to 16648 (14270).
|
||||||
|
Core Black Hydra armor increased to 154697 (132597).
|
||||||
|
Core Shredder armor increased to 6790 (5820).
|
||||||
|
Core Cronus armor increased to 7124 (6106).
|
||||||
|
Core Phantom armor increased to 3213 (2754).
|
||||||
|
Core Grim Reaper armor increased to 1549 (1328).
|
||||||
|
|
||||||
|
NOTE: This brings ships up to the same armor per metal ratio as vehicles use (Previously they had less, even though they originally had more before vehicle's had their armor ratio increased).
|
||||||
|
|
||||||
|
Arm Construction KBot armor reduced to 203 (405).
|
||||||
|
Core Construction KBot armor reduced to 238 (475).
|
||||||
|
|
||||||
|
Arm Construction Vehicle armor reduced to 919 (1838).
|
||||||
|
Core Construction Vehicle armor reduced to 1077 (2153).
|
||||||
|
|
||||||
|
Arm Beaver armor reduced to 919 (1838).
|
||||||
|
Core Muskrat armor reduced to 1077 (2153).
|
||||||
|
|
||||||
|
Arm Construction Aircraft armor reduced to 293 (585).
|
||||||
|
Core Construction Aircraft armor reduced to 339 (678).
|
||||||
|
|
||||||
|
Arm Construction Ship armor reduced to 967 (1658).
|
||||||
|
Core Construction Ship armor reduced to 1084 (1859).
|
||||||
|
|
||||||
|
Arm Construction Hovercraft armor reduced to 1461 (2921).
|
||||||
|
Core Construction Hovercraft armor reduced to 1712 (3423).
|
||||||
|
|
||||||
|
Arm Advanced Construction KBot armor reduced to 368 (736).
|
||||||
|
Core Advanced Construction KBot armor reduced to 430 (860).
|
||||||
|
|
||||||
|
Arm Advanced Construction Vehicle armor reduced to 1669 (3338).
|
||||||
|
Core Advanced Construction Vehicle armor reduced to 1953 (3906).
|
||||||
|
|
||||||
|
Arm Advanced Construction Aircraft armor reduced to 586 (1171).
|
||||||
|
Core Advanced Construction Aircraft armor reduced to 678 (1355).
|
||||||
|
|
||||||
|
Arm Advanced Construction Seaplane armor reduced to 586 (1171).
|
||||||
|
Core Advanced Construction Seaplane armor reduced to 678 (1355).
|
||||||
|
|
||||||
|
Arm Advanced Construction Sub armor reduced to 1374 (2355).
|
||||||
|
Core Advanced Construction Sub armor reduced to 1541 (2642).
|
||||||
|
|
||||||
|
NOTE: This cuts armor in half for all regular construction units, making them more vulnerable. It seemed odd that a construction vehicle had about the same armor as a tank of the same cost. They're designed for building, not fighting. Be careful with them in combat zones.
|
||||||
|
|
||||||
|
Arm Banshee speed increased to 7.5 (5.625).
|
||||||
|
|
||||||
|
Arm Brawler speed increased to 7.5 (5.625).
|
||||||
|
|
||||||
|
Arm Sabre speed increased to 8.25 (6.1875).
|
||||||
|
|
||||||
|
Arm Blade speed increased to 6.8145 (3.75).
|
||||||
|
|
||||||
|
Core Venom speed increased to 6.82 (5.115).
|
||||||
|
|
||||||
|
Core Rapier speed increased to 6.82 (5.115).
|
||||||
|
|
||||||
|
Core Cutlass speed increased to 7.49 (5.6175).
|
||||||
|
|
||||||
|
Core BlackDawn speed increased to 6.195 (3.41025).
|
||||||
|
|
||||||
|
Core Krow speed increased to 6.195 (4.64625).
|
||||||
|
|
||||||
|
|
||||||
|
Core Leveler weapon [CORLEVLR_WEAPON] explosiongaf set to "fireball" ("fx"), and explosionart set to "fireball" ("explode3").
|
||||||
|
NOTE: This is purely cosmetic, but hopefully helps the Leveler shots to look more distinct.
|
||||||
|
|
||||||
|
Changed Arm and Core A.M.A.T. description to Advanced Multi Air Transport w/ Firing Ports (Advanced Multi Air Transport).
|
||||||
|
|
||||||
|
Changed Arm and Core M.A.T. description to Multi Air Transport (capacity 4 units) (Multi Air Transport).
|
||||||
|
|
||||||
|
Changed Arm Courier description to Amphibious Armored Transport (capacity 16 units) (Amphibious Armored Transport).
|
||||||
|
|
||||||
|
Changed Core Emissary description to Amphibious Armored Transport (capacity 16 units) (Amphibious Armored Transport).
|
||||||
|
|
||||||
|
Changed Arm Hulk description to Naval Transport w/ Firing Ports (capacity 24 units) (Naval Transport w/ Firing Ports).
|
||||||
|
|
||||||
|
Changed Core Envoy description to Naval Transport w/ Firing Ports (capacity 24 units) (Naval Transport w/ Firing Ports).
|
||||||
|
|
||||||
|
Changed Arm Bear description to Hover Transport w/ Firing Ports (capacity 6 units) (Hover Transport w/ Firing Ports).
|
||||||
|
|
||||||
|
Changed Core Turtle description to Hover Transport w/ Firing Ports (capacity 6 units) (Hover Transport w/ Firing Ports).
|
||||||
|
|
||||||
|
Changed Core Intruder description to Amphibious Heavy Assault Transport (capacity 24 units) (Amphibious Heavy Assault Transport).
|
||||||
|
|
||||||
|
Arm Sneaky Pete cloaking cost reduced to 50 (150).
|
||||||
|
|
||||||
|
Core Castro cloaking cost reduced to 50 (150).
|
||||||
|
|
||||||
|
Arm Veil cloaking cost reduced to 250 (750).
|
||||||
|
|
||||||
|
Core Shroud cloaking cost reduced to 250 (750).
|
||||||
|
|
||||||
|
|
||||||
|
Cleaned up Arm and Core Commander special damages:
|
||||||
|
|
||||||
|
Arm and Core Light Mine weapon [MINE_LIGHT] special damage to Arm and Core Commander increased to 163 (65).
|
||||||
|
Arm and Core Medium Mine weapon [MINE_MEDIUM] special damage to Arm and Core Commander increased to 488 (195).
|
||||||
|
Arm and Core Heavy Mine weapon [MINE_HEAVY] special damage to Arm and Core Commander increased to 1463 (585).
|
||||||
|
|
||||||
|
Arm and Core Light Naval Mine weapon [FMINE_LIGHT] special damage to Arm and Core Commander increased to 650 (260).
|
||||||
|
Arm and Core Heavy Naval Mine weapon [FMINE_HEAVY] special damage to Arm and Core Commander increased to 1950 (780).
|
||||||
|
NOTE: This means Commanders now take 1/4 damage from mines instead of 1/10.
|
||||||
|
|
||||||
|
Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] (And [AINUKE]) special damage to Arm and Core Commander increased to 3000 (1500).
|
||||||
|
|
||||||
|
Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] special damage to Arm and Core Commander increased to 3000 (1500).
|
||||||
|
|
||||||
|
Arm Moray and Core Lamprey weapon [ARMATL_TORPEDO] now does the default damage to Arm and Core Commander of 2456 (1228).
|
||||||
|
|
||||||
|
Arm Spirit weapon [Arm_pidr] special damage to Arm and Core Commander increased to 3000 (1500).
|
||||||
|
|
||||||
|
Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] special damage to Arm and Core Commander reduced to 1556 (3111).
|
||||||
|
|
||||||
|
Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] special damage to Arm and Core Commander increased to 3000 (1500).
|
||||||
|
|
||||||
|
Arm Penetrator weapon [ARMMANNI_WEAPON] now does the default damage to Arm and Core Commander of 1184 (592).
|
||||||
|
|
||||||
|
Arm and Core Sabotage Mine weapon [MINE_SABOTAGE] special damage to Arm and Core Commander increased to 3000 (1500).
|
||||||
|
|
||||||
|
Arm Sharpshooter weapon [ARMSNIPE_WEAPON] special damage to Arm and Core Commander increased to 3000 (2083).
|
||||||
|
|
||||||
|
Core Skuttle self-destruct weapon [SKUTTLE_SELF_DESTRUCT_BLAST] special damage to Arm and Core Commander increased to 3000 (1900).
|
||||||
|
|
||||||
|
Core Leviathan weapon [CORSSUB_WEAPON] special damage to Arm and Core Commander increased to 3000 (2406).
|
||||||
|
|
||||||
|
Arm Sea Serpent weapon [TAWF009_WEAPON] special damage to Arm and Core Commander increased to 3000 (2158).
|
||||||
|
|
||||||
|
Arm Invader and Core Roach destroyed explosion [CRAWL_BLASTSML] special damage to Arm and Core Commander increased to 1800 (999).
|
||||||
|
Arm Bantha and Invader and Core Skuttle, Roach, and Zulu self-destruct explosion [CRAWL_BLAST] special damage to Arm and Core Commander increased to 900 (499).
|
||||||
|
|
||||||
|
NOTE: In general, things that would one-shot a Commander (Like nukes, etc.) will do a maximum of 3000 damage, which is still 75% of the Commander's armor. They also take half damage from a few heavy weapons like Annihilator/Doomsday tachyon weapons and crawling bomb blasts.
|
||||||
|
|
||||||
|
Arm Atlas armor increased to 3303 (2477) and speed increased to 10.0 (8.3).
|
||||||
|
|
||||||
|
Core Valkyrie armor increased to 3822 (2867) and speed increased to 9.09 (7.55).
|
||||||
|
|
||||||
|
Arm and Core M.A.T. acceleration reduced to 0.03 (0.06).
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
February 7, 2023
|
||||||
|
TA:T v2.0 Beta 65:
|
||||||
|
|
||||||
|
Arm Invader speed increased to 2.535 (1.94) and armor reduced to 771 (1008).
|
||||||
|
|
||||||
|
Core Roach speed increased to 2.305 (1.76) and armor reduced to 882 (1155).
|
||||||
|
|
||||||
|
Fixed the Arm Banshee script so it now shows an explosion when destroyed instead of just falling to pieces (Thanks for spotting this, Magpie!).
|
||||||
|
|
||||||
|
Arm Freedom Fighter armor reduced to 79 (84).
|
||||||
|
Core Avenger armor reduced to 91 (97).
|
||||||
|
|
||||||
|
Arm Hawk armor reduced to 318 (339).
|
||||||
|
Core Vamp armor reduced to 377 (402).
|
||||||
|
|
||||||
|
Arm Tornado armor reduced to 318 (339).
|
||||||
|
Core Voodoo armor reduced to 377 (402).
|
||||||
|
|
||||||
|
Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] reload reduced to 1.24 (1.617).
|
||||||
|
|
||||||
|
Arm Banshee armor reduced to 331 (662), speed reduced to 5.625 (7.5), and acceleration increased to 0.4 (0.25).
|
||||||
|
|
||||||
|
Arm Brawler armor reduced to 1085 (2170), speed reduced to 5.625 (7.5), and acceleration increased to 0.32 (0.2).
|
||||||
|
|
||||||
|
Arm Sabre armor reduced to 1085 (2170), speed reduced to 6.1875 (8.25), and acceleration increased to 0.36 (0.225).
|
||||||
|
|
||||||
|
Arm Blade armor reduced to 3293 (6586), speed reduced to 3.75 (5.0), and acceleration increased to 0.28 (0.175).
|
||||||
|
|
||||||
|
Core Venom armor reduced to 375 (749), speed reduced to 5.115 (6.82), and acceleration increased to 0.36 (0.225).
|
||||||
|
|
||||||
|
Core Rapier armor reduced to 1278 (2555), speed reduced to 5.115 (6.82), and acceleration increased to 0.29 (0.175).
|
||||||
|
|
||||||
|
Core Cutlass armor reduced to 1278 (2555), speed reduced to 5.6175 (7.49), and acceleration increased to 0.32 (0.2).
|
||||||
|
|
||||||
|
Core BlackDawn armor reduced to 3878 (7756), speed reduced to 3.41025 (4.547), and acceleration increased to 0.24 (0.15).
|
||||||
|
|
||||||
|
Core Krow turn rate increased to 572 (414), speed reduced to 4.64625 (6.195), and acceleration increased to 0.25 (0.1285).
|
||||||
|
|
||||||
|
Core Krow weapon [KROWLASER2] damage reduced to 215 (430) and energy per shot reduced to 71 (142).
|
||||||
|
Core Krow weapon [KROWLASER] damage reduced to 391 (782) and energy per shot reduced to 117 (234).
|
||||||
|
|
||||||
|
Arm Spirit armor reduced to 6476 (12951).
|
||||||
|
|
||||||
|
NOTE: This halves the armor of gunships in return for their doubled firepower. They are also slower, but more agile, able to dodge better. This puts them into more of a helicopter role, able to quickly do serious damage to non-anti-air ground units as well as being able to better dodge their shots, but without the armor to handle return anti-air fire from units or defenses.
|
||||||
|
|
||||||
|
In short, they should be more dangerous to non-AA units and more vulnerable to AA units/defenses.
|
||||||
|
|
||||||
|
The Krow is an exception in that it does not have doubled firepower, but also does not halve its armor, making it much more heavily armored than normal gunships.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
February 4, 2023
|
||||||
|
TA:T v2.0 Beta 64:
|
||||||
|
|
||||||
|
Core Dominator weapon [CORHRK_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 415 (700), weapon acceleration reduced to 38 (80), and turnrate reduced to 18923 (28384).
|
||||||
|
|
||||||
|
Arm MERL weapon [ARMTRUCK_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 380 (700), weapon acceleration reduced to 40 (84), and turnrate reduced to 18923 (28384).
|
||||||
|
|
||||||
|
Core Diplomat weapon [CORTRUCK_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 415 (700), weapon acceleration reduced to 38 (80), and turnrate reduced to 18923 (28384).
|
||||||
|
|
||||||
|
Arm Wombat weapon [ARMMH_WEAPON] flight time reduced to 4.5 (10) and turnrate reduced to 18923 (28384).
|
||||||
|
|
||||||
|
Core Nixer weapon [CORMH_WEAPON] flight time reduced to 4.5 (10) and turnrate reduced to 18923 (28384).
|
||||||
|
|
||||||
|
Core Shiva weapon [SHIVA_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 415 (700), weapon acceleration reduced to 38 (80), and turnrate reduced to 18923 (28384).
|
||||||
|
|
||||||
|
NOTE: This slows down the turning rate of the above vertically launched rockets, their speed, and limits their fuel more than before. This should make their rockets easier to dodge and prevent them from tracking more than a bit past the normal range, giving aircraft a chance to potentially escape.
|
||||||
|
|
||||||
|
Arm Sneaky Pete description changed to "Cloakable Jammer/Observation Tower" ("Cloakable Jammer Tower"), line of sight increased to 1094 (150), cloaking cost increased to 150 (50), increased minimum cloak distance to 75 (35), and set stealth to 1 (Previously not set).
|
||||||
|
|
||||||
|
Core Castro description changed to "Cloakable Jammer/Observation Tower" ("Short-Range Jamming Device"), line of sight increased to 995 (150), cloaking cost increased to 150 (50), increased minimum cloak distance to 75 (35), and set stealth to 1 (Previously not set).
|
||||||
|
80
|
||||||
|
|
||||||
|
Arm Veil description changed to "Long-Range Jamming/Observation Tower" ("Long-Range Jamming Tower"), line of sight increased to 2188 (350) and added init_cloaked=1, set cloaking cost to 750 (previously not set), set minimum cloak distance to 150 (previously not set), and set stealth to 1 (Previously not set).
|
||||||
|
|
||||||
|
Core Shroud description changed to "Long-Range Jamming/Observation Tower" ("Long-Range Jamming Tower"), line of sight increased to 1989 (350) and added init_cloaked=1, set cloaking cost to 750 (previously not set), set minimum cloak distance to 150 (previously not set), and set stealth to 1 (Previously not set).
|
||||||
|
|
||||||
|
NOTE: Arm Sneaky Pete and Veil and Core Castro and Shroud now additionally function as cloakable observation towers, as well as radar jammers.
|
||||||
|
|
||||||
|
This allows them to be used as improved or advanced Dragon's Eyes that have the same line of sight as a level 1 or advanced radar tower (For the Sneaky Pete/Castro and Veil/Shroud, respectively). You can toggle cloaking and jamming independently, so you can have them just jam radar for some energy (As was already the case), or just cloak for triple the energy cost (And have a much improved Dragon's Eye), or do both at once.
|
||||||
|
|
||||||
|
Level 1 jammers have a larger decloak radius than Dragon's Eyes, and the advanced jammers even more so, so you'll have to be careful. The nice thing for both is that if you just want them to jam your base, you can skip the cloaking and save energy, if you want to.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
February 3, 2023
|
||||||
|
TA:T v2.0 Beta 63:
|
||||||
|
|
||||||
|
Arm Banshee energy cost reduced to 1103 (1470)
|
||||||
|
|
||||||
|
Arm Brawler energy cost reduced to 10808 (14411)
|
||||||
|
|
||||||
|
Arm Sabre energy cost reduced to 7206 (9608)
|
||||||
|
|
||||||
|
Arm Blade energy cost reduced to 32912 (43883)
|
||||||
|
|
||||||
|
Core Venom energy cost reduced to 1132 (1509)
|
||||||
|
|
||||||
|
Core Rapier energy cost reduced to 11590 (15453)
|
||||||
|
|
||||||
|
Core Cutlass energy cost reduced to 7727 (10302)
|
||||||
|
|
||||||
|
Core BlackDawn energy cost reduced to 35163 (46884)
|
||||||
|
|
||||||
|
Core Krow energy cost reduced to 160794 (214392)
|
||||||
|
|
||||||
|
|
||||||
|
Arm Construction Aircraft energy cost reduced to 1827 (2436).
|
||||||
|
|
||||||
|
Core Construction Aircraft energy cost reduced to 1919 (2558).
|
||||||
|
|
||||||
|
Arm Peeper energy cost reduced to 529 (705).
|
||||||
|
|
||||||
|
Core Fink energy cost reduced to 565 (753).
|
||||||
|
|
||||||
|
Arm Freedom Fighter energy cost reduced to 353 (471).
|
||||||
|
|
||||||
|
Core Avenger energy cost reduced to 362 (482).
|
||||||
|
|
||||||
|
Arm Thunder energy cost reduced to 1942 (2589).
|
||||||
|
|
||||||
|
Core Shadow energy cost reduced to 1994 (2658).
|
||||||
|
|
||||||
|
Arm Bee energy cost reduced to 914 (1218).
|
||||||
|
|
||||||
|
Core Bladewing energy cost reduced to 425 (567).
|
||||||
|
|
||||||
|
Arm Atlas energy cost reduced to 3584 (4779).
|
||||||
|
|
||||||
|
Core Valkyrie energy cost reduced to 3851 (5135).
|
||||||
|
|
||||||
|
Arm and Core M.A.T. energy cost reduced to 4178 (5570).
|
||||||
|
|
||||||
|
|
||||||
|
Arm Advanced Construction Aircraft energy cost reduced to 16583 (22110).
|
||||||
|
|
||||||
|
Core Advanced Construction Aircraft energy cost reduced to 17429 (23238).
|
||||||
|
|
||||||
|
Arm Hawk energy cost reduced to 4237 (5649).
|
||||||
|
|
||||||
|
Core Vamp energy cost reduced to 4367 (5822).
|
||||||
|
|
||||||
|
Arm Phoenix energy cost reduced to 20386 (27181).
|
||||||
|
|
||||||
|
Core Hurricane energy cost reduced to 21425 (28567).
|
||||||
|
|
||||||
|
Arm Eagle energy cost reduced to 23980 (31973).
|
||||||
|
|
||||||
|
Core Vulture energy cost reduced to 24560 (32746).
|
||||||
|
|
||||||
|
Arm Lancet energy cost reduced to 6222 (8296).
|
||||||
|
|
||||||
|
Core Titan energy cost reduced to 6533 (8711).
|
||||||
|
|
||||||
|
Arm Dragonfly energy cost reduced to 42257 (56343).
|
||||||
|
|
||||||
|
Core Seahook energy cost reduced to 43766 (58354).
|
||||||
|
|
||||||
|
Arm Spirit energy cost reduced to 151766 (202355).
|
||||||
|
|
||||||
|
Arm Stiletto energy cost reduced to 32452 (43269).
|
||||||
|
|
||||||
|
Core Cauterizer energy cost reduced to 75429 (100572).
|
||||||
|
|
||||||
|
Arm and Core A.M.A.T. energy cost reduced to 44604 (59472).
|
||||||
|
|
||||||
|
|
||||||
|
Arm Construction Seaplane energy cost reduced to 11054 (14739).
|
||||||
|
|
||||||
|
Core Construction Seaplane energy cost reduced to 11619 (15492).
|
||||||
|
|
||||||
|
Arm Tornado energy cost reduced to 2825 (3766).
|
||||||
|
|
||||||
|
Core Voodoo energy cost reduced to 2911 (3881).
|
||||||
|
|
||||||
|
Arm Tsunami energy cost reduced to 13591 (18121).
|
||||||
|
|
||||||
|
Core Maelstrom energy cost reduced to 14283 (19044).
|
||||||
|
|
||||||
|
Arm Albatross energy cost reduced to 4148 (5531).
|
||||||
|
|
||||||
|
Core Typhoon energy cost reduced to 4355 (5807).
|
||||||
|
|
||||||
|
Arm Seahawk energy cost reduced to 15986 (21315).
|
||||||
|
|
||||||
|
Core Hunter energy cost reduced to 16373 (21831).
|
||||||
|
|
||||||
|
NOTE: All aircraft had their energy costs reduced. Previously their energy-per-metal cost was 1.5x higher than vehicles. This brings them down to 1.333x higher than vehicles.
|
||||||
|
|
||||||
|
Arm Banshee weapon [MED_EMG] damage increased to 24 (12), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
|
||||||
|
|
||||||
|
Core Venom weapon [VENOM_LASER] damage increased to 80 (40), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
|
||||||
|
|
||||||
|
Arm Brawler weapon [VTOL_EMG] damage increased to 24 (12), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
|
||||||
|
|
||||||
|
Core Rapier weapon [VTOL_ROCKET] damage increased to 256 (128), area of effect increased to 181 (128), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
|
||||||
|
|
||||||
|
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] damage increased to 4356 (2178), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
|
||||||
|
|
||||||
|
Arm Sabre weapon [VTOL_EMG2] damage increased to 226 (113), energy per shot increased to 54 (27), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
|
||||||
|
|
||||||
|
Core Cutlass weapon [VTOL_ROCKET2] damage increased to 388 (194), area of effect increased to 181 (128), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
|
||||||
|
|
||||||
|
NOTE: The tolerance changes allow gunships to fire in all directions again except for about a 45° arc directly behind them. Hopefully this will mostly prevent pursuing fighters from being shot while they chase gunships.
|
||||||
|
|
||||||
|
Core Krow weapon [KROWLASER2] damage increased to 430 (215) and energy per shot increased to 142 (71).
|
||||||
|
Core Krow weapon [KROWLASER] damage increased to 782 (391) and energy per shot increased to 234 (117).
|
||||||
|
|
||||||
|
Arm Spirit weapon [Arm_pidr] reload reduced to 10.463 (20.926).
|
||||||
|
|
||||||
|
NOTE: Changing the gunship firepower ratio to 50% better than vehicles. Gunships have 2/3 the armor ratio of vehicles, because armor is heavier to carry while flying, so they put more weapons into the gunships instead. This means that while they will get less armor per metal compared to vehicles, they will have more firepower per metal cost. This ends up doubling their current firepower.
|
||||||
|
|
||||||
|
Arm Spotter armor reduced to 675 (1349).
|
||||||
|
Core Watcher armor reduced to 756 (1511).
|
||||||
|
NOTE: This is to balance out their having gained the depthcharge weapon.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
February 2, 2023
|
||||||
|
TA:T v2.0 Beta 62a:
|
||||||
|
|
||||||
|
Fixed bug where the Arm and Core repair nano turret could build nano platforms.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
February 1, 2023
|
||||||
|
TA:T v2.0 Beta 62:
|
||||||
|
|
||||||
|
Core Gimp line of sight increased to 400 (360) and sonar increased to 440 (400).
|
||||||
|
Core Gimp weapon [CORAMPH_WEAPON1] turn rate increased to 4500 (750).
|
||||||
|
|
||||||
|
Arm Stumpy and Core Raider and Croc scripts had the HitByWeapon and RockUnit functions commented out to prevent freezing up when hit by lots of weapons simultaneously.
|
||||||
|
|
||||||
|
Core Croc description changed to "Amphibious Light Riot Cannon Tank w/ Torpedo(Fast/Maneuverable)" ("Amphibious Tank (Fast/Maneuverable)"), armor reduced to 1603 (2405), turret turn rate increased to 240 (90), line of sight increased to 400 (291), ActivateWhenBuilt set to 1 (previously not set), and sonar range set to 440 (previously not set).
|
||||||
|
|
||||||
|
Core Croc weapon [CORE_MEDIUMCANNON] range increased to 500 (375), reload reduced to 0.797 (0.8), damage increased to 92 (82), and area of effect increased to 208 (160).
|
||||||
|
Core Croc [CORCROC_TORPEDO] weapon added.
|
||||||
|
|
||||||
|
NOTE: The Croc now has a longer range and a bigger blast area for its fast-firing cannon and additionally has gained a torpedo weapon it can fire underwater. Like the Core Gimp, the Croc can't fire both weapons at the same time (Since one is a cannon and one is a torpedo), so both weapons get the full firepower from the Croc's costs, somewhat similar to the Fido's two weapons (Both surface weapons, but can't be used at the same time).
|
||||||
|
|
||||||
|
Arm PomPom and Core Aries weapon [ARMFLAKLASER] weapon timer increased to 5 (3).
|
||||||
|
|
||||||
|
Arm Moray and Core Lamprey weapon [ARMATL_TORPEDO] weapon timer increased to 10 (6.5) and noautorange set to 1 (not set previously).
|
||||||
|
|
||||||
|
Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON1] weapon timer increased to 10 (6.5) and noautorange set to 1 (not set previously).
|
||||||
|
|
||||||
|
Core Gimp weapon [CORAMPH_WEAPON1] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously).
|
||||||
|
|
||||||
|
Arm Sea Serpent weapon [TAWF009_WEAPON] weapon timer increased to 10 (8.75) and noautorange set to 1 (not set previously).
|
||||||
|
|
||||||
|
Core Leviathan weapon [CORSSUB_WEAPON] weapon timer increased to 10 (8.753) and noautorange set to 1 (not set previously).
|
||||||
|
|
||||||
|
Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] weapon timer increased to 10 (5.55) and noautorange set to 1 (not set previously).
|
||||||
|
|
||||||
|
Arm Lurker and Core Snake weapon [ARM_TORPEDO] weapon timer increased to 10 (5.63) and noautorange set to 1 (not set previously).
|
||||||
|
|
||||||
|
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] weapon timer increased to 10 (6.504) and noautorange set to 1 (not set previously).
|
||||||
|
|
||||||
|
Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO] weapon timer increased to 10 (8.5) and noautorange set to 1 (not set previously).
|
||||||
|
|
||||||
|
Core Croc weapon [CORCROC_TORPEDO] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously).
|
||||||
|
|
||||||
|
NOTE: These changes allow torpedos to continue tracking targets outside of their normal range. The enemy unit must still be within range to initially fire on it, but once fired, the torpedo will keep tracking the enemy unit until it hits the target or the weapon timer runs out, which is 10 seconds for torpedos. Previously, the torpedo would stop tracking as soon as it went outside the firing range of the weapon.
|
||||||
|
|
||||||
|
Previously, TA:T was over the 512 unit limit (If using the TA Demo Recorder TADEMO.UFO unit), which caused some issues. For example, using Control-Z while having a Core Zulu selected would cause all selected units to start a self-destruct countdown as though Control-D had been pressed. It also seems to occasionally cause different kinds of units that shared a weapon type to not fire.
|
||||||
|
|
||||||
|
There were three units that were in the Core Contingency data file that weren't being used by TA:T but were still taking up unit slots:
|
||||||
|
ARMMINE5
|
||||||
|
CORMINE4
|
||||||
|
CORMINE5
|
||||||
|
|
||||||
|
I went through the ccdata.ccx and copied over any files that were in ccdata.ccx, but not in rev31.gp3 (Because for any files in both places TA will give the rev31.gp3 file priority), to a folder.
|
||||||
|
|
||||||
|
Then I removed any files that had to do with ARMMINE5, CORMINE4, or CORMINE5 (.fbi, .pcx, .gaf, etc.).
|
||||||
|
|
||||||
|
This should free up three unit slots, bringing the total units used in TA: Twilight to 509 (510 if using the TADEMO.UFO). However, it means you will need to remove the ccdata.ccx file from your TOTALA folder. It *did* fix the Zulu Control-Z issue, though.
|
||||||
|
|
||||||
|
Arm Mercury and Core Screamer weapon [ADVSAM] noautorange set to 1 (not set previously).
|
||||||
|
|
||||||
|
Arm Spirit energy cost increased to 202355 (151766), metal cost increased to 2389 (1792), build time increased to 77227 (57920), armor increased to 12951 (9713).
|
||||||
|
Arm Spirit weapon [Arm_pidr] range increased to 713 (535), reload increased to 20.926 (10.463), and damage increased to 12000 (6000) (Special damages adjusted).
|
||||||
|
|
||||||
|
Core Krow energy cost increased to 214392 (160794), metal cost increased to 2532 (1899), buildtime increased to 83891 (62918), and armor increased to 17724 (13293).
|
||||||
|
Core Krow weapon [KROWLASER2] damage increased to 391 (293) and energy per shot increased to 117 (88).
|
||||||
|
Core Krow weapon [KROWLASER] damage increased to 215 (161) and energy per shot increased to 71 (53).
|
||||||
|
|
||||||
|
|
||||||
|
Core Cauterizer energy cost increased to 100572 (95439), metal cost increased to 1352 (1283), buildtime increased to 44801 (42515), and armor increased to 6455 (5388).
|
||||||
|
|
||||||
|
Core Cauterizer weapon [INFERNOBOMB] damage increased to 2000 (1066) and reload time reduced to 0.235 (.31).
|
||||||
|
NOTE: This puts the Cauterizer at four times the cost of a Hurricane, but with similar damage to, and much better area of effect than, those same four Hurricanes, as well as a bit better armor, giving it a better chance to survive long enough to drop its bombs. It is somewhat slower and less maneuverable, though.
|
||||||
|
|
||||||
|
Arm Spotter and Core Watcher have had the [DEPTHCHARGE] weapon added.
|
||||||
|
NOTE: This gives hovercraft a way of engaging with underwater units/structures.
|
||||||
|
|
||||||
|
Arm and Core Deep Core Mine wreckage and heap metal amounts adjusted to the correct values.
|
||||||
|
|
||||||
|
Arm and Core Advanced Fortification Nano Turrets can now build nano platforms.
|
||||||
|
|
||||||
|
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] reload increased to 4.787 (2.7), area of effect increased to 128 (96), edge effectiveness increased to 0.75 (0.5), damage increased to 2500 (1410), weapon velocity increased to 225 (180), start velocity increased to 225 (180) (Special damages removed).
|
||||||
|
NOTE: This allows Hunter/Killer subs to one-shot level 1 subs.
|
||||||
|
|
||||||
|
The following weapons have also had special damages to some units removed:
|
||||||
|
Arm Lurker and Core Snake weapon [ARM_TORPEDO].
|
||||||
|
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO].
|
||||||
|
Arm Sea Serpent weapon [TAWF009_WEAPON].
|
||||||
|
Core Leviathan weapon [CORSSUB_WEAPON].
|
||||||
|
NOTE: The special damages were previously half damage to the Arm Sea Serpent and Archer and Core Leviathan and Shredder. Now they do regular damage.
|
||||||
|
|
||||||
|
Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] special damages to amphibious units and submarines increased to 1026 (683).
|
||||||
|
|
||||||
|
Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] special damages to amphibious units and submarines increased to 3975 (2650).
|
||||||
|
|
||||||
|
Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] special damages to amphibious units and submarines increased to 3975 (previously just the default damage of 1037).
|
||||||
|
|
||||||
|
NOTE: This puts depth charge damage to triple damage against amphibious units and submarines instead of double (Or normal damage for the depth charge launchers).
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
January 20, 2023
|
||||||
|
TA:T v2.0 Beta 61:
|
||||||
|
|
||||||
|
Arm Bulldog weapon [ARM_BULL] reload decreased to 1.0 (1.5), damage reduced to 410 (615), and edge effectiveness increased to 0.1 (0).
|
||||||
|
|
||||||
|
Core Goliath weapon [COR_GOL] reload decreased to 1.5 (2.25), damage reduced to 633 (949), and edge effectiveness increased to 0.1 (0).
|
||||||
|
|
||||||
|
Core Commando CTRL_G hotkey removed.
|
||||||
|
Arm Atlantis CTRL_N hotkey removed.
|
||||||
|
Core Zulu CTRL_N hotkey removed.
|
||||||
|
|
||||||
|
Core Dominator weapon [CORHRK_ROCKET] weapontimer increased to 4 (2) and tracks set to 1 (0).
|
||||||
|
|
||||||
|
Arm MERL weapon [ARMTRUCK_ROCKET] weapontimer increased to 4 (3) and tracks set to 1 (0).
|
||||||
|
Core Diplomat weapon [CORTRUCK_ROCKET] weapontimer increased to 4 (2) and tracks set to 1 (0).
|
||||||
|
|
||||||
|
Arm Wombat weapon [ARMMH_WEAPON] tracks set to 1 (0).
|
||||||
|
Core Nixer weapon [CORMH_WEAPON] tracks set to 1 (0).
|
||||||
|
|
||||||
|
Core Shiva weapon [SHIVA_ROCKET] weapontimer increased to 4 (3) and tracks set to 1 (0).
|
||||||
|
|
||||||
|
Arm Ranger weapon [ARMMSHIP_ROCKET] weapontimer increased to 4 (3).
|
||||||
|
Core Messenger weapon [CORMSHIP_ROCKET] weapontimer increased to 4 (3).
|
||||||
|
|
||||||
|
NOTE: This gives tracking to the weapons of most vertically launched rocket units (Except the Arm Ranger and Core Messenger). The idea is to allow them to fire on incoming units with some effect, but not necessarily great effect, similar to artillery units, instead of relegating them almost exclusively to firing on stationary targets.
|
||||||
|
|
||||||
|
Arm Maverick description changed to "Lightly Armored Heavy Offensive Kbot" ("Heavy Offensive Kbot").
|
||||||
|
|
||||||
|
Arm Panther weapon [PANTHER_MISSILE] area of effect increased to 96 (12).
|
||||||
|
|
||||||
|
Core Leveler weapon [CORLEVLR_WEAPON] explosionart changed to explode3 (explode2).
|
||||||
|
NOTE: This is purely cosmetic and just reduces the visual explosion somewhat to more closely match the damage being dealt. Before it was using the same explosion art that the Guardian/Punisher use, but the damage isn't anywhere close to that.
|
||||||
|
|
||||||
|
Arm Phoenix and Core Hurricane weapon [BOMBER_MISSILE] toairweapon set to 0 (1) and special damages added (Previously no special damages).
|
||||||
|
NOTE: The [BOMBER_MISSILE] weapon will now hit ground for 1/3 normal damage, whereas before it targeted air units only.
|
||||||
|
|
||||||
|
Arm Marauder armor reduced to 1722 (3447).
|
||||||
|
Arm Marauder weapon [ARMAMPH_MISSILE] replaced with [BOMBER_MISSILE].
|
||||||
|
Arm Marauder weapon [ARMMECH_CANNON] damage increased to 336 (170).
|
||||||
|
Arm Marauder weapon [ARMMECH_CANNON] weapontimer decreased to 1 (2), tolerance increased to 4500 (1600), turnrate set to 3000 (0), tracks set to 1 (0), and selfprop set to 1 (0).
|
||||||
|
NOTE: This halves the Marauder's armor and doubles its firepower, similar to the Core Shiva, and gives the Marauder's primary weapon a slight bit of tracking (The same as Flash tanks and Peewees have) to help them hit a bit better at range.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
January 5, 2023
|
||||||
|
TA:T v2.0 Beta 60:
|
||||||
|
|
||||||
|
Arm Penetrator armor increased to 4673 (3115).
|
||||||
|
|
||||||
|
Arm Penetrator weapon [ARMMANNI_WEAPON] reload increased to 3.0 (2.0).
|
||||||
|
|
||||||
|
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] area of effect increased to 96 (48).
|
||||||
|
|
||||||
|
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] area of effect increased to 96 (32).
|
||||||
|
|
||||||
|
Arm Banshee weapon [MED_EMG] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
|
||||||
|
|
||||||
|
Core Venom weapon [VENOM_LASER] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
|
||||||
|
|
||||||
|
Arm Brawler weapon [VTOL_EMG] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
|
||||||
|
|
||||||
|
Core Rapier weapon [VTOL_ROCKET] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
|
||||||
|
|
||||||
|
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
|
||||||
|
|
||||||
|
Arm Sabre weapon [VTOL_EMG2] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
|
||||||
|
|
||||||
|
Core Cutlass weapon [VTOL_ROCKET2] tolerance reduced to 16375 (32750) and pitchtolerance increased to 16375 (32750).
|
||||||
|
|
||||||
|
NOTE: Attempt 2: This reduces gunships to a close to 180° firing arc (In the front). This will help prevent gunships from easily shooting fighters chasing them from behind.
|
||||||
|
|
||||||
|
Arm Blade speed reduced to 5.0 (7.15).
|
||||||
|
|
||||||
|
Core Blackdawn speed reduced to 4.547 (6.5).
|
||||||
|
NOTE: This puts Blades and Blackdawns at 2/3s the speed of other gunships, as befits their role as a very heavy gunship.
|
||||||
|
|
||||||
|
Arm MERL weapon [ARMTRUCK_ROCKET] weapontimer reduced to 3 (5), weapon velocity increased to 641 (380), and weapon acceleration increased to 84 (40).
|
||||||
|
|
||||||
|
Core Diplomat weapon [CORTRUCK_ROCKET] weapontimer reduced to 3 (5), weapon velocity increased to 700 (415), and weapon acceleration increased to 80 (38).
|
||||||
|
NOTE: This speeds up the rockets to around what Core Dominators use.
|
||||||
|
|
||||||
|
Arm Big Bertha weapon [ARM_BERTHACANNON] area of effect increased to 233 (144) and (in)accuracy reduced to 1250 (1750).
|
||||||
|
|
||||||
|
Arm Vulcan weapon [ARMVULC_WEAPON] shake magnitude reduced to 5 (20).
|
||||||
|
|
||||||
|
Core Intimidator weapon [CORE_INTIMIDATOR] area of effect increased to 256 (192) and (in)accuracy reduced to 1375 (1925).
|
||||||
|
|
||||||
|
Core Buzzsaw weapon [CORBUZZ_WEAPON] shake magnitude reduced to 5 (20).
|
||||||
|
NOTE: This makes Big Berthas and Intimidators more appealing compared to saving up for a Vulcan or Buzzsaw, given they have a bigger area of effect and are more accurate.
|
||||||
|
|
||||||
|
Added Control G hotkey to Core Banisher and Commando.
|
||||||
|
Removed Control P hotkey from Arm and Core M.A.T. and A.M.A.T.
|
||||||
|
Added Control P hotkey to Core Cauterizer.
|
||||||
|
Added Control N hotkey to Arm Atlantis and Core Zulu and Cronus.
|
||||||
|
|
||||||
|
Arm Bee armor reduced to 69 (160).
|
||||||
|
Core Bladewing armor reduced to 76 (190).
|
||||||
|
NOTE: Drones are cheap and effective, but not well armored.
|
||||||
|
|
||||||
|
Arm Mercury and Core Screamer weapon [ADVSAM] reload reduced to 1.25 (1.87425), and damage reduced to 1000 (1500).
|
||||||
|
|
||||||
|
Arm Demolisher and Panther and Core Poison Arrow scripts had the HitByWeapon and RockUnit functions commented out to prevent freezing up when hit by lots of weapons simultaneously.
|
||||||
|
|
||||||
|
Arm Demolisher turret turn rate increased to 75 (65).
|
||||||
|
Arm Demolisher weapon [ARM_HLIGHTNING] reload reduced to 1.5 (2.5), damage reduced to 404 (674), area of effect increased to 128 (96), and energy per shot reduced to 119 (198).
|
||||||
|
|
||||||
|
Arm Marauder secondary weapon (missile) turret turn rate increased to 300 (140).
|
||||||
|
|
||||||
|
Arm Rector energy cost increased to 90204 (45102).
|
||||||
|
Arm Death Cavalry energy cost increased to 157632 (78816).
|
||||||
|
|
||||||
|
Core Necro energy cost increased to 81720 (40860).
|
||||||
|
Core Grim Reaper energy cost increased to 165864 (82932).
|
||||||
|
NOTE: Resurrecting units can be very powerful, so this makes them more energy intensive to build.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
December 18, 2022
|
December 18, 2022
|
||||||
TA:T v2.0 Beta 59:
|
TA:T v2.0 Beta 59:
|
||||||
|
|
||||||
@@ -840,9 +1776,9 @@ TA:T v2.0 Beta 46:
|
|||||||
|
|
||||||
Arm Vulcan and Core Buzzsaw wreckage armor and metal values fixed.
|
Arm Vulcan and Core Buzzsaw wreckage armor and metal values fixed.
|
||||||
|
|
||||||
Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] range increased to 800 (675) and damage increased to 419 (497).
|
Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] range increased to 800 (675) and damage reduced to 419 (497).
|
||||||
|
|
||||||
Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] range increased to 815 (688) and damage increased to 467 (553).
|
Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] range increased to 815 (688) and damage reduced to 467 (553).
|
||||||
|
|
||||||
Arm Guardian weapon [ARMFIXED_GUN] weapon velocity reduced to 600 (800).
|
Arm Guardian weapon [ARMFIXED_GUN] weapon velocity reduced to 600 (800).
|
||||||
Core Punisher weapon [CORFIXED_GUN] weapon velocity reduced to 600 (800).
|
Core Punisher weapon [CORFIXED_GUN] weapon velocity reduced to 600 (800).
|
||||||
@@ -2847,7 +3783,7 @@ Core Diplomat weapon [CORTRUCK_ROCKET] range increased to 1425 (1200) and damage
|
|||||||
|
|
||||||
Arm Luger weapon [ARM_ARTILLERY] range increased to 1450 (1225) and damage reduced to 590 (698).
|
Arm Luger weapon [ARM_ARTILLERY] range increased to 1450 (1225) and damage reduced to 590 (698).
|
||||||
|
|
||||||
Core Diplomat weapon [CORE_ARTILLERY] range increased to 1425 (1200) and damage reduced to 772 (917).
|
Core Pillager weapon [CORE_ARTILLERY] range increased to 1425 (1200) and damage reduced to 772 (917).
|
||||||
|
|
||||||
Core Tremor weapon [TREM1] range increased to 1475 (1250) and damage reduced to 341 (402).
|
Core Tremor weapon [TREM1] range increased to 1475 (1250) and damage reduced to 341 (402).
|
||||||
|
|
||||||
@@ -3099,7 +4035,7 @@ Arm Big Bertha weapon [ARM_BERTHACANNON] weapon velocity reduced to 1000 (1100).
|
|||||||
|
|
||||||
Arm Vulcan weapon [ARMVULC_WEAPON] weapon velocity reduced to 1000 (1100) and (in)accuracy reduced to 1750 (2100).
|
Arm Vulcan weapon [ARMVULC_WEAPON] weapon velocity reduced to 1000 (1100) and (in)accuracy reduced to 1750 (2100).
|
||||||
|
|
||||||
Core Initimidator weapon [CORE_INTIMIDATOR] weapon velocity reduced to 1050 (1150).
|
Core Intimidator weapon [CORE_INTIMIDATOR] weapon velocity reduced to 1050 (1150).
|
||||||
|
|
||||||
Core Buzzsaw weapon [CORBUZZ_WEAPON] weapon velocity reduced to 1000 (1150) and (in)accuracy reduced to 1925 (2310).
|
Core Buzzsaw weapon [CORBUZZ_WEAPON] weapon velocity reduced to 1000 (1150) and (in)accuracy reduced to 1925 (2310).
|
||||||
|
|
||||||
@@ -4738,7 +5674,7 @@ TA:T v2.0 Beta 2:
|
|||||||
|
|
||||||
Arm Light Laser Tower weapon [ARM_LIGHTLASER] range reduced to 500 (600) and damage increased to 64 (51).
|
Arm Light Laser Tower weapon [ARM_LIGHTLASER] range reduced to 500 (600) and damage increased to 64 (51).
|
||||||
|
|
||||||
Core Light Laser Tower weapon [ARM_LIGHTLASER] range reduced to 500 (600) and damage increased to 69 (55).
|
Core Light Laser Tower weapon [CORE_LIGHTLASER] range reduced to 500 (600) and damage increased to 69 (55).
|
||||||
|
|
||||||
Arm Beamer line of sight increased to 450 (350).
|
Arm Beamer line of sight increased to 450 (350).
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,580 @@
|
|||||||
|
WHAT IS THIS
|
||||||
|
|
||||||
|
tdraw.dll is an upgrade for Total Annihilation. It patches the game to fix many bugs and add many features.
|
||||||
|
It is an integral component of the TA Community Patch, the other parts being tplayx.dll (the recorder) and server.exe (the replayer).
|
||||||
|
|
||||||
|
tdraw.dll has a long provenance dating back to the work of SY_Yeha, who introduced whiteboard markers and the TA Hook and new hotkeys to TA.
|
||||||
|
Later work by Xpoy extended hotkey support, added new shortcut commands, uni-code font support, megamap, weapon-id crack (not present in current release) and porting music patch from GOG version,
|
||||||
|
and later support was provided by Rime.
|
||||||
|
|
||||||
|
The present release includes contributions from Axle and FunkyFresh, and owes a debt to TAG_Venom for extensive testing and critical feeback, and to Gamma and Wotan for further testing and feature suggestions.
|
||||||
|
|
||||||
|
|
||||||
|
CONFIGURATIONS
|
||||||
|
|
||||||
|
The release .zip files are annotated with a build configuration tag: "tdraw-<config>.zip". The various configurations are:
|
||||||
|
* tdraw-full.zip: all features enabled
|
||||||
|
* tdraw-escalation.zip: built for TA:Escalation. disables the following features
|
||||||
|
- mex snap
|
||||||
|
- that is all
|
||||||
|
* tdraw-minimal.zip: disables the following features
|
||||||
|
- mex/wreck snap
|
||||||
|
- options for construction units to stay put when guarding
|
||||||
|
- options for construction units to only reclaim or onlt assist while patrolling
|
||||||
|
- auto kickout construction units that are blocking another builder
|
||||||
|
- weather report at top of screen
|
||||||
|
- sync wind speed between players
|
||||||
|
- map DT's always visible.
|
||||||
|
|
||||||
|
|
||||||
|
INSTALLATION
|
||||||
|
|
||||||
|
Drop tdraw.dll into your TA directory.
|
||||||
|
Ensure the following files are also present in your TA directory:
|
||||||
|
- ddraw.dll (available from https://github.com/FunkyFr3sh/cnc-ddraw)
|
||||||
|
- totala.ini
|
||||||
|
|
||||||
|
You may need to rename totala.ini and tdraw.dll to whatever your mod is using. See below for reference. For other mods, please consult with the mod maintainers.
|
||||||
|
|
||||||
|
ini file dll file
|
||||||
|
Beta patch 3.9.02 TA.ini tdraw.dll
|
||||||
|
Escalation 9.9.6 TAESC.ini taesc.dll
|
||||||
|
Mayhem 10.9.2 Settings.ini mdraw.dll
|
||||||
|
ProTA 4.6 ProTA.ini tdraw.dll
|
||||||
|
Zero Alpha5-060322 tazero.ini zdraw.dll
|
||||||
|
|
||||||
|
|
||||||
|
NEW FEATURES IN BRIEF:
|
||||||
|
|
||||||
|
*2026.6.8
|
||||||
|
- bugfix for VoteReject - prevent local user from rejecting himself
|
||||||
|
|
||||||
|
*2026.6.3
|
||||||
|
- add "nottounderwater" flag for weapons (see NEW FEATURES IN DETAIL)
|
||||||
|
- fix bug potentially being the root cause of since-year-1997 intermittent black screen on join games
|
||||||
|
- better quality megamap render
|
||||||
|
|
||||||
|
*2026.5.28
|
||||||
|
- Fix construction units intermittently trying to sit within the footprint of rotated structures before building them
|
||||||
|
|
||||||
|
*2026.5.15
|
||||||
|
- Fix intermittent 6x8 staircase yardmap on south-facing rotatable factories
|
||||||
|
- New "PreviewObject3D=" unit key to override the 3DO model used for the nanoframe ghost preview (see NEW FEATURES IN DETAIL)
|
||||||
|
|
||||||
|
*2026.5.9
|
||||||
|
- Lag-switch mitigation: detects and freezes local simulation when network goes dark
|
||||||
|
- Vote-to-reject system for in-progress multiplayer games (see NEW FEATURES IN DETAIL)
|
||||||
|
- add "nottoair" flag for weapons (see NEW FEATURES IN DETAIL)
|
||||||
|
- add "surfacefire" flag for weapons (see NEW FEATURES IN DETAIL)
|
||||||
|
- +autoteam bugfix for occasional players stranded by themselves
|
||||||
|
- Diagnostic logging for crashes 004cbed5 and 0049cf19
|
||||||
|
- Building rotation: press '/' (configurable) to cycle the build cursor
|
||||||
|
facing for buildings whose FBI permits it (see NEW FEATURES IN DETAIL)
|
||||||
|
- Nanoframe ghost preview at the build cursor (see NEW FEATURES IN DETAIL)
|
||||||
|
- Fix for ctrl-z (and ctrl-a / ctrl-b / ctrl-c) silently truncating selections for unit ids >= 512
|
||||||
|
- Export engine-backed player elimination status to gpgnet4ta via shared memory,
|
||||||
|
so games where a commander dies but play continues are reported with the correct outcome
|
||||||
|
|
||||||
|
*2026.2.17 - Fix false trigger on version check
|
||||||
|
*2026.2.10 - Minor adjustment to diagnostic crash detection ("ERROR: dstRect out of bounds", allow CopyScreenContext all the way to the edge of destination context)
|
||||||
|
*2026.2.7 - Disable AUTOTEAM, RANDOMTEAM and CRCREPORT buttons for non-host players
|
||||||
|
*2026.2.5 - Add support for AUTOTEAM, RANDOMTEAM and CRCREPORT buttons in battleroom (guis/lounge2.gui)
|
||||||
|
*2026.2.2 - Custom ctrl-f2 menu skin for escalation
|
||||||
|
*2026.1.29 - Create seperate builds for full-featured (tdraw-full.zip), escalation (tdraw-escalation.zip), and minimal (tdraw-minimal.zip) feature sets.
|
||||||
|
*2025.12.13 - Add diagnostics for crash at 004cbed5
|
||||||
|
*2025.12.6 - Fix crash when game installed in a long path (eg C:\Program Files (x86)\Steam\steamapps\common\Total Annihilation\PROTA)
|
||||||
|
*2025.11.26 - New keys for unit definitions (units/*.fbi) to customise per-unit veterancy
|
||||||
|
*2025.8.29 - Bugfix for multithreaded version/cheat check
|
||||||
|
*2025.8.19 - Auto kickout of units under build order is now strictly only for own units (previously allowed kickout anyone's units if cheats enabled)
|
||||||
|
*2025.8.1 - Set build square preview to yellow if user can build there but it contains a unit that will be kicked out
|
||||||
|
|
||||||
|
*2025.7.12
|
||||||
|
- Allow user to queue build orders underneath their own mobile units; and auto kickout of units that are under a build order
|
||||||
|
- Mod developers can opt-in to "Improved behaviour of con units".
|
||||||
|
Modifies what construction units that are guarding factories do after completing each unit: either stay put; cavedog; or scatter.
|
||||||
|
Set byte at TotalA.exe:0x101f1f to 0x00 to disable the feature (default) or 0x01 to enable the feature.
|
||||||
|
Note that if one player's 0x101f1f setting doesn't match that of other players, an in-game cheat warning will be triggered.
|
||||||
|
Once enabled, see ctrl-f2 menu for related user configurable options.
|
||||||
|
- Fix bug with erroneous game results reported to TAF when using in-game +autoteam
|
||||||
|
- With fixed position, start positions are assigned in order given by TAF auto balance
|
||||||
|
so that players are positioned opposite an opponent of similar skill
|
||||||
|
- Fixed bugs with player placement in 2v2+ games on maps with neutral units
|
||||||
|
- Push anticheat hashing functions into background threads so as to reduce in-game slowdown experienced by some users
|
||||||
|
|
||||||
|
*v2025.5.18
|
||||||
|
- Improved behaviour of con units when guarding a factory - they stay put after finishing a build
|
||||||
|
|
||||||
|
*v2025.4.24
|
||||||
|
- Fix crash on parsing spawned unit initial commands - its now possible to copy-paste mission scripts from campaign
|
||||||
|
- Log cheat warnings to tdrawlog.txt for offline analysis
|
||||||
|
- Fix for non functional perm-los sonar patch (which otherwise requires watcher's com to be in top-left of map to work)
|
||||||
|
|
||||||
|
*v2024.12.5
|
||||||
|
- Fix crash on print-screen (and presumably many other related crashes)
|
||||||
|
|
||||||
|
*v2024.12.3
|
||||||
|
- Fix crash on +logo
|
||||||
|
- Fix rare intermitent crash on adding / moving / deleting whiteboard markers
|
||||||
|
|
||||||
|
*v2024.10.27
|
||||||
|
- Ability to create multiplayer/skirmish maps with neutral units and/or additional per-player spawn units
|
||||||
|
- Add a controls to hide/minimise the allies resource bar
|
||||||
|
- Make the allies resource bar actually work with ctrl-f2 setting "background=None"
|
||||||
|
- Fix incorrect player logo colour for "new marker added" messages
|
||||||
|
- Player the "Mission Complete" sound upon winning a multiplayer/skirmish game
|
||||||
|
- Fix bug causing "unit limit reached" in between single player missions
|
||||||
|
- Remove shared metal/energy from player "totals"
|
||||||
|
- Get TAHook to use the click-snapped start position
|
||||||
|
- Increase size capacity of whiteboard marker messages
|
||||||
|
- Fix for 10 player (and other) VerCheck false positives
|
||||||
|
- Support for watching all 10 players in 10 player replays (pending a corresponding TAF update to activate it)
|
||||||
|
|
||||||
|
|
||||||
|
*v2024.3.31 and prior
|
||||||
|
- Set start positions based on battleroom teams (or alliances)
|
||||||
|
- Repair battleroom teams icons so they can be used to create teams before to launching
|
||||||
|
- Add +autoteam battleroom and in-game commands to automatically assign teams
|
||||||
|
- Add +randomteam battleroom command to automatically assign random teams
|
||||||
|
- Add .exereport battleroom command to report CRC32 of each player's totala.exe
|
||||||
|
- Add .tdreport battleroom command to report CRC32 of each player's tdraw.dll (may be a different filename depending on mod)
|
||||||
|
- Add .tpreport battleroom command to report CRC32 of each player's tplayx.dll (may be a different filename depending on mod)
|
||||||
|
- Add .gp3report battleroom command to report CRC32 of each player's rev31.gp3 (may be a different filename depending on mod)
|
||||||
|
- Add .crcreport battleroom command to report fingerprints of each player's totala.exe, tdraw.dll, tplayx.dll and rev31.gp3 file all at once
|
||||||
|
- ClickSnap to snap to nearest mex, geo or reclaimable feature
|
||||||
|
- Add ability to drag queued orders around the map
|
||||||
|
- Con units patrol behaviour - hold position: reclaim only
|
||||||
|
- Fix the "ghost com" bug (remote commanders appear in top left of map during first 50sec of game)
|
||||||
|
- Fix the "units exploding in factories" bug by holding back recycling of deceased units' IDs for 5 seconds
|
||||||
|
- Option to render DTs and fortwalls that belong to the map (not built by a player)
|
||||||
|
- Supress "qqqqqq" whiteboard marker lables when "q" is used as the whiteboard key
|
||||||
|
- Show clock and weather report (wind and tidal strength) on top resource panel
|
||||||
|
- Sync wind speed across all players
|
||||||
|
- Set default resolution on new installs to 1024x768 (.ini setting "DisplayModeMinHeight768 = TRUE/FALSE")
|
||||||
|
- Disable relay of F11 chatmacro text to other players
|
||||||
|
- Enable start button in multiplayer lobby if only one player + AI are present
|
||||||
|
- Add +noshake and .ready buttons to sharing menu
|
||||||
|
- Add .autopause button to battleroom screen
|
||||||
|
- Change whiteboard, mappos and resource indicator colours in response to +logo commands
|
||||||
|
- Prevent +logo commands from affecting other players
|
||||||
|
- Ctrl-B doesn't select aircraft carriers
|
||||||
|
- Ctrl-F centres view on selected factory
|
||||||
|
- Ctrl-S works correctly with mobile-units-can-build-mobile-units hack
|
||||||
|
- Set +lostype as a cheatcode (not available unless cheats enabled)
|
||||||
|
- Look for ddraw.dll in current working directory as backend, or failing that use system ddraw.dll
|
||||||
|
- Use the same .ini file as TotalA.exe
|
||||||
|
- Use the same registry path as TotalA.exe
|
||||||
|
- Add FPS counter to megamap, increase megamap FPS
|
||||||
|
- Fix blue background on scoreboard
|
||||||
|
- Grey background on mega map to distinguish from unmapped area
|
||||||
|
- Prevent Ctrl-F2 dialog and allies resource bar from moving off screen
|
||||||
|
- Improve responsiveness of whiteboard marker movements sent to remote players
|
||||||
|
- Render cursor while in megamap
|
||||||
|
- Fix crash when removing markers
|
||||||
|
- Fix crash on simultaneous whiteboard marker move and delete
|
||||||
|
- Fix rare crash on TA Hook line drawing
|
||||||
|
- Radar and sonar jammers no longer jam your own radar and sonar in >3 player multiplayer
|
||||||
|
- Use CTRL_F and CTRL_B unit category tags for ctrl+f and ctrl+b hotkeys in preference to heuristics
|
||||||
|
- Change ctrl+s to use CTRL_W and NOTAIR/NAIR categories so as not to select jammers etc
|
||||||
|
|
||||||
|
NEW FEATURES IN DETAIL:
|
||||||
|
|
||||||
|
- Start positions
|
||||||
|
|
||||||
|
Start positions are now assigned based on battleroom teams/alliances.
|
||||||
|
With fixed positions, host and their team are assigned the odd positions in the order that they joined the lobby.
|
||||||
|
With random positions, host and their team are randomly assigned the even or odd positions, and they are assigned in random order.
|
||||||
|
|
||||||
|
The Teams icons now function correctly, so they can be used to arrange teams in the battleroom if desired.
|
||||||
|
This is optional, it is perfectly fine to arrange teams by creating alliances too.
|
||||||
|
|
||||||
|
- Autoteam
|
||||||
|
|
||||||
|
In the battleroom, host can type "+autoteam" to have teams assigned automatically.
|
||||||
|
These teams will then determine the start positions as described above.
|
||||||
|
|
||||||
|
If launched from TAF, the battleroom +autoteam will assign autobalanced teams based on the player rating.
|
||||||
|
Otherwise teams are assigned randomly.
|
||||||
|
The +randomteam command is available to use should you prefer random teams over autobalanced teams.
|
||||||
|
|
||||||
|
Alternatively, if host types "+autoteam" in-game, alliances are created based on actual start positions.
|
||||||
|
|
||||||
|
For more than 2 teams, host can type eg "+autoteam 3" to create the desired number of teams.
|
||||||
|
|
||||||
|
- MexSnap and WreckSnap
|
||||||
|
|
||||||
|
This patch includes ability to snap mexes and geos to the nearest metal or geo patch (MexSnap),
|
||||||
|
and to snap reclaim commands to the nearest reclaim (WreckSnap).
|
||||||
|
|
||||||
|
While holding down shift, press q and e alternately to switch between building mexes and reclaiming features.
|
||||||
|
|
||||||
|
If Mex/WreckSnap is temporarily interfering with your wishes,
|
||||||
|
you can hold down alt to override it.
|
||||||
|
The override key can be configured in the ctrl-f2 options menu.
|
||||||
|
|
||||||
|
The Mex/WreckSnap radii can also be configured independently via the ctrl-f2 options menu.
|
||||||
|
Press ctrl-f2, click on the "MexSnap" or "WreckSnap" field and press a number 0 to 9.
|
||||||
|
0 disables the Mex/WreckSnap and a larger radius results in snapping to features further away.
|
||||||
|
|
||||||
|
Note that Mex/WreckSnap is disabled by default.
|
||||||
|
It needs to be enabled by the mod maintainer.
|
||||||
|
If your Mex/WreckSnap radius shows as "NA" in the ctrl-f2 menu,
|
||||||
|
it is likely that Mex/WreckSnap hasn't been enabled by your mod maintainer.
|
||||||
|
|
||||||
|
- Move Queued Orders
|
||||||
|
|
||||||
|
After queueing a build order or a move order,
|
||||||
|
you can later move them around by selecting the unit
|
||||||
|
and left mouse dragging the order to a new position.
|
||||||
|
|
||||||
|
- Construction Units Patrol Behaviour
|
||||||
|
|
||||||
|
Patrol behaviour of contructions units is modified depending on their movement orders:
|
||||||
|
|
||||||
|
Hold Position: your construction units will only look for reclaim
|
||||||
|
Maneuvre/roam: your construction units will both look for reclaim and for units that need repair or assist
|
||||||
|
|
||||||
|
Mash the 'v' key to get the desired movement order and then set a patrol route.
|
||||||
|
|
||||||
|
- Neutral unit and/or per-player additional unit spawn
|
||||||
|
|
||||||
|
To enable this feature add a "[units]" section under the "[Schema 0]" section of your map's .ota file. eg
|
||||||
|
|
||||||
|
[Schema 0]
|
||||||
|
{
|
||||||
|
....
|
||||||
|
[units]
|
||||||
|
{
|
||||||
|
[unit0]
|
||||||
|
{
|
||||||
|
Unitname=ARMHLT;
|
||||||
|
Ident=;
|
||||||
|
XPos=3164;
|
||||||
|
YPos=0;
|
||||||
|
ZPos=2250;
|
||||||
|
Player=11;
|
||||||
|
HealthPercentage=100;
|
||||||
|
}
|
||||||
|
[unit0]
|
||||||
|
{
|
||||||
|
Unitname=ARMPEEP;
|
||||||
|
Ident=;
|
||||||
|
XPos=268;
|
||||||
|
YPos=0;
|
||||||
|
ZPos=384;
|
||||||
|
Player=1;
|
||||||
|
HealthPercentage=100;
|
||||||
|
CreationCountdown=30;
|
||||||
|
InitialMission=p 1750 1828;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
These additional units will spawn in for skirmish/multiplayer.
|
||||||
|
|
||||||
|
The "Player" key in the .ota file refers to the map position 1..10.
|
||||||
|
Whichever player is spawned into these positions will receive ownership of the respective units.
|
||||||
|
|
||||||
|
You can set Player=11. If any Player=11 units are defined, then the last player (eg the 6th in a 3v3)
|
||||||
|
receives ownership of the Player=11 units as long as they are an AI. He does not receive ownership of any other units.
|
||||||
|
|
||||||
|
If a player receives any units by this mechanism, they won't receive a commander.
|
||||||
|
If you want the player to have a commander,
|
||||||
|
then either don't define any units for that position,
|
||||||
|
or include a commander unit in the list of units.
|
||||||
|
|
||||||
|
The required fields for each unit are UnitName, XPos, ZPos and Player.
|
||||||
|
YPos and HealthPercentage are ignored.
|
||||||
|
Optional CreationCountdown is in seconds and InitialMission works.
|
||||||
|
Optional Ident makes it possible to refer to the unit in InitialMission of another unit.
|
||||||
|
You'll have to look at eg totala4.hpi/maps/*.OTA for examples of InitialMission scripts to copy.
|
||||||
|
|
||||||
|
- Vote-to-Reject
|
||||||
|
|
||||||
|
When a player is to be rejected during an in-progress multiplayer game, the rejection must now be
|
||||||
|
approved by a majority vote rather than taking effect immediately.
|
||||||
|
|
||||||
|
Manual reject (initiated via Tab → Control → player → reject prompt):
|
||||||
|
The proposer's YES is counted automatically. All other non-target players are shown a vote dialog
|
||||||
|
and may click YES or NO. The reject passes if at least 2/3 of non-target active players vote YES
|
||||||
|
(minimum 1). If the target has a teammate, that teammate must vote YES for the reject to pass.
|
||||||
|
If the vote fails by a NO majority it is cancelled immediately; otherwise the vote times out after
|
||||||
|
60 seconds with no effect and a 90-second cooldown is imposed before another vote can be proposed.
|
||||||
|
|
||||||
|
Timeout reject (triggered automatically when a player stops responding for 30 seconds):
|
||||||
|
All players are shown the vote dialog. The reject passes if at least 2 players vote YES
|
||||||
|
(or just 1 in a 2-player game), provided at least one ally of the timed-out player has voted YES.
|
||||||
|
If a NO majority makes the threshold unreachable, voting closes early and the player is
|
||||||
|
automatically rejected when the 90-second vote timer expires.
|
||||||
|
|
||||||
|
The vote dialog:
|
||||||
|
Each active vote appears as a row in an overlay dialog at the top-centre of the screen.
|
||||||
|
Each row shows the vote subject ("X has timed out - vote to reject?" or
|
||||||
|
"VOTE: X wants to reject Y"), the current tally (Ny/Nn/total, countdown), and YES / NO buttons.
|
||||||
|
Clicking YES or NO casts your vote and broadcasts it to all other players.
|
||||||
|
|
||||||
|
For timeout votes where the local player is an ally of the timed-out player, a ".take" button
|
||||||
|
is also shown. Clicking it broadcasts the chat message ".take", which the recorder (tplayx.dll)
|
||||||
|
interprets as the player taking over the timed-out player's units. Once the recorder confirms
|
||||||
|
the take, the corresponding vote is automatically cancelled.
|
||||||
|
|
||||||
|
- Per-Unit Veterancy Customization
|
||||||
|
|
||||||
|
This patch introduces new optional keys for unit definition files (units/*.fbi)
|
||||||
|
that allow you to customize veterancy behavior for individual units.
|
||||||
|
|
||||||
|
Example
|
||||||
|
|
||||||
|
[UNITINFO]
|
||||||
|
{
|
||||||
|
UnitName=ARMMART;
|
||||||
|
...
|
||||||
|
VeterancyThresholds=6 12 18 24 30; // OTA default: 5 10 15 20 25
|
||||||
|
VeterancyAccuracyBuffRate=3; // OTA default: 12
|
||||||
|
}
|
||||||
|
|
||||||
|
New Keys
|
||||||
|
|
||||||
|
- VeterancyThresholds:
|
||||||
|
Sets the number of kills required to reach each veterancy level (VetLevel).
|
||||||
|
Example: "6 12 18 24 30" means:
|
||||||
|
- 6 kills for VetLevel 1
|
||||||
|
- 12 kills for VetLevel 2
|
||||||
|
- 18 kills for VetLevel 3
|
||||||
|
- etc.
|
||||||
|
OTA's default thresholds are "5 10 15 20 25".
|
||||||
|
|
||||||
|
- VeterancyAccuracyBuffRate:
|
||||||
|
Controls how quickly a unit’s weapon accuracy improves with kills, independently of veterancy levels.
|
||||||
|
- Accuracy starts at a factor of 1 with 0 kills.
|
||||||
|
- This factor increases by +1 every VeterancyAccuracyBuffRate kills.
|
||||||
|
- Formula: accuracyFactor = 1 + floor(kills / VeterancyAccuracyBuffRate)
|
||||||
|
- OTA’s default rate is 12.
|
||||||
|
- Set to zero to disable accuracy buff altogether
|
||||||
|
|
||||||
|
Veterancy Effects (Unchanged)
|
||||||
|
|
||||||
|
This patch does NOT change what veterancy levels do, only how they are earned.
|
||||||
|
For reference, each VetLevel in OTA gives:
|
||||||
|
|
||||||
|
- Capture cost: +10% worker time needed to capture the unit
|
||||||
|
- Damage taken: -4% damage received
|
||||||
|
- Damage dealt: +6% damage dealt
|
||||||
|
- Target tracking: improved weapon target tracking (effect uncertain)
|
||||||
|
- Reload time: -6% weapon reload time
|
||||||
|
- Accuracy buff: improved firing accuracy (randomness reduced by an increasing factor)
|
||||||
|
|
||||||
|
Note: Reload time also appears to be affected by the unit’s health.
|
||||||
|
|
||||||
|
Veterancy Limits
|
||||||
|
|
||||||
|
OTA limits:
|
||||||
|
- Capture cost: no limit
|
||||||
|
- Damage taken: up to 5 levels
|
||||||
|
- Damage dealt: up to 5 levels
|
||||||
|
- Target tracking: up to 1 level
|
||||||
|
- Reload time: up to 5 levels
|
||||||
|
- Accuracy buff: no limit
|
||||||
|
|
||||||
|
With this patch:
|
||||||
|
- Capture cost: no limit
|
||||||
|
Beyond the last specified threshold, kill requirements are extrapolated linearly from the last two thresholds.
|
||||||
|
- Damage taken: up to 25 levels or the number of VeterancyThresholds, whichever is lower
|
||||||
|
- Damage dealt: up to the number of VeterancyThresholds
|
||||||
|
- Target tracking: up to 1 level
|
||||||
|
- Reload time: up to 16 levels or the number of VeterancyThresholds, whichever is lower
|
||||||
|
- Accuracy buff: no limit
|
||||||
|
|
||||||
|
- Weapon TDF flags: nottoair, nottounderwater and surfacefire
|
||||||
|
|
||||||
|
Two new optional keys for weapon definition files (weapons/*.tdf) give mod developers
|
||||||
|
finer control over which unit types a weapon can target.
|
||||||
|
|
||||||
|
nottoair=1
|
||||||
|
The weapon cannot target or fire at flying units (units with an airborne movement state).
|
||||||
|
Useful for weapons that are physically implausible against air targets, such as depth charges
|
||||||
|
or large ballistic artillery.
|
||||||
|
|
||||||
|
Example:
|
||||||
|
|
||||||
|
[DEPTH_CHARGE]
|
||||||
|
{
|
||||||
|
...
|
||||||
|
nottoair=1;
|
||||||
|
}
|
||||||
|
|
||||||
|
nottounderwater=1
|
||||||
|
The weapon cannot target or fire at fully-submerged units (a target whose top is at or below
|
||||||
|
sea level, such as a dived submarine). Ordinary weapons already cannot reach underwater
|
||||||
|
targets; this flag is meant for waterweapon=1 weapons, letting them hit surface ships while
|
||||||
|
leaving submerged units to torpedoes and depth charges. It is the underwater mirror of
|
||||||
|
nottoair.
|
||||||
|
|
||||||
|
Example:
|
||||||
|
|
||||||
|
[NAVAL_GUN]
|
||||||
|
{
|
||||||
|
...
|
||||||
|
waterweapon=1;
|
||||||
|
nottounderwater=1;
|
||||||
|
}
|
||||||
|
|
||||||
|
surfacefire=1
|
||||||
|
Used together with waterweapon=1. Normally a water weapon can only target submarines and
|
||||||
|
other units that are at or below sea level. With surfacefire=1 the weapon can also target
|
||||||
|
surface units above sea level, such as hovercraft or land units near the shoreline.
|
||||||
|
Both auto-aim and manual targeting are affected.
|
||||||
|
|
||||||
|
Example:
|
||||||
|
|
||||||
|
[TORPEDO_SURFACE]
|
||||||
|
{
|
||||||
|
...
|
||||||
|
waterweapon=1;
|
||||||
|
surfacefire=1;
|
||||||
|
}
|
||||||
|
|
||||||
|
- Building rotation
|
||||||
|
|
||||||
|
While a building is selected for placement, press '/' to cycle through the
|
||||||
|
facings the unit allows. Shift may be held while pressing '/' so you can
|
||||||
|
rotate without lifting the line-build modifier. Most buildings only allow
|
||||||
|
their default facing, in which case the key does nothing. The rotate key
|
||||||
|
can be reassigned in the ctrl-f2 menu.
|
||||||
|
|
||||||
|
Alternatively, hold the snap-override key (default Alt — also configurable
|
||||||
|
in ctrl-f2) and scroll the mouse wheel: forward = counter-clockwise, back
|
||||||
|
= clockwise. This leaves plain mouse-wheel free for the megamap.
|
||||||
|
|
||||||
|
A third option is built into the build menu itself. Each rotatable
|
||||||
|
structure button has a small overlay marker on each cardinal it can
|
||||||
|
face (S = bottom edge, E = right, N = top, W = left). Click the
|
||||||
|
button on the corresponding edge to enter placement mode with that
|
||||||
|
rotation already chosen — clicks in the centre of the button select
|
||||||
|
the unit normally and keep the previously chosen rotation. Tick or
|
||||||
|
un-tick "Build menu rotation overlay" in the ctrl-f2 menu to enable
|
||||||
|
or disable the overlay (when off, the build menu is stock vanilla
|
||||||
|
and clicks behave as if it were never installed).
|
||||||
|
|
||||||
|
Mod authors can replace the built-in chevron art by dropping a 4-
|
||||||
|
frame GAF at anims/buildrotate.gaf beside their other animations.
|
||||||
|
Frames are interpreted in the order S, E, N, W (matching the
|
||||||
|
rotation index), and each frame's hotspot is anchored just inside
|
||||||
|
the cardinal margin band of the build button so the artwork sits
|
||||||
|
cleanly inside the button rather than straddling the edge. An
|
||||||
|
optional second file anims/buildrotateclick.gaf (also 4 frames in
|
||||||
|
the same order) is blitted in place of the idle GAF for the brief
|
||||||
|
click-feedback flash; if absent, no flash is rendered (mods opting
|
||||||
|
into a custom GAF need to ship the companion click GAF themselves
|
||||||
|
if they want one). When neither GAF loads the built-in chevrons
|
||||||
|
are used. A reference generator and example .gaf files live under
|
||||||
|
tools/make_buildrotate_gaf.py in the source tree.
|
||||||
|
|
||||||
|
Mod developers opt-in per unit by adding a "Rotations=" key to the
|
||||||
|
[UNITINFO] section of the FBI listing the cardinal letters they want
|
||||||
|
to allow, e.g.
|
||||||
|
|
||||||
|
[UNITINFO]
|
||||||
|
{
|
||||||
|
...
|
||||||
|
Rotations=SENW;
|
||||||
|
}
|
||||||
|
|
||||||
|
Limitation: a few mods script their Create() function to forcibly TURN
|
||||||
|
the unit body (e.g. so structures face the centre of the map). Such
|
||||||
|
scripts run after the build cursor's rotation is applied and overwrite
|
||||||
|
it, so the Rotations= key has no visible effect on those units.
|
||||||
|
|
||||||
|
- Nanoframe ghost preview
|
||||||
|
|
||||||
|
A small green animated preview of the building you're about to place
|
||||||
|
is drawn inside the build rectangle. It rotates in step with the
|
||||||
|
rotate-build key, and disappears on red (can't-build) squares. When
|
||||||
|
shift-line / shift-row building, the preview is shown at every
|
||||||
|
rectangle in the row.
|
||||||
|
|
||||||
|
Mod authors with upgrade-style units (where the 3DO model contains
|
||||||
|
both the basic and upgraded geometry, and the COB script controls
|
||||||
|
visibility at runtime) can list the pieces that should appear in the
|
||||||
|
preview by adding a "PreviewPieces=" key to [UNITINFO]:
|
||||||
|
|
||||||
|
[UNITINFO]
|
||||||
|
{
|
||||||
|
...
|
||||||
|
PreviewPieces=base, turret, sleeve, barrel, cover;
|
||||||
|
}
|
||||||
|
|
||||||
|
Names are matched case-insensitively against 3DO piece names; comma,
|
||||||
|
space, or semicolon may be used as separators. When the key is set,
|
||||||
|
ONLY listed pieces are rendered. When the key is omitted (the usual
|
||||||
|
case), every piece is rendered minus a small hardcoded set of
|
||||||
|
cosmetic / firing-effect names (flare, flash, muzzle, fire, flame,
|
||||||
|
wake).
|
||||||
|
|
||||||
|
Per-rotation overrides are also available — useful when the visible
|
||||||
|
pieces should differ by facing. Use any of:
|
||||||
|
|
||||||
|
PreviewPiecesS=... facing south (rotation 0)
|
||||||
|
PreviewPiecesE=... facing east (rotation 1)
|
||||||
|
PreviewPiecesN=... facing north (rotation 2)
|
||||||
|
PreviewPiecesW=... facing west (rotation 3)
|
||||||
|
|
||||||
|
Lookup order for the active rotation:
|
||||||
|
1. PreviewPieces<S|E|N|W>= if set (non-empty), uses ONLY that list.
|
||||||
|
2. PreviewPieces= the default for every rotation.
|
||||||
|
3. neither set every piece minus the ephemeral filter.
|
||||||
|
|
||||||
|
For units whose Create() script auto-rotates the structure toward
|
||||||
|
the nearest enemy Commander, the preview can be made to face the
|
||||||
|
same direction — preventing the jarring snap when the build commits
|
||||||
|
— by adding:
|
||||||
|
|
||||||
|
[UNITINFO]
|
||||||
|
{
|
||||||
|
...
|
||||||
|
PreviewFaceOpponent=1;
|
||||||
|
}
|
||||||
|
|
||||||
|
At each preview frame we find the nearest enemy commander to the
|
||||||
|
build cursor (each enemy player's first unit slot, which is the
|
||||||
|
commander in all but pathological cases), and snap the line from
|
||||||
|
the cursor to that commander to the nearest cardinal (S / E / N /
|
||||||
|
W). PreviewFaceOpponent overrides the Rotations= restriction —
|
||||||
|
setting this key is the author's explicit signal that the unit's
|
||||||
|
heading is script-driven, so the preview must face whichever
|
||||||
|
cardinal the script will pick regardless of what Rotations= permits
|
||||||
|
the player to cycle through.
|
||||||
|
|
||||||
|
To avoid leaking enemy positions through fog-of-war scanning, the
|
||||||
|
override only applies when the build cursor is within the actual
|
||||||
|
builddistance of one of the local player's selected, completed
|
||||||
|
construction units (each builder gets its own threshold from its
|
||||||
|
FBI builddistance=). Outside that radius the preview falls back to
|
||||||
|
the player's rotate-build selection — same as if PreviewFaceOpponent
|
||||||
|
were unset.
|
||||||
|
|
||||||
|
Falls back to the player's rotate-build selection in single-player
|
||||||
|
or any case where no enemy commander can be found (e.g. all enemies
|
||||||
|
dead).
|
||||||
|
|
||||||
|
Mod authors who want the preview to display a completely different
|
||||||
|
model than the unit's actual Object3D= (e.g. a simplified silhouette,
|
||||||
|
or the upgraded form of a unit whose 3DO bundles multiple variants)
|
||||||
|
can name an alternative 3DO with a "PreviewObject3D=" key:
|
||||||
|
|
||||||
|
[UNITINFO]
|
||||||
|
{
|
||||||
|
...
|
||||||
|
PreviewObject3D=corarmvp_preview;
|
||||||
|
}
|
||||||
|
|
||||||
|
The value is a 3DO base name (no extension); the file is loaded from
|
||||||
|
the HPI archive at objects3d/<name>.3DO on first use and cached
|
||||||
|
for the rest of the game session. All other preview FBI keys
|
||||||
|
(PreviewPieces, PreviewFaceOpponent, etc.) apply to this overridden
|
||||||
|
model — piece-name whitelists are matched against the OVERRIDE 3DO's
|
||||||
|
piece names, not the unit's real one.
|
||||||
|
|
||||||
|
If the named 3DO can't be found in the HPI, a warning is logged to
|
||||||
|
tdrawlog.txt and the preview falls back to the unit's real model;
|
||||||
|
no other behaviour is affected.
|
||||||
|
|
||||||
|
|
||||||
Reference in New Issue
Block a user