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changelog.txt
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changelog.txt
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v.32
______
- changet target priority of lab for: radar->mobile enginer->command->t1 mobile ->t2 mobile...
- change target priority on ACU for: t1 bot->enginer->t1 tank->t1 mobile->t2mbile->t3mobile...
- add ion storm to vet mod
- edit mod_info file add credit eq instead of mod autor
- riptide weapon fixed, where was missing branch about weapon -> now it have real 120dps (90)
-- decrese hp of riptide for 2000hp (2200)
- got a proper changelog
- got an actual copyright in the mod info
- changed some unit descriptions for more clarity and fun
- adjusted the mod info in game button - air facs can be used just like normal since v30, so dont need that point.
- removed cybran lab dummy weapon, saving a ton of space on the mod by hooking it via merge instead
- wagner bug fixed (with double dmg on 30dps weapon that was by mistake)
- fixed fire beetle veterancy bug (killed units was not show wreack after kiling by beetle)
- adjusted veterancy threshold - you need 150% of own mass killed to vet up (from 200%)
- removed special acu code for veterancy. they now get vet like other units
- fixed cybran t1 maa not being able to hit anything in ground fire mode, and made the missiles cooler as well
-- decrese dps for 18 (22) -> because dont miss
- fixed cybran t1 static aa missing all its shots, unlike all the other factions' aa -> changed projectile where it was low initial speed and fast accelerate what was kinda ussles, and cause this problems
- fixed mongoose grenades being (almost) invisible, and also added separate range circle for them (yellow)
- aeon air transport now has a capture ability (3br)
- aeon lab now leaves a wide vision field when it dies 28aoe for 20s (capture removed)
- seraphim t2 gunship aoe decreased to 0.5 from 1.0 (only on one gun that was by mistake)
- t1 land scouts tweaked to have sane stats
-- cybran scout price 10m 150e 50bt (15m 225e 75bt)
- titan shield hp reduced from 1100 to 1000 so it has 3000hp in total
- rhino turret turn rate increased slightly so it can be microed nicer, without retarded behaviour
- all acus have a slightly higher turret turn rate, for same reason as rhino
- huge fix to ilshavoh - there was a typo in its name in the bp! also fixed the turret having some silly 70 turn rate, back to 180 like it was before.
---------
To do in next time:
- cybran T3 mobile AA change projectile on ground target for same style as T1 mobile aa (track targets)
-- adjust bouncer for new weapon (probably lower dps)
- add icedremer transport fix (and test and cry for function version, because v 1-20 is probably bugged)
v.31
______
experimental range rework. not present in the mod atm, but takes up a version number so its listed here too.
v.30
______
- fixed buildings (with death explosions) not leaving wrecks while dieing because of icedreamers vet mod
--> m/e storage, T1/2/3 pgen, T2/3 fab, Nuke, paragon
- air factory T1 price changed to 210m 3500e 350bt 70s (from 180m 4500e 300bt)
- tweaked T2 air factory drain values to take account of the changed T1 air factory.
v.29
______
- selen speed hp 75 (from 85) range 13 (from 18) dps 20 (from 22)
- hunter aoe 6 (from 5)
- loyalist EMP disabled stun on command units, add yellow range indicator for emp blast, changed display from volatile to EMP weapon.
- acu energy cost 50 000e build time 10 000bt (from 48K 20K) -> for proper number while repairing.
- T2 upgrade +500HP
- T1 disabled friendly fire on bombers (stops them bombing themselves)
- veterancy mass multiplier 150% from 100%
- sacu new max hp after vet bonus 15% from 20%
- sera sacu mass cost 2000m 100 000e 5000bt +1m/150e/s (from 1800m +1m/20e/s)
-------VETERANCY-------------
- sacu new max hp after vet bonus 15% from 20%
- veterancy mass multiplier 200% from 100%
Combat:
T1: +0.5+1+1.5+2+2.5 => 0.5/1.5/3/5/7.5
T2: +1+2+3+4+5 => 1/3/6/10/15
T3: +1.5+3+4.5+6+7.5 => 1.5/4.5/9/15/22.5
Sac:+2+4+6+12+16 => 2/6/12/24/30
T4: +5+10+15+20+25 => 5/15/30/50/75
Raider:
T1:+1+1+1+1+1 => 1/2/3/4/5
T2:+2+2+2+2+2 => 2/4/6/8/10
T3:+3+3+3+3+3 => 3/6/9/12/15
Ship (combat):
T1: +1+2+3+4+5 => 1/3/6/10/15
T2: +2+4+6+8+10 => 2/6/12/20/30
T3: +6+12+18+24+30 => 6/18/36/60/90
Submarine (raider):
T1: +2+2+2+2+2 => 2/4/6/8/10
T2: +3+3+3+3+3 => 3/6/9/12/15
T3: +6+6+6+6+6 => 6/12/18/24/30
ACU (raider): 5+5+5+5+5 => 5/10/15/20/25
v.28
_______
- adjustancy bonus from mass storage fixed, now gain 6,25% again
v.27
------
- build rate of mega 40 (from 10)
-- build time of mega egg increase for avoin super fast assist situation
-- fixed bad numbers on engi + AA egg
- T1 aeon submarine speed 7 (from 6,5) (because dont have deck gun)
- T1 aeon frigate speed 5,8 (from 5,5)
- t2 cybran mobile bomb hp 300(from 400)
- add proper unit description for all units (esecialy sacu preset)
- T1 aeon lab removed reclaim
-- Add capture tool with 2,5br
- sacrifice system add 20x more energy as mass (from 5x more)
-- T1/2 enginer 0,8m/3,2e T3 enginer 0,8m/1,6e sacu 0,8m/0,8e
- cybran sacu combatant preset fixed -> i add stealth on preset and then it magical work.
- cybran acu base regen 15 (from 10)
-- cybran T2 1500hp (from 2000)
-- cybran gun 500hp (from 1000)
- obsidian shield regen 5sHP/s (from2)
- titan shield regen 10sHP/s (from 6)
- Harbringer shield regen 15sHP/s (from 6)
- add proper veterancy system with sharing veterancy (Thx to IceDreamer)
-------VETERANCY-------------
_____________________________
BEFORE VET:
- unit need destroy 100% own mass to next vet lvl
- destroy unit with *vet star gain 20%more xp for every * => 1* gain 120%xp 5* gain 200% xp
- units cooperate on kills gain xp equal %of damage that gain to target, xp are shared on all units that take dmg
AFTER VET:
- units(T1/2/acu/sacu) gain 20% more max hp (from 10%) T3 units gain 15% more max hp, experimental gain 10%
- gain regeneration that divide on 2 category:
-- combat units -> gain regeneration whith rise exponencional
-- raider units -> gain regeneration with rise aritmetical
Combat:
T1: +1+2+3+4+5 => 1/3/6/10/15
T2: +2+4+6+8+10 => 2/6/12/20/30
T3: +3+6+9+12+15 => 3/9/18/30/45
Sac: +4+8+12+24+36 => 4/12/24/40/60
T4: +12+24+36+48+60 => 12/36/72/120/180
Raider:
T1:+2+2+2+2+2 => 2/4/6/8/10
T2:+4+4+4+4+4 => 4/8/12/16/20
T3:+6+6+6+6+6 => 6/12/18/24/30
Ship (combat):
T1: +2+4+6+8+10 => 2/6/12/20/30
T2: +4+8+12+16+20 => 4/12/24/40/60
T3: +12+24+36+48+60 => 12/36/72/120/180
Submarine (raider):
T1: +4+4+4+4+4 => 4/8/12/16/20
T2: +6+6+6+6+6 => 6/12/18/24/30
T3: +12+12+12+12+12 => 12/24/36/48/60
ACU (raider): 5+5+5+5+5 => 5/10/15/20/25
Combat units: building, T1/2/3 tanks(non fast), artilerys, mobile aa, AA air, T2F/B, gunships, ships
Raider units: land scout, labs, t2 hover tanks, t2 range bots, t3 raid bots, t3 snipers, bombers, transport, submarine
- sera acu regen field
-- regen field dont lower regeneration of sacu (old bug) celling is aply only on regen that add regen field not afetc other regeneration
-- simple field regen flor 5 (from 0)
-- advance field regen ceiling 60 (from 225)
- ACUs require destory 50% own mass for next vet level
- ACUs mass cost 2000m => need destroy 1000m = +-20T1 units to get veterancy but destroy acu gain 2x more
- EXPERIMENTALs require destry 50% own mass for next vet lvl
- EXPERIEMENTALs add 10% new max hp (from 20% as others)
- T3 add 15% new max hp
________________________________
v.26
----
-add new mod icon
- chronodumper able to fire on air units automatic (dont need ground fire to hit air)
- chrono add posibility to fire from transport (in bp alow fire from transport then hook acu is premise about turn gun off when trans /except chrono)
v.25
----
- fix mass storage adjustancy that was magicali removed, no clue where and why i remove it..
- fix mercy bug with max speed and max air speed (max speed adjust for same as max air speed)
- mantis rof 2 (from 3) damege 10 from 7 = dps 20 (from 21)
- harbringer reclaim while fire (again)
- harbringer doubler br for 10 (from5) because doubled reclaim time
- fervor (aeon t1 arty) rof 1s (from2s) adjust dps for same. -> for give aeon on T1 some advantage on long range when lose auroras.
-- fervor aoe 1 (from 0,5)
-- TurretPitchRange 75 (from 45) -> slightly better manevrability.
-- fervor UniformScale 0,09 (from 0,07) -> its how big is in game, only grafical side.
- lobo vision 8 (from5) for 8s (from 5)
-- lobo aoe 1,2 (from 1)
- meduza dmg 250 (from 230) = 50dps (from 43)
- labs target priority ->mobile radar ->ACU ->T1 mobile ->T2 mobile... (for easyr ghetto snipe)
- selen 30m 450e 6s (from 25m 375e 5s)
-- selen is able fire from transport as other lab
- when invis then weapon are off
- hunter dps 24 (from 21)
- flare can reclaim while patrol/atack move now
- flare add reclaim for 1 (from 0,5) -> becasue doubled reclaim time
- flare energy cost fixed for drain 50e/s -> was by mistake
- Mechmarine hp 145 (from 150) -> for be easyr destroyed by Tham
- proper hook units
- removed lua skript of torpedo launchers it was ussles change, work also whiteout.
- cybran t3 torp launcher change motion type for submarine -> fix brokenes where it dont fire
- atlantis add sonar stealth, same as tempest (was missing by mistake)
ACU:
-T2 700m 14000e 700bt (from 720m 18000e 900bt) -> its for corect upgrade cost for 10m/s
-T3 2500m 10000bt (from 2400m 8400bt)
-TML 1200m 60000e 120s to build (from 1000m 50000e 140s)
-RAS/ADV RAS 125 000e 2500bt (from 150 000e 1400bt) drain 20m/500e//s -> for easyr drain
-Teleport 5000bt (from 4200bt)
sera
-regen field 600m add +15hp/s for acu
-- advance regen field 1400m 42000e 1400bt add +30hp/s for acu
- adv nano 200regen (from 225) 21000hp (from 20000hp) -> for nice 50K hp on full upgraded acu
Aeon
- omni 8000e 40s bt (from 1000e 50s bt)
- shield build time 150s
- heavy shield build time 2400bt from 3500bt
- Chronodumper 1500m 60 000e 1500bt add +20hp/s regen, drain 400e need have 400e stored (from 200) 38r (from 35)
-- chorno fire also on air automatic
UEF
- drone 150m 2250e 30s bt
- nano 48000e 120s bt
- shield 1400m 126000e 140s bt
- bubble shield 500 000e 2000bt from 450 000e 2800bt
- nuke 375000e 2500bt
Cybran
- laser 4200m 560 000e
- torpedo 45000e (from 37500e)
- cloak 5000m 625000e 250s bt 2500e dain 13000hp
- T3 radar 500radius (from 600)
- from gamecommon removed 16 lines that say to log show every changed unit ->>> probably solve issue
SYSTEM:
-> double reclaim time of wreack -> in lua/sim/unit add line abut reclaim time.
SAC:
- br 25 (from 50)
- sacu wreack is reclaimed 2x slower as other units (from same)
- explosion changed for death nuke type = dont damage building
- upgrade price change for inteligent drain, and at all its big change. bscly owerhelming
- preset are changet -> dont work well!!!!!!!!!!!!
v24
---------
change survival manual:
-- add line about energy storage that add more adjastancy and fix energy problem
-- time where will button disiaper 180s (from 300s)
- LABs change
- LABs target priority changed: t1 mobile radar -> t1 mobile -> T2 mobile -> T3 mobile...
-- aeon add reclaim ability 0,5br hp 125 (from 135)
-- uef 150hp (from 140) 25.5dps (from 24)
-- seraphin 22dps (from 18)
--- seraphin turret pitch/yaw range buffed for better manevrability
-- Cybran 30m 300e 150bt (from 35m 350e 175bt)
--- cybran EMP when die (as loyalist) 5aoe 1.5s stun on mobile land T1/T2 -> explosion effect didnt work!
--- cybran hp 100hp (from 120)
--- cybran speed 4.3 (from 4,4)
- mantis 1,5br (from 1)
- fire beetle energy consumption 50e/s (from 35)
_________
v.23
-------
- anti nuke building 800bp (from 1080)
-- anti nuke missile 192K bp (from 259 200bp)
- nuke building 1200bp (from 1080bp)
-- nume missile 10 500m 1050 000e 360 000bp 300s (from 12K m 1350K e 324K bt 300s)
_________________
v.22
________
- fix mirror log warning
v.21
-------------
- proper hooked lua/sim/AdjacencyBuffs file -> debuger dont screm about duplicity
- repair wrong hook for beetles, and torpedo launchers
- military structure (PD/Artilery/Tml/Nuke) get veterancy level after destroy 100% own mass (from 150%)
-- game T3/T4 artilery/nuke get veterancy level after destroy 10% own mass (from 15%)
- T3 ravenger hp 6500 (from 7500)
- mavor, ylona oss, paragon build time decreese for 90 000bt (from 13500) energy cost decreese for 20/25x more as mass cost
- Air experimental build time decrees about 20%, for drain 20/30m/s
- hoplite hp 550 (from 500)
-- hoplite reload time 5s (from 4s)
-- damage per salve 225 (from 180)
-- damage freindly = false (from true)
-- change target priority, where ACU is higer priority
- mongoose hp 1250 (from 1350)
-- corecting dps for 7s reload time, what is hard lock
-- damage freindly = false (from true)
- deciver, parashield, asylum get +5hp/s regeneration
- Sera sniper -> removed energy consumption from code (was by mistake)
- fire beetle fixed where was bugged
-- vision radius 20 (from 22)
-- change reclaim hp and mass value for 0,1 (from 0,9) becasue wreack still occur, what should not -> dont know why its bugged
- Mass storage 150m 1500e 187,5bt 1000m storage (from 100m 1000e 125bt 500m storage)
________________
v.20
----------
- acu tml cost fixed for 1000m
- acu tml projectile change removed -> for be actual
- cybran tml misile file removed
- sacu fixed for equilibrium value
- change speed of aeon/sera flak for standard value 3
- fix aeon frigate stats
- corsair fix muzzle velocity
- change solace range for standard value
v19
-----------
- add new mod logo
- proper hook Cybran/Seraphim ACU
- fix reall personal stealth on t2/3 torpedo launcher
- T3 pgen explosion 7500(from 8000) -> for not make chain reaction
- T1 tanks decreese speed for 0,1 -> for making labs better for raiding
- UEF/Aeon Labs speed 4.2 (from 4)
-- Cybran lab speed 4.4 (from 4.2)
- sparky get back on enginer units when selected.
-- sparky speed 2,8 (from 2,5) -> same as mml/flak
- Fuel interceptor/swift/asf/T3 gunship + 60s
- t2 artilery rework. turret rotate speed 15 (from6)
-- Cybran 2500m 25000e 3125bt 300/3000e for shot; 4750hp, 1,75fr, 150dps, 15s reload time, 10-120range, STUN:10aoe T1-4s T2-3s T3-2s Naval: T1-3s T2-2s T3-1s
-- UEF 2750m 27500e 3437,5bt 250/2500e for shot; 5250hp, 1,5fr, 175dps, 15-130r
-- SERA 2750m 27500e 3437,5bt 250/2500e for shot; 5000hp, 1,25fr, 175dps, 15-130r
-- Aeon 3000m 30000e 3750bt, 300/3000e for shot; 5000hp, 1fr, 200dps, 15-140r
_______________
v18
------------
- mass storage 1500hp (back from 1000 what was mistake)
- T2/3 torpedo laucnher is buildable, but again visible on radar.. it need be fixed in some different way
- HOT FIX aeon oc that in some way was not working.. -> aeonweapon need be properly hooked
- frigates water vision 35(from60)
- T1 submarine water vision/visual vision 15 (from 40)
- T2 submarien water vision/visual vision 20 (from 50)
- T3 submarine water vision/visual vision 35 (from 60)
- T4 submarine water vision 55 (from 80)
- Summit main cannon muzzle velocity 28 (from 30)
-- Summit main cannon damage 900 =405dps (from 1000 =450dps)
______________________________
v17
_____________
- ADD mod info with survival manual, that will show for 5minute, and then diseaper (thx Washy)
- fix bug with personal shields on acu/sacu.
- sera sacu tml storage max 3 from 1
-- sera sacu tml aoe 3.5 (from 3)
-- sera sacu tml minimal range 15 (from 5)
- sparky selection priority 1 ->as military untis
- uef billi upgrade cost 5000m 300 000e 5600bt (from 5400m 315 000e 5600bt)
- billi missile cost 3000m 300 000e 3000bt (from 3000m 316260e 3060bt)
-- billi missile hp 3 (from 4)
-- uef acu billi minimal range 25 (from 5)
-- billi dmg 9000dmg on 15aoe + 1000dmg on 25aoe (from 12000 15aoe + 250dmg on 25aoe)
- scatis aoe 5 (from 3) firing randomnes 0,4 (from 0,5)
_________________________________________
v15
_____________
- fixed stuff that cause brokenes from last patch
- aeon sniper bot 65r (from 75)
- sera sniper bot 70r (from 80)
_____________________________________
v14
__________________
- fixed stuff that cause brokenes from last patch
- mass storage 100m 1000e 125bt 1000hp 750 death explosion, 6,25% adjustancy (on every mex) (from 200m 1500e 50s 1000death explosion 12,5% adjustancy)
- t3 mex 4000m 38 000e 16mass income (from 4800m 48000e 18mass income)
- T1 bomber first target priority for enginner
-- t1 aeon second target priority for t2 mobile flak, thirth priority for T2 mobile units
- T2 bombers target priority for T3 mobile antiair ->T2 mobile anti-air
- T2 corsair AA 4x50 dmg (from 4x 37,5) range 40 (from 30) muzzle velocity 95 (from 55)
- t1 air scout lose omni
- T2 torpedo bombers get omni 20r
- ACU seraphin regen aura:
-- regen aura 500m 9000e +1500hp on acu(from 1000) max range 23 (from 22) units inside +6,25%max hp (from 0), apply for 10s (from 5s)
-- advance regen aura 37500e +4500hp (from 2500) 33max range (from 30) max regen 225 (from 200) minimal regen 10 (from0) units around +15% new max hp (from 10%) regen 1% (from 1,11111%)
- ACU sera Advance gun new maximum range 26r (from 0)
- T1 submarines visual intel 15 (from 32)
- t2 submarines visual intel 15 (from 32)
- T3 submarines visual intel 15 (from 32/16)
____________________________________________
v13
___________________________
- Salvation 6s reload time (from 5) aoe 4 (from 5) firing randomnes 0,35 (from 0,15)
- Emissar move on T4 (for not mesh up with salvation)
_______________________________________
v12
__________________
- T2 artilery are buildable on T3
-- T2/3 artilery range 135 (from 140)
- galaxy main canon 1s reload time (from 4)
-- torpedo 50dps (from 20dps)
-- AA 2x60dps 1,5reload time (from 2x30dps 0,8s reload time)
- summit AA 4x20dps (from 4x14dps)
- Huaathum AA 2x25dmg / 2s = 100dps 1 firing randomness 30 muzzle
- Bulwark shield dome aoe 80 (from 120)
- T1maa muzzle 60 (from 45)
-- cyrban t1 maa muzzle 35 (from 25)
- megalith underwater vision 45 (from 32)
- soul ripper 400AA dps (from 240)
- T3 Pgen 8000hp (from 10000)
- T3 fabricator 10aoe death explosion (from 14)
- mass storage adjustancy on T3 mex +6,25% +25% in total(from +12,5%/50% in total)
- T3 air factory 240s bt 120K energy cost (from 180s bt 180K energy)
- Cybran ED4 buildable on T3 (with same price as every upgrade)
- Salvation 6s reload time (from 5) aoe 4 (from 5) firing randomnes 0,35 (from 0,15)
- Emissar move on T4 (for not mesh up with salvation)
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v. 11
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- Loaylist swap weapon range
- aeon t1 bomber dont stun/damage freinldy units
- aeon t1 aa boad AA 45 (from 35)
- acu regen +5 per lever (from +3)
- cybran acu T2 +2000hp (from 3000)
- cybran acu gun upgrade +1000hp (from 0)
- mongoose long range (33r) change target priority for acu
- t1 transport 12 speed (from 10)
- t2 transport 16 speed (from 15)
- T1 Pgen 75m 25s bt death explosion 300dmg 2,5aoe (form 75m 750e 25s 250dmg 2aoe)
- start with 800e (from 1000)
- t1 mex 250e (from 300)
- uef t3 ravenger 1950m 253dps (from 1800m 353dps)
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v10
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- hive price 275m 2750e 55s bt
- kennel price 325m 3250e 65s bt, building br 20 (from 25)
-- kennel drone 125m 1250e 25s bt (from 250m)
- uef tmd, better aiming misile.
- cybran split missile speed 5 (from 7)
- T2 static Artillery
-- Cybran 2fr
-- UEF 1,75fr
-- SERA 1,5fr 3000hp (from 2200)
-- Aeon 1,25fr
- T1 Jester dps 55(from 45) 0,4rof (from 0,3)
- T3 bombers reload time 6s (from 8s)
- t4 bomber reload time 15s (from 20s)
- t1 mobile AA 20dps/21dps aeon (from 16/15aeon) 3,5speed (from 3)
-- t1 aa cybran 26dps 35r (from 32)
- T2 mobile flak 25/27,5 muzzle velocity
-- t2 mobile flak 38r (from 40)
- T4 Fateboy main cannon (100r) 525dps (from 750)
-- close cannon (45r) 750dps (from 450)
-- shield reload time 120s (from 160)
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below is not integrate and is only my note what need to fix somewhere...
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- sacu preset ikonky
Chrono aby nestunovalo vlastnych
- sera acu advance gun prida +3 range, ale ked ho zrusi range sa nezrusi spet. èo je zle a treba to nejak fixnut.
- anti nuka, nestava ked stalujes s niecim...
- transporty kedze enviem fixnut stealth.. tak mozno mu dat jamming. alebo nieco take.. jast idea
- uprav cenu upgradov na sacu a aby boli zaokruhlene cisla
stealt building
-- change units behavior so dont stay visible on radar after reveal
-- visual intel 5 (from 20) for not be effective as intel
musis vyhodit tarmak inak je vidiet ze tam je nejaka budova, rsp bola..
- sacu cena za upgrady upratat, aby to malo normalne cisla. a nepolozilo to eko
- t2 torpedo bomber chyba omny radius..
- aeon chronodumper, dont stunn ally units (fixed) - undone nefunguje to ani u icedreamera
- stealth na transportoch.
- wraky aby neignorovali stit.
- cruiser AA issue, je taka ze cruiser je sialene silny proti airu, velmi vela dps ktory nuti air strielat po cruiseri inak death.
co by mohlo pomoct, je dat dole dps a pridat equivalent hpciek. takze by tam ten air mohol lietat dlhsie
- chrono stunuje ally - zle som prepisal kod, pozri sa na to viac, musis i pridat aeonske weaoni a nieco tam spravit...
- aeon t1 AA boat dat mu torp defens ktory i funguje
janus miss issue, dat mu t1 arty projektil ktory vychne vo vzduchu, a padne dole, aby tolko nemisoval a vypadal super
- cyrbansky teleport ako jediny nema animaciu na mieste portovania.. imho by tam mala byt, bezohladu na to ze je telemazer featura a ju to kazdi... to je dalsi sposob kontroli a skilu ktory to dokaze odhalit. najskor ju len niekto pre to vyhodil.
- vyries repair. aby nestal mass ale len enegriu.
RAS a adv RAS ras 2500m a polovicna ucinnost, tj vyhoda sa posunie skor.
cybran stealth spravit advance stealth kedy bude mat aoe efekt ako ma decivet a pridavat nejak 3000hp acucku
cloac potom spravit lacnejsi, a menej hp aby to sedelo.
- air faktorka roll time ice dreamer zevraj spravil cas stavania enginerou rovnaky na kazdu faktorku. skopiruj a skontroluj
mercina pridat effekt ako ma miasma,
merrcina pridat velmi kratky stun na jednotky, nefunguje to. neviem preèo
- sera advance gun pridava +3range a ked sa odstrani range nezmyzne, treba to nejak fixnut.
- fuel -> aby ked sa minie palivo a 30s bol bez prikazu, aby sa siel automaticky natankovat.
- skus spravit carrier, aby po pouzití funkcie carrier jednotky mali viac hp, ktory casom klesá az bonus vyprcha.
- chrono dumper zmenit popis aby bolo jasne ze pridava hp a regen a ze nie je pravda ze je to hight energy consumption