Overall Changes
- edited credits.ini
- removed EA intro video
- changed the way the "random" setting works in muliplayer: side, color and starting locations are now shown for all players during the loadscreen
- cloned Tripods cant use their EMP anymore
- the "Drop off" abillity from transport units (APCs, Dropships) can now target shrouded areas
- MCVs, MiniMCVs & Rigs now have a "deploy at target position" abillity. Simply select a location and they will drive there and deploy automatically
- MCVs cost 5000$ and have 50s buildtime
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changed spawned infantry from sold/destroyed buildings:
- Buildings will spawn only basic infantry, no Shadows or Zone Trooper from sold buildings anymore
- Walls & Lightning Spike: Never spawn infantry
- Defense Buildings (including Disruption Towers): only spawn soldiers if sold
- Constuction Yard: allways spawn basic infantry & 1 Engineer/Saboteur/Assimilator
- Other Structures: allways spawn basic infantry
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modifed build radii:
- now appears after the buildings has been build up completly
- Support Structures (including Ion Cannon Control Center, Rift Generator & Temple Of Nod): No build radius
- Construction Yards and Outposts: 350 units
- Other Buildings (Power Plants, Barracks, Rada Buildings): 175 units
- edited some ingame text to reflect the changes
- changed suppresion bonus: instead of -75% speed & +25% armor, its now -50% speed & +50% armor
- changed some AI settings for superwaepons
- crates in multiplayer contain more different things (bombs, free units, money...)
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cranes:
- now need war factories to be build
- can build Tier1 defense buildings again
- changed the way units clean garrisoned building - the effectiveness variies from unit to unit (for example, flame tanks are more effectiv then grenadiers )
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Wall:
- now buildable from the beginning
- Wall Hubs cost 500$, the Wall Segments are build for free
- only 5 Wall Segments can be placed in a row before you need to build another Wall Hub
- Hubs & Segments have a buildtime of 5 seconds
- can not be attacked by weapons with damagetype "GUN" or "SNIPER"
- AI can attack them now
- Fog Of Wat regrows a lot faster
- modified the stealth effect to be more visible
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changed stealth detector range:
- for Pittbulls, Nod Bikes and Seeker from 400 to 250
- for infantry (exept Commandos, sniper and Masterminds) from 100 to 50
- for sniper from 400 to 250
- added TWA logo in the main menü
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new Tech Building:
- Satellite Controll Facility - removes all shroud from the map (needs a working radar to function)
- Note: You can place this building on custom maps, but its currently not used on official map
- added some dummy objects for the worldbuilder. When placed on maps, the will emit patricle systems. You can find them under "Civilian\System" *ParticleSys_SmallFire01, ParticleSys_MediumFire01, ParticleSys_MediumSmoke01, ParticleSys_MediumSmoke02 & ParticleSys_Tiberium01
- radar hase been moved from construction yard to Command Post, Operations Center and Nerve Center
- Visceroiden are now more dangerous
- Mutant Hovels do not count for victory anymore - if a player has only Mutant Hovels, he will lose the game
Tiberium
- Tiberium can mutated killed infantry into visceroids
- renamed Tibeirum (Riparius & Vinifera)
- Tiberium contains 20% more cristals (fields will last longer before depleted)