The basic changes, including buildable walls, a more logical system for spawned infantry and modified build radii.
Posted by Stygs on Dec 11th, 2007 digg this super bookmark
Article
Overall Changes
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edited credits.ini
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removed EA intro video
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changed the way the "random" setting works in muliplayer: side, color and starting locations are now shown for all players during the loadscreen
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cloned Tripods cant use their EMP anymore
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the "Drop off" abillity from transport units (APCs, Dropships) can now target shrouded areas
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MCVs, MiniMCVs & Rigs now have a "deploy at target position" abillity. Simply select a location and they will drive there and deploy automatically
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MCVs cost 5000$ and have 50s buildtime
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changed spawned infantry from sold/destroyed buildings:
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Buildings will spawn only basic infantry, no Shadows or Zone Trooper from sold buildings anymore
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Walls & Lightning Spike: Never spawn infantry
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Defense Buildings (including Disruption Towers): only spawn soldiers if sold
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Constuction Yard: allways spawn basic infantry & 1 Engineer/Saboteur/Assimilator
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Other Structures: allways spawn basic infantry
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modifed build radii:
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now appears after the buildings has been build up completly
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Support Structures (including Ion Cannon Control Center, Rift Generator & Temple Of Nod): No build radius
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Construction Yards and Outposts: 350 units
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Other Buildings (Power Plants, Barracks, Rada Buildings): 175 units
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edited some ingame text to reflect the changes
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changed suppresion bonus: instead of -75% speed & +25% armor, its now -50% speed & +50% armor
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changed some AI settings for superwaepons
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crates in multiplayer contain more different things (bombs, free units, money...)
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cranes:
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now need war factories to be build
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can build Tier1 defense buildings again
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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:
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now buildable from the beginning
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Wall Hubs cost 500$, the Wall Segments are build for free
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only 5 Wall Segments can be placed in a row before you need to build another Wall Hub
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Hubs & Segments have a buildtime of 5 seconds
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can not be attacked by weapons with damagetype "GUN" or "SNIPER"
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AI can attack them now
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Fog Of Wat regrows a lot faster
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modified the stealth effect to be more visible
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changed stealth detector range:
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for Pittbulls, Nod Bikes and Seeker from 400 to 250
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for infantry (exept Commandos, sniper and Masterminds) from 100 to 50
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for sniper from 400 to 250
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added TWA logo in the main menü
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new Tech Building:
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Satellite Controll Facility - removes all shroud from the map (needs a working radar to function)
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Note: You can place this building on custom maps, but its currently not used on official map
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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
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radar hase been moved from construction yard to Command Post, Operations Center and Nerve Center
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Visceroiden are now more dangerous
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Mutant Hovels do not count for victory anymore - if a player has only Mutant Hovels, he will lose the game
Tiberium
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Tiberium can mutated killed infantry into visceroids
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renamed Tibeirum (Riparius & Vinifera)
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Tiberium contains 20% more cristals (fields will last longer before depleted)