Post feature RSS The chief mod changelist, version A, 0.5

The changelist and a comprehensible summary of the version 0.5.

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The overall changelist of rules

* Veteran units gain significance
* Building is faster, ore growing too
* Tech buildings, like the airport, the hospital, etc. are more important as they either paradrop more units, heal more or give more (+ they have more hitpoints)
* Spy is cheaper (cost: 650, intead of 1000), can blackout power of enemy bases for more than * 2 minutes (2 and half a minute, to be exact), steal more - and now, can also grab the civilian and enemy's vehicles
* Force Shield is now more important too, because it can shield more basespace, for longer, but also blackouts own power far longer
* crates appear oftener and of larger quantity
* supersuperweapons (nuke, weather strom, mind-domination) damage doubled, other properties increased, wait time for their activation and their costs doubled too
* Iron Curtain dure-time increased
* new mind control system: normal PSI troopers (i.e. excluding Mastermind) can overtake up to 99 units - but they very slowly regain ability to control each next unit (increased from 8 to 30 seconds between each 'mindshot').
* PSI waves range (done by Yuris) increased (from 1 to 4 and 5)
* the majority of infantry got their cost halved
* new units: Wasp HT (Helicopter transport), Hind HT, Giraffe Artillery, Mobile Howitzer, Soviet Spy, Yuri Spy, Parasite, Metalman, Yuri Lieutenant

The detailed changelist

Veteran ratio: from 3.0 to 2.0
Veteran combat: from 1.1 to 1.4

Building speed: from .7 to .5
Ore Growth Rate (time): from 5 to 3

Helicopter shuffling position: now no

Paradrops rules changed, now we can paradrop these units:
Special American paradrop: 12 GIs, 5 Guardian GIs, 7 Engineeers,
Allied paradrop (a tech airport required): 10 GIs, 2 Snipers, 5 Engineers
Soviet paradrop (as above): 17 Conscripts, 5 Tesla Troopers, 3 Engineers
Yuri paradrop (as above, a tech airport required): 10 Initiates, 2 Viruses, 5 Engineers

Spy significance increased, as he can now:
Blackout power for 2 and half a minute
Steal 80% of total money (instead of 50%)

Infantry can know cheer every 10 seconds instead of 20 ;-)

Force shield functioning system is changed:
Force shield radius is now 10 cells instead of 4
Force shield duration: from about 30 seconds to 2 minutes
Force shield side-effect (power blackout): now 3 minutes instead of about one minute
(Force shield end warning sound prolonged to 20 seconds from 10)

Crate minimum amount increased from 1 to 3
Crate regeneration rate decreased from 3 to 2

Tank Bunker damage multiplier increased from 1.3 to 1.5

Weather Storm properties changed:
Lightning damage doubled
Lightning hit delay halved
Lightning cell seperation decreased from 3 to 2

The Psychic Dominator's mind wave properties changed:
Damage doubled
Capture range increased from 1 to 10!

Nuke cell spread increased to 15 from 10
The nuke payload doubled

Normal mind control (used by the majority of units apart from Mastermind and Yuri Lieutenant) and also mind control of buildings (used by Yuri Prime)
99 can be overtaken
30 second break between each overtake

Yuri Lieutenant (long-range) mind control
99 units can be overtaken
1 minute off between every overtake

Yuri PSI wave range increased to 4 from 1
Yuri Prime PSI wave range increased to 5 from 1 and its damage to 500 from 250

Most units cost halved (credits got from Grinder too), apart from:
Engineers: now 400 instead of 500
Spies: 650 from 1000
SEALs cost decreased to 550 from 1000 due to cutting off his C4 plant ability and decreasing strength of his MP5
Tanya: cost unchanged (1500), speed increased to 7 from 6
Chrono Legionnaires: cost 850 (once 1500)
Chrono Commando build limit set to 1 (was none)
Psi Commando C4 scrapped
Sniper and Virus costs increased to 1100 from 600 and 700 respectively
Chrono Ivan cost decreased from 1750 to 600
Lunar Infantry cost unchanged (600)
Cuban Terrorist cost decreased only to 150 from 200
Iraqi Desolator cost increased to 1000 from 600
Initiate cost 150 instead of 200 (or 100)
Brute cost 200 (formerly 500)

Mirage Tank cost increased to 1400 from 1000
Prism Tank cost increased to 1700 from 1200 and range increased from 10 to 12
Dolphin cost decreased to 350 from 500
Terror Drone cost decreased from 500 to 400
Boomer sub cost increased from 2000 to 3500
Magnetron cost increased to 1200 from 1000
Harrier cost decreased to 800 from 1200

Battle Fortress infantry range multiplier decreased to 1.5 from 2.0

Damage done by Gattling units and buildings decreased 10 points (about 50-30%).
Damage done by Flying Laser units increased 10 points (to 35), damage against vehicles and buildings increased, against infantry decreased

There is more changed, but much of these unwritten changes belong to RCS, realistic combat system, and will be featured in a separate article.

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