-
Notifications
You must be signed in to change notification settings - Fork 21
/
Copy pathnproject_tasks.txt
2858 lines (2475 loc) · 188 KB
/
nproject_tasks.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
============================================================================
.__ .__. ._._. ._._. .__. . . ._ _ .__ .__. . . .__. . . .__ .__. -.-. .
| | | | | | | | | |__| |\ | | \ |/ | | | |\ | | | | | |__ |__| | |V|
|__ |__| | | | | | | | | | \| |__| \_X |__ |__| | \| |_\| |__| |__ | \
============================================================================
._______. .______. .__ .__. .______. ._______. ._______. .__. ._______.
| | | | | \ | | | | | | | | | | | |
| .-. | | .---' | \ | | | .---' | .-, | | .-. | | | | .-. |
| | |__| | |___. | \| | | |___. | |_| | | |_| | | | | | |__|
| |.___. | .__/ | . | | .__/ | . < | . ' | | | | '\__
| ||. | | | | |\ | | | | |\. | | |\. | | | \__ '.
| | | | | '---. | | \ | | '---. | | | | | | | | | '-. .__.'. |
| |_| | |______| |__| \__| |______| |__| |__| |__| |__| |____| | |_| |
| | ____ .____ .___ .____. . . .____. . . .___. | |
\_____/ / | | | | | O | | | | | | | | \_____/
/ |--- |---' | | |----| | | | | |---'
/___ |____ | \ |____| O | | |____| |___| | \
._ ._..___ .___ ___ ._..___..___..___. ._____. ___ .___
| \| || _ || _ \ / \ | || __|| _||_ _| | |/ \ | \
| . || ._|| . < | | | __| || _|.| |_ | | | |_| || | | | | |
|_|\_||_| |_|\_\\___/ \__/ |___||___| |_| |_| |_|\___/ |____|
NProject Mod by: n5p29 (Enlima29)
---------------------------------
Version 2.10 - Dec 2019
README FILE
**NOTE: To see best layout, maximize this window or at least you can see the following dot line without being wrapped**
............................................................................................................................
WARNING: MASSIVE WALL OF TEXT!
;=========
;CONTENTS
;=========
1. Read Me First!
1.1 Introduction
1.2 Installation Notes
1.3 Known Bugs
2. Faction Changes
2.0 Global Changes
2.1 USA Changes
2.1.1 AirForce General
2.1.2 Laser General
2.1.3 Superweapon General
2.2 China Changes
2.2.1 Infantry General
2.2.2 Nuke General
2.2.3 Tank General
2.3 GLA Changes
2.3.1 Toxin General
2.3.2 Demolitions General
2.3.3 Stealth General
2.4 Boss General
2.5 Civilian and Neutrals
3. Non-Faction Changes
3.1 Campaign and Generals Challenge
3.2 Skirmish and The AI
3.2.1 New Maps
3.3 Worldbuilder
3.4 Graphic/Cameo Changes
3.5 Other Changes
4. Misc
4.1 Extras
4.2 Version Notes/Changes
4.3 FAQs (Frequently Asked Questions)
4.4 Credits
4.5 Contacts
**NOTE: Use search to jump to the sections (e.g. if you want jump to AirForce General section, search for "2.1.1")**
;================
;1. README FIRST!
;================
1.1 Introduction
----------------
This is NProject Mod (NPM). A Command and Conquer Generals Zero Hour Modification.
This mod basically improves the Zero Hour game by fixing bugs in the game, with tons of balances, and improvement in
almost all of the game aspects. There are additional units, buildings, upgrades, etc. for all factions and sub-factions
(including Civilians). With proportion of 70% balances and fixes and 30% new stuff, as well as AI improvements. See the
"Mod's Changes" section for more detailed information.
Maybe there are many similar mods like this mod, but this mod is more focused on retoned the game balances and feature
improvement. This mod more like a patch++ for Zero Hour rather than a partial conversion mod.
This version of the mod is intended for multiplayer and skirmish only until the campaign and missions adapted for this mod.
The NProject Mod main features:
- "Almost perfect" Zero Hour. It is what Zero Hour should have been in the first time, keeping the game's original look
while greatly improving its content. Tons of bugs and exploits were fixed, the balance has been improved and retoned
and the AI has been improved sightly. NProject Mod is the best patch mod you can get for Zero Hour.
- Enabled Boss General to be played in skirmish and multiplayer. With balance and playability added, the army are based
on what you see in the final stage of Generals Challenge.
- More than 35 new units, structures, upgrades, and special abilities. These new things were added to give each specific
General more choices in tactics and preserve the balance among all factions.
- More than 15 new maps for skirmish and multiplayer with improved AI. All existing maps also have been improved with
better pathfinding, enhanced AI, and less lag.
- The Generals Challenge missions also have been enhanced, including the new Demolition General and Infantry General missions.
- Small changes that makes big things. Several minor fixes and improvement have been applied as well. From the things like
destructible props and trees, several improved explosion particles, to necessary model improvements.
- Expanded option menu, enabled the anti-aliasing, language filter, and draw cursor settings.
- Integrated WorldBuilder Mesh Mold Tool, with several template shapes help the mappers.
More stuffs will be included as well in the future version.
Visit this mod homepage for more info:
http://www.moddb.com/mods/nproject-mod/
1.2 Installation Notes
----------------------
This mod requires Command and Conquer Generals Zero Hour version 1.04. It didn't worked with unofficial patches like ZH 1.06.
Make sure you've installed the game and the patch to play this mod.
==========
To install this mod, follow these instructions:
Make a copy of your ZH folder (preferred outside the Program Files) then extract this mod ZIP contents into the said
folder. Then run the generals.exe to play the mod.
Also check your copied ZH folder. If there's subfolder named "Scripts" inside the "Data" folder, remove it. Or else you
can't play with the enhanced AI.
==========
If you have the previous NProject mod version, remove the old version of NProject Mod first.
If you want to play network game with this mod, make sure this mod installed in both/all computers, or you will get
a mismatch/desyncronization error. Also, you can't use this mod for playing worldwide online except all player in the
match use this mod for playing.
You can play multiplayer online matches with this mod using 3rd party VPN such as Radmin or Hamachi networks. Check out
their sites for more informations.
Also check our Discord server if you are looking for online matches and further assistance about this mod.
-> https://discord.gg/8AJGfEr
Some useful guides:
- How to "clean install" of ZH: https://docs.google.com/document/d/1cqTHHvD6etsP1Q1tBLEFvTC5kdHQAwe7mhvxwLqcPio/edit?usp=sharing
- How to install multiple mods: https://docs.google.com/document/d/1PAHX8Z3GL_BxkdoiAf0QxOzEqJsgTF_eoh0CrGFtpQU/edit?usp=sharing
1.3 Known Bugs
--------------
This mod is only a beta version an still far from finish, so there might be several bugs that caused by this mod. There is
the list of known bugs and how to prevent them. If you encounter bugs that not listed below, please contact me.
1. The game randomly crashes and close itself for some unknown reason. It also happen with the original ZH game in occassion,
but if you find it crashes often, report it to us in PM/Discord to seek further assistance and see if it can be fixed.
2. You can bypass to play the original game campaign missions although they are disabled in the mod, resulting the mod stuffs
appeared/usable in the campaign, along with some unwanted bugs/glitches. Just please don't try to. Stop. They are not
supposed to be played yet. Wait until the campaigns remake are released officially.
3. The Credits menu don't play the music for some unknown reason. I don't change anything to them and don't found anything
wrong. If you know the problem, let me know.
4. There might be some typos, engrish, and various language errors because english is not my primary language. If you find them,
contact me for correction. Thank you.
;===================
;2. FACTION CHANGES
;===================
2.0 Global Faction Changes
---------------------------
- [NOTRELEVANT] The production speed when low power are now constant at 80% of normal speed
- [MAYBE] All factions Cargo Planes now have equal stats
- [IMPROVEMENT][MINOR] Fixed the Cargo Plane propeller texture error that have small thin gray lines
- [MAYBE] Standardized unit transport size. Like an Overlord that needs more transport slot than a Technical
- [PENDING][MAJOR] Fixed the issues with firing elevation limit. Now both tanks and artillery can attack very high/low targets alike
Reason: Certain maps have topology which can force units to path around to reach their targets, even if it is within reach of their weapon.
See: https://github.com/TheSuperHackers/GeneralsGamePatch/pull/111
- [NOTRELEVANT] Tank armor received damage from INFANTRY_MISSILE reduced from 100% to 85%
- [NOTRELEVANT] Tank armor received damage from POISON reduced from 25% to 15%
- [NOTRELEVANT] TruckArmor received damage from INFANTRY_MISSILE increased from 50% to 65% (except anti-personnel vehicles)
- [NOTRELEVANT] Now you can build all kind of superweapons when the superweapon restriction turned on, but still only ONE for each type
For example, if you build a Particle Cannon you still can build a SCUD Storm or a Nuclear Missile, OR another
subfaction's Particle Cannon, or capture enemy superweapons. Use this advantage to dominate the game!
- [NOTRELEVANT] All heroes get improved armor and healthpoints. Heroes more resist special weapon attacks than infantry, and heroes more
immune to sniper attacks. So there is no more "Pathfinder Own Heroes" again.
- [NOTRELEVANT] All structures now more resistant to aircraft missiles to prevent fighters razing structures better than bombers
- [MAYBE] Implemented "Ground Attack" button on all artillery and aircraft units.
Reason: Allows for more precise force fire than regular force fire. Does not supplant normal force fire but complements it.
- [DONE] Attackable toxic infantry and burning infantry issue fixed
- [DONE][MAJOR] Eternally flying dead aircraft bug (like in 'How To Make A Chinook Bug' video at YouTube) FIXED! You will never encounter
this funny bug that may reduce the frame rate in online matches
- [DONE] All infantry now use the right death voices (some infantry uses wrong death voices before)
- [MAYBE] All buildable aircraft and artillery units guard range sightly increased, makes them can guard areas more effective
- [DONE] Negative power bug/exploit fixed! This bug occurs when an under construction power plant disabled by a Microwave Tank.
Now all power plants can't be disabled when under construction.
- [NOTRELEVANT] USA Dozer, Chinese Dozer, and GLA Worker can detect Demo Traps again like in original Generals (in Zero Hour they can
disarm Demo Traps, but cannot detect them)
- [NOTRELEVANT] Dozers clear mines faster. Clearing delay reduced to 50%
- [MAYBE] All infantry use exploded animation when killed by suicide weapons
- [NOTRELEVANT] All infantry spill bloods when hitted by bullet and melee weapons!
- [DONE][MINOR] All buildings with door animation have been standarized so their door opening time are all equal. Some buildings
- [IMPROVEMENT][MINOR] Fixed various issues on all infantry model animations, such as running in place or skidding when moving
door opening time were way too long which greatly affect the overall build time of all the units produced from those
buildings. See each building changes for more details.
- [MAYBE] Fixed the damage disparency issue caused by rocket projectile weapons due to them hitting each other upon detonation that
makes them ineffective on massed attacks
- [MAYBE] Improved object animations, particles, and effects. Also, using the most unused animation for some units
- [MAYBE] Improved scoring system (i.e angry Mobs counted as one unit build PER SQUAD in the scoreboard, not PER MEMBER)
- [IMPROVEMENT][MINOR] Improved unit movements:
> [IMPROVEMENT][MINOR] Tanks no longer just slides away on the ground, the will show actual accelerations/braking movements
> [IMPROVEMENT][MINOR] Vehicles have better movements. some vehicles also bounce a little, simulate hitting random rocks
> [NOTRELEVANT] Most vehicles can move backwards correctly
> [NOTRELEVANT] Helicopters sway a bit when idle
- [NOTRELEVANT] All artillery weapon shells now have given dust trails like Artillery Barrage shells
- [IMPROVEMENT][MINOR] Cleaned up many buildings particle effects that were misplaced or attached to invalid locations in the models
- [IMPROVEMENT][MINOR] Removed the blurry edges on the texture used for the no-build indicator when you try to build structures on invalid places
- [IMPROVEMENT][MINOR] Parachutes now has housecolors (except crate parachutes)
EMERGENCY REPAIR:
- [PENDING] Emergency Repair heal radius increased to 150%
- [PENDING] Emergency Repair also repair structures
- [PENDING] New and better Emergency Repair (this makes the Emergency Repair more valuable as a Generals Powers):
> Level 1 Emergency Repair heal amount sightly increased, and still one-shot repair
> Level 2 Emergency Repair is not one-shot repair but repair continuously for some amount of time
> Level 3 Emergency Repair is same as level 2 but lasts much longer, it also have initial repair boost like level 1, and
also heals infantry
2.1 USA Changes
---------------
General Balances and Fixes:
USA DOZER:
- [DONE] USA Dozer animation improved. Now Dozers animated when building structures (like when clearing mines). Clearing mines
animation also fixed (fixing the strange dirt effects)
- [NOTRELEVANT] USA Dozer now will not drop salvage crates when destroyed
RANGER:
- [NOTRELEVANT] Ranger Flash-Bangs projectile now travel faster
- [DONE] Destroyed USA buildings now spawn the corresponding subfaction's Rangers
MISSILE DEFENDER:
- New and rebalanced Missile Defender Laser Lock ability (hopefully better):
> [IMPROVEMENT][MINOR] NO MORE MISSILE DEFENDER BUG! Now AI will never fire these ability without initial delay again
> [MAYBE] Laser Lock ability maximum attack range reduced, now it's smaller than artillery weapon range
> [IMPROVEMENT][MINOR] New Laser Lock effect/animation! The laser now attached to the model to reduce particle usage
> [IMPROVEMENT][MINOR] The infantry no longer unanimated when performing this ability
- [NOTRELEVANT] Missile Defender weapon damage increased from 40 to 50
- [NOTRELEVANT] Missile Defender rate of fire reduced from 1000 to 1600 miliseconds
- [REJECTED] Added minimum attack range to Missile Defender normal weapon to match Tank Hunter and RPG Trooper weapons (laser lock weapon is unaffected)
Reason: Missile Defenders will not damage themselves anymore. May affect instances where Rockvees are rammed and they may be unable to retaliate.
- [NOTRELEVANT] Missile Defender normal attack rockets fuel time rebalanced to match their other factions counterparts (RPG and Tank Hunter)
- [DONE] Missile Defender skin changed back to blue from green. This have been applied in original Generals, but removed in
Zero Hour
PATHFINDER:
- [MAYBE] Pathfinder rate of fire reduced from 2000 to 3000 miliseconds
- [DONE] Pathfinder weapon tracer now properly turn into red when they reached the heroic veterancy
COLONEL BURTON:
- [NOTRELEVANT] Only one Colonel Burton allowed for one player. For example, if you build AirForce's Colonel Burton you cannot build
another Colonel Burton from the other subfactions
- [NOTRELEVANT] Colonel Burton healthpoint increased from 200 to 220
PILOTS:
- [DONE] Pilots will not reduce their movement speed when in heroic veterancy
- [DONE] Pilots never affected by Chemical Suits upgrade anymore due to unfixable bug in the game engine itself
- [DONE] Pilots no longer can promote Combat Bikes!
CRUSADER:
- [PENDING][MINOR] A single Crusader Tank will no longer create two chassis rubbles
- [DONE][MINOR] Promoted Crusader Tank will not create Pilot if died from being crushed, like the other USA vehicles
- [REJECTED] Fixed the Composite Armor upgrade effect for Crusader Tanks that gives too many healthpoint bonus
- [NOTRELEVANT] Crusader Tank turret turn speed slightly decreased
HUMVEE:
- [IMPROVEMENT][MINOR] Fixed minor bug of TOW Missile that use wrong missile trails when attacking air units
- [NOTRELEVANT] Improved Humvee TOW Missiles. Effectiveness against aircraft increased.
- [IMPROVEMENT][MINOR] Fixed several model issues
- [IMPROVEMENT][MINOR] Humvee TOW Missile turret now elevate when attacking air units
- [IMPROVEMENT][MINOR] New model for Humvee TOW missile
- [NOTRELEVANT] Humvee armor received damage from JET_MISSILES and STEALTHJET_MISSILES increased from 30% to 50%
AMBULANCE:
- [NOTRELEVANT] You need an USA Barracks to build Ambulances
- [NOTRELEVANT] Ambulance now resist radiations as well as toxins
- [NOTRELEVANT] Ambulance no longer heal vehicles to make Battle Drones as primary vehicle healer
- [NOTRELEVANT] Ambulance cleanup guard area and scan rate increased, allowing them to clean nearby toxins/radiations better when idle
SENTRY DRONE:
- [DONE][MAJOR] Fixed Sentry Drone issue that sometimes not responding to player orders
- [REJCTED] Sentry Drone can attack while moving
- [DONE] Sentry Drone stealth detection range increased from 225 to 270
- [DONE] Sentry Drone no longer immune to toxins
- [DONE] Sentry Drone build cost reduced from 800 to 650
- [DONE] Gun upgraded Sentry Drone rate of fire increased from 200 to 130 miliseconds
- [IMPROVEMENT][MINOR] Fixed the Sentry Drone model UV Mapping and texture errors, also the shadow bugs
- [DONE] Sentry Drone Guns upgrade research time reduced from 30 to 20 seconds
- [DONE] Sentry Drone Guns upgrade research cost reduced from 1000 to 800
- [REJECTED] Now the Drone Armor upgrade also allows them to self repair
- [REJECTED] Sentry Drone armor received damage from CRUSH increased from 60% to 80%
AVENGER:
- [DONE][MINOR] Avenger will not block dozer builds anymore!
- [NOTRELEVANT] All Avengers need Strategy Center to be built
- [DONE] Avenger now use their own armor
Reason: Only Airforce General Avenger uses AntiAirArmor, which makes them more vulnerable to JET_MISSILE compared to AvengerArmor. May affect interactions.
- [NOTRELEVANT] Avenger no longer benefits from Composite Armor upgrade, it's not tank after all
- [NOTRELEVANT] Avenger Point Defense Laser can be used against infantry
- [NOTRELEVANT] Avenger move speed increased from 30 to 40
- [NOTRELEVANT] Avenger build cost reduced from 2000 to 1600
- [IMPROVEMENT] Fixed UV Mapping errors on the Avenger model
- [DONE] Removed the annoying "strange thing" (looks like a small rock) that sometimes appeared when the Avenger moving
- [DONE] Avenger designator turret now can rotate instead turning the whole unit
TOMAHAWK LAUNCHER:
- [MAYBE] Fixed the Tomahawk Launcher missiles that did not start with full health (that make it easier to destroy)
- [NOTRELEVANT] Added the Waypoint Targeting upgrade (see below)
MICROWAVE TANK:
- [IMPROVEMENT][MINOR] Improved Microwave Tank model
- [IMPROVEMENT][MINOR] Fixed the shadow bugs on Microwave Tank model
- [IMPROVEMENT][MINOR] Microwave Tank model lid can be closed/opened by animation. it's also compatible with turret logic now
- [IMPROVEMENT][MINOR] Microwave Tank now have properly rotating turret so it now can attack without turning the whole tank
- [IMPROVEMENT][MINOR] Fixed the Microwave Tank treads issue that rotating into the wrong direction while moving
- [MAYBE][MINOR] Now Microwave Tank can rush toward enemy infantry and fry them to make better use of their emitter weapon
- [DONE][MINOR] Promoted Microwave Tank will not create Pilot if died from being crushed, like the other USA vehicles
PALADIN:
- [IMPROVEMENT][MINOR] Removed the shadow bugs on Paladin Tank model, also fixed the treads that are bit off-centered
- [NOTRELEVANT] Paladin Tank attack range increased from 150 to 160
- [NOTRELEVANT] Paladin Tank turret turn speed slightly decreased
VEHICLE DRONES:
- [MAYBE] All USA vehicle drones healthbar are now hidden because they are no longer selectable
- [MAYBE] Now vehicle drones are counted as aircraft, not ground vehicles anymore
Reason: Anti Air weapons may be more reactive to them.
- [MAYBE] Vehicle drones now will never stray too far from their parent vehicles
- [NOTRELEVANT] Battle Drone will more often repairing than attacking, balancing the removed Ambulance vehicle repair
- [IMPROVEMENT][MINOR] Battle Drone now repair their master correctly (sometimes they attack/move to the enemy while repairing, which is fail)
- [MAYBE] Changed Battle Drone weapon damage type from SMALL_ARMS to GATTLING
- [DONE][MINOR] Hellfire Drone will spawn the right debris when destroyed
CHINOOK:
- [IMPROVEMENT][MINOR] Improved Chinook model
- [NOTRELEVANT] Chinook can have Countermeasures upgrade
- [NOTRELEVANT] Chinook build cost reduced from 1200 to 1100
- [NOTRELEVANT] Chinook armor default received damage increased from 50% to 75% to make them less tanky against unusual weapons
COMANCHE:
- [IMPROVEMENT][MINOR] New Comanche missiles and rocket pods model
- [IMPROVEMENT][MINOR] Comanche unupgraded missile weapon launch at right position
- [IMPROVEMENT][MINOR] Comanche machinegun now can pitch correctly
- [IMPROVEMENT][MINOR] Improved Comanche geometry/collision settings
RAPTOR:
- [IMPROVEMENT][MAJOR] Improved Raptor missile movements so they will no longer scatter their attacks
- [IMPROVEMENT][MINOR] Raptor minimum attack range (weapon blind area) reduced from 100 to 60, allowing them to perform better
- [NOTRELEVANT] New Raptor weapon attack sound
AURORA BOMBER:
- [NOTRELEVANT] New supersonic attack effect for Aurora Bomber
NIGHTHAWK (STEALTH FIGHTER):
- [NOTRELEVANT] The name officially changed from the Stealth Fighter to Nighthawk
- [REJECTED][MINOR] You cannot purchase Bunker Buster upgrade if you haven't unlocked the Nighthawk
- [DONE][MINOR] Fixed Nighthawk low-fuel voice
- [IMPROVEMENT][MAJOR] Improved Nighthawk missile movements so they will no longer scatter their attacks
- [IMPROVEMENT][MINOR] Nighthawk now has aim tolerance so they don't need to aim exactly straight toward the target when attacking
- [NOTRELEVANT] Bunker Buster upgrade cost increased from 1500 to 1800
- [MAYBE] New Nighthawk weapon attack sound
SPECIAL POWERS AIRCRAFTS:
- [NOTRELEVANT] Now B3 Bomber (used to MOAB and AirForce Carpet Bomb) are stealthed
- [NOTRELEVANT] Spectre Gunship healthpoint increased from 600 to 1000
- [IMPROVEMENT][MINOR] Fixed USA A-10 Thunderbolt airplane damaged model, and also firing pivot angle
- [NOTRELEVANT] A-10 Thunderbolt missiles now can't be lasered
- [MAYBE] A-10 Thunderbolt no longer reveal shroud along their way
- [MAYBE] New model and updated textures for USA B-52 Stratofortress bomber plane
- [IMPROVEMENT][MINOR] Fixed USA B-52 bomber plane engine sound
- [MAYBE] New model and cameo for Spy Drone
- [NOTRELEVANT] Spy Drone can be moved and no longer immobile after deployed!
USA COMMAND CENTER:
- [REJECTED] USA Command Center door opening time reduced from 1500 to 1000 miliseconds
- [IMPROVEMENT][MINOR] New USA Command Center radar deploying animation!
COLD FUSION REACTOR:
- [NOTRELEVANT] Cold Fusion Reactors Control Rods upgrade research time reduced from 30 to 15 seconds
USA BARRACKS:
- [IMPROVEMENT][MINOR] Fixed the USA Barracks model where the sandbags have missing sides and the flagpole also floating
USA SUPPLY CENTER:
- [IMPROVEMENT][MINOR] Fixed the shadow bug on USA Supply Center model (the supply crane)
- [NOTRELEVANT] USA Supply Center refund value increased from 400 to 450 due to the reduced Chinook build cost
- [MAYBE] Additional details for USA Supply Center to balance the footprint
USA WAR FACTORY:
- [REJECTED] USA War Factory door opening time reduced from 3250 to 1500 miliseconds
USA AIRFIELD:
- [IMPROVEMENT][MINOR] Fixed the missing shadow on USA Airfield model when in damaged conditions
- [REJECTED] USA Airfield hangar door opening time reduced from 2000 to 1500 miliseconds
- [NOTRELEVANT] USA Airfield building footprint size slightly reduced
- [IMPROVEMENT][MINOR] New USA Airfield hangar lights animation!
PATRIOT MISSILE:
- [DONE][MAJOR] Fixed all Patriot Missile weapon that sometimes only fires less missiles after not firing for a long time
- [IMPROVEMENT][MAJOR] Improved Patriot Missile assist ability to make them work better together
- [NOTRELEVANT] Patriot Missile no longer block unit sights, allowing other units to attack enemies behind
- [IMPROVEMENT][MINOR] Fixed Patriot Missile scaffolding that was off-centered
- [NOTRELEVANT] Changed the Patriot Missile attack sound to use the proper (unused) sound set
FIREBASE:
- [MAYBE] New model for Firebase, also fixed the Firebase firing angle issue
- [DONE][MINOR] Fixed missing model issue on Firebase when sold/constructed on reallydamaged condition
- [NOTRELEVANT] You require a Barracks instead a Cold Fusion Reactor to build the Firebase
- [MAYBE][GITHUB] Firebase now can be attacked by Ranger Flash Bangs and toxin weapons properly
- [IMPROVEMENT][MAJOR] All snipers will no longer keep attacking on empty Firebases, same with Ranger flashbang attacks
- [NOTRELEVANT] Rebalanced Firebase weapon:
> Weapon damage increased from 75 to 90 on direct hit, while splash damage reduced to 65
> Weapon damage radius increased from 10 to 30
> Minimum attack range (weapon blind area) increased from 50 to 85
> Rate of fire reduced from 2000 to 3600 miliseconds
- [NOTRELEVANT] Firebase armor received damage from SMALL_ARMS reduced from 40% to 35% to match the other base defenses
- [NOTRELEVANT] Firebase armor received damage from GATTLING reduced from 30% to 25% to match the other base defenses
- [MAYBE] Now the garrisoned units will not get lethal damage when the Firebase is destroyed
- [NOTRELEVANT] Firebase no longer block unit sights, allowing other units to attack enemies behind
STRATEGY CENTER:
- [NOTRELEVANT] Now you cannot build multiple Strategy Centers from different subfactions that allowing you to deploy multiple
battleplans at one time, and Strategy Center are no longer capturable
- [NOTRELEVANT] Strategy Center healthpoint increased from 1500 to 2500
- [NOTRELEVANT] Strategy Center build time reduced from 60 to 45 to match the other factions tech centers build time
- [NOTRELEVANT] Strategy Center no longer reveal surrounding when a battle plan is announced
SUPPLY DROP ZONE:
- [DONE][CRITICAL] Supply Drop Zone Cargo Plane are no longer attackable, prevent the annoying "unit lost" report from EVA
- [IMPROVEMENT] Supply Drop Zone money now delivered in one crate and will show the money amount upon landing!
Todo: show the money
- [MAYBE] Fixed the bug where Supply Drop Zone crates did not delivered properly
> No more stray supply crates that missed their landing spot
> No more crate stealing from your enemies
> [IMPROVEMENT][CRITICAL] No more multiplying cash amount cheat from the collision exploit/glitch!
- [DONE] No more Supply Drop Zone initial cooldown exploit cheat! Now Supply Drop Zones can't be disabled when under construction
PARTICLE CANNON:
- [NOTRELEVANT] Reduced Particle Cannon build footprint size, so Particle Cannon requires slight less area when placed for build
- [DONE][MINOR] Fixed the Particle Cannon animation bug that occurs when the building were disabled with Microwave Tank weapon
during construction and released upon completion
CHEMICAL SUITS:
- [NOTRELEVANT] Chemical Suits upgraded infantry received damage from POISON, RADIATION, and MICROWAVE increased from 20% to 50%
Now with the reduced bonus, chemsuit infantry are still more vulnerable to toxins and radiations than tanks
USA PARADROP:
- [DONE] The Paradrop special power now deliver the corresponding subfaction's Rangers correctly
- [DONE] Paradrop now also deliver some Missile Defenders in the mix:
> Level 1: 4 Rangers and 1 Missile Defender
> Level 2: 7 Rangers and 3 Missile Defenders
> Level 3: 10 Rangers and 5 Missile Defenders
New Stuff:
- [NOTRELEVANT] Mortar Infantry
America's artillery infantry unit. Build at Barracks. Requires Strategy Center
- [NOTRELEVANT] Crate Drop Generals Power
Drops money crates on target area by plane. Anyone can pick the dropped supply crates, including allies and enemies.
Available in Rank-3 for all USA factions. Really useful when your forces or your allies is low on funds.
- [NOTRELEVANT] Tomahawk Waypoint Targeting Upgrade
Tomahawk missiles can be given a flight-path, make them can relay position of enemy to nearby Tomahawk Launchers in
similar fashion with Patriots. Purchaseable at Strategy Center. It's a targeted ability, not passive weapon upgrade.
2.1.1 AirForce General
----------------------
Balances and Fixes:
- [DONE] AirForce General Sentry Drone build cost reduced from 850 to 700
- [NOTRELEVANT] AirForce General Chinook (not Combat Chinook) build cost increased from 950 to 1100 to match the other USA factions Chinooks
- [NOTRELEVANT] AirForce General Supply Center refund value changed from 400 to 450 due to the Chinook price change
- [NOTRELEVANT] AirForce General Avenger build cost increased from 1600 to 1700
- [NOTRELEVANT] AirForce General Microwave Tank build cost increased from 800 to 900
- [DONE][MINOR] Fixed Airforce General Firebase that use wrong model at snowy-reallydamaged condition
- [NOTRELEVANT] Emergency Repair no longer available for AirForce General
AIRFORCE GENERAL AIRCRAFTS:
- [NOTRELEVANT] AirForce General aircrafts healthpoint increased to 110% compared to their other USA general counterparts
- [NOTRELEVANT] Toned down AirForce General Countermeasures upgrade flares to compensate his aircrafts with Point Defense Laser by default
- [NOTRELEVANT] Rebalanced aircraft Point Defense Laser:
> Fixed the Point Defense Laser issue that sometimes not responding (that sometime reload faster, sometime slower)
> AirForce General aircrafts Point Defense Laser reload time greatly increased
> Only King Raptor that have faster Point Defense Laser reload time
> Remove Point Defense Laser ability from AirForce General standard Chinook
SPECIAL POWERS AIRCRAFTS:
- [DONE] Improved AirForce Carpet Bomb efficiency
Reason: Depends on what "efficiency" means. Needs to be examined.
- [NOTRELEVANT][MAJOR] AirForce Carpet Bomb can be called from other generals Strategy Center
- [NOTRELEVANT] AirForce General A-10 Strike Generals Power reload time reduced from 4:00 to 3:30
COMBAT CHINOOK:
- [NOTRELEVANT] Combat Chinook can no longer load vehicles
- [NOTRELEVANT] Combat Chinook can be build when you have either a War Factory or an Airfield
- [NOTRELEVANT] Combat Chinook hotkey changed from 'T' to 'A'
- [NOTRELEVANT] Combat Chinook build cost increased from 1200 to 1300
- [NOTRELEVANT] Combat Chinook healthpoint reduced from 350 to 320
- [NOTRELEVANT] Now you can build Combat Chinook from the Airfield as well
- [IMPROVEMENT][MINOR] Resized Combat Chinook model. Now it's as big as normal Chinook.
- [IMPROVEMENT][MAJOR] Improved Combat Chinook model, also fixed the missing fireport bones
KING RAPTOR:
- [NOTRELEVANT] King Raptor damage per missile reduced from 125 to 100, matching normal Raptor missile damage
- [NOTRELEVANT] King Raptor will use the yellow missile trail only when reached heroic veterancy
- [NOTRELEVANT] King Raptor weapon reload time increased from 2000 to 6000 miliseconds, matching normal Raptor weapon reload time
COMANCHE:
- [IMPROVEMENT][MINOR] Correct selection cameo for Stealth Comanche
- [NOTRELEVANT] Fixed Stealth Comanche behavior after upgraded with the stealth upgrade. Now they will respond to enemies when idle
correctly.
Reason: Sometimes it may be wise to let Stealth Comanches not automatically engage targets and blow their cover.
- [NOTRELEVANT] Stealth Comanche re-stealth time increased from 1500 to 2000 miliseconds
NIGHTHAWK:
- [NOTRELEVANT] You cannot build AirForce General Nighthawk if you didn't unlock it on the Generals Promotions
- [DONE] If you play as AirForce General, you can build other subfaction Nighthawk correctly
New Stuff:
- [NOTRELEVANT] Hypersonic Aurora
Stealthed Aurora Bomber. Use the black Aurora skin (was used to Aurora Alpha skin on patch 1.04 before).
- [NOTRELEVANT] Support Nighthawk
Upgraded version of Nighthawk capable of healing infantry on the ground below it and also repairs nearby aircraft,
allowing this unit to support your troops while remain unseen. Replaces AirForce General standard Nighthawk.
- [NOTRELEVANT] F/A-32 Ernest
Ernest attack aircraft is an advanced unit with scattering missiles attack that have wide area damage. Effective
against ground units. Have no air-to-air capability. Requires Strategy Center and Rank 1 Generals Promotion.
2.1.2 Laser General
-------------------
Balances and Fixes:
- [NOTRELEVANT] No Mortar infantry for Laser General
- [NOTRELEVANT] Laser General Avenger build cost increased from 1500 to 1600
- [NOTRELEVANT] No more Aurora and Tomahawk for Laser General
LASER CRUSADER:
- [NOTRELEVANT] Laser Crusaders no longer drain powers
- [NOTRELEVANT] Laser Crusaders no longer disabled when low powered
- [IMPROVEMENT][MINOR] Fixed the shadow bug and UV Mapping errors on Laser Crusader model
LASER TURRET:
- [NOTRELEVANT] Rebalanced Laser Turret weapon:
> No more multiple laser shots (reduced weapon clip size from 4 to 1)
> Weapon damage (from one weapon clip) reduced from 120 to 130
> Reload time reduced from 2750 to 2000
- [NOTRELEVANT] Laser Turret hotkey changed from 'T' to 'M'
- [DONE][MINOR] Laser Turret now have proper model on snow conditions.
New Stuff:
- [NOTRELEVANT] Laser Ranger
Replaces Ranger. Their assault rifle replaced with a light laser gun.
- [NOTRELEVANT] Laser Paladin
Replaces Paladin Tank. Fires a stream of laser beam. Equipped with Point Defense Laser. Have ability to fire one blast
charged attack. Charged attack have pre-attack delay, but do more damage and have greater AoE.
- [NOTRELEVANT] Laser Comanche
Replaces Comanche. Armed with a machine gun and two laser turrets. Even no longer have Rocket Pods or similar upgrade,
the laser weapon sightly more effective compared to the normal Comanche. Has Laser Charge ability instead Rocket Pods
which is unlocked after the Laser Capacitors upgrade.
- [NOTRELEVANT] Laser Nighthawk
Replaces Nighthawk. Attacks with a series of laser beams instead missiles. Upgrades into charged shot blast that can
clear garrisons with the Bunker Busters upgrade.
- [NOTRELEVANT] Advanced Cold Fusion Reactor
This CFR with purple rods is still same with the old Laser General CFR that provides more powers, just to make it
easier to identify from the normal CFR (CFR = Cold Fusion Reactor)
- [NOTRELEVANT] Humvee Laser Gun upgrade
Arms Laser General Humvees with a laser turret that can attack ground and air units. Replaces TOW Missile upgrade.
Note that purchasing this upgrade will NOT upgrade the other subfaction Humvees with TOW upgrade.
- [NOTRELEVANT] Sentry Drone Laser Turret upgrade
Arms Laser General Sentry Drones with a laser turret instead machinegun. Replaces Sentry Drone Gun upgrade.
Note that purchasing this upgrade will NOT upgrade the other subfaction Sentry Drones with machineguns.
- [NOTRELEVANT] Laser Capacitors upgrade
This upgrade replaces several units weapon with laser weapons. Purchased at Strategy Center. Effects:
> Col. Burton : Replace the chain gun with highly concentrated laser turret
> Battle Drone : Replace the machine gun with a light laser turret
> Laser Crusader: Increases weapon damage
> Laser Paladin : Increases weapon damage and enables the charged attack ability
> Laser Comanche : Enables the charged attack ability
2.1.3 Superweapon General
-------------------------
Balances and Fixes:
- [NOTRELEVANT] Superweapon General Sentry Drone build cost reduced from 1000 to 700
- [NOTRELEVANT] Superweapon General Comanche build cost reduced from 1800 to 1500
- [NOTRELEVANT] Superweapon General no longer have 3-level Spectre Gunship (now it's AirForce General exclusive)
AURORA ALPHA:
- [DONE] Aurora Alpha now use the white skin with gray patterns (like in early version of Zero Hour) instead using the black
Hypersonic Aurora skin.
- [NOTRELEVANT] Aurora Alpha weapon damage sightly reduced, but still more powerful than normal Aurora
- [MAYBE][GITHUB] Fixed Aurora Alpha kill veterancy problem. Now they will be properly promoted when destroying enemies.
COLD FUSION REACTOR:
- [NOTRELEVANT] Advanced Control Rods upgrade research cost increased from 500 to 600
- [NOTRELEVANT] Advanced Control Rods upgrade research time reduced from 30 to 20 seconds
EMP PATRIOT:
- [NOTRELEVANT] EMP Patriot build cost increased from 900 to 1000
- [NOTRELEVANT] Rebalanced EMP Patriot weapon:
> Weapon damage per missile increased from 15 to 25
> Attack range reduced from 275 to 225, matching the normal Patriot Missile range
> Missile firing rate reduced from 100 to 250 miliseconds, matching the normal Patriot Missile speed
> Disable duration caused by EMP now varies depending on the affected target health
> No longer able to one-hit-kill aircrafts
- [DONE][MINOR] Fixed EMP Patriot model that use wrong model when constructing or being sold
New Stuff:
- [NOTRELEVANT] Biohazard Tech
Infantry version of Ambulance. Clean up radiation and toxins and heal nearby infantry.
- [NOTRELEVANT] Striker
Striker Humvee is an anti-armor vehicle for Superweapon General as an equivalent to Crusader. Armed with armor-piercing
cannon and four missiles.
- [NOTRELEVANT] Mechanic
Also known as "Repair Ambulance". Replaces Ambulance. Repairs nearby vehicles, Also can helps Dozers by finishing left
constructions and repair damaged structures.
- [NOTRELEVANT] Point Defense Drone
Replaces Battle Drone. Repairs parent vehicle. Equipped with machinegun and Point Defense Laser. Cost 400
- [NOTRELEVANT] Pillbox
Returning anti-personnel base defense from Red Alert series. Pillbox can covers the anti-infantry role to work together
with EMP Patriot. Cheap and only requires low power (but NOT disabled when low-powered). Requires Cold Fusion Reactor
to be built.
- Advanced Particle Cannon
[MAYBE] Fires pink laser instead the blue one.
[NOTRELEVANT] Smaller size, lower build cost, damages more longer
2.2 China Changes
-----------------
General Balances and Fixes:
CHINESE DOZER:
- [NOTRELEVANT][MINOR] Chinese Dozer animation improved. Now Dozers animated when building structures (like when clearing mines). Clearing mines
animation also fixed (fixing the strange dirt effects)
- [NOTRELEVANT] Reduced Chinese Dozer shroud clearing range to match the USA Dozer shroud clearing range
- [MAYBE] Chinese Dozer now will not drop salvage crates when destroyed
RED GUARD:
- [NOTRELEVANT] Red Guard and Minigunner shroud clearing range increased from 200 to 400
- [MAYBE] Red Guard bayonet re-enabled (see below)
- [IMPROVEMENT][MINOR] No more lefty Red Guards! (animation fix)
TANK HUNTER:
- [NOTRELEVANT] Tank Hunter weapon damage increased from 40 to 50
- [NOTRELEVANT] Tank Hunter rate of fire reduced from 1000 to 1600 miliseconds
BLACK LOTUS:
- [NOTRELEVANT] Only one Black Lotus allowed for one player
- [NOTRELEVANT] Black Lotus healthpoint increased from 200 to 220
- [MAYBE] Black Lotus now is stealthed while garrisoned
SUPPLY TRUCK:
- [DONE] Supply Truck will never kicked-out-to-the-outer-space-and-return-to-the-earth-with-no-damage again with shockwave weapons
- [MAYBE] Supply Truck now will not drop salvage crates when destroyed
BATTLEMASTER:
- [DONE] Fixed the horde bug where Battlemasters can't gain horde bonus from different kind of vehicles (including from other Battlemaster variants)
- [IMPROVEMENT][MINOR] Fixed the model issue where the treads didn't move while the tank is moving
- [IMPROVEMENT][MINOR] Fixed the issue where the tank have no trail dusts while the tank is moving
- [NOTRELEVANT] Battlemaster healthpoint increased from 400 to 420
- [NOTRELEVANT] Battlemaster unupgraded movement speed increased from 25 to 28
GATTLING TANK:
- [MAYBE] Gattling Tank now can gain horde bonus in group of 5 or more
- [DONE][MAJOR] Fixed the bug that makes Gattling Tank keep silent when attacking air
- [NOTRELEVANT] Minor balances on Gattling Tank veterancy requirements
Reason: May improve or worsen the rate at which the Gattling Tank gains veterancy. Squarely a balance issue.
- [NOTRELEVANT] Gattling Tank armor received damage from COMANCHE_VULCAN reduced from 25% to 20%
DRAGON TANK:
- [NOTRELEVANT] New Dragon Tank model (based on Beta Generals model)
- [NOTRELEVANT] Dragon Tank attack range increased from 75 to 100
- [NOTRELEVANT] Dragon Tank armor received damage from SMALL_ARMS reduced from 25% to 20%
- [NOTRELEVANT] Dragon Tank armor received damage from GATTLING reduced from 25% to 15%
- [NOTRELEVANT] Dragon Tank armor received damage from POISON reduced from 25% to 15%
- [NOTRELEVANT] Dragon Tank healthpoint increased from 280 to 320
TROOP CRAWLER:
- [NOTRELEVANT] You need a Chinese Barracks to build Troop Crawlers
- [DONE][MINOR] Better Troop Crawler stealth detection animations
- [NOTRELEVANT] Troop Crawler now will not drop salvage crates when destroyed (except it's Assault Troop Crawler)
- [MAYBE] Troop Crawlers are now amphibious, increasing the usefulness of this unit from just a simple transport or cannon fodder.
LISTENING OUTPOST:
- [NOTRELEVANT] You need a Chinese Barracks to build Listening Outposts
- [DONE][MINOR] Better Listening Outpost stealth detection animations
- [NOTRELEVANT] Changed Listening Outpost armor from TankArmor to TruckArmor (also applied to Attack Outpost)
- [NOTRELEVANT] Listening Outpost now will not drop salvage crates when destroyed
- [DONE][MINOR] Fixed various issues with Listening Outpost model
OVERLORD:
- [DONE][MAJOR] Upgraded Overlords will not block dozer builds anymore!
- [DONE][MAJOR] Fixed the Overlord weapon that sometimes only fires one shell when the Overlord is not firing for a long time
- [NOTRELEVANT] Overlord armor received damage from JET_MISSILES and STEALTHJET_MISSILES reduced from 100% to 85%
- [NOTRELEVANT] Overlord armor received damage from RADIATION reduced from 50% to 40%
- [DONE] Overlord can target air units correctly when upgraded with Gattling/Bunker upgrade
- [DONE] Overlord debris no longer attackable
- [NOTRELEVANT] Unupgraded Overlord locomotor initial acceleration speed increased to 125%
- [IMPROVEMENT][MINOR] Fixed the shadow bugs in Overlord model
- [NOTRELEVANT] Overlord Gattling Cannon upgrade cost reduced from 1200 to 900
- [NOTRELEVANT] Overlord Gattling Cannon turret turns faster to increase its effectiveness
- [NOTRELEVANT] Overlord Gattling Cannon ground weapon damage reduced to 75% compared from the Gattling Cannon building weapon
- [NOTRELEVANT] Overlord Gattling Cannon air weapon range reduced from 400 to 350
- [DONE] Fixed minor bug where the structure addon didn't affected by Frenzy visual effects
Reason: Makes Frenzied Overlords look less jarring and has no impact on their stats.
INFERNO CANNON:
- [IMPROVEMENT][MINOR] Infreno Cannon attacks now inflict burned death instead exploded death
- [NOTRELEVANT] Inferno Cannon healthpoint increased from 120 to 180
ECM TANK:
- [NOTRELEVANT] Increased ECM missile jammer weapon effectiveness
- [IMPROVEMENT][MINOR] ECM Tank no longer can gain experience
- [IMPROVEMENT][MAJOR] Fixed ECM Tank behavior that sometimes just standing still while guarding an area
Reason: Guarding with ECM Tanks is niche enough, don't see much harm in allowing this.
- [MAYBE] Added Hold Fire mode to ECM Tank to keep them using the missile jammer instead hunting with vehicle disabler when idle
- [MAYBE] New wave color for ECM Tank missile jammer weapon
NUKE CANNON:
- [NOTRELEVANT] Nuke Cannon attack range increased from 350 to 420
- [DONE][MINOR] Nuke Cannon barrel will recoil properly when attacking with Nuclear Shells
- [NOTRELEVANT] Nuke Cannon no longer crushable by Overlord tanks
- [DONE][MINOR] Fixed Nuke Cannon weapon shells explosion effect that bit off from the center of the explosion
- [REJECTED][MINOR] You cannot purchase Neutron Shells upgrade if you haven't unlocked the Nuke Cannon
MIG:
- [IMPROVEMENT][MAJOR] MiG napalm missiles never creates flying firestorm again if used againts aircrafts
- [IMPROVEMENT][MAJOR] Improved MiG missile movements so they will no longer scatter their attacks
- [NOTRELEVANT] MiG minimum attack range (weapon blind area) reduced from 80 to 60, allowing them to perform better
- [NOTRELEVANT] MiG build cost increased from 1200 to 1300
- [NOTRELEVANT] MiG build time increased from 10 to 15 seconds
- [NOTRELEVANT] MiG Black Napalm weapon reload time increased from 2000 to 8000 miliseconds to match the unupgraded weapon reload time
- [MAYBE] Fixed the bug where MiG weapon able to attack paradropping infantry after the Black Napalm upgrade
Reason: Generally a fix, removes a possible distraction. Overall niche and possibly an improvement.
HELIX:
- [IMPROVEMENT][MINOR] Improved Helix model
- [NOTRELEVANT] Helix build cost increased from 1500 to 1600
- [NOTRELEVANT] Helix Gattling Cannon now can attack air
- [NOTRELEVANT] Helix can target air units when upgraded with Gattling/Bunker upgrade
- [IMPROVEMENT][MINOR] Helix Napalm Bomb now properly trigger burned death instead exploded death upon the bomb's first impact
- [NOTRELEVANT] Helix Gattling Cannon upgrade cost reduced from 1200 to 900
- [NOTRELEVANT] Helix Gattling Cannon ground weapon damage reduced to 75% compared from the Gattling Cannon building weapon
- [NOTRELEVANT] Helix Gattling Cannon air weapon range reduced from 400 to 350
- [DONE] Fixed minor bug where the structure addon didn't affected by Frenzy visual effects
CHINESE COMMAND CENTER:
- [MAYBE] Chinese Command Center door opening time reduced from 3000 to 1000 miliseconds
- [DONE][MINOR] Fixed Chinese Command Center radar upgrading animation that was cut off midway
NUCLEAR REACTOR:
- [MAYBE] All Nuclear Reactors will not die because of their Overcharge ability. Overcharge ability will automatically turned off
on reactor's low healthpoint
- [DONE][MINOR] Optimized all Nuclear Reactor model codes. Damaged states smokes and fires appears at right positions
- [MAYBE] Additional details for Nuclear Reactor to match its footprint
CHINESE BARRACKS:
- [IMPROVEMENT][MINOR] Fixed the shadow bug on Chinese Barracks model at several snow/night conditions
CHINESE SUPPLY CENTER:
- [NOTRELEVANT] New Chinese Supply Center model. The new model actually used to Chinese Supply Center in Generals Beta
- [IMPROVEMENT][MINOR] Added door animation for the old Supply Center (used for Boss General), matching the new Chinese Supply Center model
BUNKER:
- [DONE] Fixed the issue of Chinese Bunkers that not appeared on the radar
- [DONE][MAJOR] Fixed Chinese Bunker fireport issue where garrisons sometimes attacking from the center bottom of the Bunker
- [NOTRELEVANT] Chinese Bunker build time increased from 5 to 10 seconds
- [NOTRELEVANT] Chinese Bunker now more vulnerable to Nighthawk weapon like other defenses
- [NOTRELEVANT] Chinese Bunker no longer block unit sights, allowing other units to attack enemies behind
GATTLING CANNON:
- [NOTRELEVANT] Gattling Cannon build cost reduced from 1200 to 1000. Finally!
- [MAYBE] Gattling Cannon now can purchase mines upgrades even when low-powered
- [NOTRELEVANT] Gattling Cannon no longer block unit sights, allowing other units to attack enemies behind
CHINESE WAR FACTORY:
- [IMPROVEMENT][MINOR] Fixed the shadow bug on Chinese War Factory model (the repair dock crane)
- [IMPROVEMENT][MINOR] Fixed the texture alpha errors on the snow condition models
- [MAYBE] Chinese War Factory door opening time reduced from 4000 to 1500 miliseconds. No more dramatic entry!
CHINESE AIRFIELD:
- [IMPROVEMENT][MINOR] Fixed several Chinese Airfield model issue like the missing inner walls
- [IMPROVEMENT][MINOR] Fixed the Chinese Airfield scaffolding model that the tower scaffolding was over the helipad, not at the tower
- [MAYBE] Chinese Airfield hangar door opening time reduced from 2000 to 1500 miliseconds
PROPAGANDA CENTER:
- [DONE] Fixed the issue of Propaganda Center that not appeared on the radar
- [NOTRELEVANT] Propaganda Center equipped with a Speaker Tower and can build units
- [NOTRELEVANT] Propaganda Center healthpoint increased from 1000 to 2000 to match the other factions tech center buildings
- [NOTRELEVANT] Nationalism upgrade cost reduced from 1500 to 1000
- [NOTRELEVANT] Subliminal Messaging upgrade cost increased from 500 to 1000
SPEAKER TOWER:
- [MAYBE] Completely new and improved model for Speaker Tower!
- [NOTRELEVANT] Speaker Tower healthpoint increased from 300 to 500
- [REJECTED] Speaker Tower now counted as base defenses, not base buildings. Fixing the bug that makes a player still not defeated
when only have Speaker Tower as remaining building.
- [DONE] Speaker Tower now also upgradable with Mines like the other Chinese structures
- [NOTRELEVANT] Speaker Tower no longer block unit sights, allowing other units to attack enemies behind
INTERNET CENTER:
- [NOTRELEVANT] You require a Propaganda Center instead a War Factory to build the Internet Center
- [NOTRELEVANT] Internet Center now requires 4 powers, but will not disabled when low power
- [IMPROVEMENT][MAJOR] Internet Center now counted as normal base structure, not base defense (sometimes it attacked automatically by AI before)
- [NOTRELEVANT] Now you cannot build multiple Internet Centers from different subfactions
- [IMPROVEMENT][MINOR] New constructing animation for Internet Center. Now it have unique scaffolding (not using the Supply Center one)
- Some changes on Satellite Hack upgrades due to new Spy Plane ability (see below):
> [NOTRELEVANT] Satellite Hack I reveal now non-permanent. Now it only reveal enemy Command Centers for 25 seconds each 4 minutes.
> [DONE][MAJOR] Also fixed Satellite Hack I bug that sometimes not revealing enemy newly built Command Centers (hopefully)
> [NOTRELEVANT] Satellite Hack II now only reveal enemy structures, not entire forces, to give it some diversity from USA Intelligence
special power.
> [NOTRELEVANT] Satellite Hack II reveal duration increased to match the new Satellite Hack I reveal duration
NUCLEAR MISSILE SILO:
- [MAYBE] Improved Nuclear Missile superweapon. Now it may destroy GLA structures and their holes. (NOTE: Total damage delivered
are not changed, it's still the most powerful superweapon anyway)
- [IMPROVEMENT][MINOR] Toned down the Nuclear Missile Silo building destruction effect
- [NOTRELEVANT] Uranium Shells upgrade cost reduced from 2500 to 2000
- [NOTRELEVANT] Uranium Shells upgrade now only increases Battlemaster and Overlord weapon damage
- [NOTRELEVANT] Nuclear Tank upgrade cost reduced from 2000 to 1500
- [NOTRELEVANT] All Chinese factions' Battlemaster and Overlord can have Isotope Stability upgrade
BUILDING MINES:
- [NOTRELEVANT] Land Mines upgrade cost reduced from 600 to 400
- [NOTRELEVANT] Land Mines upgrade research time reduced from 20 to 15 seconds
- [NOTRELEVANT] Neutron Mines now exclusive for Nuke General! The other Chinese generals will get the new EMP Mines instead. (see below)
GATTLING WEAPONS:
- [DONE][MAJOR] Gattling weapons now properly show the muzzle flash when attacking ground units
SPECIAL POWERS:
- [NOTRELEVANT] Artillery Barrage shells delivered faster and no longer shown on radar
- [NOTRELEVANT] New Artillery Barrage shell explosion sound
- [MAYBE] Added new model to Chinese Carpet Bomber (no longer use USA B52 knockoff)
- [MAYBE] Improved Carpet Bomb special power efficiency
- [IMPROVEMENT][MINOR] New Electro-Magnetic Pulse bomb model
- [MAYBE] Doubled up the Cash Hack cash values to make this special power more worth spend your Generals Points.
> Level 1: $2000
> Level 2: $4000
> Level 3: $8000
New Stuff:
- [NOTRELEVANT] Flamethrower
Infantry version of the Dragon Tank. But unlike the Dragon Tank, they can't make a fire wall. Requires War Factory
- [NOTRELEVANT] Iron Dragon
Heavy bomber aircraft with EMP Bomb that disables enemy vehicles and structures. Effective against structures.
- [NOTRELEVANT] Support Van
Portable Speaker Tower, can transport 4 infantry. Use it as a support for your attack force since it's cheaper than
any units that have Speaker Tower. Build at Propaganda Center. Requires War Factory.
- [NOTRELEVANT] Spy Post (aka Spy Outpost)
Recon/intel/support structure. Has wide vision range and reveals enemy paths. Can load up to 4 Hackers as expansion
for the Internet Center. Requires Propaganda Center.
- [NOTRELEVANT] EMP Mines
All Land Mines will be upgraded with EMP Mines instead the old Neutron Mines. EMP Mines will temporarily disable
vehicles that stepped on them. Neutron Mines now exclusive for Nuke General. Neutron Cluster didn't affected.
- [MAYBE] Red Guard and Minigunner Bayonet ability
Attack enemy infantry unit with bayonet. Useful to counter infantry horde attacks.
- [NOTRELEVANT] Battlemaster Machinegun
Battlemasters now will utilize their machineguns against infantry targets. Even not really damaging (as they're not
intended to be anti-infantry), it's much better than tank shells that often to miss.
- [NOTRELEVANT] Spy Plane ability
Call a Spy Plane to scout a target area. Spot hidden enemies. Deployed from Internet Center. Countdown Timer: 1 minute
- [NOTRELEVANT] Firestorm Generals Power
A MiG squadron strafle target area with napalms to create a firestorm. Available at Rank-5. Upgradable with
Black Napalm
- [NOTRELEVANT] Neutron Cluster Mines Upgrade
Upgrade Cluster Mines generals power to drop Neutron Mines instead the normal one. Purchase at Propaganda Center
- [NOTRELEVANT] Neutron Pulse Upgrade
Upgrade Electro-Magnetic Pulse kills vehicle pilots and infantry inside the buildings. Also disables buildings and
vehicles. Purchase at Propaganda Center
2.2.1 Infantry General
----------------------
Balances and Fixes:
- [NOTRELEVANT] Infantry General Tank Hunter healthpoint increased from 100 to 140
- [NOTRELEVANT] Infantry General Tank Hunter no longer starts as veteran
- [NOTRELEVANT] Gattling Tank now available for Infantry General
- [NOTRELEVANT] Infantry General Inferno Cannon build cost reduced from 1100 to 900
- [MAYBE] Infantry General got Cash Hack instead Emergency Repair
MINIGUNNER:
- [NOTRELEVANT] Minigunner now trained in pairs like Red Guard (build cost stays on 400)
- [NOTRELEVANT] Minigunner (pairs) build time increased from 10 to 12 seconds
- [NOTRELEVANT] Minigunner weapon damage sightly reduced
- [DONE] Now Minigunner can be squished/crushed by vehicles
- [NOTRELEVANT] No longer starts as veteran. But now they're affected by the Red Guard Training and the new Infantry Training.
- [NOTRELEVANT] Reduced the required spin-up time for Minigunner weapon to 50%
SUPER HACKER:
- [IMPROVEMENT][MINOR] New cameo and model for Super Hacker
- [NOTRELEVANT] No longer starts as veteran
- [NOTRELEVANT] Their Internet Hack ability are better than normal Hackers:
> Private : $6
> Veteran : $8
> Elite : $10
> Heroic : $12
- [MAYBE] Super Hackers now are stealthed while garrisoned
ASSAULT TROOP CRAWLER:
- [NOTRELEVANT] Assault Troop Crawler build cost reduced from 2400 to 2200
- [MAYBE] Assault Troop Crawler speakers also affect self
- [MAYBE] Assault Troop Crawler speaker tower effect range, refresh rate, and heal amount have been changed to match the
other units with portable speaker towers
- [MAYBE] Significant changes for Assault Troop Crawler armor in order to balance it with the normal Troop Crawler armor:
> received damage from SMALL_ARMS reduced from 25% to 20%
> received damage from GATTLING reduced from 25% to 12%
> received damage from INFANTRY_MISSILE reduced from 100% to 65%
> received damage from POISON reduced from 25% to 15%
- [MAYBE] Assault Troop Crawler now are amphibious!
ATTACK OUTPOST:
- [IMPROVEMENT][MAJOR] Attack Outpost now has different model than normal Listening Outpost
- [NOTRELEVANT] Attack Outpost build cost increased from 1000 to 1500
- [NOTRELEVANT] Attack Outpost build time increased from 15 to 20 seconds
- [NOTRELEVANT] Attack Outpost now only can load 6 infantry
- [NOTRELEVANT] Attack Outpost no longer have speakers. It's not stealthed Assault Troop Crawler anyway.
ASSAULT HELIX:
- [NOTRELEVANT] New and improved Assault Helix
> Starts with Bunker upgrade
> Can be upgraded again with Napalm Bomb, and either Gattling Cannon or Speaker Tower
> Can load up to 6 units (infantry and vehicles).
- [NOTRELEVANT] Assault Helix build cost increased from 1500 to 1900
FORTIFIED BUNKER:
- [NOTRELEVANT] Fortified Bunker build cost increased from 700 to 800
- [NOTRELEVANT] Fortified Bunker build time increased from 8 to 15 seconds
- [NOTRELEVANT] Fortified Bunker healthpoint increased from 1000 to 1200
- [NOTRELEVANT] No longer starts with Land Mines due to its buggy nature. This will prevents the mines appears on bottom-left corner
of the map on loaded games.
MINIGUNNER TRAINING:
- [NOTRELEVANT] Replaced with Infantry Training (read below). Now there's no more elite Minigunners at start.
INFANTRY PARADROP:
- [MAYBE] Infantry Paradrop now deliver mix of Minigunners and Tank Hunters to increase its effectiveness:
> Level 1: 3 Minigunners and 2 Tank Hunters
> Level 2: 6 Minigunners and 4 Tank Hunters
> Level 3: 10 Minigunners and 6 Tank Hunters
- [IMPROVEMENT][MAJOR] Infantry Paradrop can be used in another Chinese factions' Command Center but drops Red Guards instead Minigunners
New Stuff:
- [NOTRELEVANT] Footman
Elite infantry. Armed with scoped machinegun that can attack from both long and close ranged. Switch between Assault
and Scope Mode. This unit is the only non-stealthed sniper unit in game. Requires Propaganda Center to be trained. No
Generals Promotions needed. Cannot gain horde bonus unlike the other combat infantry.
- [NOTRELEVANT] Super Lotus
Replaces Black Lotus. Stronger and hacks faster. Can capture buildings, steal cashes, disable vehicles AND BUILDINGS
- [NOTRELEVANT] Infantry Training science protocol
Replaces Minigunner Training. This revamped and rebalanced version makes Minigunners, Tank Hunters, and Flamethrowers
start as veterans. Other subfaction Red Guards, Tank Hunters, and Flamethrowers also affected with this training. With
this, when enemy capture an Infantry General Barracks they will not get any veteran infantry.
2.2.2 Nuke General
------------------
Balances and Fixes:
- [IMPROVEMENT][MINOR] Nuke General Red Guard build time reduced from 12 to 10 seconds, standardized with other China factions
- [NOTRELEVANT] Nuke General Black Lotus build cost reduced from 1600 to 1500
- [NOTRELEVANT] Nuke General Troop Crawler build cost increased from 1400 to 1600
NUCLEAR BATTLEMASTER and OVERLORD
- [NOTRELEVANT] Improved Nuclear Battlemaster and Overlord shells radiation field
- [MAYBE] New model and cameo for Nuclear Overlord!
NUKE CANNON:
- [NOTRELEVANT] Nuke General Nuke Cannon build cost reduced from 1600 to 1500
- [MAYBE] New Nuke Helix and Nuke Cannon skin
- [NOTRELEVANT] You cannot build Nuke General Nuke Cannon if you didn't unlock it on the Generals Promotions
- [DONE] If you play as Nuke General, you can build other subfaction Nuke Cannons correctly