Open wzdev-ci opened 7 years ago
MIH-XTC uploaded file EB.wz
(99.3 KiB)
Final version of mp stats and AI
Per changed blocking which not transferred by tractive
Per changed blockedby which not transferred by tractive
Per commented
I'm not sure what you expect us to do with this. It is way to big to even think about putting it all in at once. If you want us to add changes, you will need to split it up and submit as patches.
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Berserk Cyborg commented
Try splitting this up into more patches whenever you have the chance.
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Forgon commented
The AI improvements are great!
I'll keep the ticket open and hope that together with MIH-XTC the changes will become part of the master branch.
resolution_
type_patch (an actual patch, not a request for one)
| by MIH-XTCPlease consider using in next release. There are no incentives for mp players to leave 3.1.5 if there aren't any improvements to the stats.
Changes to AI: re-did Nexus AI research profiles, droid templates, base building behavior, droid orders and power management. New Nexus plays much better and does not cheat.
Fixed condition where Nexus did not necessarily have to research a weapon turret Fixed condition where units accumulate in base while doing nothing (stalemate or timeout) Fixed condition where base is sometimes left unfinished Fixed condition where excessive power accumulates and is not spent Fixed condition that droid designs were essentially random Fixed condition that research choices were essentially random Fixed condition that structure build locations were not optimal Fixed condition that structures had no build priority Fixed condition that most defensive structures were not considered for building Fixed condition that droids in base would not defend base while under attack
Changes to STATS: Engine upgrades now apply to all propulsions instead of just tracks. (most other propulsion designs already had the max speed allowed)
Enabled helicopter propulsion Enabled twin mg bunker Enabled twin mg tower
Added incendiary arch angel missile (requires superhot plasmite gel and normal arch) Added incendiary seraph missile (requires superhot plasmite gel and normal seraph) Added super incendiary grenadier (requires incendiary mortar) Added guarded oil derrick (automatically buildable after guarded MG tower) Added cyborg speed upgrades Added 3 range upgrades for each weapon line Added 100 new droid templates for AI use Added 1 additional research, truck, armor, factory and power upgrade at end of tech tree with significant multipliers to avoid stalemates (these upgrades are prefixed with self-) Added 3 additional plasmite bomb damage upgrades, they require the last 3 Superhot Plasmite gel upgrades respectively
Changed power settings so that old->new - low->gone, medium->low, high->medium, new high power setting (good for low oil maps how the game was meant to be played)
Changed phosphor, thermite and plasmite VTOL bombs from artillery to flamer damage profile. (Means these bombs are much better vs droids than structures) Changed pulse laser, heavy laser and stormbringer from anti-personnel to flamer damage profile. (Means lasers good vs tanks now and not just cyborgs) Changed nexus link from anti-personnel to flamer damage profile.
NOTE: damage profiles determine the damage vs each propulsion and structure type, it does not effect research upgrades.
Changed pulse laser to require plasmite flamer Changed pulse laser, heavy laser and stormbringer to leave incendiary damage for small time Changed stormbringer from AA to ground weapon (can still shoot air). Changed turret behavior too Changed laser satellite to require heavy laser (laser satellite now part of laser research) Changed flashlight does not require neural research but sensor upgrade mk2 Changed flashlight initially only has half range (6 tile) until next laser upgrade is finished (5 minutes later) Changed the last 3 flamer damage upgrades to increase incendiary damage on all incendiary type weapons instead of just flamers.
Changed EMP cannon requires needle gun (EMP is now part of rail research) and also has penetrate Changed AA flak cannon turret behavior (shoot 4 projectiles then pause)
Changed mortar to require sensor tower instead of factory. Rest of mortar research times not affected. Changed artillery research to be slightly longer and increased artillery droid build times Changed hellstorm and pepperpot turret behavior (shoot 3 projectiles then pause)
Changed the following rockets from KINETIC to THERMAL damage: sunburst, tank killer, vindicator, avenger, seraph, arch-angel.
Changed twin assault gun does not require neural research but only single assault gun and tungsten tipped bullets mk2
Changed all structure turrets to have more range and in some cases slightly more damage than their droid counterparts Changed the last weapon upgrade of each weapon line to give an additional 20% damage
Rebalanced early phase of tech tree and increased all research costs Rebalanced black and red bodies to be stronger Rebalanced all defensive structure armor, hitpoints and build times. (increased hitpoints but also increased build times) Rebalanced nexus link turret to be more effective and work on all propulsions
Improved non-bomb VTOL's by adding more range and ammo Improved sunburst, flak cannon, avenger and vindicator AA performance Improved repair droid repair rates Improved effectiveness of base material upgrades
Increased sensor costs and Increased bunker, tower, hardpoint build times and hitpoints Increased range on MRA and Seraph by 2 tiles Increased bombard range by 2 tiles Increased all research costs by approximately ~1/3
Updated T2 and T3 starting technologies to include all new upgrades
Doubled unit experience modifier in mp (rules.js:98)
Reduced build time on wheel propulsion and light bodies to further distinguish their usefulness from half track and medium bodies.
Issue migrated from trac:4585 at 2022-04-16 12:42:25 -0700