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Mod Features (Changelog)


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#1 FS-21

FS-21

    Kane lives in death!

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  •  Oldbie C&C gamer/modder :P

Posted 16 January 2005 - 09:35 PM

Development Release:
Version 1.4.0 (major release) - Not Released, 2016/xx/xx
- Updated Ares to version 0.8. See what's new in the official Ares website.
- Added the next features to Ares 0.8 (and applied to this mod release):
···· [Bugfix] Vehicles that deploy into buildings will remember the target when they were vehicles.
···· [Bugfix] Deploy/undeploy fix for mind-controlled units. Related to Vehicle-to-Building and Mind control logics.
···· [Feature] A new priority system for the AI to choose a new Power Plant picking the last building listed in AI.PowerPlants with
all the prerequisites met.
···· [Feature] Improvements for the Reaper logic. Now the probability to target friendly units is customizable.
- Restored EVA voices for GDI & Nod from Tiberian Sun (and some new messages for the RA2 events).
- Changed message text & tool tip colours for GDI (both gold) and Nod (Red/Green).
- Now AI teams works like in Tiberian Sun: Agrassive teams retaliate incoming attackers.
- Now Civilian units will be retaliated if they attack.
- Increased ROF of the Nod Adv. Artillery weapon from 130 (~8.6 seconds) to 160 (~10.6 seconds).
- Changed Nod Reaper Weapons to use the new Ares feature to simulate the random missiles from the original game.
- Decreased required power for the Nod Laser Turret from 40 to 30.
- Decreased required power for the Nod Obelisk of Light from 150 to 115.
- Decreased GDI Jumpjet firepower from 38 to 34 (2 shots of 17). The warhead was changed to produce less damage to vehicles until the unit is promoted to elite.
- Added a new Yuri unit: Overmind. Is a modified Mastermind capable to mind-control up to 3 units (4 if elite). Moreover, it can use Psi Wave attacks against non-mind controllable units.The prerequisite required for building this unit is a Yuri Tech Lab.
- Added a new Yuri unit: Sucker Disk. Is a modified Floating Disk with a weak Laser beam against infantry/air units. As secondary attack it has an extraordinary drain-based weapon against vehicles/buildings capable of absorb enemy life quickly for a very fast self-heal. Additionally, Enemy vVehicles under the leech effect are a 80% slower. The prerequisite required for building this unit is a Yuri Tech Lab.
- Now Yuri Mastermind & Overmind will steal the 50% of the experience done by a captured unit. Before was 40%.
- Now Yuri Repair Disk is a buildable unit instead of a secret unit.
- Now Yuri Service Depot will require as prerequisite the Yuri Battle Lab.
- Now Yuri (upgraded) Brute will require as prerequisite the Yuri Battle Lab.
- Now Yuri Bio Warrior will require as prerequisite the Yuri Battle Lab.
- Now Yuri Floating Disk will require as prerequisite the Yuri Battle Lab.
- Now Yuri Mastermind will require as prerequisite the Yuri Battle Lab.
- Added a new Yuri structure: Tech Lab. This building has the same function of the Yuri Battle Lab but both tech structures will enable unique units, forcing the player to choose between building a Yuri Tech Lab or Yuri Battle Lab but not both. More details below. AI will choose by default the Yuri Battle Lab due an Ares limitation.
- The next Yuri units/buildings will become unbuildable if a Yuri Tech Lab is built instead of a Yuri Battle Lab:
···· Service Depot.
···· (upgraded) Brute.
···· Bio Warrior.
···· Floating Disk.
···· Mastermind.
- The next Yuri units/buildings will become unbuildable if a Yuri Battle Lab is built instead of a Yuri Tech Lab:
···· (non-upgraded) Brute.
···· Repair Disk.
···· Floating Disk (a slightly weaker version & without drain weapon).
···· Overmind.
- Increased Allied Tank Destroyer rate of fire from 70 (~4.6 seconds) to 80 (~5.3 seconds). Elite weapon from 60 (4 seconds) to 75 (5 seconds).
- Increased Soviet Tesla Tank rate of fire from 80 (~5.3 seconds) to 90 (6 seconds).
- Increased Allied Sniper cost from 700 to 900.
- Now Allied Black Eagle can attack air units.
- Now Allied Sniper is a buildable unit instead of a secret unit and the required prerequisite for building the unit is the Allied Tech Lab.
- Now Allied Tank Destroyer is a buildable unit instead of a secret unit and the required prerequisite for building the unit is the Allied Tech Lab.
- Now Allied Black Eagle is a buildable unit instead of a secret unit and the required prerequisite for building the unit is the Allied Tech Lab.
- Now Allied SEAL will require (in addition) as prerequisite the Allied Battle Lab.
- Now Allied Howitzer is a buildable unit instead of a free crate unit and the required prerequisite for building the unit is the Allied Tech Lab. It will be called "Artillery MK II".
- Added a new Allied Chrono Legionnarie version that can not teleport and the required prerequisite for building this unit variant is the Allied Tech Lab.
- Now Allied Paradrops SW (available with the Allied Tech Lab) will drop 6 GI and 1 Guardian GI. The recharge time was increased to 5:30 minutes (from 4 minutes).
- Added a new Allied structure: Tech Lab. This building has the same function of the Allied Battle Lab but both tech structures will enable unique units, forcing the player to choose between building an Allied Tech Lab or Allied Battle Lab but not both. More details below. AI will choose by default the Allied Battle Lab due an Ares limitation.
- The next Allied units will become unbuildable if an Allied Tech Lab is built instead of an Allied Battle Lab:
···· SEAL.
···· Battle Fortress.
···· Harrier.
···· Chrono Legionnarie (classic teleporter version).
···· Prism Tank.
- The next Allied Super weapons/units will become unbuildable if an Allied Battle Lab is built instead of an Allied Tech Lab:
···· Paradrops SW.
···· Tank Destroyer.
···· Black Eagle.
···· Sniper.
···· Chrono Legionnarie (walker version).
···· Artillery MK II.
- Now Soviet Demolition Truck is a buildable unit instead of a secret unit and the required prerequisite for building the unit is the Soviet Tech Lab.
- Now Soviet Desolator will require as prerequisite the Soviet Tech Lab.
- Now Soviet Cloning Vats will require as prerequisite the Soviet Tech Lab.
- Now Soviet Iron Fist will require as prerequisite the Soviet Tech Lab.
- Now Soviet Air pad will require as prerequisite the Soviet Battle Lab.
- Now Soviet Flamethrower Trooper will require as prerequisite the Soviet Battle Lab.
- Added a new Soviet structure: Tech Lab. This building has the same function of the Soviet Battle Lab but both tech structures will enable unique units, forcing the player to choose between building a Soviet Tech Lab or Soviet Battle Lab but not both. More details below. AI will choose by default the Soviet Battle Lab due an Ares limitation.
- The next Soviet units/buildings will become unbuildable if a Soviet Tech Lab is built instead of a Soviet Battle Lab:
···· Industrial Plant.
···· Tesla Tank.
···· Tesla Trooper.
···· Kirov.
···· Siege Chopper.
- The next Soviet units/buildings will become unbuildable if a Soviet Battle Lab is built instead of a Soviet Tech Lab:
···· Flamethrower Trooper.
···· Demolition Truck.
···· Desolator.
···· Cloning Vats.
···· Nuclear Reactor.
···· Soviet Air pad (and indirectly Mig).
- Increased cost of the Soviet Nuclear Reactor from 1000 to 1500.
- Increased build time of the Soviet Nuclear Reactor a 50%.
- Decreased Soviet Flamethrower Trooper cost from 700 to 500.
- Decreased Soviet Terrorist cost from 200 to 150.
- Decreased Soviet Flamethrower Trooper strengh from 125 to 115.
- Added new AI for the new units & updated the existing AI.
- Now Hover units will not suffer speed reduction when crossing tiberium fields (like in TS).
- Changed icon for the Allied Black Eagle.
- Changed GDI & Nod Sensor Array behavior: now it works exactly like in Tiberian Sun, that means stealth and subterranean units detector only. No more path movement detection like the Yuri Psychic Sensor.-
Increased Sensor Array detection range from 15 to 25, like in Tiberian Sun.

- Increased Nod Stealth tank weapon damage from 31 to 37.

- Increased Nod Rocket infantry weapon damage from 30 to 36.

- Increased GDI Hover MLRS weapon damage from 28 to 30.
- Increased recharge time of the Anti-Stealth Scan SW from 5 minutes to 7:30 minutes.
- Fixed the naval and stealth cloak sounds conflict. Now they coexist together in-game.
- Restored explosive Blue Tiberium & chain reaction. It can hurt units if they are inside the blue field.
- Now Tiberium hurts infantry. These are the exceptions:
···· Soviet Desolator
···· Soviet Flamethrower
···· Allied Chrono Legionnaire (non-teleporter version)
···· Yuri Brute (standard version, only when promoted to elite)
···· Yuri Brute (upgraded version)
···· Mummy (non-buildable soldier)
···· Yuri slave (for balancing reasons)
···· Nod Cyborg
···· Nod Cyborg Commando
···· Nod Mutant Hijacker
···· Cyborg Paralyzer (non-buildable soldier)
···· GDI Ghost Stalker
···· GDI Umagon
···· Soviet Chitzkoi Cybernetic Hound
···· Tratos (non-buildable soldier)
···· Mutant (non-buildable soldier)
···· Mutant Soldier (non-buildable soldier)
···· Mutant Sergeant (non-buildable soldier)
···· Mutant Rocket Infantry (non-buildable soldier)
···· Mutant Brute (non-buildable soldier)
···· Yuri Bio Warrior
···· Elite Cadre (non-buildable soldier)
- Now these units can heal in tiberium paths:
···· Nod Cyborg
···· Nod Cyborg Commando
···· Nod Reaper
···· Nod Mutant Hijacker
···· GDI Umagon
···· GDI Ghost Stalker
···· Tratos (non-buildable soldier)
···· Mutant (non-buildable soldier)
···· Mutant Soldier (non-buildable soldier)
···· Mutant Sergeant (non-buildable soldier)
···· Mutant Rocket Infantry (non-buildable soldier)
···· Mutant Brute (non-buildable soldier)
···· Core Defender (non-buildable soldier)
···· Tiberian Fiend (non-buildable soldier)
···· Baby Visceroid (non-buildable soldier)
···· Adult Visceroid (non-buildable soldier)
···· Tiberium Floater (non-buildable soldier)
- Now all units that heal in Tiberium loose the self-heal ability (until they became elite units). The these exceptions:
···· Mutant Brute (non-buildable soldier)
···· Nod Cyborg Commando
···· GDI Umagon
···· GDI Ghost Stalker
···· Core Defender
- Restored Visceroid creation logic from Tiberian Sun. Dead infantry by tiberium poison will have a chance to spawn 1 inoffensive Baby Visceroids and if 2 Baby Visceroids meet in the same location those 2 will be mixed into 1 dangerous Adult Visceroid.
- Increased Yuri Bio Warrior strength from 230 to 250.
- The Allied Chrono Legionnaire (non-teleporter version) will have better armor than the original teleporter version.
- The Allied Robot Tank will still working if an Allied Tech lab is present, but wont be buildable if the Allied Robot Control Center isn't present.
- Now Tech Structures Return to Neutral in case the owning player is defeated or gives up, instead of destroying them.
- Nod Obelisk power decreased from -115 to -100.
- Now units that spawn another unit for attaking (like Allied Carriers and Allied Destroyers) will receive 60% experience and the spawned unit will get 40%. Before all the experience was for the spawned unit.
- Decreased GDI Mammoth MK2 cost from 3000 to 2750.




Current Release:
Version 1.3.0 (major release) - Released, 2013/07/07
General game additions:
- Updated Ares to stable version 0.3.
- New Multiplayer game mode: "AI cheater". AI will have infinite money (3000 credits each 10 seconds) and Construction Yards wont be mind-controllable or captured by engineers. If you destroy the enemy Construction Yard you'll cut the credits flux.
- AI improvements (in special, naval wars).


General game changes:
- Now the A-10 Warthog is unbuildable. It is used by a new Air strike SW available when the Tech Airport is captured & this aircraft has a new model.
- Now TS advertising boards will not have health bar & they wont be selectable (like in TS).
- Fixed bug in the Soviet mission 3 (RA2 campaign) that invoked a Lighting Storm at the end of the mission.
- Fixed bug in the Soviet mission 10 (RA2 campaign) that made the map impossible to play.
- Now all RA2 Flying units (Kirov, Flying Disks, hinds...) created in War factories will be created exclusively by RA2 War factories (GDI & Nod War factories doesn't have that door in the roof).
- Some EVA voices changes for new Super Weapons based on Missiles (Nod Cluster/Chemical Missile) & a small modification for the Ion Cannon Eva warning.


Allies changes:
- Allied Night Hawk transport speed decreased from 14 to 12.
- Increased Allied Dolphin damage against Nod/GDI Giant Jellyfish by 25%.
- Changed the Allied Spy plane icon to fit better the airplane used.


Soviets additions:
- Replaced the Soviet Flamethrower graphics.


Soviets changes:
- Soviet Hind transport speed decreased from 14 to 12.
- Soviet Giant Squid speed decreased from 8 to 7.
- Decreased Soviet Iron Fist cost from 2800 to 2000.


Yuri additions:
- New Yuri sidebar (based on the vehicles color scheme).
- Replaced the Yuri Service Depot Graphics.
- Added a new unit: Yuri Gattling Submarine. The primary objective is the defense against air threats but is capable to target other non-submerged enemies.


Yuri changes:
- Now Yuri Boomers will have a 50% resistance against EMP technology.
- Removed Yuri Air pad.
- Fixed Yuri Boomer bug that prevented the unit to be in guard mode.


GDI changes:
- GDI Orion Cruiser ground weapon range increased from 13 to 14. Elite version from 14 to 15.
- Changed GDI Orion Cruiser weapon sound.
- Increased ROF of GDI Giant Jellyfish weapon from 70 (~4.6 seconds) to 75 (5 seconds).
- Decreased anti-submarine EMP effect of GDI Osiris Destroyer from 150 (10 seconds) to 120 (8 seconds).
- Changed GDI Mammoth Mk. II weapons behaviour: against ground targets it will shoot 2 times the Railgun and the 3º shot will be with 4 missiles (like the anti-air weapon). Now that has anti-ground missiles, if the unit can't reach the target it will able to attack the wall.
- Increased cooldown for the EMP super weapon from 5:30 to 6 minutes.


Brotherhood of Nod additions:
- Re-enabled Nod Cluster Missile & Chemical Missile in multiplayer. Players have to choose between these 2 super weapons or the 2 "Tiberium Shower + EMP Missile" super weapons. The super weapons selection is done once the player place a Nod Missile Silo or a Nod Pyramid in the battlefield. AI will choose these 2 SW instead of the Tiberium Shower + EMP Missile" group. Remember that These 2 SW have a different role (harassment) than in TS (Cluster Missile is very good vs vehicles/defenses & awful on everything else & Chemical Missile is very good vs buildings/infantry and it has a secondary feature used as support power; fast h#####g f######y based units).


Brotherhood of Nod changes:
- Increased ROF of Nod Giant Jellyfish weapon from 70 (~4.6 seconds) to 75 (5 seconds).
- Changed Nod Bike & Stealth tank weapon sound. Until now it used by mistake the TS missile sound used by the GDI Hover MLRS & others instead of the original TS sound.
- Decreased Nod Adv. Artillery cost from 1500 to 1400.
- Changed Nod Adv. Artillery weapon. Now it works more like the original Tiberian Sun weapon but there are still small behaviours I can't replicate from the original weapon.
- Fixed Cyborgs immunity against Psychic Dominator SW.
- Fixed a bug in the Naval game mode that allowed AI to produce Cyborg Commandos.


Edited by FS-21, 11 October 2016 - 06:55 PM.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!


#2 FS-21

FS-21

    Kane lives in death!

  • Hosted
  • 499 posts
  • Location:Valencia (Spain)
  • Projects:C&C:Reloaded
  •  Oldbie C&C gamer/modder :P

Posted 15 September 2016 - 08:35 PM

Older Releases:

Spoiler


C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!





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