Der Stand is so: Entweder werde ich das ganze Gameplay verändern durch meine Modmaps und wenn's klappt, vorhandene Einheiten neu zu designen oder ich werde die Maps mit geringfügigen Veränderungen versehen (Regen, Tiberium). Bei den Gameplay-Veränderungen werde ich mich ein Stück weit an TW Advanced 1.52 orientieren, das heisst:
-Gebäude-Bauzeiten erhöht
-Expansion Units in die Waffenfabrik verlagern (800$, Buildtime ist 16s)
-Kran erst ab Karsene baubar
-Radar wurde nun wieder in die "normalen" Radargebäude verlegt (Gefechtsstand, Kommandozentrale, Nervenzentrum)
-Für jede Fraktion eine kostenlose Support Power
-Gebäude hinterlassen
keine Infanteristen mehr
-Kane Edition Skins deaktivieren
-Scrin-Einheiten können keine Zivil-Gebäude mehr besetzen
-Kräne können wieder Tier1-Deff-Gebäude errichten
-Rig, Nod Commando und der Scrin-Walker werden rausgenommen
-Shadow Team übernehmen nun mehr die Rolle des Nod-Kommandos
-Superwaffen werden mehr Schaden verursachen, dafür werden die Superwaffen-Gebäude verwundbarer und höhere Aufladezeit
-Support Powers werden
nützlicher und vor allem
effektiver (Bsp. GDI):
Code:
<SpecialPowerTemplate
id="SpecialPowerRadarScan"
RadiusCursorRadius="200"
TargetType="LOCATION"
InitiateAtLocationSound="GDI_RadarScan"
ReloadTime="120s"
Money="-0"
Flags="IS_PLAYER_POWER FOGGED_SHROUDED_CELLS_OK WATER_OK SHARED_SYNC"
EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget"/>
<SpecialPowerTemplate
id="SpecialPowerBombingRun"
ReloadTime="180s"
TargetType="LOCATION"
InitiateAtLocationSound="GDI_Orca_VoiceAirstrikeInbound"
RadiusCursorRadius="25"
Flags="IS_PLAYER_POWER FOGGED_SHROUDED_CELLS_OK WATER_OK SHARED_SYNC"
EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget"
Money="-750">
<GameDependency>
<RequiredObject>GDIAirTower</RequiredObject>
</GameDependency>
</SpecialPowerTemplate>
<SpecialPowerTemplate
id="SpecialPowerCallSupportHunterKillerTeam"
Flags="NOT_CLIFF_CELL IS_PLAYER_POWER NO_FORBIDDEN_OBJECTS SHARED_SYNC"
ForbiddenObjectRange="130"
ReloadTime="180s"
RadiusCursorRadius="130"
TargetType="LOCATION"
EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget"
Money="-1800"
InitiateAtLocationSound="GDI_Ox_VoiceReinforcements">
<ForbiddenObjectFilter
Rule="ANY"
Include="STRUCTURE"/>
<GameDependency>
<RequiredObject>GDIMedicalBay</RequiredObject>
</GameDependency>
</SpecialPowerTemplate>
<SpecialPowerTemplate
id="SpecialPowerCallSupportBloodhound"
Flags="NOT_CLIFF_CELL IS_PLAYER_POWER NO_FORBIDDEN_OBJECTS SHARED_SYNC"
ReloadTime="240s"
ForbiddenObjectRange="140"
RadiusCursorRadius="140"
TargetType="LOCATION"
EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget"
Money="-2800"
InitiateAtLocationSound="GDI_Ox_VoiceReinforcements">
<ForbiddenObjectFilter
Rule="ANY"
Include="STRUCTURE"/>
<GameDependency>
<RequiredObject>GDIAirTower</RequiredObject>
</GameDependency>
</SpecialPowerTemplate>
<SpecialPowerTemplate
id="SpecialPowerGDI_SpaceCommandDropPods"
ReloadTime="240s"
RadiusCursorRadius="100"
ForbiddenObjectRange="100"
TargetType="LOCATION"
Flags="NOT_CLIFF_CELL NO_FORBIDDEN_OBJECTS IS_PLAYER_POWER SHARED_SYNC"
EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget"
Money="-3000"
InitiateAtLocationSound="GDI_DropPodDescendWithVoiceMS">
<ForbiddenObjectFilter Include="STRUCTURE" />
<GameDependency>
<RequiredObject>GDISpaceCommandUplink</RequiredObject>
</GameDependency>
</SpecialPowerTemplate>
<SpecialPowerTemplate
id="SpecialPowerGDI_SpaceCommandShockwaveArtillery"
ReloadTime="360s"
RadiusCursorRadius="200"
TargetType="LOCATION"
InitiateAtLocationSound="GDI_ShockwaveArtillery_WeaponFire_Stereo"
Flags="IS_PLAYER_POWER FOGGED_SHROUDED_CELLS_OK WATER_OK SHARED_SYNC"
EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget"
Money="-4000">
</SpecialPowerTemplate>
<SpecialPowerTemplate
id="SpecialPowerIonCannonControlIonCannon"
DisplayName="NAME:SuperweaponTimerIonCannon"
Description="DESC:SuperweaponTimerIonCannon"
Flags="HAS_PUBLIC_TIMER IS_PLAYER_POWER FOGGED_SHROUDED_CELLS_OK WATER_OK IGNORE_MAP_EXTENTS SHARED_SYNC"
ReloadTime="480s"
TargetType="LOCATION"
RadiusCursorRadius="250"
RestrictionType="1"
EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget"
EvaEventToPlayOnInitiateOwner="OwnIonCannonActivated"
EvaEventToPlayOnInitiateAlly="AlliedIonCannonActivated"
EvaEventToPlayOnInitiateEnemy="EnemyIonCannonActivated"
TimerImage="Button_PlayerPowerIonCannon"/>
Code:
<WeaponTemplate
id="GDIBombingRunOrcaWeapon"
Name="GDIBombingRunOrcaWeapon"
AttackRange="200.0"
WeaponSpeed="325"
FireSound="GDI_MiniOrca_WeaponFireAndDiveMS"
AcceptableAimDelta="0d"
ClipSize="2"
ShotsPerBarrel="5"
AutoReloadsClip="NONE"
ScatterRadius="10"
AntiMask="ANTI_GROUND ANTI_STRUCTURE"
CanFireWhileMoving="true">
<Nuggets>
<ProjectileNugget
WarheadTemplate="GDIBombingRunOrcaWeaponWarhead"
ProjectileTemplate="GDIBombingRunOrcaWeaponProjectile"/>
</Nuggets>
</WeaponTemplate>
<WeaponTemplate
id="GDIBombingRunOrcaWeaponWarhead"
Name="GDIBombingRunOrcaWeaponWarhead"
ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS"
RadiusDamageAffects="ALLIES ENEMIES NEUTRALS"
AntiMask="ANTI_GROUND ANTI_STRUCTURE">
<Nuggets>
<DamageNugget
Damage="1250"
Radius="25"
DamageType="ROCKET"
DamageFXType="GDI_BOMB"
DeathType="NORMAL"/>
<MetaImpactNugget
ShockWaveAmount="100.0"
ShockWaveRadius="100.0"
ShockWaveZMult="1.50"/>
</Nuggets>
</WeaponTemplate>
<WeaponTemplate
id="GDISpaceCommandShockwaveWeapon"
Name="GDISpaceCommandShockwaveWeapon"
AttackRange="5000.0"
ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS"
RadiusDamageAffects="ALLIES ENEMIES NEUTRALS">
<Nuggets>
<DamageNugget
Damage="1500"
Radius="100.0"
DamageType="GRENADE"
DamageFXType="GDI_SHOCKWAVE"
DeathType="NORMAL"/>
<ParalyzeNugget
Radius="200.0"
DurationSeconds="20s"
ParalyzeType="EMP"
ParalyzeFX="FX_EMPEE"
ForbiddenTargetModelCondition="LANDING TAKING_OFF">
<SpecialObjectFilter
Rule="ALL"
Exclude="UNATTACKABLE INFANTRY TIBERIUM TIBERIUM_FIELD CIVILIAN_BUILDING"/>
</ParalyzeNugget>
<WeaponOCLNugget
WeaponOCL="OCL_GDIShockwaveArtilleryFX"/>
</Nuggets>
</WeaponTemplate>
<WeaponTemplate
id="IonCannonFinalWeapon"
Name="IonCannonFinalWeapon"
RadiusDamageAffects="SELF ALLIES ENEMIES NEUTRALS"
AttackRange="10000">
<Nuggets>
<DamageNugget
Damage="25000"
DamageTaperOff="1000.0"
Radius="250.0"
DamageType="CANNON"
DeathType="DETONATED"
CylinderAOE="true"/>
<WeaponOCLNugget
WeaponOCL="OCL_GenericTreeCrusher"/>
</Nuggets>
</WeaponTemplate>
Bauradien:
-Bauhof, Dronenplattform & Vorposten: 350
-Sonstige Primärgebäude: 175
-Sekundärgebäude: Kein Bauradius