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- Nov 28, 2007
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Sind gleich.
sicher? die quads von stealth machen ja auch mehr schaden als normale...
Sind gleich.
das thema hat doch stefros oder so letztens gepostet? außerdem geht da nicht um zh?!hab hier noch nen paar strategien gefunden die für die chinesen sind
ka ob die helfen denn ich habe es nicht durch gelesen, also nicht rum lamen
http://www.commandandconquer.com/po...ntId=9c1f4af65b18f110VgnVCM100000100d2c0aRCRD
Bitte was, inwiefern?sicher? die quads von stealth machen ja auch mehr schaden als normale...
Das wäre superIch kann ja nochmal nachsehen, abner bin mir recht sicher, das es gleich ist.
; ***DESIGN parameters ***
DisplayName = OBJECT:QuadCannon
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY QuadCannonGun
Weapon = SECONDARY QuadCannonGunAir
End
WeaponSet
Conditions = CRATEUPGRADE_ONE
Weapon = PRIMARY QuadCannonGunUpgradeOne
Weapon = SECONDARY QuadCannonGunUpgradeOneAir
End
WeaponSet
Conditions = CRATEUPGRADE_TWO
Weapon = PRIMARY QuadCannonGunUpgradeTwo
Weapon = SECONDARY QuadCannonGunUpgradeTwoAir
End
ArmorSet
Conditions = None
Armor = QuadCannonArmor
DamageFX = TankDamageFX
End
BuildCost = Stealth/vGLA=700; Demo/Tox=750
BuildTime = 6.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = GLAArmsDealer
End
CommandSet = GLAVehicleQuadCannon
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
Auch hier hat Inf wieder andere Panzerung!; ***DESIGN parameters ***
DisplayName = OBJECT:TankHunter
Side = ChinaNukeGeneral
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY ChinaInfantryTankHunterMissileLauncher
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 400
Prerequisites
Object = Nuke_ChinaBarracks
End
BuildCost = Nuke=350, inf/cvhina=300, tank=375
BuildTime = Nuke/tank=7.0, inf/vchina=5.0 ;in seconds
ExperienceValue = 20 20 40 60 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ChinaInfantryTankHunterCommandSet
; *** AUDIO Parameters ***
VoiceSelect = TankHunterVoiceSelect
VoiceMove = TankHunterVoiceMove
VoiceAttack = TankHunterVoiceAttack
VoiceAttackAir = TankHunterVoiceAttack
VoiceGuard = TankHunterVoiceMove
VoiceFear = TankHunterVoiceFear
UnitSpecificSounds
VoiceCreate = TankHunterVoiceCreate
VoiceGarrison = TankHunterVoiceGarrison
VoiceEnter = TankHunterVoiceMove
VoiceEnterHostile = TankHunterVoiceMove
VoiceGetHealed = TankHunterVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Armor = InfGen_HumanArmor
; ***DESIGN parameters ***
DisplayName = OBJECT:Redguard
Side = ChinaNukeGeneral
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY RedguardMachineGun
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 100
ShroudClearingRange = 200
Prerequisites
Object = Nuke_ChinaBarracks
End
BuildCost = Nuke/inf=350; tank=375, vchina=300
BuildTime = Nuke/Tank=12.0, vchina/INF=10 ;in seconds
ExperienceValue = 5 5 10 20 ;Experience point value at each level
ExperienceRequired = 0 20 40 80 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ChinaInfantryRedguardCommandSet
HP bei allen 3 hier behandelten Einheiten exact gleich!ArmorSet
Conditions = PLAYER_UPGRADE
Armor = HazMatHumanArmor
DamageFX = InfantryDamageFX
naja die horchposten und die rpgs mögen teurer sein, aber dafür sind sie sinnvoller als bms gegen inf. Da es schwerer ist mit inf die rpgs platt zu machen als die bms...meine meinung
bms sind crap in der situation. nimm im early game:ich nehm die bm's wenn dann nur in ner geringen anzahl mit, da wenn du nur mit ecm/gattlings angreifst(worauf trotzdem der schwerpunkt der armee liegt) entlädt inf einfach erst kurz bevor hochies kaputt sind denn nur mit gattlings dauerts zulang die platt zumachen... wenn de bm's dabei hast muss inf direkt entladen und gattlings können rpgs platt machen... auch wenn ich die einwände verstehe ^^ is mir halt nur zuteuer
Kann nicht auf alles auf einmal antworten. Aber diese Sache gucke ich dann wohl nochmal nach, dann könnt' ihr euch selber den XCC Mixer laden und nachsehen^^.@relax ich hab keine ahnung was die daten nun sagen, aber meine frage ist eig. nur haben die einheiten von inf auch ne stärkere panzerung als andere china trooper oder wie darf man das verstehen
Armor InfGen_HumanArmor
Armor = CRUSH 200% ;humans are easily crushed ["I'm crushing your head"]
Armor = ARMOR_PIERCING 10% ;humans don't get hit by tank rounds.
Armor = INFANTRY_MISSILE 10%
Armor = FLAME 150% ;humans don't like fire
Armor = POISON 60% ;Unharmed by poison
Armor = RADIATION 60% ;Unharmed by radiation too
Armor = MICROWAVE 60%
Armor = PARTICLE_BEAM 150% ;humans don't fare well against orbital beams...
Armor = SNIPER 200%
Armor = LASER 50% ;LASERs are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 100% ;Capture type weapons are effective only against infantry.
Armor = SUBDUAL_MISSILE 0%
Armor = SUBDUAL_VEHICLE 0%
Armor = SUBDUAL_BUILDING 0%
Armor HumanArmor
Armor = CRUSH 200% ;humans are easily crushed ["I'm crushing your head"]
Armor = ARMOR_PIERCING 10% ;humans don't get hit by tank rounds.
Armor = INFANTRY_MISSILE 10%
Armor = FLAME 150% ;humans don't like fire
Armor = PARTICLE_BEAM 150% ;humans don't fare well against orbital beams...
Armor = SNIPER 200%
Armor = LASER 50% ;LASERs are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 100% ;Capture type weapons are effective only against infantry.
Armor = SUBDUAL_MISSILE 0%
Armor = SUBDUAL_VEHICLE 0%
Armor = SUBDUAL_BUILDING 0%
End
bms sind crap in der situation. nimm im early game:
gatts, horchis/rpgs
post-tech:
gatts, horchis/rpgs, ecm
Wenn keine Prozentzahl aufgeführt ist, heißt das der nimmt default = 100%.
Heißt hier, dass alle Infanterie von INF besser gegen die drei dick hinterlegten Waffen gepanzert ist.