This:
-increasing tiberium field from destroyed refineries (added new xml file for that to balance tib spread radius (75))
-tib crystals last longer (75 from 50)
-catalyst missile no longer insta-kills all tib units in area. it has spread damage now.
this now also includes all scrin harvs, refs, spore pods, visceroids and mutants.
;damage from 500.0 to 10000.0, damage multiplier from 5000% to 100%
;damage multiplier from 100% to 1500% (or else all units will have massive impact damage)
;damage from 10000.0 to 500.0, damage multiplier from 1500% to 2000%
;damage multiplier from 2000% to 2100%
damage multiplier from 2100% to 2250%
added secondary multiplier for harvs only: 3500%
-flame tank insta-clears enemy structures (from 500 to =$CLEAR_GARRISON_WEAPON_DAMAGE)
-grenadier squads, black hand and buzzers no longer insta-clear enemy structures (from =$CLEAR_GARRISON_WEAPON_DAMAGE to 100)
-all structures provide building space again:
powerplants: 125 (0)
barracks: 125 (0)
silos: 50 (0)
-tech structures provide building space too now:
emp-control and mutant hovel : 150 (0)
defence tower and tib spike: 125 (0)
-gdi and nod refinery storage improved with 50% (3000 from 2000)
-gdi mcv has same armor values as other mcv's
-radar to radar structure
-heal crate heals all units and structures now (50000 from 100)
-no infantry can spot stealthed air units now.
except snipers, zone troopers with scanner packs and shadow teams
shadow teams detection range increased (200 from 100)
-GDI attacks more with mammoths, less with juggernauts (200% from 300%)
-increasing buildtime of everything by 2x
-missile squads range decreased (less effective vs base defences)
-base defences cost and power changes:
;buzzer hives: 500, -5 (600, -7)
;watch towers: 400, -5 (600, -5)
;shredder turrets: 600, -5 (600, -6)
all anti-infantry defences cost 600 and take -5 power (AI spams these with those codes)
-venoms cost 800 now (from 900)
-decreased missile squads weapon range (325 from 350) to improve anti-inf defences
-mutant marauders cost more (900 from 600), but do more damage (9 from 6)
-buggies and apc's do normal damage vs infantry (both from 75%), just like gunwalkers
-apc and mutant marauders do more damage (200% from 100%) vs aircraft (just like gunwalker and buggy)
-scrin aa turret does less damage (200x4 from 250x3) and rof decreased (2 from 1); overall damage almost halved
-stealth tank does less damage (300 from 375)
-Nod harvester equal health to other harvesters (7500 from 5000)
-all harvester have more armor (9000 from 7500), but rockets do more damage (90% from 75%)
-corrupter does more damage (60 from 40)
-flame tank explodes better (damage 250 from 100, radius 60 from 50), but debris does less damage (150 from 200)
-bike speed increased (150 from 140)
-Grenadier Grenade speed doubled (min:200 max:210 from min:100 max:121 (more KW style))
-Missile Squad/Rocket Militia soldier health reduced (200 from 300) (more KW style)
-Buggy Laser does more damage as it should do (+33% damage from old 75)
-added Red Zone version of Blue Tib (still uses old art, maybe ask Stygs for art)
-all superweapons have reload timer of 10 min (instead of 7)
-all powerplant upgrades require Radar Tech (instead of Tech center)
-Blue Tiberium Field explodes again when destroyed (TS style);deleted delay;with added delay of 0.5s so whole field
doesn't detonate at the same time
now with Blue Explosion
-AI attacks less with APC's (125% from 175%)
-improved infantry missile damage vs vehicles (multiplier (133%) in weapon instead of armor change)
Harvester armor rocket resistence back to 75% (from 90%)
-APC speed increased (90 from 72), armor decreased to compensate (2500 from 2800)
-Pitbull speed decreased (100 from 115), armor increased to compensate (1900 from 1600)
-Catalyst Missile used on Blue Tib uses blue explosion (thanks Might Bob for tut!)
-Catalyst Missile uses same damage against everything again, only has smaller range (more KW style)
Tib explosion range is same
-added Blue Tiberium explosion delayer (c/p from Catalyst Missile code)
explosion is now 1000 dmg and 100 sprd
-Missile squads and Rocket militia now have 4 men in squad. Health of soldiers halved (100 from 200)
weapon damage decreased too (130 from 250, small increase in overall damage)
-Nod AI uses Flame Tanks more (200% from 125%)
-added AIStates entry for Watchower, set to 100%
-omitted for now untill I find a decent burning infantry object
;added test OCL for flaming Missile Soldier (uses Ion Storm OCL for now)
-Disruption Towers now cloak themself too
-added AIStates entry for Disruption Tower, set to 100% (hopefully Nod AI builds them now)
-all vehicles, infantry and aircraft have normal buildtimes again
double buildtime now only for structures
-removed Defensive Tower Buildradius
-mini MCV's buildradius reduced (250 from 360), deployspeed increased (20s from 30s)
-fixed Power Plants string file (mentions radar structure instead of tech center now)
-replaced Firehawk bomb explode anim with C4 explode anim ("FX_NOD_Vertigo_BombImpactExplosion" with "FX_GDIBombHit"),
("FX_DirtHit" with "FX_GDIBombHit"), ("FX_GDIMissleMissHeroic" with "FX_GDIBombHit")
-fixed vertigo bomb explode anim ("FX_NOD_Vertigo_DirtHit_BombImpactExplosion" with "FX_NOD_Vertigo_BombImpactExplosion"),
("FX_DirtHit" with "FX_NOD_Vertigo_BombImpactExplosion")
-Juggernaught changes:
-replaced Juggernaught projectile with arching one ("FXArtilleryShell" with "GDIJuggernaughtBombardShell")
-added Veteran version of Jugg bombardement (and now also normal Jugg firing) shell (has other colored trail)
-replaced Juggernaught veteran projectile ("FXArtilleryShell_Veteran" with "GDIJuggernaughtBombardShell_Veteran")
back to normal;-Juggernaught weapon FX changed ("FX_MissileHit" from "FX_GDIShellMiss");"FX_AwesomeXplosion"
-Juggernaught weapon FX changed ("FX_MediumXplosion" from "FX_GDI_MammothTank_CannonProjectileImpact")
-Juggernaught has better firing sounds (from ShW Howi)
-to get above, added new sound for firing FX ("JuggernaughtArtilleryFireNew" instead of "JuggernaughtArtilleryFire")
-replaced old Bombardement firing sound with new one (replaced "FX_GDI_CommandPostGolemCannonFire" with
"FX_GDI_JuggernaughtArtilleryFire"). Also added elite version of firing FX
-added shroud revealer for normal weapon too
-Missile Squads cost more (500 from 400), but have further range (350.0 from 325.0, aka back to normal)
and increased health (125 from 100)
-Rocket Militia have 1 extra soldier, but weapon does less damage (100 from 130, overall damage back to original)
-added AIStates entry for Fanatic Squad, set to 100% (hopefully Nod AI builds them now)
-Scorpion keeps Cannon Turret when upgraded with laser
removed ForbiddenFiringObjectStatus="WEAPON_UPGRADED_01" from NODRaiderTankCannon
removed HideSubObjects="Gun" from NODRaiderTank, from SubObjectUpgrade
-decreased Scorpion laser damage (400.0 from 520.0);200.0
-added shroud revealer for Devastator Warship weapon
-increased EMP duration (20s from 10s)
-Mammoth Tank autoheals from start now (instead of from heroic level)
-added housecolor shadow beneath Commando's and Mastermind
-GDI Commando changes:
-weapon kind changed from "SNIPER" to "GUN" (still equal damaging vs infantry, but also damage vs vehicles)
-weapon uses Zone Trooper railgun trailer instead of MG trailer
-heals himself now (just as Mammoth Tank)
-armor resistance vs "GUN" increased ("50" from "100")
-decreased Flame Tank AIState (150% from 200%)
-decreased Scorpion speed (80.0 from 90.0)
-deleted Shredder turret for Nod, Laser Turret is now basic Nod defence
-Laser turret weapon kind changed from "CANNON" to "GUN", multiplier switched from INFANTRY to VEHICLE, increased (400% from 50%)
;-Laser turret weapon multiplier increased (200% from 50%)
-Laser turret RoF increased (1.5s from 3.0s), damage decreased (100.0 from 140.0), overall damage increased
-Laser turret cost decreased (1000 from 1200), power requirement decreased (8 from 10)
-Cranes and Foundries can build basic defences again (anti-inf, anti-tank, anti-air)
-Rig Cannon weapon speed same as Guardian Cannon (1000 from 500)
-fixed Commando railgun (thanks Chrizz/Stygs!)
-Nod Commando and Scrin Mastermind has same armor values as GDI Commando (50% GUN damage)
-changing build locations of structures:
-Nod Tech Lab SPREAD to BACK;HOMEBASE
-Nod Tiberium Facility SPREAD to BACK;HOMEBASE
-Nod Obelisk SPREAD to FRONT
-Nod Laser Turret SPREAD to FRONT
-Nod Disruption Tower CENTER to SPREAD
-GDI Sonic Emiter SPREAD to FRONT
-GDI Tech Center SPREAD to BACK;HOMEBASE
-GDI Space Uplink SPREAD to BACK;HOMEBASE
-Scrin Storm Collumn SPREAD to FRONT
-Scrin Signal Transmitter SPREAD to BACK;HOMEBASE
-Scrin Tech Lab SPREAD to BACK;HOMEBASE
-Obelisk range increased (400.0 from 375.0)
-Avatar range decreased (325.0 from 350.0), preattackdelay decreased (0.3s from 0.6s)
-Defensive Tower now scatters fire vs infantry
-Guardian Cannon health increased (5000 from 4000)
-Guardian Cannon weapon damage increased (400.0 from 350.0)
-changed housecolor "Green" (R="50" G="167" B="0" A="255" from R="43" R="0" G="167" B="68" A="255")
-changed housecolor "Blue" (R="0" G="30" B="179" A="255" from R="43" G="43" B="179" A="255")
-increased Mammoth heal rate (25 from 10) and put back Heroic heal rate (40 per 3s)
-increased GDI Commando heal rate (15 from 10) and put back Heroic heal rate (25 per 3s)
-reduced Stealth Tank speed (100 from 120)
-AIStates entry for Seeker lowered (150% from 200%)
-Improved anti-Commando attacks
-AIStates entry for Disruption Tower increased (200% from 100%)
Lines with ';' infront of them should be ignored (something from TS/RA2/Generals modding

)
Edited by Dutchygamer, 30 September 2008 - 14:20.