Here's a snippet of the changelog from that era, maybe it will help you to narrow things down...
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1.49 --> 1.50
Implemented small change which might correct occasional reported issues
with anti-nukes not firing
Fixed an exploit and a bug with heavy air transports
Pitbull/Viper/HLT multiplication errors corrected, they are no longer
insanely powerful
Viper, Core HLT yardmap errors corrected
Fighter unguided heavy rockets removed
Cruise missile ship firing rates halved, damage reduced by 1/4
Cruiser weapons adjusted; Crusader now has shorter range (900->720),
Executioner; both ships' HP reduced by 1000 (5xxx->4xxx)
Destroyer damage vs. submarines reduced (275->200)
Aegis description fixed to reflect its change to EMP missile
Viking, Cronus bombardment ships removed
Annihilator HP reduced 500 units (3500->3000)
Fido gauss/ballistic on/off switch added back in; in ballistic mode it
now fires 50% slower by has 50% greater damage and has 6x the AoE of
gauss mode
Total unit count is now 383
1.48 --> 1.49
Bulldog, Reaper, Goliath completely rebalanced
Bulldog, Reaper, Goliath tracks (ground) adjusted for new model sizes
Reaper buildpic redone to reflect model changes, script grabbed from OTA
Proper decoy commanders added to the Hover-Commanders mutator
Shield system unfortunately could not be implemented yet, will have to
wait for Spring 0.72's release
Repulsor metal cost reduced 2000 (9xxx->7xxx)
Shiva HP increased 500 units, model height (Y axis) increased 22% so it
doesn't look so flat anymore
Abel, Caine wreckage no longer floats
Pyro HP increased by 100
Maverick shotvelocity increased; this is mostly a visual thing, I thought
the shots looked too slow compared to OTA (350->500)
HLT/Pitbull/Viper weapons completely redone mathematically and for
realism (ie, Core HLT has 3 barrels, Arm HLT has 2. Why does the Arm
one fire significantly faster with less DPS? Shouldn't it be the other
way around? etc)
Pitbulls and Vipers adjusted in cost and firepower to be more useful and
balanced compared with HLTs, both now have 3x3 footprints (Viper used to
have 2x2)
Annihilator HP increased 300 units
Doomsday Machine HP increased 1000 units
Commander laser aiming rate (script) increased 25%
Pitbull model size reduced 25%, footprint size reduced to same as Viper
Viper set to a sabot-style rocket, model size increased 5%
All special damage values versus swarm and anti-swarm units eliminated
(this may be reverted later - it has extremely dangerous implications
in many cases)
Hurricane anti-air missile removed and turret geometry hidden
Warrior, Leveler, Samson, Slasher, Fido HP boosted by 75 units
Twilight EMP explosion radius increased 50%
Commander cloaking cost when stationary is now 100e, when moving 500e,
minimum cloaking distance increased to 50 (40)
Snipers no longer target aircraft
Penetrator firing cone size increased by 45 degrees (90->135)
Moho Exploiter HP reduced by 500 (the effect will be much larger when
armoured)
Exploiter turret height increased 25% , buildtime increased 500 units, HP
boosted by 200 units
Twilight HP increased 500 units
HLT HP increased 350 units
L3 sub torpedo range doubled, firing rate halved, turnrate quartered
Submarine depth reverted to original values
Reaper reverted to pre-uberhack role and appearance***SCRIPT***
Demolisher removed
Commander experience gaining set to a more reasonable rate and normalized
so that both sides' Commanders gain XP at the same speed
Commander laser firing rate increased 50%, damage reduced 40%
D-gun range restored
Fido range boosted 25 units, damage per hit increased 30 units (150->180),
rate of fire increased by 0.2 (2.2->2)
Fido ballistic mode elminated
For sh*ts and giggles, Bertha/Intimidator/Vulcan/Buzzsaw weapons now
have an impulsefactor of 3 (1)
Bulldog and Reaper now have a smaller movementclass, allowing them to be
spaced less widely during pathfinding, but crushstrength is the same
Atlantis anti-air missile replaced with Chainsaw missile
Zulu metal cost increased 1500 units
Leejen HP reduced 400 units
Marauder weapon switched to standard plasma shot appearance (guass)
Zeus damage increased 10%, metal cost reduced 25 units, range reduced
5 units (285->280)
Maverick range boosted 5% (347->365)
Pitbull cloaking and stealth removed, it was redundant with ghosted
buildings
Laser beam width reduced slightly to make them more closely resemble OTA
ones (2->1.25)
Liche costs reduced 15%, buildtime reduced 12%, damage increased 25%
Krow HP increased 25%
Bomber flying altituded normalized
Krogoth, Orcone can now walk through virtually any wreckage or barricade
Krogoth wreckage value and HP increased to a more consistent value
Nonexistent unit "corbuild" removed from armor tree
Obsolete ARMSCRAM data removed
Core Searcher (CORPT) added to armor tree
Claw/Maw issues resolved
Firestorm damage increased 25%, HP increased 25%, energy/metal costs
reduced 12%, buildtime reduced 15%
Fixed inaccurate Detonator, Catalyst, Aegis, Bertha, Intimidator,
Vulcan, Buzzsaw range rings
Fixed Core "Voyeur" build menu position bug
Missing wreckage for advanced storage buildings fixed
Missing semicolon in ADVSAM, ARMSMART_TORPEDO weapons fixed
Mercury/Screamer missiles now fire on an angle to help them clear other
structures and/or landscape features
Total unit count is now 385
1.46 --> 1.48
Reduced Banisher firing rate 10% (6.5->7.15, increased damage 10%
(700->770), reducing tracking 25% (32000->24750)
Reduced Catalyst range by 200 (3200->3000)
Firing rate of all high-arc plasma guns increased by 20%
Core corvette wreck removed
L2 jamming tower jamming radius reduced 15%
Dragon's Claw and Dragon's Maw added back in as stationary units with
stealth, no movement capabilities, and hidden health information
Minor texture enhancement for Valkrie air transport
New model for Core heavy air transport
Hovercraft transports can now only grab owned/allied units, carrying
capacity increased to 20 (8)
Transport boats' carrying capacity increased to 40 (12)
Heavy air transports generally buffed quite a lot
Level 2 jamming structures' area of effect reduced by 1/3, operating
costs increased to 125
Arm "Eraser", Core "Deleter" mobile radar jammer running costs increased
to 75 (10), radii of jamming reduced 33%
Commanders no longer gain experience very fast
Removed extra audio, reducing filesize
Removed Valkrie (not the core transport)
Renamed armor category "ALLUNITS" to be, much more accurately, "ELSE"
Removed units which no longer exist from armor categories (armrb,
armtanker, cortanker, commando, armmine4, armempm, cormine4, cortronm,
armmedpc, cormpgun, armmark, spotter, watcher, armjam, corspec, blotter,
concealer, ahermes, armbeac, armfmine4, armnanob, armscorp, armtick,
cahudhri, corbeac, corbuild, corfmine4, cornanob, corscorp, corsquid,
cortruck, prec, tawf003, armscram)
Commander HP reduced to OTA stats (4000->3000), movement speed reduced by
0.13 (1.38->1.25), explosion size reduced by 1/3 (xxx->xxx), edge
effectiveness reduced to 0.25 (0.6), cloaking cost when stationary
reduced to 200 (600), cloaking cost while moving reduced to 1000 (1200)
Disintegrator and Decoy Disintegrator range reduced by 6% (250->235), shot
velocity increased by 33% (225->300)
Disintegrator damage increased to 99999 (50000)
Fixed Arm Epoch and Core Black Hydra flaghips' firing arcs, they should
all work properly now
Fusion reactor explosion size increased
Special reduced damage vs. commanders for certain extremely powerful
weapons adjusted to retain the standard minimum number of hits to kill
Razorback range reduced 25 units (500->475), damage increased 5%
Level 1 artillery weapon area of effect increased to 112 (80), weapon
range increased by 10 units
"Castro" operating cost reduced by 5 (30->25), hit points increased by
800% (120->960)
Merl, Diplomat movement speeds reduced by 30%, health increased 50%
Gantry energy/metal costs doubled, buildtime increased 50%
Hammer/Thud range reduced 10 units (390->380), weapon velocity increased
10% (260->286)
Rocko/Storm range increased 5 units (470->475), weapon velocity reduced
5% (200->190), weapon damage increased 5% (140->147)
Plasma weapons' high trajectory mode damage increased 10%, impulsefactor
increased to 2 (1)
Targeting Facility energy/metal cost reduced 60%, buildtime reduced 55%,
operating costs reduced to 150 (250)
All construction kbots' HP reduced by 10%, all construction vehicles' HP
increased by 20%
Custom team death messages added
Arm "Detonator" and "Aegis" weapon EMP effect extended to 20 seconds (was
10) via new "paralyzetime" tag, increased area of effect by 25%
Increased Spy Self-D paralyzetime to 45 seconds
Increased Dragonfly paralyzetime to 20 seconds and greatly increased its
potency at the cost of a reduced firing rate
Increased Stiletto, Twilight paralyzetime to 15 seconds
Decreased EMP Spider, Bladewing paralyzetime to 7 seconds
Core "Catalyst" reverted to tactical nuke weapon, range reduced to 3200
(4500)
Advanced Solar energy cost reduced 1000, buildtime reduced 1000, metal
cost reduced 50
Combat auto-healing now goes as follows:
LLTs: 2 HP per second (an OTA change that never got brought over)
Beamer, HLLT: 3 HP per second (same)
Commanders: 5 HP per second
Bulldog: 10 HP per second
Sumo: 15 HP per second
Goliath: 20 HP per second
Maverick: 35 HP per second
Can: combat repair removed
Maverick HP reduced 250 units
Energy to metal conversion ratio is now 100:1 for regular land MMs, 90:1
for floating MMs, 80:1 for moho, 70:1 for underwater moho
Reduced the costs for underwater metal extractors so they're closer in
line with land-based metal extractors
Destroyer HP reduced by 10%, Cruiser HP increased by 10%, Battleship HP
increased by 15%, Flagship HP increased by 25%
Destroyer depth charge damage increased by 25%, rate of fire increased
10%, AoE increased 100%
Three new armor categories: FLAKBOATS, JAMMERBOATS, OTHERBOATS
Plasma batteries now do 3x damage against ships
Added ARMDF, ARMFAST, HLLT, TAWF001, Archon, Adept, Advanced Energy
Storage, Advanced Metal Storage, Dragons Claw, Dragons Maw added to the
proper armor types
Submarine torpedo damage vs. other submarines fixed
Community-made "Hover Commanders" mutator added as (H)
Slightly improved L1 fighter handling, strongly improved L2 fighter
handling, massively improved seaplane fighter handling
Finally got around to fixing the texture collision on Arm HLT
(remodelled and retextured the "guns" section)
Increased storage capacity of L1 metal/energy storage to 3000/6000
respectively (2000/5000)
Increased turret and aiming height for LLT, HLT, Beamer, HLLT
Old "Underwater Advanced <Energy/Metal> Storage" added back in, but as
structures which are built both on land and underwater; metal storage
is 10000, energy storage is 20000
Added new Core scout unit, "Leejen"; Charges into battle only to realize
it's unarmed... Serves as a good recon unit
Annihilator HP increased 400 units (2800->3200)
Buildpics for Adv. Storage buildings, DClaw, DMaw, Seahook, Leejen
Total unit count is now 386
1.45 --> 1.46
Viper metal cost increased 50 units (642->692), reload time reduced 0.1
units (1.2->1.1), damage per rocket increased 20 units (270->290)
Banshee HP reduced 30 units (380->350)
Abel/Caine rocket launchers removed
Nuke silo descriptions changed (Nuclear Missile Launcher->Nuclear ICBM
Launcher), ICBM range increased to ensure they'll reach across any map
(32000->72000), trajectory lowered so that anti-nukes will work again
AK hitpoints reduced 25 (250->225), range reduced 5%, speed reduced 5%,
damage reduced 5%, rate of fire reduced 4%, buildtime increased 5%
Combat auto-repair speed on Maverick, Goliath, Sumo, and Can multiplied
by 4 to compensate for engine changes to the auto-healing system
Commanders now have a slow constant auto-healing (5), as it was in OTA
Depthcharge launcher weapon range increased 100 units (480->580),
maximum velocity increased 100 units (250->350), AoE increased to 256
(192), damage vs. submarines and boats increased 50 units (150->200)
New sound effect for Catapult rocket launch
Seaplane gunship costs reduced, stats generally buffed to put them
closer in line with L2 gunships (how I intended them to be but
apparently never set up)
Dragonfly, spies removed from CTRL+B category
Punisher slope tolerance increased a further 10%
Scout, Radar, and Sonar planes now have defensive flares
Detonator, Catalyst missiles set to 1.44 stats, but as EMP weapons;
metal cost reduced 400 units (~1900->~1400), buildtime reduced 20000
units (~95000->75000)
Stiletto EMP bomb explosion changed (purely visual)
1.44 --> 1.45
Circular Saw/Eradicator energy cost per shot eliminated
Torpedo launcher reload time reduced 25%, firepower reduced 15%,
aiming rate increased, torpedo turnrate increased
Metal generator metal output reduced to 1, energy cost increased 25%
Core Krow script fixed, there should no longer be any bad calls, etc
Peewee, AK aiming speed increased ~20%
"REAL_DOOMSDAY" weapon missing semicolon fixed (thanks Maelstrom)
AK/Instigator accuracy vs. fast units improved (PW/Flash don't have this
problem)
Anti-nuke missile speed decreased
Pitbull/Viper no longer capable of targetting aircraft
Viper, metal generators, aircraft carriers removed from CTRL+B category
"with Anti-Nuke" added to carrier description to help newbies
"with Anti-Mine Rocket" added to minelayer vehicle description to help
newbies
Instigator costs reduced 5%, weapon range boosted 5%
AK range boosted 5%
Recluse no longer fires at aircraft
Anti-nukes can no longer be cloaked
Freedom Fighter, Avenger HP and rate of fire reduced 20%, speed reduced by
1 unit
Torpedo bomber HP increased 500 units
Torpedo seaplane costs, HP, and other stats completely overhauled to
put them more in line with standard torpedo bombers (they are now much
cheaper, etc)
L1 fighter turnrate increased 15%, L2 fighter turnrate increased 25%,
seaplane fighter turnrate increased 30%
Phalanx/Copperhead HP, movement speed increased 10%
Cruiser HP increased 10%
Demolisher range increased 5%, LoS boosted 15%, damage increased to 650
(425), reload time increased to 3 (1.7)
Moho mex extraction rate increased to 0.35 (0.3, and was previously 0.5)
Fatboy range increased 20%
Maverick LoS increased 15%
Leveler reload time increased 5%
Mobile tacnuke launcher movement speed reduced 33%, HP increased
by 2000
Jethro/Crasher movement speed increased 5%
Radar Tower radar range reduced 25%, Advanced Radar Tower radar range
reduced 15%
Flash damage per second reduced by 10, costs increased 5%, sprayangle
(inaccuracy) increased 15%, range reduced 5% (DPS: ~115->105)
Peewee damage per second reduced by 10, sprayangle increased 15%,
range reduced 5%, HP reduced by 20 units
Pillager reload time reduced 10%, costs reduced 15%
Tremor energy cost increased 30%, metal cost increased 25%, build
time increased 20%
"Requiter" renamed "Aegis"
Metal/energy income from construction units reduced to 1/100 their nano
speed; you can now accurately judge how much "building power" a
constructor has based on how much energy/metal it makes
Strange nanolathing speeds fixed
Added (or increased) storage capacity for resource buildings, even
mundane ones (solars, extractors, etc)
Increased HP by 100% on storage buildings
Catapult costs increased 20%, inaccuracy (wobble) increased slightly
Guardian/Punisher range reduced 30, Ambusher/Toaster range
increased 30
Beamer range increased 7%, damage increased 5%, accuracy vs. fast units
increased
Self-Destruct timer set to 10 seconds for:
Krogoth
Orcone
Bantha
Krogtaar
Arm Commander
Core Commander
Ground construction unit movement speeds are now:
ARMCK: 1.3 CORCK: 1.25 ARMACK: 1.25 CORACK: 1.2
ARMCV: 1.6 CORCV: 1.5 ARMACV: 1.55 CORACV: 1.45
Punisher slope tolerance increased 10%
Big Bertha slope tolerance increased 20%
Intimidator slope tolerance increased 30%
Advanced Fusion metal cost increased 25%, energy cost increased 30%,
buildtime increased 22%, output increased 1000, HP increased 25%,
energy storage capacity tripled, cloak cost increased 500, slope
tolerance increased 30%
Krogtaar metal cost reduced by 400 units (7184->6784)
Tactical nuke launcher (static and mobile) missiles require 33%
longer to build and move 25% slower once launched
Blade now takes only 50% damage from flak weapons; unit description
changed to "Heavy Flak-Resistant Gunship"
Blackdawn cut
Fibber cut (Sorry Cavedog, it just wasn't a good idea)
Rapier metal cost increased 10%, energy cost increased 15%, buildtime
increased 12%, HP increased 15%, rocket damage increased 5%, AoE
increased 10%, rate of fire increased 5%, movement speed reduced 5%
Brawler HP reduced 5%, movement speed increased 5%
Vehicle slope tolerance increased by 20% (15->18)
Ships' minimum water depth decreased
Subs' minimum water depth increased
Subs are now deeper underwater
L1 sub HP increased 25%, L2 sub HP increased 250%, L3 sub HP
increased 30%
Nuke cruising altitude increased hugely, maximum velocity increased,
acceleration reduced
Tactical nuke trajectory lowered 20%
Beamer, HLLT, Packo, SAM, Inferno added back in
HLLT HP increased 10%
Nuke impulsefactor set to 2 (1)
Fido range increased by 50 units (520->570)
Pyro movement speed increased (2.1->2.3)
Removed missile from sonar seaplanes, they're more trouble than
they're worth
Mavericks now have combat auto-repair (4)
Goliaths now have combat auto-repair (3)
Sumos now have combat auto-repair (8)
Cans now have combat auto-repair (2)
Total unit count is now 378