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SWR Productions Forum _ News Forum _ The changelog has arrived!

Posted by: The_Hunter 20 Oct 2010, 0:39

Hello ShockWave fanatics!

As promised in the previous update this update will include the changelog for our release altho i ask you all to keep in mind that this is still a work in progress and thus it may differ from the final.
Additionaly beta testing is still going at full to ensure you the best game experince we can provide.
As a by product of this the beta testers have token time to make a few screenshots to share with you all:

http://img833.imageshack.us/img833/5787/shot1u.jpg http://img409.imageshack.us/img409/7025/shot6.jpg http://img835.imageshack.us/img835/9490/shot2.jpg

http://img440.imageshack.us/img440/4992/shot3i.jpg http://img194.imageshack.us/img194/8972/shot4t.jpg http://img209.imageshack.us/img209/3295/shot5.jpg

And now onto the change log which some of you have been expecting!

CODE
ShockWave 1.0 change log


AI

-Air Force General utilises the Stealth Comanche upgrade.
-AI has been added for the new generals (Leang, Ironside and Deathstrike)
-Base factions no longer hear loss music when they lose or sell a vital structure.
-Retaliation settings returned to ZH defaults.
-Some of the AI opponents were using only 6 of their 7 Generals Points. Now they use their points to the maximum.
-Superweapon General AI now uses the correct Spectre Gunship science.


New voices


-Added four new attack voices to the Air Force General's Stealth Fighter.
-Added new ambient loops to the Shatterer.
-Added new attack voice to the Ravage Tank.
-Added new create voice to the Laser General's Stealth Fighter.
-Added new unique create voice to the Air Force General's Stealth Fighter.
-Added new movement voice to the F16XL Bomber.
-Added new movement voice to the Support Stealth Fighter.
-Added new selection voice to the Alpha Aurora Bomber.
-Added new selection voice to the Machine Gun Red Guard.
-Added new selection voice to the Support Stealth Fighter.
-Added new voices to the Rocket Sniper.
-Added new voices to the Shatterer Tank.
-Added new voices to the Tank Destroyer.
-Added new voices to the Tiger.
-Added new voice set to the blue arrow defender.

New effects/features

-Added new particle effect to a destroyed Helix when it impacts.
-Added new sound effect when radiation is present on screen.
-Added new Suicide infantry (Terrorists and Fundamentalists) receive a new gore death animation when exploding
-Added new quickstart background
-Removed Start units (often coused confusion and missmatch errors)



Bugs and general fixes


-Added a Guard Command to the Support Crawler.
-Demolitions Ability cameo removed from the Terrorist.
-Fixed the bug that allowed Rangers to target SA-2 Sites with their Flash Bangs
-Fixed the bug that allowed the Armor General's Colonel Burton to fire and remain stealthed.
-Fixed the bug that allowed the Tank General's ECM Tank to shut down air units when the weapon was switched back from the hold fire mode.
-Fixed the bug that allowed the Stealth General's Palace to remain cloaked while its occupants fired from the inside.
-Fixed the bug that caused the Battlefortress's chaingun to stop firing before it reached the maximum revolutions.
-Fixed the bug that caused the Comanche's tail section to "bleed" a shadow.
-Fixed the bug that caused the Demo General's BRDM1 to be immune to ECM Tanks when it reached heroic veterancy.
-Fixed the bug that caused the Demo General's ZSU to be immune to ECM Tanks when it reached heroic veterancy.
-Fixed the bug that caused the Reaper Tank to be immune to ECM Tanks.
-Fixed the bug that caused the Salvage General's Soyuz Missile to be invulnerable to Microwave and Advanced ECM Tanks after it was upgraded with the Fortified Structures upgrade.
-Fixed the bug that caused the Scout Drone to prevent its parent vehicle from firing when it was directly above an enemy unit.
-Fixed the bug that caused the Special Weapons General's TOS-1 to be immune to ECM Tanks when it reached heroic veterancy.
-Fixed the bug that caused the Special Weapons General's Support Crawler to not give away experience when it was destroyed.
-Fixed the errors with the Support Stealth Fighter using wrongly named voice sets.
-GLA Hijacker now has uncloaking sounds when he moves and pauses.
-GLA Demo General Terrorist explodes when it is run over.
-Laser Lock StartAbilityRange decreased from 230.0 to 200.0.
-Projectile Armor resistance to JET_MISSILES increased from 100% to 0%.
-Restored the missing Gattling Tank voice.
-Restored the missing Spectre Gunship voices.
-Support Crawler can gain experience.


Maps


-Added new map Coastal Conflict (2 player).
-Added new map Desert Combat (4 player).
-Added new map Fallen Empire Classic. (The original Generals version of Fallen Empire.)
-Added new map Hard Winter (2 player).
-Added new map Homeland Rocks (2 player).
-Added new map Lagoon (2 player).
-Added new map Maguso (4 player).
-Added new map Melting Snow (2 player).
-Added new map Natural Threats (2 player).
-Added new map The Path (2 player).
-Added new map Tournament Desert Classic. (The original Generals version of Tournament Desert.)
-Added new map Unity A (4 player).
-Added new map Unity B (6 player).
-Deactivated the civilian cars on Tournament Desert.
-Fixed the right side of Fallen Empire. It is now possible for units to pass under the arch on that side.
-Removed the Tech Machine Gun Bunkers from Barren Badlands.


-BALANCE AND GAMEPLAY CHANGES-



Global armour changes

-Avenger damage taken by RADIATION increased from 20% to 100%. [ZH settings]
-Tanks damage taken from INFANTRY_MISSILE decreased from 100% to 80%.
-Tanks damage taken by POISON decreased from 25% to 15%.
-Gattling Tank damage taken by RADIATION increased from 50% to 100%. [ZH settings]
-Infantry damage taken by POISON decreased from 100% to 60%.
-Humvee damage taken by RADIATION increased from 50% to 100%. [ZH settings]
-LOSAT damage taken by RADIATION increased from 20% to 100%.
-Microwave Tank armour resistance to INFANTRY_MISSILE decreased from 30% to 50%. [ZH settings]
-Nuke Chem Suit damage taken by RADIATION increased from 0% to 5%.
-Quad Cannon and its variants damage taken by RADIATION increased from 50% to 100%. [ZH settings]


Rank

Levels modified:
-Points needed to gain a new Generals Promotion decreased from 1000 to 800.
-Points needed to gain a new Generals Promotion decreased from 1700 to 1500.
-Points needed to gain a new Generals Promotion decreased from 2700 to 2500.
-Points needed to gain a new Generals Promotion decreased from 5200 to 5000. (Restored to ZH 1.04 settings at all levels.)


Tech buildings

-Tech Flak Bunker requires line of sight before it can fire.
-Tech Machine Gun Bunker requires line of sight before it can fire.
-Tech Machine Gun Bunker weapon damage decreased from 20.0 to 10.0.
-Tech Machine Gun Bunker weapon range decreased from 260.0 to 225.0.
-Tech Radio Jam weapon decreased from 40 seconds to 20 seconds.


All USA Generals

-Added new cameo for the Leaflet Drop.
-Added new Field Repairs upgrade (requires Strategy Center).
-Added new Spectre gunship model
-Avenger is available without the prerequisite of a Strategy Center.
-Avenger missile weapon damage increased from 25.0 to 30.0.
-Chinook health increased from 225.0 to 300.0.
-Chinook resource gathering rate decreased from 2300 to 3000.
-Chinook supply warehouse gathering rate decreased from 1200 to 1250.
-Chinook will appear to move in the air when it is stationary instead of looking like it is rooted (includes AFG's Combat Chinook).
-Colonel Burton OICW weapon grenade range decreased from 300.0 to 275.0.
-Comanche Hellfire missile weapon damage decreased from 65.0 to 50.0.
-Comanche unupgraded armour damage taken from INFANTRY_MISSILE decreased from 120% to 100%.
-Comanche unupgraded armour damage taken from SMALL_ARMS decreased from 120% to 100%.
-Comanche unupgraded armour damage taken from GATTLING decreased from 120% to 100%.
-Comanche Rocket Pod minimum fire range decreased from 40.0 to 0.
-Comanche Rocket Pod weapon range decreased from 280.0 to 200.
-Comanche will appear to move in the air when it is stationary instead of looking like it is rooted.
-Firebase healing amount decreased from 50 to 1.
-Firebase projectile speed increased from 350.0 to 500.0.
-Firebase shells will track any target that moves below a speed of 40.
-Firebase weapon range decreased from 300.0 to 275.0.
-Flash Bang secondary weapon damage decreased from 40.0 to 20.0.
-Global Hawk minimum movement speed decreased from 50 to 30.
-Global Hawk movement speed decreased from 70 to 30.
-Global Hawk movement speed when damaged reduced from 100 to 25.
-Hellfire Drone weapon range decreased from 190.0 to 150.0.
-Leaflet Drop delivery plane changed from a B52 to a Cargo Plane
-Marine C4 weapon damage decreased from 1200.0 to 300.0.
-Marine experience levels increased from 0 | 30 | 50 | 80 to 0 | 50 | 100 | 200.
-Marine weapon range decreased from 160.0 to 150.0.
-Microwave Tank primary damage radius decreased from 160.0 to 130.0.
-Missile Defender Laser Lock weapon damage type changed from INFANTRY_MISSILE to ARMOR_PIERCING.
-Missile Defender Laser Lock weapon range decreased from 330 to 300.
-Missile Defender weapon range decreased from 190.0 to 175.0.
-Paradrop Generals Reinforcement Power Ranks modified:
1: 5 Rangers, 2 Missile Defenders decreased to 3 Rangers, 2 Missile Defenders.
2: 10 Rangers, 4 Missile Defenders decreased to 6 Rangers, 4 Missile Defenders.
3: 20 Rangers, 8 Missile Defenders decreased to 9 Rangers, 6 Missile Defenders.
-Pathfinder no longer requires the Strategy Center as a prerequisite.
-Pathfinder weapon damage decreased from 100.0 to 25.0.
-Ranger Capture Building ability delay increased from 10 seconds to 15 seconds.
-Ranger weapon range decreased from 120.0. to 110.0.
-Raptor build time decreased from 20.0 to 15.0. (Does not include the Air Force King Raptor.)
-Sentry Drone weapon damage type changed from SMALL_ARMS to COMANCHE_VULCAN.
-Spectre Gunship health decreased from 1000.0 to 600.0.
-Stealth Fighter build time decreased from 25.0 to 20.0. (Does not unclude the Air Force General's Stealth Fighter.)
-Stealth Fighter Laser-Guided Missile damage decreased from 156.25 to 100.0.
-Strategy Center Hold the Line Battleplan increased from 15% to 20%.
-Paradrop delay decreased from 05:00 to 04:00.



USA (Base faction)

-Aurora Bomber cost decreased from $2500 to $2000.
-Colonel Burton recloak time decreased from 2500 to 2000. (Equalised with the Colonel Burtons of the Generals.)
-Crusader Tank Hover Drive upgrade cost decreased from $300 to $250.
-Crusader Tank Hover Drive upgrade research time decreased from 15 seconds to 12 seconds.
-Crusader Tank Hover Drive speed decreased from 60.0 to 45.0.
-Crusader Tank speed decreased from 35.0 to 30.0.
-Crusader Tank weapon range decreased from 165.0 to 150.0.
-Hornet Strike jet bomb primary weapon damage decreased from 55.0 to 40.0. (The goal of these changes was to ensure that the Hornet Strike can no longer one-shot China Airfields and bring it into line with the first level Thunderbolt strike.)
-Hornet Strike jet health decreased from 400.0 to 200.0.
-Hornet Strike jet missile primary weapon damage decreased from 35.0 to 30.0.
-Little Bird cost increased from $800 to $900.
-Little Bird gains fireports.
-LOSAT missile can be PDLed.
-Paladin Tank Composite Armor health decreased from 250.0 to 150.0.
-Paladin Tank cost increased from $1200 to $1400.
-Paladin Tank health decreased from 520.0 to 500.0.
-Paladin Tank PDL range decreased from 100.0 to 65.0.
-Paladin Tank PDL turret rate of turn speed increased from 360 to 2160.
-Paladin Tank PDL turret pitch rate increased from 360 to 2160.
-Paladin Tank PDL weapon damage against infantry increased from 35.0 to 100.0.
-Paladin Tank weapon damage decreased from 80.0 to 70.0.
-Paladin Tank weapon range decreased from 170.0 to 160.0.
-Patriot Missile System weapon delay between shots against ground increased from 150 to 250.
-Patriot Missile System weapon range against ground decreased from 275.0 to 225.0.
-Patriot Missile System weapon damage against air decreased from 32.0 to 30.0.
-Patriot Missile System weapon delay between shots against air increased from 150 to 250.
-Patriot Missile System Assist weapon range decreased from 500.0 to 450.0.
-Patriot Missile System Assist weapon delay between shots increased from 150 to 250.
-Pillbox build time increased from 8.0 to 10.0.
-Pillbox cost increased from $200 to $300.
-Pillbox experience levels decreased from 200 | 200 | 200 | 200 to 75 | 75 | 75 | 75.
-Pillbox requires a Barracks before it can be built.
-Spectre Gunship Level 3 moved to Rank 5.
-Tomahawk Waypoint Targetting assist weapon damage increased from 150.0 to 250.0.



USA Armor General

-Armor Burton's upgraded weapon special ability gains a small shockwave.
-Armor Ranger weapon range decreased from 150.0 to 130.0.
-B52 Cruise Missile Strike weapon damage changed from EXPLOSION to AURORA_BOMB.
-B52 Cruise Missile Strike weapon damage decreased from 300.0 to 80.0.
-Black Widow weapon damage decreased from 100.0 to 75.0.
-Black Widow Laser-Guided Missiles upgrade damage decreased from 125.0 to 100.0.
-Black Widow Laser-Guided Missiles upgrade range decreased from 420.0 to 380.0.
-Bradley Paradrop Generals Reinforment Promotion Power payload modified:
1: 3 Armor Rangers, 2 Javelin Soldiers decreased to 2 Armor Rangers, 1 Bradley.
2: 6 Armor Rangers, 4 Javelin Soldiers decreased to 4 Armor Rangers, 2 Bradleys.
3: 9 Armor Rangers, 6 Javelin Soldiers decreased to 6 Armor Rangers, 3 Bradleys.
-Bradley armour type changed from TankArmor to HumveeArmor.
-Bradley experience levels increased from 0 | 100 | 150 | 300 to 0 | 200 | 300 | 600.
-Bradley passengers emerge with 50% of their original health when it is destroyed.
-Bradley weapon damage decreased from 22.0 to 15.0.
-Colonel Burton's knife attack ability removed.
-Destroyed Command Center Armor Ranger count decreased from 10 to 6.
-Destroyed War Factory Armor Ranger count decreased from 5 to 4.
-F16XL weapon damage decreased from 210.0 to 200.0.
-Gladiator ground weapon damage decreased from 4.0 to 3.0.
-Gladiator AA weapon projectile minimum speed increased to 750.0.
-Guardian Defense Turret clip reload time increased from 1600 to 2000.
-Guardian Defense Turret weapon damage decreased from 100.0 to 80.0.
-Guardian Defense Vulcan Turret weapon range decreased from 260.0 to 225.0.
-Guardian Defense Vulcan weapon damage decreased from 15.0 to 10.0.
-Howitzer experience levels increased from 0 | 100 | 200 | 400 to 0 | 200 | 400 | 800.
-Sabre Missiles upgrade moved from the Strategy Center to the War Factory.
-Sabre Missiles upgrade research time increased from 30.0 to 45.0.
-Spectre Gunship Level 3 moved to Rank 5.
-Starlifter armour equalised with the Spectre Gunship's.
-Starlifter armour resistance to ARMOR_PIERCING increased from 100% to 60%.
-Starlifter health increased from 400.0 to 500.0.
-Starlifter is immune to EMP.
-Starlifter experience value increased from 50.0 to 100.0.
-Stryker can no longer self repair. (other strikers may still repair each other)
-Supply Truck cost decreased from $900 to $700.
-Supply Truck maximum number of boxes carried per load decreased from 6 to 5.
-Vulcan Tank resistance to INFANTRY_MISSILE increased from 50% to 30%.
-Vulcan Tank resistance to SMALL_ARMS, Gattling and COMANCHE_VULCAN equalised with TankArmor:
1. SMALL_ARMS increased from 50% to 25%.
2. Gattling increased from 50% to 10%.
3. COMANCHE_VULCAN increased from 50% to 25%.
-Vulcan Tank weapon damage decreased from 10.0 to 4.0.
-Vulcan Tank weapon damage type against vehicles changed from SMALL_ARMS to Gattling.
-Vulcan Tank weapon damage type against structures changed from SMALL_ARMS to Gattling.
-Vulcan Tank weapon damage type changed from SMALL_ARMS to SNIPER.
-Wraith Tank speed decreased from 35.0 to 30.0.
-Wraith Tank weapon damage decreased from 70.0 to 60.0.
-Wraith Tank weapon delay increased from 1800 to 2000. (Equalised with the Crusader Tank.)



USA Air Force General

-Added new medivac model
-Acoylte Drone auto heal rate decreased from 8 to 1.
-Acoylte build time decreased from 10 to 8.
-Acoylte Drone cost decreased from 650 to 350.
-Acoylte Drone weapon damage changed from 6.5 to 6.0.
-Acoylte Drone weapon damage type changed from SMALL_ARMS to COMANCHE_VULCAN.
-Acoylte Drone weapon range decreased from 225.0 to 200.0.
-Airborne Missile Defender Laser Lock weapon damage type changed from INFANTRY_MISSILE to ARMOR_PIERCING.
-Airborne Missile Defender weapon range decreased from 190.0 to 175.0.
-Airborne Ranger grenade launcher weapon range decreased from 230.0 to 175.0.
-Aircraft Ammo upgrade cost decreased from $1800 to $1400.
-Advanced Patriot Missile System anti-air weapon damage decreased from 32.0 to 30.0.
-Advanced Patriot Missile System weapon delay between shots against ground increased from 150 to 250.
-B1 Lancer has a ground attack icon.
-Combat Chinook build time increased from 20.0 to 25.0.
-Combat Chinook health increased from 260 to 300.
-Combat Chinook requires a War Factory and Helipad before it can be built.
-Combat Chinook resource gathering rate decreased from 2300 to 3000.
-Hurricane Missile Launcher cluster weapon damage decreased from 30.0 to 15.0.
-Hurricane Missile Launcher weapon damage decreased from 175.0 to 150.0.
-Hypersonic Aurora cost decreased from $2200 to $2000.
-King Raptor cost decreased from $1200 to $1100.
-King Raptor Laser-Guided Missiles weapon upgrade damage decreased from 125% to 112%.
-King Raptor unupgraded payload damage increased from 125.0 to 156.25.
-Medivac health increased from 200.0 to 300.0.
-Pilot Veteran Training Generals Promotion Power no longer confers veterancy to the Comanche and Combat Chinook.
-Sheridan Tank speed decreased from 43 to 35.
-Sky Crane health increased from 150.0 to 300.0.
-Sky Crane speed increased from 60.0 to 70.0.
-Stealth Comanche upgrade cost decreased from $1800 to $1000.
-Stealth Comanche upgrade is available at the Airfield.
-Stealth Fighter Aircraft Ammo upgrade damage decreased from 156.25 to 75.0.
-Stealth Fighter cost decreased from $1600 to $1500.



USA Laser General

-Added new Laser Paladin Model
-Added new Railgun Model Model
-Battledrone PDL upgrade build time decreased from 50.0 to 45.0.
-Hellfire Drone range decreased from 190.0 to 150.0.
-Hellfire Drone targetting laser range decreased from 190.0 to 150.0.
-Humvee Laser weapon range decreased from 170.0 to 150.0. Equalised with the TOW Missile.
-Laser Comanche pitches forward slightly as it accelerates.
-Laser Crusader speed equalised with the base USA Crusader.
-Laser Paladin cost decreased from $1200 to $1100.
-Laser Turret anti-air weapon damage decreased from 140.0 to 35.0.
-Laser Turret can shoot down ballistic missiles.
-Laser Turret clip increased from 1 to 3.
-Laser Turret weapon damage decreased from 140.0 to 40.0.
-Laser Turret weapon range decreased from 230.0 to 225.0.
-Laser Turret Focusing Crystal upgrade anti-air weapon damage decreased from 140.0 to 40.0.
-Laser Turret Focusing Crystal upgrade weapon damage decreased from 140.0 to 45.0.
-Laser Turret Focusing Crystal upgrade weapon range against ground decreased from 270.0 to 250.0.
-Railgun now uses a laser based weapon instead of a projectile based one
-Missile Defender build time decreased from 6.0 to 5.0.
-Missile Defender cost decreased from $350 to $325.
-Missile Defender damage decreased from 50.0 to 45.0.
-Missile Defender laser targetting weapon range decreased from 190.0 to 175.0.
-Missile Defender weapon range decreased from 190.0 to 175.0.
-Paladin Tank health decreased from 520.0 to 500.0.
-Point Defense Laser upgrade cost decreased from $2000 to $1200.
-Point Defense Laser upgrade research time decreased from 60.0 to 45.0.
-Spectre Gunship Level 3 moved to Rank 5.
-Removed Laser Sentry Drone.



USA Superweapon General

-Added new downdraft effect to the Shatterer Hover Tank.
-Added new Enforcer Tank model.
-Alpha Aurora Bomber build time increased from 20.0 to 30.0.
-Alpha Aurora Bomber bomb damage increased from 40.0 to 400.0.
-Alpha Aurora Bomber fuel bomb weapon damage type changed from JET_MISSILES to EXPLOSION.
-Alpha Aurora Bomber bomb primary weapon damage radius decreased from 20.0 to 5.0.
-Alpha Aurora Bomber explosion primary damage radius decreased from 60.0 to 30.0.
-Alpha Aurora Bomber explosion secondary damage radius decreased from 100.0 to 50.0.
-Combat Vest upgrade is available at the Barracks.
-Enforcer Tank Cost increased from $1200 to $1500.
-Enforcer Tank Gains a teleport abbility
-Enforcer now requires a 1 star unlock
-Humvee Mini-Gun ground weapon damage type changed from SMALL_ARMS to COMANCHE_VULCAN.
-Humvee Mortar weapon range decreased from 190.0 to 175.0.
-Hypersonic Cruise Missile moved from Rank 3 to Rank 5.
-Leaflet Drop moved from Rank 5 to Rank 3.
-Lockdown MRLS Comet missile weapon preferred height damping increased from 0.0 to 0.7.
-Lockdown MRLS EMP missile effect duration increased from 0 to 3 seconds.
-Medic Drone crusher level increased from 0 to 1. (It can crush infantry.)
-Medic Drone heal radius decreased from 100.0 to 75.0.
-Medic Drone heal rate decreased from 4 to 1.
-Medic Drone healing delay decreased from 1000 to 33.
-Medic Drone health decreased from 300.0 to 240.0.
-Missile Defender EMP attack ability weapon damage type changed from SUBDUAL_UNRESISTABLE to SUBDUAL_VEHICLE. (This means it can no longer be used to shut down structures or aircraft.)
-Missile Defender EMP attack ability weapon range decreased from 220.0 to 175.0.
-Missile Defender Laser Lock ability restored.
-Particle Cannon cost increased from $2500 to $4000.
-Patriot Missile System anti-air weapon damage decreased from 32.0 to 30.0.
-Patriot Missle System anti-air weapon delay decreased from 180 to 100.
-Patriot Missile System can request assistance from nearby Patriots.
-Patriot Missle System weapon uses EMP.
-Patriot Missile System weapon damage decreased from 20.0 to 15.0.
-Plasma Tomahawk Waypoint Targetting assist weapon damage increased from 150.0 to 250.0.
-Repair Drone requires a Strategy Center before it can be produced.
-Repair Drone self-healing decreased from 6 to 1.
-Rods from God orbital strike has a new announcement/warning sound.
-Rods from God orbital strike will appear from the map's edge at the furthest distance from the target.
-Shatterer cost decreased from $1800 to $1600.
-Shatterer speed decreased from 70 to 40.
-Shatterer transport slot count increased from 3 to 6. (This means it takes up more slots in a Chinook.)
-Shatterer No longer require a generals point
-Stealth Fighter infantry healing amount decreased from 6 to 1.
-Stealth Fighter infantry healing delay decreased from 1000 to 33.



All China Generals

-Added new armour type for Listening Outposts to decrease their resistance to INFANTRY_MISSILE and POISON.
-Added new Bullfrog scout unit.
-Added new Helix model.
-Dragon Tank attack range decreased from 110.0 to 75.0.
-Dragon Tank health decreased from 320.0 to 280.0.
-Flare Mortar delay decreased from 30000 to 15000.
-Frenzy Generals Promotion Power can no longer be used to reveal shroud.
-Hack Vans are stealthed while not moving.
-Hack Van build time increased from 15.0 to 30.0.
-Hack Van cost increased from $1000 to $1600. (Excludes the Infantry and Tank Generals.)
-Hack Van requires a Barracks, Internet Center, and Propaganda Center before it can be built.
-Hack Van starts with two Hackers. (Excludes the Infantry General.)
-Helix Bomb delay removed. When a Helix Bomb is upgraded, it will be available for use instantly.
-Helix Gattling Cannon shot delay increased from 125 to 250.
-Helix Gattling Cannon upgrade range decreased from 250.0 to 225.0.
-Helix Gattling Cannon upgrade weapon damage type changed from SMALL_ARMS to Gattling.
-Helix rate of turn increased from 160 to 180.
-Helix weapon damage decreased from 10.0 to 6.0.
-Napalm Blob pre-fire delay decreased from 2 seconds to 1 second.
-Nationalism cost increased from $1000 to $1500.
-Nuclear Tanks upgrade research time decreased from 60.0 to 45.0.
-Overlord Gattling Cannon can detect stealth.
-Overlord Radar removed.
-Red Guard Capture Building ability delay increased from 10 seconds to 15 seconds.
-Red Guard weapon range decreased from 120.0 to 110.0.
-Speaker Tower is available without the prerequisite of a Propaganda Center.
-Subliminal Messaging upgrade cost increased from $1000 to $1500.
-Tank Hunter weapon range decreased from 190.0 to 175.0.
-Siege Soldiers start with Flare Mortars.
-Siege Soldiers may now enter none-fireported transports
-System Hack Demo Traps replaced by Phosphorus Strike.


China (base faction)

-Autoloader damage increased from 45.0 to 50.0.
-Autoloader research time increased from 40.0 to 60.0.
-Autoloader upgrade cost increased from $1500 to $2000.
-Battlemaster Tank experience value decreased from 100 | 100 | 200 | 400 to 80 | 80 | 150 | 300.
-Battlemaster Tank health decreased from 420.0 to 400.0.
-Battlemaster Tank Mass Production upgrade cost decreased from $2000 to $1500.
-Battlemaster Tank Mass Production upgrade research time decreased from 60.0 to 45.0.
-Flame Tower build time increased from 10.0 to 15.0.
-Flame Tower cost increased from $700 to $1000.
-Flame Tower power consumption decreased from 1 to 0.
-Gattling Cannon building construction time increased from 15.0 to 20.0.
-Gattling Cannon building cost increased from $900 to $1000.
-Listening Post Tower cost increased from $800 to $1000.
-MiG cost increased from $1200 to $1400.
-MiG Bomber EMP disable duration decreased from 15000 to 8000.
-MiG Bomber EMP field duration decreased from 20000 to 5000.
-MiG Bomber experience value increased from 50 | 50 | 100 | 150 to 50 | 50 | 100 | 200.
-MiG Bomber weapon damage increased from 80.0 to 100.0.
-Propaganda Truck cost decreased from $600 to $500.
-Tiger Gunship armour damage taken from INFANTRY_MISSILE decreased from 110% to 100%.
-Troopcrawler Autocannon cost decreased from $400 to $250.



China Infantry General

-Assault Helix construction time increased from 20.0 to 30.0.
-Assault Troopcrawler cost increased from $2000 to $2300.
-Assault Troopcrawler health decreased from 390 to 240.
-Attack Outpost cost increased from $1000 to $1150.
-Attack Outpost health increased from 240 to 280.
-Attack Outpost passenger capacity increased from 4 to 6.
-Attack Outpost starts with three Tank Hunters.
-Battlefortress experience levels decreased from 0 | 400 | 600 | 1200 to 0 | 300 | 600 | 900.
-Berzerker MLRS rapid fire weapon damage increased from 40.0 to 50.0.
-Berzerker MLRS weapon damage increased from 50.0 to 75.0.
-Frenzy Level 1 moved to Rank 1.
-Gattling APC anti-air weapon damage decreased from 12.0 to 8.0.
-Gattling APC anti-air weapon range decreased from 350.0 to 230.0.
-Gattling APC cost increased from $700 to $800.
-Gattling APC ground weapon damage decreased from 15.0 to 10.0.
-Gattling Cannon building construction time increased from 15.0 to 20.0.
-Gattling Cannon building cost increased from $900 to $1100.
-Hack Van passenger capacity increased from 4 to 6.
-MiG cost increased from $1200 to $1400.
-Mini-Gunner cost increased from $450 to $550.
-Paradrop Generals Reinforcement Power payload modified:
1: 5 Mini-Gunners, 2 Tank Hunters decreased to 3 Mini-Gunners, 2 Tank Hunters.
2: 10 Mini-Gunners, 4 Tank Hunters decreased to 6 Mini-Gunners, 4 Tank Hunters.
3: 20 Mini-Gunners, 8 Tank Hunters decreased to 9 Mini-Gunners, 6 Tank Hunters.
-Red Guard build time increased from 10.0 to 14.0.
-Tank Hunter Barrage weapon damage decreased from 35.0 to 20.0.
-Tank Hunter Barrage weapon damage type changed from INFANTRY_MISSILE to ARMOR_PIERCING.
-Tank Hunter Barrage weapon range decreased from 190.0 to 175.0.
-Tank Hunter Elite Training removed.
-Tank Hunter gains TNT ability.
-Tiger Shark Propaganda radius increased from 60.0 to 90.0.



China Nuke General

-Battlemaster Tank build time increased from 7.0 to 12.0.
-Battlemaster Tank cost increased from $700 to $800.
-Battlemaster Tank Fusion Reactors speed increased from 45.0 to 50.0.
-Battlemaster Tank health decreased from 420.0 to 400.0.
-Battlemaster Tank speed increased from 37.0 to 45.0.
-Cluster Nuke Strike delay decreased from 500000 to 210000. (It is now 3 1/2 minutes).
-Devastator Tank armour increased against EXPLOSION from 100% to 80%.
-Devastator Tank build time increased from 16.0 to 18.0.
-Devastator Tank cost increased from $1500.0 to $1600.0.
-Devastator Tank shells create a medium-sized radiation field. (Equalised with the Nuke Cannon.)
-Devastator Tank death weapon damage increased from 110.0 to 150.0.
-Devastator Tank unupgraded weapon damage decreased from 64.0 to 60.0.
-Devastator Tank weapon range decreased from 150.0 to 130.0.
-Isotope Stability research time increased from 20.0 to 60.0.
-Gattling Cannon building construction time increased from 15.0 to 20.0.
-Gattling Cannon building cost increased from $900 to $1100.
-Gattling Cannon energy consumption increased from -3 to -4.
-Listening Outpost cost increased from $800 to $900.
-MiG Bomber build time decreased from 25.0 to 20.0.
-MiG Bomber cost decreased from $1700 to $1600.
-MiG Bomber experience levels increased from 0 | 100 | 200 | 400 to 0 | 125 | 250 | 500.
-MiG Bomber experience value increased from 50 | 50 | 100 | 150 to 50 | 50 | 100 | 200.
-Nuclear Reactor cost increased from $1000 to $1200.
-Nuclear Reactor energy bonus increased from 8 to 9. (When the Nuclear Reactor is overcharged.)
-Nuclear Reactor energy production increased from 16.0 to 18.0.
-Nuke Cannon SSNR ball damage decreased from 100.0 to 70.0.
-Nuke Cannon SSNR weapon range decreased from 410.0 to 350.0.
-Nuke MiG unupgraded weapon damage type changed from EXPLOSION to JET_MISSILES.
-Overlord Tank Fusion Reactors speed increased from 40.0 to 45.0.
-Overlord Tank speed increased from 30.0 to 40.0.
-R.A.D. Tank build time increased from 8.0 to 10.0.
-R.A.D. Tank cost increased from $700 to $800.
-R.A.D. Tank exposed core radiation field life decreased from 30000 to 10000.
-R.A.D. Tank gains from the Fusion Reactors upgrade.
-R.A.D. Tank health decreased from 420.0 to 280.0.
-R.A.D. Tank spray weapon range decreased from 140.0 to 75.0.
-Red Guard cost decreased from 350 to 300.
-Red Guard Radiation Grenade weapon damage increased from 15.0 to 25.0.
-Red Guard Radiation Grenade weapon range decreased from 220.0 to 175.0.
-Red Guard rifle weapon damage decreased from 22.0 to 20.0.
-Siege Cannon cost increased from $900 to $1000.
-Siege Cannon SSNR ball weapon damage decreased from 80.0 to 40.0.
-Siege Cannon historic bonus count decreased from 4 to 3. (This means three Siege Cannons can create an SSNR.)
-Siege Soldier upgraded weapon radiation field changed from RadiationFieldVerySmall to RadiationFieldSmall.
-Tank Hunter cost increased from $300 to $350.


China Special Weapons General

-Added New Supply Center Model
-Anvil Seismic Tank acceleration decreased from 60.0 to 30.0.
-Anvil Seismic Tank crushable level increased from 2 to 3. (It cannot be crushed.)
-Anvil Seismic Tank crusher level increased from 2 to 3. (It can crush other vehicles.)
-Anvil Seismic Tank cost increased from $1200 to $1600.
-Anvil Seismic Tank earthquake changed from earthquake large to earthquake medium.
-Anvil Seismic Tank health increased from 500.0 to 1100.0.
-Anvil Seismic Tank rate of turn decreased from 90.0 to 30.0.
-Anvil Seismic Tank resistance to EXPLOSION damage increased from 100% to 80%.
-Anvil Seismic Tank speed increased from 30.0 to 55.0.
-Badger Bomber health decreased from 400.0 to 300.0.
-Beetle Targetting Computer upgrade moved to the Propaganda Center.
-Black Shark Autocannon upgrade research time increased from 10.0 to 15.0.
-Black Shark experience levels increased from 0 | 250 | 400 | 600 to 0 | 300 | 600 | 900.
-Black Shark is available without the prerequisite of a Propaganda Center.
-Dragon Tank experience levels increased from 0 | 100 | 150 | 300 to 0 | 150 | 300 | 600.
-Dragon Tank health decreased from 350.0 to 320.0.
-Dragon Tank Fireball weapon range decreased from 170.0 to 150.0.
-Earthshaker reload time increased from 05:00 to 06:00.
-Gattling Cannon building construction time increased from 15.0 to 20.0.
-Gattling Cannon building cost increased from $900 to $1200.
-Grenadier Tank Hunter gains TNT ability.
-Grenadier Tank Hunter weapon range decreased from 190.0 to 175.0.
-Hellstorm Cannon construction time increased from 18.0 to 20.0.
-Hellstorm Cannon is available after a Coal Power Plant is produced.
-Hellstorm Cannon weapon range decreased from 300.0 to 275.0.
-Machine Gun Red Guard cost increased from $300 to $325.
-Machine Gun Red Guard weapon range decreased from 180.0 to 130.0.
-MiG cost increased from $1200 to $1500.
-Phoenix Bomber experience value increased from 50 | 50 | 100 | 150 to 50 | 50 | 100 | 200.
-Phoenix Bomber cost increased from $1600 to $1800.
-Phoenix Bomber unupgraded weapon damage increased from 100.0 to 120.0.
-Phoenix Bomber Stingray Missiles upgrade damage increased from 110.0 to 130.0.
-Phoenix Bomber Stingray Missiles upgrade range decreased from 600.0 to 500.0.
-Pyro requires a War Factory before he can be built.
-Ravage Armor cost decreased from $2500 to $2000.
-Ravage Tank cost increased from $800 to $900.
-Ravage Tank machine gun weapon damage type changed from GATTLING to MELEE.
-Sentinel Gattling Cannon build time increased from 15.0 to 25.0.
-Supply Helicopter passenger capacity increased from 4 to 5. (It can transport Dozers but not Advanced Dragon Tanks or Anvils.)
-Support Crawler can no longer self repair.
-Support Crawler cost decreased from $800 to $700.
-TOS-1 minimum attack range increased from 110.0 to 140.0.
-White Napalm upgrade moved to the Propaganda Center.
-White Napalm upgrade research time increased from 45.0 to 60.0.



China Tank General

-Added new Advanced ECM Tank model.
-Added new Troopcrawler model.
-Added new Watch Tower
-Removed Tank Bunker
-Advanced ECM Tank cost increased from $800 to $900.
-Advanced ECM Tank weapon damage decreased from 30.0 to 24.0.
-Advanced ECM Tank weapon range decreased from 310.0 to 225.0.
-Advanced ECM Tank starts as veteran.
-Autoloader upgrade restored to Zero Hour 1.04 defaults.
-Battlemaster Tank build time increased from 9.0 to 10.0.
-Battlemaster Tank damage decreased from 70.0 to 60.0.
-Battlemaster Tank experience value inceased from 50 | 80 | 140 | 250 to 100 | 100 | 200 | 400.
-Dragon Tank cost decreased from $800 to $700.
-Elite Tank Training General's Promotion Point changed to Battlemaster Elite Training.
-Emperor Overlord Tank experience levels increased from 0 | 400 | 600 | 1200 to 0 | 400 | 800 | 1400.
-Gattling Cannon building construction time increased from 15.0 to 25.0.
-Gattling Cannon building cost increased from $1200 to $1300.
-Gattling Tank build time decreased from 15.0 to 10.0.
-Hack Van cost increased from $1000 to $1800.
-Hacker cost increased from $600 to $625.
-Industrial Plant vehicle cost reduction decreased from 15% to 10%.
-Large Supply Truck cost decreased from $900 to $800.
-Large Supply Truck health increased from 300.0 to 350.0.
-Large Supply Truck maximum number of boxes carried per load decreased from 6 to 5.
-Listening Outpost cost increased from $900 to $950.
-Razor Bomber requires 6 bombs to create a firestorm after it has been upgraded with Black Napalm.
-Reaper Tank damage taken by EXPLOSION decreased from 100% to 80%.
-Reaper Tank damage taken by SUBDUAL_UNRESISTABLE increased from 0% to 100%.
-Reaper Tank experience value increased from 200 | 200 | 350 | 450 to 200 | 200 | 400 | 500.
-Reaper Tank is no longer "EMP" hardened.
-Reaper Tank weapon range decreased from 200.0 to 175.0.
-Red Guard cost increased from $200 to $400.
-Red Guard number increased from 1 to 2.
-Tank Drop Generals Reinforcement Power modified: It no longer drops Gattling Tanks.
-Tank Hunter cost increased from $350 to $375.
-Warmaster Tank cost decreased from $1400 to $1250.
-Warmaster Tank experience value increased from 50 | 100 | 150 | 250 to 100 | 100 | 200 | 400.
-Warmaster Tank experience levels increased from 0 | 20 | 300 | 600 to 0 | 150 | 300 | 600.
-Warmaster Tank no longer gains Horde Bonus when surrounded by other Warmaster Tanks or units that confer it.
-Warmaster Tank no longer gains veterancy from the Elite Tank Training General's Promotion Point.



All GLA Generals

-Added new cameo for the Combat Cycle (excludes the GLA Demo General).
-Angry Mob AK47 weapon range decreased from 160.0 to 130.0.
-Angry Mob Molotov Cocktail weapon range decreased from 160.0 to 140.0.
-Angry Mob nexus number decreased from 15 to 10.
-Angry Mob pistol weapon range decreased from 105.0 to 100.0.
-Angry Mob rock weapon range decreased from 125.0 to 120.0.
-Jarmen Kell Kill Vehicle Pilot weapon range ability when upgraded with the KSVK Rifle upgrade increased from 225.0 to 250.0.
-Jarmen Kell KVSK Rifle upgrade can no longer snipe airplanes.
-Marauder Tank second salvage level delay between shots increased from 100 to 1000.
-Marauder Tank second salvage level clip reload time decreased from 750 to 100.
-Marauder Tank third level clip reload time increased from 500 to 1000.
-Marauder Tank third salvage level clip reload time decreased from 750 to 100.
-Mobile AT Gun speed increased from 13 to 20.
-Rebel Ambush Strike Power:
1: Rank 1 4 Rebels, 1 RPG Trooper
2: Rank 2 6 Rebels, 2 RPG Troopers
3: Rank 3 8 Rebels, 4 RPG Troopers
-Rebel Ambush delay decreased from 05:00 to 04:00.
-Rebel weapon range decreased from 120.0 to 110.0.
-RPG Trooper weapon range decreased from 190.0 to 175.0.
-Technical first salvage level weapon damage type changed from GATTLING to COMANCHE_VULCAN.
-Technical RPG weapon damage increased from 35.0 to 50.0.
-Terrorist movement speed decreased from 35.0 to 25.0.
-Toxin Tractor health decreased from 350.0 to 240.0. (Does not include the Toxin General's Toxin Tractor.)
-Tunnel Network weapon range decreased from 190.0 to 175.0.
-Tunnel Network rate of fire decreased from 180 to 250.



GLA (Base faction)

-Air Demo Trap can be moved.
-Balloon cost increased from $600 to $625.
-Balloon speed increased from 25 to 30.
-Battlebus speed decreased from 75 to 70. (As per the Zero Hour 1.03 patch notes.)
-Battlebus will appear to move from side to side as it drives along.
-Camouflage upgrade cost decreased from $1000 to $800.
-Chameleon rate of turn movement speed increased from 100 to 180.
-Chameleon requires a Palace before it can be constructed.
-Dozer movement speed increased from 30 to 45.
-Extra Salvage cost increased from $1500 to $2000.
-Extra Salvage research time increased from 40 to 55.
-GPS Scrambler is a one point power available at the maximum level.
-GPS Scrambler moved from Rank 3 to Rank 5.
-Hijacker requires an Arms Dealer before he can be produced.
-Junk Bunker build time decreased from 20.0 to 15.0.
-Junk Bunker infantry heal rate decreased from 50 to 1.
-Quad Cannon ground weapon damage increased from 8.0 to 10.0.
-Quad Cannon weapon delay decreased from 110 to 100.
-Rebel Capture Building ability delay increased from 10 seconds to 15 seconds.
-RPG Trooper no longer gains stealth from the Camouflage upgrade.
-Stinger Site weapon damage against ground based targets decreased from 35.0 to 30.0.
-Stinger Site weapon range against ground based targets decreased from 250.0 to 225.0.
-Stinger Site clip reload increased from 1900 to 2000.
-Technical Anti-Tank Gun weapon damage increased from 35.0 to 50.0.
-Technical experience levels increased from 0 | 50 | 75 | 150 to 0 | 60 | 120 | 240



GLA Demo General

-Combat Cycles no longer gain from the Demolitions Ability.
-BDRM1 build time decreased from 20.0 to 15.0.
-Demo Saboteur Demo Charge weapon damage increased from 600 to 800.
-Demolitions Ability restored to the Rebel, RPG Trooper and Worker (they will explode only when run over).
-HE RPG upgrade weapon damage decreased from 150.0 to 60.0.
-HE RPG upgrade weapon primary damage radius increased from 10.0 to 20.0.
-HE Shells upgrade cost increased from $1000 to $1500.
-Marauder Tank calliope weapon damage at salvage level one decreased from 10.0 to 5.0.
-Marauder Tank calliope weapon damage at salvage level two decreased from 20.0 to 10.0.
-Marauder Tank calliope weapon delay at salvage level two increased from 200 to 300.
-Marauder Tank weapon damage equalised with the base faction's Marauder Tank.
-Stinger Site displays Demolitions Ability cameo.
-Stinger Site weapon range decreased from 250.0 to 225.0.
-Tunnel Network displays Demolitions Ability cameo.
-Tunnel Network weapon range decreased from 190.0 to 175.0.
-Tunnel Network weapon damage against vehicles decreased from 40.0 to 35.0.
-Angry Mobs now receive RPG's and Dynamite instead of AK's and Molotovs



GLA Salvage General

-Added New Desert Fly
-Removed Smoke Grenade Upgrade (Scarabs simple start with this abbility now)
-Basilisk Tank Generals Promotion Point Upgrade decreased from Rank 3 to Rank 1.
-Basilisk Tank cost decreased from $2000 to $1800.
-Basilisk Tank production time decreased from 20.0 to 15.0.
-BDM1 health decreased from 300.0 to 250.0.
-BDM1 phosphorus missile weapon range decreased from 190.0 to 150.0.
-BRDM2 experience value increased from 25 | 25 | 50 | 100 to 30 | 30 | 60 | 120.
-BRDM2 experience levels increased from 0 | 50 | 75 | 150 to 0 | 70 | 140 | 280.
-BRDM2 weapon damage decreased from 15.0 to 12.0.
-BRDM2 weapon damage type changed from SMALL_ARMS to COMANCHE_VULCAN.
-Combat Buggy speed when damaged decreased from 80.0 to 30.0.
-Combat Buggy rocket weapon range decreased from 220.0 to 175.0.
-Hornet Nest Fortified Structures health upgrade decreased from 500.0 to 200.0.
-Hornet Nest soldier weapon damage decreased from 35.0 to 30.0.
-Hornet Launcher weapon range decreased from 290.0 to 275.0.
-Jarmen Kell Buggy weapon rate of fire decreased from 500 to 750.
-Junk Armor resistance to INFANTRY_MISSILE increased from 80% to 78% at Salvage Level One.
-Junk Armor resistance to INFANTRY_MISSILE increased from 80% to 76% at Salvage Level Two.
-Junk Armor resistance to POISON increased from 15% to 10% at Salvage Level Two.
-Katyusha projectile minimum speed increased from 75.0 to 150.0.
-Katyusha projectile speed increased from 275.0 to 350.0.
-Katyusha reload time decreased from 5.8 seconds to 4 seconds.
-Latrun Artillery shell speed decreased from 250 to 200.
-Marauder Tank health increased from 430.0 to 500.0. (This equalises it with the health of the Marauder Tanks from the other GLA factions.)
-Mi8 Hip experience value decreased from 300 | 400 | 600 | 900 to 100 | 150 | 200 | 250.
-Mi8 Hip is available without the prerequisite of a Palace.
-Quad Tank experience value increased from 50 | 50 | 100 | 150 to 50 | 50 | 100 | 200.
-Quad Tank experience levels increased from 0 | 100 | 150 | 300 to 0 | 100 | 200 | 400.
-Quad Tank speed decreased from 42.0 to 35.0.
-SA-2 Site Fortified Structures upgrade health increased from 400.0 to 500.0.
-SA-2 Site health increased from 750.0 to 1000.0.
-Salvage Drop is no longer a three level power.
-Scavenged Salvage Generals Promotion Point upgrade increased from Rank 1 to Rank 3.
-Scavenged Salvage upgrade cost decreased from $500 to $300.
-Scavenged Salvage upgrade research time decreased from 15.0 to 10.0.
-Tunnel Network cost decreased from $1000 to $800.



GLA Stealth General

-Assassin speed increased from 30.0 to 35.0.
-Assassin weapon damage decreased from 100.0 to 50.0.
-Battlebus camo-net ability removed.
-Demo Trap cost decreased from $500 to $350.
-Fundamentalist Uzi weapon damage decreased from 4.0 to 2.0.
-Fundamentalist AK47 weapon damage increased from 7.0 to 8.75.
-Fundamentalists can now be transported in none-fireported units
-GPS Scrambler is a one point power available at the maximum level.
-Hijacker build time decreased from 15.0 to 10.0.
-Hijacker requires an Arms Dealer before he can be trained.
-Mobile Supply Stash no longer requires a Palace before it can be built.
-Radar Jammer upgrade moved from Black Market to Palace.
-Radar Jammer upgrade research time increased from 20.0 to 25.0.
-Machine Gun Nest health decreased from 1500.0 to 1000.0.
-Machine Gun Nest build time increased from 10.0 to 15.0.
-Machine Gun Nest experience value decreased from 200.0 to 150.0.
-Rebel weapon range decreased from 130.0 to 120.0.
-Rocket Sniper cost increased from $500 to $600.
-Rocket Sniper is available without the prerequisite of a Palace.
-Rocket Sniper Can now be transported in none-fireported units
-RPG Trooper no longer starts with stealth.
-RPG Trooper Stinger Missile upgrade weapon range decreased from 190.0 to 175.0.
-Sniper Quad Cannon cost decreased from $780 to $750.
-Sniper Quad Cannon weapon range decreased from 210.0 to 155.0.
-Sniper Quad Cannon weapon range at Salvage Level One decreased from 210.0 to 160.0.
-Sniper Quad Cannon weapon range at Salvage Level Two decreased from 210.0 to 165.0.
-Tunnel Network cost decreased from $1000 to $800.



GLA Toxin General

-Jarmen Kell resistance to Toxins decreased from 5% to 20%.
-Marauder Tank weapon damage equalised with the base faction's Marauder Tank.
-ME-262 health decreased from 600.0 to 500.0.
-Nerve Gas duration decreased from 30000 to 15000.
-Python attack range decreased from 200.0 to 160.0.
-Python cost decreased from $800 to $725.
-Scorpion Tank transport slots restored.
-Stinger Site cost decreased from $1100 to $1000.
-Stinger Site weapon range decreased from 250.0 to 225.0.
-Stinger Site weapon damage decreased from 35.0 to 30.0.
-Stinger Site Anthrax Gamma weapon damage against ground increased from 35.0 to 40.0.
-Toxin Grenadier resistance to Toxins decreased from 5% to 20%.
-Toxin Jarmen Kell poison field weapon damage type changed from POISON to SURRENDER.
-Toxin Jarmen Kell poison field weapon duration decreased from 10000 to 5000.
-Toxin Jarmen Kell poison field weapon upgraded damage type changed from POISON to SURRENDER.
-Toxin Jarmen Kell poison field weapon upgraded duration decreased from 10000 to 5000.
-Toxin Rebel Nerve Gas grenade weapon range decreased from 190.0 to 175.0.
-Toxin Rebel Nerve Gas grenade garrison clear count increased from 1 to 10.
-Toxin RPG Trooper cost decreased from $350 to $325.
-Toxin RPG Trooper Anthrax Gamma weapon damage against air increased from 40.0 to 45.0.
-Toxin RPG Trooper Anthrax Gamma weapon damage against ground increased from 40.0 to 45.0.
-Toxin RPG Trooper poison field weapon damage type changed from POISON to SURRENDER.
-Toxin RPG Trooper poison field weapon upgraded damage type changed from POISON to SURRENDER.
-Toxin RPG Trooper resistance to Toxins decreased from 5% to 20%.
-Toxin Tractor health decreased from 550.0 to 450.0.
-Toxin Tunnel Network Anthrax Beta weapon damage decreased from 10.0 to 8.0.
-Toxin Tunnel Network Anthrax Beta weapon range decreased from 190.0 to 160.0.
-Toxin Tunnel Network Anthrax Gamma weapon damage decreased from 12.5 to 10.0.
-Toxin Tunnel Network Anthrax Gamma weapon range decreased from 190.0 to 160.0.
-Toxin Tunnel Network cost decreased from $1000 to $850.
-Viral Strike is no longer a three level power.
-Viral Strike plane health decreased from 500.0 to 400.0.
-Viral Strike plane number increased from 1 to 3.



That's it for today stay tuned as the wait isn't much longer now smile.gif
Untill next time!

The SWR team.

Posted by: dangerman1337 20 Oct 2010, 1:24

So that supposdley planned Alexander particle cannon upgrade into a Plasma superweapon has been ditched and i wonder what's the watch tower (probably garrisonable tower for infantry but can be cleared by toxins and less armour and lower capacity)?

Posted by: Anubis 20 Oct 2010, 1:37

Nice change log, but it feels really empty in a way. From the list of things to come you guys used to have, a hell of alot of stuff is missing. No new laser fire base, no new laser crusader, no pavlow, no new liquid coal power plant, no new special weapons general tech center to replace propaganda center and alot of other stuff. Well i guess it's up to JJ from here on to restore that list tongue.gif .

Ohh .. and just when i thought this mod can't be anymore turtler hating, you proved me wrong tongue.gif .

Posted by: The_Hunter 20 Oct 2010, 1:47

^alot of that stuff is basicly "it would be nice but it's not absolutly required" that's why it has been left and will likely never be in the mod.

Posted by: Anubis 20 Oct 2010, 1:57

Well you can say the same about for example the demo general new dildo launcher. It was not really necessary to add a new model but still a cool new addition tongue.gif .

Posted by: The_Hunter 20 Oct 2010, 1:58

that however didn't require me to make something entirely new from scratch.

Posted by: Shock 20 Oct 2010, 2:06

QUOTE (Anubis @ 19 Oct 2010, 23:37) *
Nice change log, but it feels really empty in a way. From the list of things to come you guys used to have.

There is the clue. used to have. That thing hasn't seen the light of day since the movement to these forums I8.gif

Posted by: The_Hunter 20 Oct 2010, 2:10

Just to clear something up here JJ agreed to do Maintaince (fixing errors and tweaking things) on the mod not taking it over in a sense that he will continue development and implementing large ammounts of new additions.

Posted by: Aaron 20 Oct 2010, 2:38

QUOTE (Anubis @ 19 Oct 2010, 17:37) *
Nice change log, but it feels really empty in a way. From the list of things to come you guys used to have, a hell of alot of stuff is missing. No new laser fire base, no new laser crusader, no pavlow, no new liquid coal power plant, no new special weapons general tech center to replace propaganda center and alot of other stuff. Well i guess it's up to JJ from here on to restore that list tongue.gif .

Ohh .. and just when i thought this mod can't be anymore turtler hating, you proved me wrong tongue.gif .




Shockwave is turtler hating? Lawl. LOVE the change log guys nice job tongue.gif

Posted by: Darkfire Angel 20 Oct 2010, 2:41

Any chance we could get a render of the two new buildings?
Also what happened to the new Nuke cannon and Raptor models and Nuke Overlord Silo upgrade that we were shown?

Posted by: The_Hunter 20 Oct 2010, 2:43

QUOTE (Darkfire Angel @ 20 Oct 2010, 0:41) *
Any chance we could get a render of the two new buildings?
Also what happened to the new Nuke cannon and Raptor models and Nuke Overlord Silo upgrade that we were shown?


Their still there i forgot to add them to the list.

Posted by: Massey 20 Oct 2010, 3:01

From the screenies, its looking good to me. screen shot 2 made me lol. but pew pew away!

I like the a10 in the first one and the GLA or ECA joke tank . On the fifth screen shot I looked at the topol-m thingy and thought how that get out of that Aims Dealer! but just looking at these screenies, I em really to play and looking forward to Xmas.

Posted by: CobraHumvee 20 Oct 2010, 3:27

the angry mob looks funny with all those rpgs, i hope they can rip tanks apart with them mindfuck.gif

Posted by: Zeke 20 Oct 2010, 7:25

QUOTE
-Retaliation settings returned to ZH defaults.


FUKKEN YES that's all the change I need

*waits for V1.0*

Posted by: Comr4de 20 Oct 2010, 8:28

QUOTE (Anubis @ 19 Oct 2010, 16:37) *
Nice change log, but it feels really empty in a way. From the list of things to come you guys used to have, a hell of alot of stuff is missing. No new laser fire base, no new laser crusader, no pavlow, no new liquid coal power plant, no new special weapons general tech center to replace propaganda center and alot of other stuff. Well i guess it's up to JJ from here on to restore that list tongue.gif .

Ohh .. and just when i thought this mod can't be anymore turtler hating, you proved me wrong tongue.gif .

Oh my god just wait until the ECA, thats all I'm sayin' XD.gif

Posted by: Destiny 20 Oct 2010, 10:03

I am very confused by the changes that say

-Devastator Tank armour increased against EXPLOSION from 100% to 80%.

Increased?

Posted by: Anubis 20 Oct 2010, 11:07

Yes increased. If it's 100% it means the armor takes 100% damage from that damage type. Less then 100% means it takes less damage ( in this case only 80% ) which means it was increased vs that damage type.

Posted by: wangho1990 20 Oct 2010, 12:43

lol, Armor is painfully nerfed...So is INF's AA ability, I mean, Gattling APC with only 230 range AA?? WTF! You can't even REACH fighter outside of their attack range with that kind of nerf...
I'm sure Kossad is out for your blood too...Lol

Juhziz's mobs look like they are carrying giant pencils, talk about men with big guns xD

Posted by: n5p29 20 Oct 2010, 13:43

wow, I see many changes are reverting the values back to 1.04 balances. tongue.gif

Posted by: Angel 20 Oct 2010, 13:44

A long time I wanted to say a few words about changes, which must be (as I think) in 1.0, but I didn't see it in the changelog.

1. Toxin Grenadier must not be such expensive, because he's not so strong.
2. All aircraft of Granger must have less armor. Now his airplane allmost immortal, if conrolling of them is right. And it's absolutely bullshit, when his king raptors ignor all antiair defences and units and fly to kill what they want.
3. All GLA must have camouflaged hijackers. Because hijackers without camouflage are useless. I can't understand, how it's need to use it without camouflage? Is it need to hope, that enemy such noob and move his units towards to running hijackers? It's silly.
4. Also, I think it's need to give for all China upgrade, which gives a little machingun on the supplies (on the base, or on the truck). It's need only agaist USA, against tacktick of paradrop on the first chinook. China can't stand against this tacktick. 90% of such paradrop is succesfull. Also, I think maybe it's possible to give machingun on the doser.

Now that's all, but maybe later I will recollect still something.

Posted by: KamuiK 20 Oct 2010, 13:54

QUOTE (Angel @ 20 Oct 2010, 11:44) *
A long time I wanted to say a few words about changes, which must be (as I think) in 1.0, but I didn't see it in the changelog.

1. Toxin Grenadier must not be such expensive, because he's not so strong.
2. All aircraft of Granger must have less armor. Now his airplane allmost immortal, if conrolling of them is right. And it's absolutely bullshit, when his king raptors ignor all antiair defences and units and fly to kill what they want.
3. All GLA must have camouflaged hijackers. Because hijackers without camouflage are useless. I can't understand, how it's need to use it without camouflage? Is it need to hope, that enemy such noob and move his units towards to running hijackers? It's silly.
4. Also, I think it's need to give for all China upgrade, which gives a little machingun on the supplies (on the base, or on the truck). It's need only agaist USA, against tacktick of paradrop on the first chinook. China can't stand against this tacktick. 90% of such paradrop is succesfull. Also, I think maybe it's possible to give machingun on the doser.

Now that's all, but maybe later I will recollect still something.


Absolutely nothing MUST be done, only COULD be done. Besides, SWR do not take suggestions, new content or balance-wise.

Posted by: Destiny 20 Oct 2010, 15:08

AFG is micro-intensive, they will only survive with that 'almost immortal' if you micro them properly.

Posted by: MARS 20 Oct 2010, 15:28

Most balance argument that include the phrase 'if you control them properly' are essentially moot.
If it takes practice to utilise these units to their full potential, there should be a substantial reward.

Posted by: Destiny 20 Oct 2010, 16:24

That's true MARS, but in this world there are some stubborn people...







You have to keep drilling it into their head or they'll complain 'omg OP'

Posted by: The Twilight 21 Oct 2010, 0:50

QUOTE
-Alpha Aurora Bomber bomb damage increased from 40.0 to 400.0.


THIS. SOUNDS. AWESOME.

Posted by: Warhawk 21 Oct 2010, 2:02

Wow biggrin.gif a lot of changes are made for the new release.
I would like to ask if there will be GC maps for Fai, Deathstrike, Leang
and Ironside? Sorry if this has been answered before but I didn't see it.
Also will there be new nuke for the nuke general?
BR
Warhawk

Posted by: Massey 21 Oct 2010, 2:44

QUOTE (Comr4de @ 20 Oct 2010, 14:28) *
Oh my god just wait until the ECA, thats all I'm sayin' XD.gif


You tease ><

QUOTE
-Alpha Aurora Bomber bomb damage increased from 40.0 to 400.0.


THIS. SOUNDS. AWESOME.


I would have to agree. From a attack like: hehe, is that all you can do - To - OYG what happen to my base!

Posted by: ΓΛPΤΘΓ 21 Oct 2010, 2:51

-Overlord Gattling Cannon can detect stealth.

Seems awesome. And three round lazer turrets... Mmm...

Posted by: wangho1990 21 Oct 2010, 3:12

QUOTE (The Twilight @ 20 Oct 2010, 21:50) *
THIS. SOUNDS. AWESOME.


Yeah, finally it will be able to at least damage structures. The previous version is a joke... though now it's the price that's outrageous..

Posted by: Chyros 21 Oct 2010, 3:50

QUOTE (wangho1990 @ 21 Oct 2010, 1:12) *
Yeah, finally it will be able to at least damage structures. The previous version is a joke... though now it's the price that's outrageous..
It wasn't actually meant to be good against structures by design tongue.gif . You guys always want an Aurora Alpha that's overpowered beyond reason it seems XD.gif .

Posted by: ShEsHy 21 Oct 2010, 4:00

CODE
-Alpha Aurora Bomber build time increased from 20.0 to 30.0.
-Alpha Aurora Bomber bomb damage increased from 40.0 to 400.0.
-Alpha Aurora Bomber fuel bomb weapon damage type changed from JET_MISSILES to EXPLOSION.
-Alpha Aurora Bomber bomb primary weapon damage radius decreased from 20.0 to 5.0.
-Alpha Aurora Bomber explosion primary damage radius decreased from 60.0 to 30.0.
-Alpha Aurora Bomber explosion secondary damage radius decreased from 100.0 to 50.0.
-Enforcer now requires a 1 star unlock
-Particle Cannon cost increased from $2500 to $4000.

Wow, didn't know that we had to give up our SuperWeapon advantage as well as our only tank (that doesn't die with 1 hit) to get our Auroras back, and they'd still be massively nerfed (sure we got the punch back, but it's hard to call it an AOE bomber anymore).
Well, guess from 1.0 on it's gonna suck being the SuperWeapon General when the only positive difference with the stock is 20% cheaper super weapons and EMP Defenders/Patriots (and their EMP missiles are much weaker than regular ones).


Posted by: Chyros 21 Oct 2010, 9:02

QUOTE (ShEsHy @ 21 Oct 2010, 2:00) *
CODE
-Alpha Aurora Bomber build time increased from 20.0 to 30.0.
-Alpha Aurora Bomber bomb damage increased from 40.0 to 400.0.
-Alpha Aurora Bomber fuel bomb weapon damage type changed from JET_MISSILES to EXPLOSION.
-Alpha Aurora Bomber bomb primary weapon damage radius decreased from 20.0 to 5.0.
-Alpha Aurora Bomber explosion primary damage radius decreased from 60.0 to 30.0.
-Alpha Aurora Bomber explosion secondary damage radius decreased from 100.0 to 50.0.
-Enforcer now requires a 1 star unlock
-Particle Cannon cost increased from $2500 to $4000.

Wow, didn't know that we had to give up our SuperWeapon advantage as well as our only tank (that doesn't die with 1 hit) to get our Auroras back, and they'd still be massively nerfed (sure we got the punch back, but it's hard to call it an AOE bomber anymore).
Well, guess from 1.0 on it's gonna suck being the SuperWeapon General when the only positive difference with the stock is 20% cheaper super weapons and EMP Defenders/Patriots (and their EMP missiles are much weaker than regular ones).
Have you even SEEN the new Enforcer Tank? No? Then reserve that judgment tongue.gif . Besides, the Robot Tank is underrated - it not only has an armour upgrade but it's also the cheapest armour upgrade in the game, it auto-heals by default, and it has the highest damage per second of any main battle tank afaik. And that's not counting its huge speed and the fact it can cross water. And the EMP Patriot is a lot better at everything than a normal Patriot. Her Lockdown is still a very useful piece of artillery and it doesn't cost a generals point anymore and the Plasma Tomahawk is regarded as one of the best pieces of artillery in the game. And none of this is counting stuff like the Repair Drone or her super ultra infantry.

Posted by: Raven 21 Oct 2010, 12:45

I think I'll love the new "Chrono" Enforcer tongue.gif. Just out of curiosity, what is the damage of the hypersonic Aurora?

Posted by: Chyros 21 Oct 2010, 13:19

I think the same as a normal Aurora i.e. 400 AURORA_BOMB damage, not counting experience level bonuses. And yeah, you will love the new Enforcer, I promise you wink.gif . Not easy in its use but very devastating when you get the hang of it.

Posted by: oyuboy 21 Oct 2010, 19:23

GREAT CHANGES BUT .......


Does Anyone feel That toxin general is Week?


-Toxin RPG Trooper poison field weapon damage type changed from POISON to SURRENDER.
-Toxin RPG Trooper poison field weapon upgraded damage type changed from POISON to SURRENDER.
-Toxin RPG Trooper resistance to Toxins decreased from 5% to 20%.
-Toxin Tractor health decreased from 550.0 to 450.0.
Toxin Jarmen Kell poison field weapon damage type changed from POISON to SURRENDER.
-Toxin Jarmen Kell poison field weapon duration decreased from 10000 to 5000.
-Toxin Jarmen Kell poison field weapon upgraded damage type changed from POISON to SURRENDER.
-Toxin Jarmen Kell poison field weapon upgraded duration decreased from 10000 to 5000.

???


Posted by: ©onscr¡pt 21 Oct 2010, 19:44

You guys are making a big jump 0.94 -> 0.95 -> 0.951 -> 1.0. This looks wonderful. I love the Topol M!
But you should really decrease the strenght of the Angry Mob, I owned 2 Hard Armies with them. 4 Groups, upgraded with AK47s and Molotovs tongue.gif

Posted by: Destiny 21 Oct 2010, 20:04

Pathfinders and a couple of those...units are the death of mobs.





...especially Hurricanes.

Also will the Hypersonic Aurora get a possible speed boost by using an unused locomotor with higher speed? The namesake if the Aurora compared to the other non-hypersonic Auroras makes it really...sad. If not, is it possible to remove the 'Supersonic aircraft!' voice line specifically from the Hypersonic Aurora? I8.gif

Hahaha just playing around for a bit.

Posted by: Chyros 21 Oct 2010, 21:08

QUOTE (oyuboy @ 21 Oct 2010, 17:23) *
GREAT CHANGES BUT .......


Does Anyone feel That toxin general is Week?


-Toxin RPG Trooper poison field weapon damage type changed from POISON to SURRENDER.
-Toxin RPG Trooper poison field weapon upgraded damage type changed from POISON to SURRENDER.
-Toxin RPG Trooper resistance to Toxins decreased from 5% to 20%.
-Toxin Tractor health decreased from 550.0 to 450.0.
Toxin Jarmen Kell poison field weapon damage type changed from POISON to SURRENDER.
-Toxin Jarmen Kell poison field weapon duration decreased from 10000 to 5000.
-Toxin Jarmen Kell poison field weapon upgraded damage type changed from POISON to SURRENDER.
-Toxin Jarmen Kell poison field weapon upgraded duration decreased from 10000 to 5000.

???
Yes, I'm not happy with many of those changes. And other changes to Thrax in the current public version as well.

The change to the toxin RPG still makes me unhappy, but it is needed - they are nearly uncounterable with POISON damage. Thrax's Jarmen got nerfed because his poison field would kill all troops inside of a troop crawler instantly when he sniped the driver.

Believe me, I had to do an insane amount of lobbying before I got it REDUCED to this amount of nerfs - in our earlier devs he was nerfed so badly at one point that his toxins killed infantry practically slower than radiation did and that Deathstrike had better toxin units than Thrax had D: .

Posted by: General Specific 22 Oct 2010, 9:43

What does the surrender damage type mean?

Posted by: The_Hunter 22 Oct 2010, 12:52

all it means is that units don't get damage over time from those specific toxin weapons.

Posted by: wangho1990 22 Oct 2010, 15:09

The Pathfinder nerf is ridiculous. If you wanna reduce its cost efficiency then reduce its ROF, not output...How on earth is that a sniper deals only a tick more damage to infantry than standary infantry does? Gameplay-wise if you can't kill off enemy infantry with one shot then you spook them too early and they will have chance to pull their infantry back. After all the Pathfinder still need a skill point to unlock and is not that cheap to train either.

Posted by: eric_hein 22 Oct 2010, 18:47

Wow, that's a huge changelog. You guys have been busy! The new railgun effect looks great, and I can barely imagine how much fun the RPG angry mobs are going to be. "AK-47's Rocket Launchers...FOR EVERYONE ALLALALALALALALALAA!!!"

I only made it about halfway through the change log, but the Pathfinder thing did catch my eye. With the Strategy Center prereq removed, it will be easier to build them, but the idea of a sniper without a 1 hit kill is strange. Do all basic infantry have the same amount of health?

Posted by: woxenrud 22 Oct 2010, 20:45

Whats up with all the weapon range decreases?

Posted by: Chyros 23 Oct 2010, 0:52

I guess I'll be the team changelog defender again tongue.gif .

QUOTE (wangho1990 @ 22 Oct 2010, 13:09) *
The Pathfinder nerf is ridiculous. If you wanna reduce its cost efficiency then reduce its ROF, not output...How on earth is that a sniper deals only a tick more damage to infantry than standary infantry does? Gameplay-wise if you can't kill off enemy infantry with one shot then you spook them too early and they will have chance to pull their infantry back. After all the Pathfinder still need a skill point to unlock and is not that cheap to train either.
At first I was skeptic of this as well, but if you try it, you'll find it's not as black-and-white as you think. They're still incredibly effective - don't forget they have great range and they don't unstealth when they fire. They're a pest to get rid of and at least kill for example Angry Mob guys still in one shot. It's just that one of them won't render a whole enemy army of infantry useless all by itself anymore.


QUOTE (eric_hein @ 22 Oct 2010, 16:47) *
Wow, that's a huge changelog. You guys have been busy! The new railgun effect looks great, and I can barely imagine how much fun the RPG angry mobs are going to be. "AK-47's Rocket Launchers...FOR EVERYONE ALLALALALALALALALAA!!!"

I only made it about halfway through the change log, but the Pathfinder thing did catch my eye. With the Strategy Center prereq removed, it will be easier to build them, but the idea of a sniper without a 1 hit kill is strange. Do all basic infantry have the same amount of health?
No. Rocket men for example are all weaker than riflemen.


QUOTE (woxenrud @ 22 Oct 2010, 18:45) *
Whats up with all the weapon range decreases?
You mean the rocket men range decreases? Those were done because they made them dominate the game way too much. It was one of the reasons that for example main battle tanks were relatively underused. It's a change LONG overdue.

Posted by: walkingGhost 23 Oct 2010, 2:37

QUOTE
MiG Bomber experience levels increased from 0 | 100 | 200 | 400 to 0 | 125 | 250 | 500


Was it even possible to get veteran MiG-Bombers in .95? Is it possible now?
IMHO the EMP/Nuke bombers were underused already, what was the reason for the nerf?

Posted by: Lord Atlantis 23 Oct 2010, 3:25

Fascinating that the changelog has been posted. Having a chunk of the stats returned to zero hour 1.04 will help make gameplay fresh. I'm very excited to see what other updates are released before the final release is made. smile.gif

Posted by: Chyros 23 Oct 2010, 4:14

QUOTE (walkingGhost @ 23 Oct 2010, 0:37) *
Was it even possible to get veteran MiG-Bombers in .95? Is it possible now?
IMHO the EMP/Nuke bombers were underused already, what was the reason for the nerf?
Yes, they gain experience now. As for how regularly they are used - they're a niche unit perhaps, but devastating. The EMP bomber also has been made more of a destruction unit and less of an EMP unit.

Posted by: Erik 23 Oct 2010, 11:38

Last time i tested it pretty much sucked at the EMP-part in internal versions :\
I liked the old one better actually.

Posted by: Chyros 23 Oct 2010, 14:02

QUOTE (Erik @ 23 Oct 2010, 9:38) *
Last time i tested it pretty much sucked at the EMP-part in internal versions :\
I liked the old one better actually.
Yeah the EMP part is a lot lot less now.

Posted by: Destiny 23 Oct 2010, 15:24

Will PDLs have a bit more range? I feel that it's way TOO small...can't point defend properly.

Posted by: Shock 23 Oct 2010, 15:30

QUOTE (Destiny @ 23 Oct 2010, 13:24) *
Will PDLs have a bit more range? I feel that it's way TOO small...can't point defend properly.

No it won't. PDLs are hard to balance and in the past they were more often overpowered than underpowered.

Posted by: Pickysaurus 23 Oct 2010, 15:59

QUOTE
-Added new Field Repairs upgrade (requires Strategy Center).


Does this mean US units won't auto-repair without this upgrade?

Posted by: walkingGhost 23 Oct 2010, 16:06

QUOTE
Paladin Tank PDL weapon damage against infantry increased from 35.0 to 100.0.


Thats a hefty increase... So Paladins now pretty much oneshot basic infantry?

Btw, it's epic that Nuke-bombers can get promotions now, they we're always one of my favourites...

I'm not sure what to think of the Aurora- Alpha buff. They already were the most effective anti-artillery unit by a long shot, this buff seems to make them extremely OP, but we'll see...

Posted by: Chyros 23 Oct 2010, 16:35

QUOTE (Pickysaurus @ 23 Oct 2010, 13:59) *
Does this mean US units won't auto-repair without this upgrade?
No, the Ambulance no longer repairs vehicles in its vicinity; this upgrade reinstates this ability.


QUOTE (walkingGhost @ 23 Oct 2010, 14:06) *
Thats a hefty increase... So Paladins now pretty much oneshot basic infantry?
Nah, it will three-shot riflemen and two-shot rocket men.

Posted by: dangerman1337 23 Oct 2010, 20:26

QUOTE (Chyros @ 23 Oct 2010, 13:35) *
No, the Ambulance no longer repairs vehicles in its vicinity; this upgrade reinstates this ability.


Nah, it will three-shot riflemen and two-shot rocket men.


Can laser target infantry when enemy infantry are clicked on instead of the cannon this time?

EDIT: I just noticed the Hurricane launcher's cluster bomblets have been nerferd, those were absoultey annoying but the B1 lancer is the same <.<. I wonder why the Air drop unit count was decreased, it looks a bit more useless now...

Posted by: Chyros 23 Oct 2010, 23:20

QUOTE (dangerman1337 @ 23 Oct 2010, 18:26) *
Can laser target infantry when enemy infantry are clicked on instead of the cannon this time?
I'm not sure I understand. You cannot manually target enemies to hit with the PDL if that's what you mean - it will automatically engage. It doesn't work like a Battlemaster machinegun.

QUOTE
EDIT: I just noticed the Hurricane launcher's cluster bomblets have been nerferd, those were absoultey annoying but the B1 lancer is the same <.<.
You don't pay a general's point for the Hurricane though - you do for the Lancer.


QUOTE
I wonder why the Air drop unit count was decreased, it looks a bit more useless now...
The idea was that destructive generals powers were rather overdestructive and/or too hard to prevent. You'll find many other generals powers have been toned down with this in mind, as well.

Posted by: dangerman1337 24 Oct 2010, 1:49

QUOTE (Chyros @ 23 Oct 2010, 20:20) *
I'm not sure I understand. You cannot manually target enemies to hit with the PDL if that's what you mean - it will automatically engage. It doesn't work like a Battlemaster machinegun.

You don't pay a general's point for the Hurricane though - you do for the Lancer.


The idea was that destructive generals powers were rather overdestructive and/or too hard to prevent. You'll find many other generals powers have been toned down with this in mind, as well.


I terms of desctruciveness i don't like the unstoppable gen powers, it sort of takes away the point of superweapons, IMO (not about you guys) there should of left the destructive stuff to a lighter version of a superweapon (but far weaker obviously).

Posted by: General Specific 24 Oct 2010, 11:27

QUOTE (The_Hunter @ 22 Oct 2010, 1:52) *
all it means is that units don't get damage over time from those specific toxin weapons.


Still a little confused I think. Are you saying that they are going to take the poison damage outright instead of it being a DOT? I know most infantry don't make it out of poison alive without suits, but now they are going to just take a chunk of damage instead? At least with poison, they'd have a chance to survive if they cleared the area.

Also, has that glitch with the ambulance clearing toxins been fixed? You know how sometimes they'd get confused as to if they were going to clear the toxins or not? Did you add the ability for china to use napalm to clear toxins? Or was this just done away with because the damage for poisons was changed to surrender?

Posted by: Chyros 24 Oct 2010, 15:04

QUOTE (General Specific @ 24 Oct 2010, 9:27) *
Still a little confused I think. Are you saying that they are going to take the poison damage outright instead of it being a DOT? I know most infantry don't make it out of poison alive without suits, but now they are going to just take a chunk of damage instead? At least with poison, they'd have a chance to survive if they cleared the area.
No, it works the exact opposite way in fact. Originally they had POISON damage but this meant they usually DIDN'T have a chance to survive if they cleared the area, because POISON damage brings into life a secondary set of damage (next to the puddle damage itself) which keeps doing damage over time even if the infantry cleared the puddle. Long story short, it's what makes toxin puddles do the most damage. The SURRENDER type only does damage to the infantry for as long as they are in the puddle. It was done so that rifle infantry stood a better chance against toxin RPGs and Troop Crawlers wouldn't get wiped out in a single shot if their driver was sniped (this would release all troopers shortly in the middle, where they would get infected, and then the POISON damage would kill them all at once).

Posted by: Pal 24 Oct 2010, 15:47

Finally I have seen what's in store.

Posted by: General Specific 25 Oct 2010, 0:57

QUOTE (Chyros @ 24 Oct 2010, 4:04) *
No, it works the exact opposite way in fact. Originally they had POISON damage but this meant they usually DIDN'T have a chance to survive if they cleared the area, because POISON damage brings into life a secondary set of damage (next to the puddle damage itself) which keeps doing damage over time even if the infantry cleared the puddle. Long story short, it's what makes toxin puddles do the most damage. The SURRENDER type only does damage to the infantry for as long as they are in the puddle. It was done so that rifle infantry stood a better chance against toxin RPGs and Troop Crawlers wouldn't get wiped out in a single shot if their driver was sniped (this would release all troopers shortly in the middle, where they would get infected, and then the POISON damage would kill them all at once).


Oh ok cool. Thanks for the explanation. How come EA didn't think of this? (That's a rhetorical question.)

Posted by: epicwin 27 Oct 2010, 17:05

dno if this has been said or not (sorry if it was)

- will there be specific maps for new gens+fai @ GeneralsChallenge
- will the game stop encountering mismatches @online play with humans only and humans + computer opponents
- will the game stop crashing @ 3rd general @ generalschallenge
- will the game stop randomly lagging/crashing while playing on a bigger map with lots of teams

thanks in advance

Posted by: The Twilight 27 Oct 2010, 19:05

QUOTE (epicwin @ 27 Oct 2010, 14:05) *
dno if this has been said or not (sorry if it was)

- will there be specific maps for new gens+fai @ GeneralsChallenge
- will the game stop encountering mismatches @online play with humans only and humans + computer opponents
- will the game stop crashing @ 3rd general @ generalschallenge
- will the game stop randomly lagging/crashing while playing on a bigger map with lots of teams

thanks in advance


I'm not sure about 1 + 3, but I'm afraid 2 + 4 are simply due to the badly coded game engine that causes bugs, such as lagging. This is because the SAGE engine cannot handle a large number of units very well. As EA have not released the source code, it is practically impossible to fix.

Posted by: epicwin 27 Oct 2010, 22:13

QUOTE (The Twilight @ 27 Oct 2010, 17:05) *
I'm not sure about 1 + 3, but I'm afraid 2 + 4 are simply due to the badly coded game engine that causes bugs, such as lagging. This is because the SAGE engine cannot handle a large number of units very well. As EA have not released the source code, it is practically impossible to fix.



I see, well at least I hope that one of those gets fixed tongue.gif the game is too good to be ruined by such things anyway

Posted by: Skoony 28 Oct 2010, 2:07

QUOTE (Angel)
All GLA must have camouflaged hijackers. Because hijackers without camouflage are useless. I can't understand, how it's need to use it without camouflage? Is it need to hope, that enemy such noob and move his units towards to running hijackers? It's silly.

Now you listen to me. Back in the day, a hijacker cost $ 1850, you had to research all upgrades to get to him, and you could only build one at a time. So just be thankful, you silly kid. >:(

Moving on, I hope the following things get adressed (minor textual bugs only):

GLA:
- It says that Thrax' tanks are "Scorpion" tanks. Aren't they something else?
- The rocket upgrade also says Scorpion.

- Rocket upgrade for Juhziz says Scorpion, even though his tanks are Mantises.

- When trying to build BRDM-1s for Juhziz, you get Maruaders instead (same hotkey)

USA:
Laser missile upgrades for USA:
- Armour: It says Raptor, but he doesn't have those.
- Air Force: It says Black Widow, but he doesn't have those.
- Superweapon: Same as air force. Except it's a she.

- Hurricanes call themselves "Tomahawk"s.

- Colonel Burton for Airforce general, his airstrike grenade says: "Switches to airstrike signal flare for all-purpose attacking." ...Yeah. I'm sure there are other mistakes like this.

- TOW missile upgrade for Superweapon general: It says it's for Humvees, but it's Bradleys.

- Hotkey issue: Laser general: War factory. Can't remember what it was, though.


China:
- It shouldn't be named "Satelitte hack 1" when most China generals don't have a Satellite hack 2.

Finally, I just want to say I love Shockwave. It's everything Zero Hour should have been. I also love the fact that it's a bit more zoomed out than ZH. I cannot play ZH because of this, in fact. Stupid EA.

Posted by: Stuart98 28 Oct 2010, 2:36

QUOTE (The_Hunter @ 19 Oct 2010, 14:39) *
-Humvee Laser weapon range decreased from 170.0 to 150.0. Equalised with the TOW Missile.

It was already one of the weakest upgrades in the game. Absolutely worthless in anti infantry and anti air. And a range decrease? Also, I should think that townes should have an anti-infantry unit in his arsenal.

Posted by: Zeke 28 Oct 2010, 9:17

Your forgetting the fact that lasers hit instantly, while missiles still need to fly to the target.

QUOTE (Stuart98 @ 28 Oct 2010, 6:36) *
I should think that townes should have an anti-infantry unit in his arsenal.


- Laser Ranger (and flashbangs)
- Col. Burton
- Laser Sentries
- Humvee
- Pathfinders
- Microwave Tank
- Railgun Artillery
- Laser Paladins (and their PDLs)
- Aircraft

Posted by: Erik 28 Oct 2010, 13:47

The Laser ToW was OP as hell in 0951, you vould just spam Vees, no need to put anything inside or even build other units.

Posted by: Shock 28 Oct 2010, 16:27

Indeed. The laser TOW is still better than the normal tow because of instant damage and the missile can't miss.

Posted by: BackyardGeneral 28 Oct 2010, 18:24

As epic as this is . . .

Why the fugly new laser paladin? The old one was 1337. This was looks like a Fischer-Price toy. It looks like the tank destroyer from RA2 if it when throw a compactor and someone gave it viagra.

Posted by: Shock 28 Oct 2010, 22:37

I feel very sorry for you if you have to experience the new Paladin that way.

Posted by: The Twilight 28 Oct 2010, 22:56

I experience it as a very smexy model update. Much Appreciated.

Posted by: Pickysaurus 29 Oct 2010, 4:18

QUOTE (The Twilight @ 28 Oct 2010, 19:56) *
I experience it as a very smexy model update. Much Appreciated.


I'm more like "OMFGZ THEREZ A LAZER GENERAL?!?!?!11"

Pretty as the tank may be, lasers just aren't my weapon of choice smile.gif

Posted by: GeneralAlexander_Bunkuanun 29 Oct 2010, 14:43

and....

please fix all new three generals's AI

Posted by: Shock 29 Oct 2010, 15:44

QUOTE (GeneralAlexander_Bunkuanun @ 29 Oct 2010, 12:43) *
and....

please fix all new three generals's AI

Something tells me you did not read the changelog. The fourth line...

Posted by: The Twilight 29 Oct 2010, 21:15

QUOTE (GeneralAlexander_Bunkuanun @ 29 Oct 2010, 11:43) *
and....

please fix all new three generals's AI


How many times has this been asked now? xD

Ontopic: I'm very impressed and surprised about the huge number of changes and modifications!

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