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GeneralCamo
Check the last post for reasons for my cancellation.

Patch 1.11GC Public Beta 3 RELEASE


Welcome to the patch. So first, I am going to release the credits:
CODE
Credits:
Generalcamo for codework and the Nuclear Gattling Tank model

The_Hunter for Death Effects and several fixes from ROTR

SWR Team for making Shockwave in the first place

NikitaZero678 for several things starting from Open Beta 3

MidnightsFX for Overlord Fix

zourv (AKA Gorilla) for the new MG Rebel Cameo

No Life Studios for a few sound effects


Special Thanks:
Nem, AzekZero, Kicho for initial planning

MiG Fighter for guidance

Zhao for guidance

DENS and SNED for several balance tips and guidance

SWR Forum Community for suggestions

GameRanger Shockwave community for testing this thing

The NLS Team (especially Kris) for several tips and sound effects.

(USA)Bruce for giving me several tips and his original patch


Next up, the Changelog:
CODE
Shockwave 1.11GC Open Beta 3 Patch

Bug Fixes and Balance Tweaks
Open Beta 3

Changes from Open Beta 2

* Added a brand new MG Rebel (Deathstrike) Cameo (Special Thanks to zourv!)

* Reverted Patriot Range buffs

* Reduced damage of Tornado Bomber Clusters from 150 to 112.5

* Reverted Hurricane Changes

* Reverted Raptor and MiG Speed Buffs

* Comanche

    * Increased gun damage from 6.0 to 9.0

* Added new upgrade, Jet Afterburners

    * Gives a speed boost to Raptors and Stealth Fighters.
    * Currently only available to vUSA. This may change later.

* Pyro

    * Has an infinite clip size
    * Uses ROTR's model
    * Added some new voices
    
* Combat Chinook

    * No longer requires a war factory
    * Gun damage increased from 4.0 to 9.0

* Blue Arrow Defenders

    * Fixed the ability to fire on ground units (had to bring back ground attack option.. sorry)
    * Laser Lock has double damage and brought ROF back to normal
    
* Armor Ranger

    * Doubled Clip-Size
    * Doubled Reload Time
    * Doubled Damage

* Added a new marine toxic death voice

* Added new voices to the following General Powers:

    * ADMG Strike
    * Rods from God
    * Nerve Gas
    * Viral Strike

* Several existing General Power Voices have been tweaked

* Fanatic Suicide Weapon damage increased from 250 to 500

* Replaced Laser Burton's Grenades with a Railgun

    * Projectile instantly hits its target
    * Reload time increased to 4000ms (from 3500ms)
    * Splash Damage removed

* Added NikitaZero678's Generals.str file, which gives more detail to many units and abilities.

* Humvee

    * Damage taken from ARMOR_PIERCING increased from 100% to 130%
    * Damage taken from FLAME increased from 40% to 70%
    * Damage taken from EXPLOSION increased from 100% to 120%
    * Damage taken from POISON increased from 50% to 70%
    * Damage taken from INFANTRY_MISSILE increased from 60% to 80%
    
* Fixed Laser Defender laser lock

* Changed the voice of the MI-8 Gunship

* A couple more changes I forgot about, since it has been an entire month

Changes from Shockwave 1.1

* Blue Arrow Defender

    * Ground weapon damage reduced from 10.0 to 3.0
    * Ground weapon burst increased from 1 to 3
    * Inaccuracy against ground targets increased from 5.0 to 20.0
    * Damage type changed from EXPLOSION to INFANTRY_MISSILE

Open Beta 2

Changes from Open Beta 1

* Fixed vGLA Rebel so that it no longer crashes the game (also fixes shellmap)

* Added new voices to the following General Powers:

    * Spectre Gunship
    * A-10 Thunderbolt
    * Fuel Air Bomb/MOAB
    * American Carpet Bomb
    * Chinese Carpet Bomb
    * Anthrax Bomb
    * Dirty Nuke Bomb
    * Napalm Bombing
    * Rebel Ambush
    * American Paradrops/HALO Drop
    * Chinese Concussion Bombing
    * Artillery Strike
    * Grenade Strike

* Changed Armor Paradrop to contain a Javelin Trooper, each level adding one

* Added a new selection sound to the Laser Designator Base

* Removed the Unignited Napalm Spray button from the Advanced Dragon Tank (It did not work, and should not have been

there in the first place


Open Beta 1

Changes from Shockwave 1.1

Global

* Ported ROTR's death effects over to Shockwave
    
    * Added new Microwave Tank death
    * Added new gore death (Has a 20% chance of occurring on large explosions)
    * Improved Terrorist Death (It's a hybrid of Shockwave's and ROTR's)
    * Added new grisly death (Used by Vulcan Weaponry and Grinder Cannon)
    * Added new Radiation Death

* Added and Replaced some sounds

    * Replaced Marine Death sounds to be less annoying
    * Replaced Ramjet and Inferno Anti-Tank round ignition sounds (They are remastered versions of the original, I

am not going to replace the AGT.. I mean nostalgia)
    * Replaced Guardian Turret Sounds (Like above, just a remastered version of the original)
    * Replaced Phalanx CIWS sounds

* Modified several strings to correct descriptions

    
Global USA

* Stealth Fighter
    
    * Missiles are immune to ECM
    * Damage against ECM tanks increased from 100% to 185% (Does not affect Laser General)
    * Now deal 100% damage against Anti-Air vehicles (up from 30%) (Does not affect Laser General)

* Raptors rearm in 4 seconds now (down from 8)

* Microwave Tank

    * Subdual Damage increased from 50.0 to 60.0 (includes Advanced Microwave Tank)
    * Radius of infantry kill zone increased from 130 to 160 (includes Advanced Microwave Tank and Microwave

Humvee)
    * Decreased vulnerability from INFANTRY_MISSILE from 50% to 30% (includes Advanced Microwave Tank and Microwave

Humvee)

* Raptor minimum attack range reduced to 50.0 (from 100.0)

* Raptor speed increased from 175 to 200

* Hellfire Drone should no longer constantly attack units out of range of the host unit

* Changed Marine Death Sounds to be less annoying

* Paladin Tank Point-Defence Laser delay between shots decreased from 1000 to 850

* Sentry Drone
    
    * Cost decreased to 400 for all factions (500 for Laser General)
    * Health reduced from 300 to 150 (400 to 200 with Drone Armour)
    * Build time decreased to 8 seconds for all factions
    * Weapon Type changed from COMANCHE_VULCAN to GATTLING
    * Increased range of Scanner weapon from 310 to 340

* Comanche
    
    * Damage from SMALL_ARMS and GATTLING decreased from 100% to 90% (Countermeasures untouched, does not affect

Airforce General)
    * Damage from EXPLOSION decreased from 130% to 90% (Countermeasures from 110% to 85%)
    * Damage from INFANTRY_MISSILE decreased from 100% to 95% (Countermeasures from 100% to 85%)
    
* Battleplans

    * Hold the Line now affects Base Defences
    * Bombardment gives a 25% increase in ROF for all artillery
    
* Pathfinder weapon damage increased to 33 (from 25)
    
* All patriots have been upgraded to Next-Gen Patriots (does not apply to the Laser Defense or Concrete Slabs)

    * +25% boost in ROF
    * +25% boost in Weapon Speed
    * +25% boost in damage
    * +25% boost in range
    
    
USA

* Decoy Drone can no longer run over infantry and can be force fired upon. In exchange, decoy drone is 300 to build

instead of 600.

* Composite Armour takes 45s to build instead of 60s

* Missile Defender now properly uses its own weapon instead of the Laser General's weapon

* Crusader Tank

    * Hover Module now costs 100 from 250
    * Hover module build time is now 10 seconds from 12 seconds
    * Hover module speed increased from 45 to 60 (Shockwave .951 levels)

* Paladin Tank

    * Composite Armour health increased to 750.00 from 600.00 (Shockwave .951 levels)
    * Weapon Range increased to 170.00 from 160.00 (Shockwave .951 levels)
    
    
USA Superweapon General

* The Lockdown MRLS's HE missiles can no longer be shot down and can track terrain like the EMP missiles

* Enforcer Tank Plasma Ball of Death is easier to create now

* Aurora Alpha

    * Primary Damage of detonation increased from 350.0 to 430.0
    * Primary Damage Radius of detonation increased from 30.0 to 60.0
    * Secondary Damage Radius of detonation increased from 70.0 to 100.0

USA Airforce General

* Hypersonic Aurora:
    
    * Build cost increased to 2500 from 2000
    * HP increased to 150 from 130
    
* Tornado Bomber:

    * Experience required increased from 0|100|200|400 to 0|200|400|800
    * Increased the amount of clusters from 4 to 8
    * Weapon type for the Bomb changed from EXPLOSION to JET_MISSILES
    
* Hurricane

    * Increased the amount of clusters from 4 to 8
    * Increased the damage of clusters from 15 to 30
    * Increased the spread radius of the clusters from 100 to 140
    * Weapon type for the missile changed from EXPLOSION to JET_MISSILES
    
* King Stealth Fighter

    * LGM gives a 33% boost.
    
* Acolyte Drone

    * Costs 400 (from 350)
    * Takes 10 seconds to build (from 8)

    
USA Laser General

* Hellfire Drone is untargettable like all the other drones

* Colonel Burton with a laser gun

    * Special Equipment rifle has new effects
    * Special Equipment Rifle damage increased from 150 to 220 (All the other burtons recieved similar buffs..

except for the Laser Burton)
    * Removed ROF nerf from Special Equipment Rifle (presumably an oversight)

* Missile Defender

    * Damage reduced to 30 (from 45)
    * Firing delay reduced from 1000ms to 660 ms.
    * Laser Guided Missile firing delay reduced from 500ms to 330ms
    * Laser Guided Missile damage reduced from 40 to 29.7
    * Cost increased to 350 (from 325)
    * Tweaked Animation to not be standing still while firing

* Laser Crusader

    * Cost increased to 1000

* Sentry Drone

    * Now has a laser gun again (It was cut due to a lack of upgrade slots. That turns out to not actually be a

problem as other upgrades were cut as well.)

* FB-22

    * Primary Damage is now 400.0 (from 250.0)
    * Primary Damage Radius is now 5.0 (from 10.0)
    * Secondary Damage is now 200.0 (from 50.0)
    * Bunker Busters now work
    * Bomb range is now 340.0 (from 320.0)
    * Bombs are now Guided
    * Now displays a laser when firing a bomb (purely visual)
    * Cost increased to 2000 from 1600

* Laser Paladin

    * Can now hold its charge for 1 second (up from a 10th of a second)
    * Costs 1400 now (Shockwave .951 levels)

* Stealth Fighter

    * Decreased Range from 250.0 to 225.0
    * Weapon type changed from JET_MISSILES to COMANCHE_VULCAN
    * Increased damage from 20 to 30
    * Decreased firing delay from 200 to 150
    
* Railgun Artillery

    * Reduced turn rate from 180 to 90 (damaged from 180 to 60)
    
* Chinook

    * Now benefits from PDL upgrade
    
* Advanced Microwave Tank

    * Can disable vehicles now

    
USA Armour General

* Dozer now shares the Locomotive of the Chinese Dozer, preventing it from getting stuck.

* Wraith Tank now deals 70.0 damage (up from 65.0)

* Black Widow

    * Damage increased to 100.0 from 75.0 (LGM to 125.0 from 100.0)

* Javelin
    
    * Missiles now deal 100 damage (up from 65.0)
    
* F-16XL
    
    * Now has 300 health (from 220)
    * Minimum attack range is 50.0 (from 100.0)
    
* Blue Arrow Defender

    * Now fires in bursts of 3
    * Reload time is 2500ms
    * Firing delay reduced to 300ms (from 1500ms)
    * Can no longer attack ground units
    * Damage against air targets reduced to 30.0 (from 40.0)
    * Laser Lock firing rate reduced to 200ms (from 500ms)
    * Laser Lock damage type changed from GATTLING to EXPLOSION
    * Laser Lock delay increased from 1000ms to 2000ms
    * Laser Lock burst increased from 10 missiles to 15 missiles
    * Laser Lock is immune to ECM
    * Now costs 300 (from 200)
    
* Stryker

    * Now heals infantry and vehicles
    * Healing Radius increased from 100 to 150

* Vulcan Tank

    * Doubled the damage against infantry (from 4 to 8)
    * Doubled splash damage against all targets (from 2 to 4)
    * Decreased the clip size (from 60 to 40)
    * Halved the firing delay (from 100 to 50)
    * Increased price to 1100 (from 950)
    
* Vaporiser Vulcan Turret

    * Doubled the clip size (from 80 to 160)
    * Halved the firing delay (from 33 to 16)
    
* Guardian Defence Turret

    * Reduced reload time from 2000ms to 1600ms
    * Increased primary damage from 80 to 100
    
* Gladiator Tank

    * Now gains an ROF bonus upon gaining veterancy (because I figured out how to fix the Gazer being overridden,

which is why this was removed in the first place)
    * Now has a slight recoil. (Purely Cosmetic)
    * Experience Required changed from 0|100|150|300 to 0|150|300|400
    
* Phalanx CIWS

    * Changed weapon sound
    * Price decreased to 900 (from 1000)
    * Gains 20% Range when target has TARGET_FAIRIE_FIRE buff (to make Gazers more useful with the price buff of

the Phalanx)
    
    
* Cluster Missile gains a new unique cursor
    
    
Global China

* MiG Armour now applies a 50% bonus to fighters up from 20%/25%

* MiG Armour applies a 100% bonus to bombers

* Reduced power cost of all Chinese Defences (except for the Ramjet and Mine Dispenser) by one

* MiGs now have 50.0 minimum attack range (down from 100.0)

* MiG speed increased from 160 to 180 (w/ After burners 200 to 240)

* Helix Bomb Price Decreased from 800 to 500

* Bullfrog
    
    * Price increased to 300 from 100
    * Health decreased to 100.00 from 150.00
    * Vulnerability to SMALL_ARMS increased to 50% (up from 25%)
    * Experienced granted decreased from 50|50|100|150 to 10|10|20|40
    
* EMP/Neutron Bomb countdown decreased from 6 minutes to 5 minutes

* Napalm Strike

    * Now only creates 1 firestorm
    * Requires all three planes to create a firestorm
    * Speed increased from 200 to 300
    
* System Hack

    * Gains a new unique cursor
    * Napalm Strike is replaced with a napalm bomb

    
China

* Overlord Bunker now grants range bonus

* Flame Tower range increased from 210.0 to 240.0

* Mine Dispenser

    * Starts with EMP Mines
    * Regeneration time reduced from 25 seconds to 17.5 seconds

* Nuclear Cannon weapon is now as strong as the Nuclear General's Nuke Cannon


China Nuclear General

* Overlord can now fire upon infantry properly.

* Added new unit: Nuclear Gattling Tank

    * Speed increased from 40 to 52
    * Cost increased from 700 to 800
    * Build time increased from 8 seconds to 12 seconds
    * Explodes on death (unless Isotope Stability is researched)
    * Has new model
    
* Nuclear Suitcase

    * Increased primary damage from 800 to 1000
    * Increased primary damage radius from 25 to 75
    * Increased secondary damage radius from 75 to 120
    
* R.A.D Tank

    * Increased primary damage radius from 75 to 90

China Tank General

* Now starts with Aircraft and Helix Armour Upgrades

* Tank Hunter, Listening Outpost, and Red Guard (temporarily) brought down in price by 100

* Battlemaster Tank

    * Experience values reduced to 80|100|150|300 from 100|100|200|400 (Normalized with vChina's Battlemaster)
    * Build time reduced to 8 seconds from 12 seconds
    * Now has a machine gun (Mostly cosmetic-does the same damage, without splash damage)

* Warmaster Tank

    * Regained Horde Bonus
    * Speed upped from 22 to 25 (Nuclear from 32 to 34)

* Reaper Tank
    
    * Is now EMP Hardened
    * Damage from SUBDUAL_VEHICLE reduced from 100% to 50% (provides resistance against ECM tanks and EMP Missile

Defenders)
    * Damage from SUBDUAL_UNRESISTABLE reduced from 100% to 10% (provides immunity against EMP Patriots)
    * Reaper Tank Range increased to 200.00 from 160.00 (Brought back to Shockwave .951 levels)
    
    
China Infantry General

* Hackers no longer start as Veteran

* Berserker MLRS

    * Reduced Turn Rate from 120 to 90
    * Reduced Primary Damage Radius from 30 to 25
    * Increased range from 380 to 400
    * Increased minimum range from 90 to 150
    * Increased Rapid Fire Mode delay between shots from 100 to 200 (Burst Fire and Normal Fire modes untouched)

China Special Weapons General

* Phoenix Bomber

    * Reload time halved (from 28 seconds to 14 seconds)
    * Speed increased from 250 to 300
    * Minimum Range decreased from 200 to 100

* Support Troop Crawler repair radius increased from 100.0 to 150.0

* Sentinel Cannon cost reduced from 1200 to 1000

* MiG now costs 1400 (down from 1500)

* Airfield is now an alternative prerequisite for Weapons Research Plant

* Black Lotus now has GPS Transmitters that can spot an area around them

* Blackshark

    * Cost of Assault upgrade increased from 800 to 1000
    * ECM radius of recon upgrade increased from 65.0 to 90.0

    
Global GLA

* SCUD Storm now takes 6 minutes to charge up

* Rocket Buggy price increased by 100

* Quad Cannon

    * Salvage 1 damage reduced to 12 from 15 (Air from 10 to 6) (Salvage 0 for Quad Tank)
    * Salvage 2 and 3 damage reduced from 20.0 to 16.0 (Air from 15.0 to 8.0) (Salvage 1 and 2 for Quad Tank)
    * Salvage 3 firing delay increased from 50ms to 75ms (Salvage 2 for Quad Tank)
The goal of these changes were to reduce what was formerly a 50%|33%|100% salvage bonus into something a bit more

balanced, which is now 20%|33%|50%

* Marauder

    * Duel-Barrelled and Triple-Barrelled Maruader delay between shots increased from 100 to 200 (clip reload

untouched)


GLA

* RPD Machine Gun no longer available for Rebels

* SCUD Launcher missile has a 20% increase in speed.


GLA Toxin General

* Virals

    * For Scourge and Toxin Tractor, they now last 20 seconds (up from 15)
    * For all virals, field size is now 100 instead of 80

* Scourge
    
    * Viral Missiles now deal 100 damage (up from 25)
    
* Nerve Gas is now an automatic upgrade

    
GLA Demolition General

* TOPOL-M

    * Increased AoE of missile slightly
    * Increased speed of missile by 100%
    * Increased inaccuracy of missile slightly (This will not affect the weapon, this is just to prevent problems

with shooting anti-air defences)
    * Firing Delay increased
    * Now costs 2000
    
* Camel

    * Weapon range increased to 200.0 (from 175.0)

* Mantis

    * Cost decreased to 650 (from 750)

    
GLA Stealth General

* Assassin

    * Now a GP1 unit
    * Damage decreased from 50 to 25
    * Requires an Arms Dealer

* Rocket Sniper

    * Now a GP3 unit
    * Primary Damage increased from 80.0 to 120.0
    * Primary Damage Radius increased from 15.0 to 20.0
    * Secondary Damage increased from 30.0 to 45.0
    * Secondary Damage Radius increased from 25.0 to 35.0
    * Decreased reload time from 5 seconds to 4 seconds

* Hijacker now Requires an Arms Dealer

* Saboteur

    * Palace Requirement Removed, only requires a War Factory now (Reverted to ZH 1.04 levels)
    * Build price decreased to 600
    * Build time decreased to 10s

    
GLA Salvage General

* Quad tank:

    * HP reduced to 375 from 410

* AP Rockets no longer benefits the SA-2 Missile

* Tunnel Network takes 20 seconds to build (from 15)

* Rebels

    * Now armed with RPD Rifles
    * RPD Machine Gun damage increased to 6 (From 3)
    * RPD Machine Gun damage type changed from GATTLING to SMALL_ARMS
    * Increased health from 120.0 to 160.0
    * Speed decreased from 20 to 18
    
* Flash Trooper
    
    * Speed decreased from 20 to 18

* Katyusha

    * Reloads in 5800ms (from 4000ms)
    
* BRDM-2 and Krait now benefit from Junk Armour

* Combat Buggy costs 700 (from 800)

* Grenadier

    * Now has a 60% chance to give a weak explosion on a normal death
    * Reload time decreased from 1500 to 1000
    * Damage type changed from MOLOTOV_COCKTAIL to EXPLOSION
    * Cost decreased from 300 to 250
    
* Added new upgrade: Flak Jackets

    * Gives +10% health to all infantry
    * Gives a 50% explosion resistance to infantry


And now.. the patch links:
Installer:
Download

No-Install (UNSUPPORTED):
*coming soon*

To install, simply run the EXE file included in the RAR.
Kichō
QUOTE
Remove the Demo General's Rocket Buggy, and replace it with the BRDM-1


This doesn't make sense nor does it seem logical. If a Demo player is up against a Laser player then Rocket buggies are the only way to break through his PDL web. The BRDM fires slowly and has to reload after about 5-6 shots which makes it really impractical. If anything, a small price decrease to the buggies could work.

QUOTE
Make the TOPOL Missile resistant or immune to PDL


Doesn't need to be immune. It needs to be counterable afterall.

QUOTE
Give Armour General a better AA Solution


You'll need to elaborate on this, I find that Gladiators are good enough at anti air.
Shiro
Gladiators may pack a punch, but his other AA options suffer noticably, which is kinda not the point since a weapon that can hit only one type of target should be more efficient than one that can hit multiple types of targets. Exchange versatility for firepower or vice-versa.
GeneralCamo
QUOTE (Kichō @ 14 May 2014, 22:40) *
This doesn't make sense nor does it seem logical. If a Demo player is up against a Laser player then Rocket buggies are the only way to break through his PDL web. The BRDM fires slowly and has to reload after about 5-6 shots which makes it really impractical. If anything, a small price decrease to the buggies could work.



Doesn't need to be immune. It needs to be counterable afterall.



You'll need to elaborate on this, I find that Gladiators are good enough at anti air.

I didn't think it would make sense either, but someone suggested it to me, so I put it in the thread as a random idea.


I'm not so sure about PDLs attacking it however, since the PDLs seem to attack the missile when it is at its highest point. I will see what I can do about that however.


Gladiators may be good, but Blue Arrow Defenders and Phalanx Defenses are pretty bad. Gladiators also sometimes have trouble with heavily armoured aircraft and fast aircraft. Most likely I would increase the accuracy of the Phalanx, and buff the Blue Arrow Defender. Maybe also see about giving either a rate of fire boost or a different weapon type for the Gladiator.
Alias
Kassad just needs something better against USA, since pretty much all of his antitank is missile he needs something against Avengers. This is pretty much common with all GLA generals as one Avenger can neuter two heavy artillery.

For Townes, the tanks are fine, the Stealth Laser Bomber could use a bit of a range decrease or something, as that is actually his best unit. As for the PDL, that is mainly again a GLA issue, they just need something that doesn't get hard countered by the Avenger.

Besides that tbh, Shockwave is mostly fine. Probably forgotten one or two other things as I haven't played in forever as I've been inundated with work for a year now, but from what I remember, most games were pretty enjoyable, even those with the niggling issues.
Neo3602
Do you have any plans to make changes to the GLA Savage General's Quad Tank?
GeneralCamo
QUOTE (Alias @ 15 May 2014, 8:49) *
Kassad just needs something better against USA, since pretty much all of his antitank is missile he needs something against Avengers. This is pretty much common with all GLA generals as one Avenger can neuter two heavy artillery.

For Townes, the tanks are fine, the Stealth Laser Bomber could use a bit of a range decrease or something, as that is actually his best unit. As for the PDL, that is mainly again a GLA issue, they just need something that doesn't get hard countered by the Avenger.

Besides that tbh, Shockwave is mostly fine. Probably forgotten one or two other things as I haven't played in forever as I've been inundated with work for a year now, but from what I remember, most games were pretty enjoyable, even those with the niggling issues.

Probably an Alternate Chameleon Tank for Kassad would be best. Other generals are not so much of a problem because they can attack head-on. Kassad is really the only critical problem.

I'll see about the Range Decrease for Stealth Bombers, but there is a large problem with Laser Tanks. When un-upgraded, they can melt an army 1.5 their size, which was balanced in ZH when the Laser General had no Artillery. Then, when upgraded, they can melt an army twice their size. I and several others feel this is a large balance issue.

QUOTE (Neo3602 @ 15 May 2014, 14:53) *
Do you have any plans to make changes to the GLA Savage General's Quad Tank?

Possibly. I do know that they are a problem, but testing will decide what they really need.
GeneralCamo
I have decided to take a break from balancing units, and instead focus on fixing and improving some General Challenges. The first one I am working on is Granger's.

Granger's Map:
Added a Helipad to Granger's Base
Added a War Factory to Granger's Base
Added a second Bridge to the player's base, kind of like DeeZire.
Improved the first Paradrop
Granger will now attack with tanks and artillery when needed.
The Combat Chinook will no longer spawn in. It is built at the Helipad
The Reinforcements from Olympia are stronger now
(USA)Bruce
Can we fix the whole
*out of power by default* thing too? and have paradrops and airstrikes constant rather then a one time thing?
Oh and for them to capture the techbuidings?
GeneralCamo
QUOTE (Brusa chan @ 21 May 2014, 11:52) *
Can we fix the whole
*out of power by default* thing too? and have paradrops and airstrikes constant rather then a one time thing?
Oh and for them to capture the techbuidings?

The out of power issue was fixed in Shockwave 1.1. Just to be safe though, I added four powerplants.

The paradrops will not be made constant. You will see why when I release it. I may make the planes stronger though.

They already capture the tech buildings... at least according to the scripts in the map. I'll debug it though and see what is wrong.
EDIT: They only capture it when you attempt to capture the tech buildings. I may make Granger own them by default to support this.
Darky
Make enemies? The worst thing that will happen is that people who disagree won't use your patch. I think your patch would actually be helpful if not for some ridiculous changes. You should start by ditching the entire "Random Ideas" section as they're horrible.
GeneralCamo
I have decided to release a preview patch. This patch will only contain fixes. Details in OP.
GeneralCamo
As I have been easing back into Shockwave again, I have realized that a few of my plans would not work. The proposed laser changes for example were found to have not been needed, except for the PDL drone fix.

I have decided to expand the preview patch somewhat to also contain fixes for certain extremely powerful units such as the Quad Tank and some experimental changes as well. This will give you a taste of what is to come. This should be released tomorrow, depending on what I find.

Here are just a few of the changes I have made so far:

Fixed the Decoy Drone so it no longer runs over infantry and can be force fired upon (I may eventually expand this unit as well)
Stealth RPG Troopers now benefit from Camouflage again.
Armour General Dozer no longer gets stuck
GeneralCamo
This thing is becoming a victim of feature creep. I'm not giving anymore dates as everytime I announce it, I suddenly see more things to add.
Megazord
Hi. smile.gif Me and my friends still play Shockwave and we're having a blast. Even after playing it for... I don't know, four years, we're still pretty moderate players. We have waited for a new patch since 1.1, so we're very happy you're doing it, Generalcamo! When do you plan to release your first patch?

I'll play some more games and try to post some balancing suggestions during the fallowing days.
GeneralCamo
Eventually, really. Right now, I am bogged down by school stuff. When summer approaches, then I will be able to work on this more.
GeneralCamo
I wonder what the code and art I added today do:




Graion Dilach
403 errors on the links lol. tongue.gif
GeneralCamo
Interesting. Let me see about fixing that.
The_Hunter
You mean guess what i nicked from ROTR today tongue.gif
Rohan
Has this change been implemented ? It would really be good in multiplayer.

==China==
*Move the Nuclear Tanks, Uranium Shells, Nuclear MIGs, etc upgrades from the Nuke Silo to some other structure (like the Propaganda center) - this'd be useful in multiplayer matches where the players have a "no super weapons rule" (since this means a China player would have to build the silo then sell it just for the upgrades) - maybe increase the cost of these upgrades or research times if this causes a balance issue
Darky
@The_Hunter

Plagiarism is the most sincere form of admiration. Or wait... biggrin.gif

@Dylan

Well, I don't think that's a good idea as Superweapons/10k is what the game is balanced on. You can always agree not to fire and the 2500 (after selling) is necessary to keep those great upgtades balanced anyway.
GeneralCamo
QUOTE (☯ Dylan @ 3 Jun 2014, 8:18) *
Has this change been implemented ? It would really be good in multiplayer.

==China==
*Move the Nuclear Tanks, Uranium Shells, Nuclear MIGs, etc upgrades from the Nuke Silo to some other structure (like the Propaganda center) - this'd be useful in multiplayer matches where the players have a "no super weapons rule" (since this means a China player would have to build the silo then sell it just for the upgrades) - maybe increase the cost of these upgrades or research times if this causes a balance issue

The game is balanced towards 10k Unlimited Superweapons. This is not happening.
teslashark
Could you please find a plausible way to regenerate Fai's infantry squads? Although they are meant to be final push or chokehold units, reinforcing diminished squads is still pretty cumbersome.
NextGen
Im support this! wink.gif

You patch Generals challenge too? I can help you with this, years ago im fix certain bug in some generals challenge map...

I try to add new maps to generals challenge but the game give me error. Someone know how to add new maps to generals challengue?
GeneralCamo
Please do not get off topic in my thread.

I may patch certain General's Challenges. The only one I did so far is Leang's Challenge Map, and Granger's Challenge.
GeneralCamo
Looking at this growing changelog, this thing is becoming extremely large. I am probably just going to skip the 1.105 patch, and skip straight to 1.11

I have made a few changes recently that may come across as controversial. I can assure you however that these are for the better, for reasons I shall explain:

All Quads (Sniper, vQuad, Quad Tank) have had their Rate of Fire reduced by 50%. This is to fix a bug that one of the ROTR testers found a while ago. It turns out that salvage and veterancy does not change the rate of fire as much as it should due to engine problems. Basically, your starting quad will not get much better, which makes for a very powerful quad cannon. With this change, it prevents early game quads from being extremely powerful, but your fully salvaged heroic quad will perform exactly the same as it did before.

I have been looking into the MDvee and Rockvee. Right now, they dominate games as USA, and completely overshadow tanks. I have been tweaking their armour values to be more vulnerable to certain damage types, but it has also been suggested to me to reduce the capacity of the humvee. Testing will determine whether this will be needed, and to what degree. In exchange, I have made tanks more useful. Composite Armour researches faster, and the Paladin has gotten a rate of fire buff to its PDL laser. The cheaper decoy drone (done in exchange for losing the ability to run over infantry and not being able to be force-fired upon) also helps survivability a ton.


There have been other changes made as well:

The TOPOL-M now has a fast missile, and as such evades AA defences rather easily. In exchange however, its rate of fire has been decreased, and the thing is more expensive.
The Lockdown MRLS HE missiles can no longer be shot down by AA defences and tracks terrain easier.
MiG Armour now provides a 50% bonus to MiGs. While this does seem like a lot, it actually isn't considering how weak the MiGs already are.
The Tank General now starts with MiG Armour, giving him a much needed boost to his Razors.
DELETED MEMBER
i have been playing shockwave a little and there is one thing i hope you fix it
GLA airpad to have the waypoint
GeneralCamo
Yeah, I noticed that a bit ago. I'll check it out.


Edit: It may not be possible. I am trying to do it, but it may not happen.
Jalan Tua Kong
Could always just copy some of the lines from Deathstrike's airpad coding. Or I think adding this line AUTO_RALLYPOINT to it's KindOf should do the trick.
GeneralCamo
Tried that. It gives the airfield a rally point... but the units do not follow the rallypoint, making it completely useless.
Chuck Kawosky
Whats the latest patch out for SW?
Ive got 1.1 installed as seen here http://www.moddb.com/mods/cc-shockwave
Are their any more updates and or patches etc after this which work?

Sorry im new to all this!

Thanks
GeneralCamo
This here is a fan made patch, run and managed by me, for Shockwave.

Shockwave 1.1 is the latest version, and is the final version by the developers. I have been working on a patch which will fix bugs and balance issues that have become apparent after 3 years. Previous fixes have been small hotfixes.
Chuck Kawosky
I see, thank you. And thanks to people like you the game will be kept alive.
Cracky
Are there going to be changes to Salvage gen, i mean the Quads and katyusha.
GeneralCamo
Quads in general are getting large changes right now. While originally it was thought that a previously unknown bug related to rate of fire was the cause of their OPness, it turns out it is the same bug, but in a "fixed" way.

Basically, what happens is with fast firing units, if you swap Fast Rate of Fire with a High Damage, still keeping the same DPS theoretically, it will not actually keep the same DPS, and go much higher. Turns out the Shockwave Developers "fixed" the bug in 1.1, which caused the huge DPS they have right now. Currently, ROF has been cut in half for all quads (That is, Sniper, Regular, and Tank, not Python and ZSU) and the damage type has been set to GATTLING instead of SMALL_ARMS, which reduces their effectiveness against buildings greatly.
Cracky
Nice to hear, i always hated people abusing them.
GeneralCamo
The changelog is now... 366 lines long. Obviously this thing has gotten far larger than I would like to admit.

I hope to get the patch out soon, but there are a lot of changes I am trying out that should hopefully be for the better. Here, let me get you a sample of the (WIP) changelog:

CODE
USA Laser General

* Hellfire Drone is untargettable like all the other drones

* Missile Defender

    * Damage reduced to 30 (from 45)
    * Firing delay reduced from 1000ms to 660 ms.
    * Laser Guided Missile firing delay reduced from 500ms to 330ms
    * Laser Guided Missile damage reduced from 40 to 29.7
    * Cost increased to 350 (from 325)

* Laser Crusader

    * Cost increased to 1000

* Sentry Drone

    * Now has a laser gun again (It was cut due to a lack of upgrade slots. That turns out to not actually be a problem as other upgrades were cut as well.)

* FB-22

    * Primary Damage is now 400.0 (from 250.0)
    * Primary Damage Radius is now 5.0 (from 10.0)
    * Secondary Damage is now 200.0 (from 50.0)
    * Bunker Busters now work
    * Bomb range is now 360.0 (from 320.0)
    * Bombs are now Guided

* Laser Paladin

    * Can now hold its charge for 1 second (up from a 10th of a second)
    * Costs 1400 now (Shockwave .951 levels)

* Stealth Fighter

    * Decreased Range from 250.0 to 225.0
    * Weapon type changed from JET_MISSILES to COMANCHE_VULCAN
    
* Chinook

    * Now benefits from PDL upgrade

* PDL Drone no longer attack infantry with PDLs.

    
USA Armour General

* Dozer now shares the Locomotive of the Chinese Dozer, preventing it from getting stuck.

* Wraith Tank

        * Now deals 70.0 damage (up from 65.0)

* Javelin
    
    * Missiles now deal 100 damage (up from 65.0)
    
* F-16XL
    
    * Now has 300 health (from 220)
    * Minimum attack range is 50.0 (from 100.0)
    
* Blue Arrow Defender

    * Now fires in bursts of 3
    * Reload time is 2500ms
    * Firing delay reduced to 300ms (from 1500ms)
    * Can no longer attack ground units
    * Damage against air targets reduced to 30.0 (from 40.0)
    * Laser Lock firing rate reduced to 200ms (from 500ms)
    * Laser Lock damage type changed from GATTLING to EXPLOSION
    * Laser Lock delay increased from 1000ms to 2000ms
    * Laser Lock burst increased from 10 missiles to 15 missiles
    * Laser Lock is immune to ECM
    * Now costs 300 (from 200)
    
* Stryker

    * Now heals infantry and vehicles
    * Healing Radius increased from 100 to 150

* Vulcan Tank

    * Doubled the damage against infantry (from 4 to 8)
    * Doubled splash damage against all targets (from 2 to 4)
    * Decreased the clip size (from 60 to 40)
    * Halved the firing delay (from 100 to 50)
    
* Vaporiser Vulcan Turret

    * Doubled the clip size (from 80 to 160)
    * Halved the firing delay (from 33 to 16)
    
* Guardian Defence Turret

    * Reduced reload time from 2000ms to 1600ms
    * Increased primary damage from 80 to 100
    
* Gladiator Tank

    * Now gains an ROF bonus upon gaining veterancy (because I figured out how to fix the Gazer being overridden, which is why this was removed in the first place)
    * Now has a slight recoil. (Purely Cosmetic)
    * Experience Required changed from 0|100|150|300 to 0|150|300|400
    
* Phalanx CIWS

    * Changed weapon sound
    * Price decreased to 900 (from 1000)


This is just a small part of the changelog, and is still being worked on as we speak.
Megazord
Nice! It makes me wanna play Shw again.

I really like changes for the Armor. I always thought he needed some buffs early-game. I'll be waiting for any new info.
GeneralCamo
I am happy to announce that this patch is now in Release Candidate stages.

Currently, all that is left to do really is minor balance tweaks. In the meantime, I have been improving the mod Aesthetically. This is in terms of both sound and graphics.

You may have seen my post a while ago detailing the addition of ROTR death effects. These have been fully implemented, so now that Hammer Cannon will seem a bit more powerful when put against an angry mob. Alternatively, you can now literally melt your enemy with Radiation Grenades or that RAD Tank.

In addition to graphics, I have also improved certain sounds in the game. The A-10 now uses the same sound as it does in ROTR, instead of simply ripping off the Comanche. The newly buffed Vulcan tank has a sort-of new sound to match it (those of you who remember the original Vulcan Turret in .95 will know what this sounds like). The Guardian Turret and Ramjet Ignition sounds now use remastered versions of the original from TD, instead of a straight rip from TD. These sounds both (in my opinion) sound much better than the originals. And finally, the annoying Marine death sounds have been replaced by much less annoying versions. These are still from the same source, they just sound better.

I hopefully will be posting a ZIP or RAR file of the original sounds and the new sounds soon. So keep an eye out for that.
RebelAmbush
QUOTE (Generalcamo @ 8 Jul 2014, 2:35) *
I am happy to announce that this patch is now in Release Candidate stages.

Currently, all that is left to do really is minor balance tweaks. In the meantime, I have been improving the mod Aesthetically. This is in terms of both sound and graphics.

You may have seen my post a while ago detailing the addition of ROTR death effects. These have been fully implemented, so now that Hammer Cannon will seem a bit more powerful when put against an angry mob. Alternatively, you can now literally melt your enemy with Radiation Grenades or that RAD Tank.

In addition to graphics, I have also improved certain sounds in the game. The A-10 now uses the same sound as it does in ROTR, instead of simply ripping off the Comanche. The newly buffed Vulcan tank has a sort-of new sound to match it (those of you who remember the original Vulcan Turret in .95 will know what this sounds like). The Guardian Turret and Ramjet Ignition sounds now use remastered versions of the original from TD, instead of a straight rip from TD. These sounds both (in my opinion) sound much better than the originals. And finally, the annoying Marine death sounds have been replaced by much less annoying versions. These are still from the same source, they just sound better.

I hopefully will be posting a ZIP or RAR file of the original sounds and the new sounds soon. So keep an eye out for that.


Question, are you going to post the patch here on this forum or on the ModDB page of Shockwave? smile.gif
GeneralCamo
Yes.




Both of them basically
Megazord
Can't wait! biggrin.gif Could you give us some insight on what to expect with other generals? Some obvious buffs and nerfs?
GeneralCamo
The other factions are still under heavy review, especially since it turned out I made a rather large mistake in coding.

Should be all fixed now though, I could give you guys a preview of some wanted changes:
CODE
* Bullfrog
    
    * Price increased to 300 from 100
    * Health decreased to 100.00 from 150.00
    * Vulnerability to SMALL_ARMS increased to 50% (up from 25%)


* Reaper Tank
    
    * Is now EMP Hardened
    * Damage from SUBDUAL_VEHICLE reduced from 100% to 50% (provides resistance against ECM tanks and EMP Missile Defenders)
    * Damage from SUBDUAL_UNRESISTABLE reduced from 100% to 10% (provides immunity against EMP Patriots; still vulnerable to EMP bombs)
    * Reaper Tank Range increased to 200.00 from 160.00 (Brought back to Shockwave .951 levels)

* Tornado Bomber:

    * Experience required increased from 0|100|200|400 to 0|200|400|800
    * Increased the amount of clusters from 4 to 8
    * Weapon type for the Bomb changed from EXPLOSION to JET_MISSILES

And here is one rather.. experimental unit I am working on.
CODE
* Added new unit: Nuclear Gattling Tank

    * Speed increased from 40 to 52
    * Cost increased from 700 to 800
    * Build time increased from 8 seconds to 12 seconds
    * Explodes on death (unless Isotope Stability is researched)
    * Has new model


Basically a Gattling Tank version of the Nuclear Battlemaster, the purpose of this unit is to make sure that Battlemasters do not outpace Gattling Tanks with Fusion Reactors, which diluted its effectiveness.
RebelAmbush
Nice!
Megazord
QUOTE
Basically a Gattling Tank version of the Nuclear Battlemaster, the purpose of this unit is to make sure that Battlemasters do not outpace Gattling Tanks with Fusion Reactors, which diluted its effectiveness.

Why not just make Gatt Tank benefit from that upgrade?

Btw. did you consider takich ROTR's approach to stealth units, removing stealth detection from basic defenses?

From my side, I'd like to see Nuclear Research Plant's upgrades to be taken into a different structure, because building a SW is somewhat problematic. Although I can't think of any better alternative.
GeneralCamo
QUOTE (Megazord @ 13 Jul 2014, 11:57) *
Why not just make Gatt Tank benefit from that upgrade?

It's not needed, and is actually a larger boost than you think. Besides, Gattling Tanks even without Nuclear Engines are still faster than Nuclear Engined Battlemasters. The problem I am trying to resolve is Gattling Tanks being outrun by Fusion Engined Battlemasters.

QUOTE
Btw. did you consider takich ROTR's approach to stealth units, removing stealth detection from basic defenses?

While Shockwave may be a ZH 2.0, it is still ZH. ROTR is basically a total overhaul. Directly porting stuff from ROTR is not a good idea because of the vastly different mechanics.

QUOTE
From my side, I'd like to see Nuclear Research Plant's upgrades to be taken into a different structure, because building a SW is somewhat problematic. Although I can't think of any better alternative.

There is no reason to do this from a balance perspective.
Jalan Tua Kong
This is shaping up to be pretty good. Some of the additons here are almost the same as my little mod for Shockwave too. I'll probably port over my stuff and use this mod of a mod as a basis for my private pet project when released ;p
nikitazero678
I have some suggestions to be added in the patch:

  1. The AI of General Ironside (on easy) has a delay on building its infantry and vehicle units - can this be fixed?
  2. The AI difficulty should be improved; it should be like in the NProject mod.
  3. Oil Derricks should generate funds at a rate of $50 every 3 seconds instead of $200 every 12 seconds.
  4. Some waypoint and pathfinding improvements, if possible.
GeneralCamo
QUOTE
  • The AI of General Ironside (on easy) has a delay on building its infantry and vehicle units - can this be fixed?

Low priority.. I am not a script-writer, and script-writers are very hard to find in the C&C community these days.
QUOTE
  • The AI difficulty should be improved; it should be like in the NProject mod.

See above
QUOTE
  • Oil Derricks should generate funds at a rate of $50 every 3 seconds instead of $200 every 12 seconds.

Any particular reason why?
QUOTE
  • Some waypoint and pathfinding improvements, if possible.

Probably not possible. However, I am trying to make certain units (like the Armour Dozer) not get stuck as often.
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