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This repository has been archived by the owner on Apr 17, 2022. It is now read-only.
resolution_fixedtype_patch (an actual patch, not a request for one) | by Forgon
When this game was released in 1999, flamers and some AA units could not fire on the move.
This behaviour changed from 2008 onward, but only for multiplayer games. Campaign games have been unaffected.
First the Flamer turret was allowed to fire on the move, then, in addition, Inferno and Plasmite Flamer:
`
commit cc6e90ce0d9d5af3be4b0faca6fa29d4a118f844
Author: Roman C troman@gna.org
Date: Thu Feb 14 21:40:44 2008 +0000
Weapon balance:
-light flamers are now allowed to shoot while moving
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3780 !4a71c877-e1ca-e34f-864e-!861f7616d084
'
`
commit 5ec11ada0791b82f7e628a1415c4dd07a644cd2d
Author: Roman C troman@gna.org
Date: Sun Apr 13 14:02:33 2008 +0000
Flamer Balance:
-all flamers can fire while moving
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@4579 !4a71c877-e1ca-e34f-864e-!861f7616d084
'
The Cyclone AA Turret was replaced with the AA Flak Cannon in multiplayer:
Rebalance 0.8.1:
- Removed Cyclone turret
- Added: AA Flak Cannon (and Emplacement and Hardpoint)
- Flak Cannon is a medium-reload splash weapon
- Prerequisites: HPV
- Added: Sunburst AA Rocket Array (and Site)
- Sunburst is a slow-reload salvo weapon
- Prerequisites: Lancer
- Lancer damage toned down a bit
- Heavy Laser damage increased a bit
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@11569 !4a71c877-e1ca-e34f-864e-!861f7616d084
'
Finally, in multiplayer all AA units were allowed to fire on the move, in a commit which, oddly, exists twice:
`
commit 1c090d7bff3823a66dd96739a730e99aafb9076c
Author: Guangcong Luo zarel@wz2100.net
Date: Thu May 7 10:25:19 2009 +0000
Rebalance 0.5.0:
* Heavy VTOL bombs made lighter, light VTOL bombs made heavier.
* VTOL bomb accuracy upgrades changed to damage upgrades.
* Angel Missile stronger, Archangel Missile weaker, both fewer prereqs.
* Damage upgrades now also upgrade splash and burn damage.
* Needle Gun slightly stronger. Still not actually better than HPV.
* Rails now penetrating weapons. In practice, this shouldn't make much difference.
* Factory, Cyborg factory, and VTOL factory upgrades combined; now only 4 upgrades instead of 6-9 each.
* Repair facility upgrades condensed, now only 3 upgrades instead of 6.
* Artillery weapons do less damage to tanks, but more to walls.
* MG damage back down to original levels. The extra APDSB MG Bullets in the early game does plenty to compensate.
* VTOL HP actually makes sense now.
* Cannon HP increased a bit more.
* Stormy nerfed.
* All AA weapons have full fire-on-move.
For exact numbers, refer to http://guide.wz2100.net/new/ or wait for the detailed changelog after all rebalancing is done.
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@7353 !4a71c877-e1ca-e34f-864e-!861f7616d084
`
`
commit 49fc746bf351c066d96a81ead4d7633ff1602224
Author: Guangcong Luo zarel@wz2100.net
Date: Thu May 7 10:25:19 2009 +0000
Rebalance 0.5.0:
* Heavy VTOL bombs made lighter, light VTOL bombs made heavier.
* VTOL bomb accuracy upgrades changed to damage upgrades.
* Angel Missile stronger, Archangel Missile weaker, both fewer prereqs.
* Damage upgrades now also upgrade splash and burn damage.
* Needle Gun slightly stronger. Still not actually better than HPV.
* Rails now penetrating weapons. In practice, this shouldn't make much difference.
* Factory, Cyborg factory, and VTOL factory upgrades combined; now only 4 upgrades instead of 6-9 each.
* Repair facility upgrades condensed, now only 3 upgrades instead of 6.
* Artillery weapons do less damage to tanks, but more to walls.
* MG damage back down to original levels. The extra APDSB MG Bullets in the early game does plenty to compensate.
* VTOL HP actually makes sense now.
* Cannon HP increased a bit more.
* Stormy nerfed.
* All AA weapons have full fire-on-move.
For exact numbers, refer to http://guide.wz2100.net/new/ or wait for the detailed changelog after all rebalancing is done.
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@7353 !4a71c877-e1ca-e34f-864e-!861f7616d084
'
Eugen, now mentioned as campaign tester in the file './AUTHORS', suggested that flamers should be allowed to fire on the move in campaign games (read this forum post).
This will surely spare players some frustration when their units get clogged up or begin to dance due to the horrible pathfinding.
The attached patch allows flamers and all AA units to fire on the move in the campaign.
This affects the following turrets:
Flamer
Inferno
Cyclone Flak Turret (exists only in the campaign)
Vindicator SAM
Note that the scavengers' flamer used by their Firebus must still stop to fire, just like in multiplayer.
Issue migrated from trac:4832 at 2022-04-16 13:09:01 -0700
The text was updated successfully, but these errors were encountered:
#CommitTicketReference repository="" revision="4c06fe4bc12199a60df43eb21c12f47989329318"
fixes #4832: allow flamers and all AA units to fire on the move in campaign games, just like in multiplayer.
Affected turrets:
- Flamer
- Inferno
- Cyclone Flak Turret (exists only in campaign)
- Vindicator SAM
Note that the scavengers' flamer used by their Firebus must still stop to fire.
resolution_fixed
type_patch (an actual patch, not a request for one)
| by ForgonWhen this game was released in 1999, flamers and some AA units could not fire on the move.
This behaviour changed from 2008 onward, but only for multiplayer games. Campaign games have been unaffected.
First the Flamer turret was allowed to fire on the move, then, in addition, Inferno and Plasmite Flamer:
`
commit cc6e90ce0d9d5af3be4b0faca6fa29d4a118f844
Author: Roman C troman@gna.org
Date: Thu Feb 14 21:40:44 2008 +0000
'
`
commit 5ec11ada0791b82f7e628a1415c4dd07a644cd2d
Author: Roman C troman@gna.org
Date: Sun Apr 13 14:02:33 2008 +0000
'
The Cyclone AA Turret was replaced with the AA Flak Cannon in multiplayer:
`
commit abc4db390b2500b56d975dbf33b2927de28727f6
Author: Guangcong Luo zarel@wz2100.net
Date: Thu Sep 2 04:33:19 2010 +0000
'
Finally, in multiplayer all AA units were allowed to fire on the move, in a commit which, oddly, exists twice:
`
commit 1c090d7bff3823a66dd96739a730e99aafb9076c
Author: Guangcong Luo zarel@wz2100.net
Date: Thu May 7 10:25:19 2009 +0000
`
`
commit 49fc746bf351c066d96a81ead4d7633ff1602224
Author: Guangcong Luo zarel@wz2100.net
Date: Thu May 7 10:25:19 2009 +0000
'
Eugen, now mentioned as campaign tester in the file './AUTHORS', suggested that flamers should be allowed to fire on the move in campaign games (read this forum post).
This will surely spare players some frustration when their units get clogged up or begin to dance due to the horrible pathfinding.
The attached patch allows flamers and all AA units to fire on the move in the campaign.
This affects the following turrets:
Note that the scavengers' flamer used by their Firebus must still stop to fire, just like in multiplayer.
Issue migrated from trac:4832 at 2022-04-16 13:09:01 -0700
The text was updated successfully, but these errors were encountered: