Description:
2v2 variant of what i've been working on in my newly modded Behind the Veil (so check there for major updates rather than on here). however, since this also provides a navy element to the map, it will be more experimental than Behind the Veil in that sense, hope you'll enjoy :)
naval changes:
1. from cheapest to expensive: Gunboat at $300, Destroyer at $500, Submarine at $900, Cruiser at $1000, Missile Sub at $1500 (transport is same price)
2. Destroyer, Submarines (both) and Cruisers have a increase in mobility
3. Gunboats have increased vision range to 8 cells away as well as a +1 cell increase to their sonar, this'll be your evasion and destruction of the Submarines as you amass an armada
4. torpedoes can be shot a little further away and can trail you for longer, they are also pretty fast and have a relation to turn, if you have good micro with them and the vision: you should be able to obliterate Cruisers from afar or dodge the torpedoes as a gunboat
5. damage values have increased for both Missile Sub and Cruiser, so expect them to hit harder
6. spread has been tweaked a little to allow their blasts to do damage to things around the main attacked unit (example: Depth Charges can do damage to four submarines that surround the middle submarine you're hitting)
7. Transport can now contain 10 units aboard, this could be quite OP if combined with flak trucks since that's a flak drop with about 10 rockets/flamers per truck in 1 transport, giving about 100 soldiers travelling work (if there was fatigue in the game: this would be beautiful)
that about wraps that up, i'll now have to simultaneously update both Tourney Isle and Behind the Veil if you go on the ground, (which tbh is where most of the meat is, but this'll be interesting to see. i have only tested values of this from the playtest, so don't expect it to have a similar effect on the release). hope to see you naval fans out there fighting along with an army and airforce on the ground now :D
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Reports of Tournament Island
Lint check for release-20170421
OpenRA.Utility(1,1): Error: Weapon `marauder`: projectile RangeLimit lower than weapon range!
OpenRA.Utility(1,1): Error: Sprite image gnrl from actor gnrl.unit of faction allies does not define sequence idle2 from field IdleSequences of OpenRA.Mods.Common.Traits.Render.WithInfantryBodyInfo
OpenRA.Utility(1,1): Error: Sprite image gnrl from actor gnrl.unit of faction england does not define sequence idle2 from field IdleSequences of OpenRA.Mods.Common.Traits.Render.WithInfantryBodyInfo
OpenRA.Utility(1,1): Error: Sprite image gnrl from actor gnrl.unit of faction france does not define sequence idle2 from field IdleSequences of OpenRA.Mods.Common.Traits.Render.WithInfantryBodyInfo
OpenRA.Utility(1,1): Error: Sprite image gnrl from actor gnrl.unit of faction germany does not define sequence idle2 from field IdleSequences of OpenRA.Mods.Common.Traits.Render.WithInfantryBodyInfo
OpenRA.Utility(1,1): Error: Sprite image gnrl from actor gnrl.unit of faction soviet does not define sequence idle2 from field IdleSequences of OpenRA.Mods.Common.Traits.Render.WithInfantryBodyInfo
OpenRA.Utility(1,1): Error: Sprite image gnrl from actor gnrl.unit of faction russia does not define sequence idle2 from field IdleSequences of OpenRA.Mods.Common.Traits.Render.WithInfantryBodyInfo
OpenRA.Utility(1,1): Error: Sprite image gnrl from actor gnrl.unit of faction ukraine does not define sequence idle2 from field IdleSequences of OpenRA.Mods.Common.Traits.Render.WithInfantryBodyInfo
OpenRA.Utility(1,1): Error: Sprite image gnrl from actor gnrl.unit of faction Random does not define sequence idle2 from field IdleSequences of OpenRA.Mods.Common.Traits.Render.WithInfantryBodyInfo
OpenRA.Utility(1,1): Error: Sprite image gnrl from actor gnrl.unit of faction RandomAllies does not define sequence idle2 from field IdleSequences of OpenRA.Mods.Common.Traits.Render.WithInfantryBodyInfo
OpenRA.Utility(1,1): Error: Sprite image gnrl from actor gnrl.unit of faction RandomSoviet does not define sequence idle2 from field IdleSequences of OpenRA.Mods.Common.Traits.Render.WithInfantryBodyInfo
Errors: 11
Lint check for release-20161019
Lint check for release-20160508
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you may've noticed in the notches of the map that there are no mud bridges, this was so you had a cove for your naval yards and sub pens, however this now means there are two ways of getting in and are really easy to defend up, but it should stalemate if they try that. Forward Comms have been placed near the coves so you can build up a navy, but the range is the same for BtV so you can even place defences and a ref by the entrance to that money tube.