;Vet [CnCNet] Author=Humble/Skylegend/Xme Website=https://github.com/HumbleTS/Balance-Veteran-Patch/wiki/Balance-Veteran-Summary ; List of changes for Veteran & Balance Patch 2.46 [General] VeteranRatio=3.5 ; must destroy this multiple of self-value to become a veteran [per level] VeteranCombat=.20 ; combat BONUS factor when unit is a veteran VeteranSpeed=.20 ; speed BONUS factor when unit is a veteran VeteranArmor=.20 ; armor BONUS when unit is a veteran VeteranROF=.20 ; rate of fire BONUS when unit is a veteran ; ** Lighting ** [INGRNLMP] ; invisible green lamp used for lighting effects on tiberium fields with tiberium trees LightRedTint=0.01 LightBlueTint=0.01 LightGreenTint=0.6 LightIntensity=0.03 LightVisibility=1800 ; Crate Powerups [Powerups] Armor=1,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier) Cloak=1,CLOAK ; enable cloaking on nearby objects Darkness=0,SHROUDX ; cloak entire radar map Explosion=0,,500 ; high explosive baddie (damage per explosion) Firepower=1,FIREPOWR,2.0 ; firepower of nearby objects increased (firepower multiplier) HealBase=0,HEALALL ; all buildings to full strength ICBM=1,CHEMISLE ; nuke missile one time shot Money=0,MONEY,2000 ; a chunk o cash (maximum cash) Napalm=0,,600 ; fire explosion baddie (damage) Reveal=0,REVEAL ; reveal entire radar map Speed=1,ARMOR,1.7 ; speed of nearby objects increased (speed multiplier) Squad=0, ; squad of random infantry Unit=0, ; vehicle Invulnerability=0,ARMOR,1.0 ; invulnerability (duration in minutes) Veteran=1,VETERAN,1 ; veteran upgrade (levels to upgrade) IonStorm=0, ; initiate ion storm Gas=0,,100 ; tiberium gas (damage for each gas cloud) Tiberium=0, ; tiberium patch Pod=1, ; drop pod special ; Ion Storm Strike [IonWH] Verses=100%,90%,75%,60%,25% ; was in wrong order due to typo, fixed to damage armor types in order of strength properly ; ***** GDI SECTION ***** ; ~ GDI STRUCTURES ~ ; GDI Gate A [GAGATE_A] DeployTime=0.022 ; was 0.044 (increased the structure deploy animation) GateCloseDelay=0.044 ; was 0.2 (deacresed the delay time for gate to open) ; GDI Gate B [GAGATE_B] DeployTime=0.022 ; was 0.044 (increased the structure deploy animation) GateCloseDelay=0.044 ; was 0.2 (deacresed the delay time for gate to open) ; Pavement [GAPAVE] Adjacent=5 ; was 3 (increased the maximum distance pavement could be placed from a players base structures) ; Ion Cannon Uplink [GAPLUG3] Prerequisite=GAPLUG ; was Prerequisite=GAPLUG,GATECH (removed requirement to have GDI Tech Center to acquire Ion Cannon Uplink add-on) ; Hunter Seeker Control [GAPLUG2] Prerequisite=GAPLUG ; was Prerequisite=GAPLUG,GATECH,GAWEAP (removed requirement to have GDI Tech Center & GDI War Factory to acquire Seeker Control add-on) ; ~ GDI UNITS ~ ; Disc Thrower [E2] Elite=EliteGrenade EliteAbilities=FIREPOWER,STRONGER ; was SCATTER (changed 1st upgraded to improved weapon, 2nd upgrade to increased strength) ; Jumpjet Infantry [JUMPJET] Elite=EliteJumpCannon ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,STRONGER ; was RADAR_INVISIBLE (changed 1st upgraded to improved weapon, 2nd upgrade to increased strength) ; Ghost Stalker [GHOST] Trainable=yes ; default was no (this needs to be changed to enable upgrades) Elite=EliteLtRail ; added elite weapon when unit becomes promoted EliteAbilities=SELF_HEAL,FASTER ; default none (changed 1st upgraded to self healing, 2nd upgrade to improved speed) ; Wolverine [SMECH] Elite=EliteAssaultCannon ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,STRONGER ; was VEIN_PROOF (changed 1st upgraded to improved weapon, 2nd upgrade to increased strength) ; Titan [MMCH] Elite=Elite120mm ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,STRONGER ; was SENSORS (changed 1st upgraded to improved weapon, 2nd upgrade to increased strength) ; Hover MLRS [HVR] Elite=EliteHoverMissile ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,STRONGER ; was SELF_HEAL (changed 1st upgraded to improved weapon, 2nd upgrade to increased strength) ; Disruptor [SONIC] Elite=EliteSonicZap ; added elite weapon when unit becomes promoted EliteAbilities=STRONGER,SELF_HEAL ; was EXPLODES (changed 1st upgraded to improved strength, 2nd upgrade to self healing) ; Mammoth Mark II [HMEC] Primary=MechRailgun Secondary=MammothTusk Trainable=yes ; default was no (this needs to be changed to enable upgrades) Elite=EliteMechRailgun ; added elite weapon when unit becomes promoted EliteAbilities=STRONGER,FASTER ; default was none (changed 1st upgraded to improved strength, 2nd upgrade to increased speed) ; Orca Fighter [ORCA] Elite=EliteHellfire ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,SELF_HEAL ; defualt was none (changed 1st upgraded to improved weapon, 2nd upgrade to self healing) ; Orca Bomber [ORCAB] Elite=EliteBomb ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,SELF_HEAL ; was RADAR_INVISIBLE (changed 1st upgraded to improved weapon, 2nd upgrade to self healing) ; ***** NOD SECTION ***** ; ~ NOD STRUCTURES ~ ; NOD Gate A [NAGATE_A] DeployTime=0.022 ; was 0.044 (increased the structure deploy animation) GateCloseDelay=0.044 ; was 0.2 (deacresed the delay time for gate to open) ; NOD Gate B [NAGATE_B] DeployTime=0.022 ; was 0.044 (increased the structure deploy animation) GateCloseDelay=0.044 ; was 0.2 (deacresed the delay time for gate to open) ; Pavement [GAPAVE] Adjacent=5 ; was 3 (increased the maximum distance pavement could be placed from a players base structures) ; Tiberium Waste Facility [NAWAST] Strength=1200 ; was 400 (increased strength value so it wouldn't die to only 1 bomber with 2 passes) ; Laser fence post Adjacent=5 ; was 3 (increased the maximum distance laser fence post can be placed from a base structure) ; Obelisk of Light [NAOBEL] Armor=heavy ; was wood (wood armor type too weak vs GDI bombers) Strength=600 ; was 725 (decreased for balancing with Armor upgrade) ; Obelisk Laser Beam [LaserFire] ROF=46 ; was 120 (this is essentially half after charge) ; ~ NOD UNITS ~ ; Light Infantry [E1] Elite=EliteMinigun ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,STRONGER ; was SCATTER (changed 1st upgraded to improved weapon, 2nd upgrade to increased strength) ; Rocket Infantry [E3] Elite=EliteBAZOOKA ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,STRONGER ; was SCATTER (changed 1st upgraded to improved weapon, 2nd upgrade to increased strength) ; Cyborg [CYBORG] Elite=EliteVulcan3 ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,SELF_HEAL ; was SCATTER (changed 1st upgraded to improved weapon, 2nd upgrade to self healing) ; Cyborg Commando [CYC2] Trainable=yes ; default was no (this needs to be changed to enable upgrades) Elite=EliteCyCannon ; added elite weapon when unit becomes promoted EliteAbilities=SELF_HEAL,FASTER ; default was none (changed 1st upgraded to self healing, 2nd upgrade to improved speed) ; Attack Buggy [BGGY] Elite=EliteRaiderCannon ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,STRONGER ; was CRUSHER (changed 1st upgraded to improved weapon, 2nd upgrade to increased strength) ; Attack Cycle [BIKE] Elite=EliteBikeMissile ; was HoverMissilie (added elite weapon when unit becomes promoted) EliteAbilities=FIREPOWER,STRONGER ; was VEIN_PROOF (changed 1st upgraded to improved weapon, 2nd upgrade to increased strength) ; Artillery [ART2] TooBigToFitUnderBridge=true ; added line of code (unit can absorb damage when stopped on war factory & refinery structures preventing harvester bombs) Elite=Elite155mm ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,STRONGER ; was SELF_HEAL (changed 1st upgraded to improved weapon, 2nd upgrade to increased strength) ; Deployed Artillery [GAARTY] Elite=Elite155mm ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,STRONGER ; was SELF_HEAL (changed 1st upgraded to improved weapon, 2nd upgrade to increased strength) ; Tick Tank [TTNK] TooBigToFitUnderBridge=true ; added line of code (unit can absorb damage when stopped on war factory & refinery structures preventing harvester bombs) Armor=heavy ; was light (changed armor type to be comparable to Titan when getting bombed) Elite=Elite90mm ; was 120mmx (changed elite weapon when unit becomes promoted) EliteAbilities=FIREPOWER,STRONGER ; was SENSORS (changed 1st upgraded to improved weapon, 2nd upgrade to increased strength) ; Deployed Tick Tank [GATICK] Strength=400 ; was 350 (slightly stronger then a Titan when deployed and takes similar damage from bomber(S) as a Titan) Elite=Elite90mm ; was 120mmx (changed elite weapon when unit becomes promoted) EliteAbilities=FIREPOWER,STRONGER ; was SENSORS (changed 1st upgraded to improved weapon, 2nd upgrade to increased strength) ; Subterranean APC [SAPC] Strength=210 ; was 175 (improved strength so mk2 couldnt 1-shot it) ; Devil's Tongue [SUBTANK] Strength=300 ; default 300 (unit doesn't get credit for kills to become promoted due to fire weapon) ; Stealth Tank [STNK] Strength=230 ; was 180 (now same as MLRS) Armour=wood ; was light (now same as MLRS) CloakingSpeed=3 ; was 5 Turret=Yes ; was no (can Q now) Elite=EliteDragon ; added elite weapon when unit becomes promoted EliteAbilities=STRONGER,SELF_HEAL ; was EXPLODES (changed 1st upgraded to increased strength, 2nd upgrade to self healing) ; Harvester [HARV] ThreatAvoidanceCoefficient=0.00 ; was 0.65 (removed threat avoidance factor) MovementZone=Destroyer ; was Crusher (copied from Titan) EliteAbilities=TIBERIUM_HEAL ; defualt was none ; Weed Eater [WEED] ThreatAvoidanceCoefficient=0.00 ; was 0.65 (removed threat avoidance factor) ; Harpy [APACHE] Elite=EliteHarpyClaw ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,SELF_HEAL ; default was none (changed 1st upgraded to improved weapon, 2nd upgrade to self healing) ; Banshee Fighter [SCRIN] Elite=EliteProton ; added elite weapon when unit becomes promoted EliteAbilities=FIREPOWER,SELF_HEAL ; was RADAR_INVISIBLE (changed 1st upgraded to improved weapon, 2nd upgrade to self healing) ; ***** MISC ***** ; Tiberium Fiend [DOGGIE] Elite=EliteFiendShard ; added elite weapon when unit becomes promoted EliteAbilities=STRONGER,SELF_HEAL ; default was none (changed 1st upgraded to increased strength, 2nd upgrade to self healing) ; Adult Visceroid [VISC_LRG] Cost=330 Trainable=Yes Elite=EliteSlimeAttack ; added elite weapon when unit becomes promoted EliteAbilities=STRONGER,SELF_HEAL ; default was none (changed 1st upgraded to increased strength, 2nd upgrade to self healing) ; ***** Elite Weapons Section ***** [EliteFiendShard] ; created elite version of standard weapon for Tiberium Fiend Damage=42 ; 20% increase from standard weapon ROF=30 Burst=3 Range=6 ; 20% increase from standard weapon Projectile=DogShard Speed=25 Warhead=Shard Report=FIEND2 ; Elite Visceroid Attack ; created elite version of standard weapon for Adult Visceroid [EliteSlimeAttack] Damage=120 ; 20% increase from standard weapon Range=1.56 ; 20% increase from standard weapon ROF=80 Projectile=Invisible Speed=25 Warhead=Slimer Report=VICER1 ; Light Infantry Elite Weapon ; created elite version of standard weapon for Light Infantry [EliteMinigun] Damage=10 ; 20% increase from standard weapon ROF=21 Projectile=Invisible Speed=100 Warhead=SA Range=4.80 ; 20% increase from standard weapon Report=INFGUN3,GOSTGUN1,SLVKGUN1 ; Elite Disc Thrower Weapon ; created elite version of standard weapon for Disc Thrower [EliteGrenade] Damage=48 ; 20% increase from standard weapon ROF=60 Range=5.4 ; 20% increase from standard weapon Projectile=Lobbed Speed=5 Warhead=HE Bright=yes ; Rocket Infantry Elite Weapon ; created elite version of standard weapon for Rocket Infantry [EliteBAZOOKA] Damage=30 ; 20% increase from standard weapon ROF=60 Projectile=AAHeatSeeker2 Speed=25 Warhead=AP Range=7.20 ; 20% increase from standard weapon Report=RKETINF1 TurboBoost=yes ; Medic Healing ; improved medic healing [Heal] Burst=2 ; was 0 Range=4.5 ; was 2.83 ; Elite Jump Jet Cannon ; created elite version of standard weapon for Jump Jet Infantry [EliteJumpCannon] Damage=18 ; 20% increase from standard weapon Burst=2 ROF=40 Range=6 ; 20% increase from standard weapon Projectile=Invisible3 Speed=100 Warhead=SA Report=JUMPJET1 ; Cyborg's Vulcan cannon [Vulcan3] Damage=13 ; increased damage from 10 to 13 Range=5 ; increased default weapon range to be superior to Light Infantry and effective in Infantry fights ; Cyborg's Elite Vulcan cannon ; created elite version of standard weapon for Cyborg [EliteVulcan3] Damage=16 ; 20% increase from standard weapon Burst=3 ROF=30 Projectile=Invisible Speed=100 Warhead=SA Range=6 ; 20% increase from standard weapon Report=CYGUN1 ; Wolverine Cannon ; improved Wolverin weapon [AssaultCannon] Damage=16 ; was 40 Burst=3 ; was 0 ROF=25 ; was 50 ; Elite Wolverine Cannon ; created elite version of standard weapon for Wolverine [EliteAssaultCannon] Damage=20 ; 20% increase from standard weapon Burst=3 ROF=25 Range=6 ; 20% increase from standard weapon Projectile=Invisible Speed=100 Warhead=SA Report=TSGUN4 ; Elite Titan Weapon ; created elite version of standard weapon for Titan [Elite120mm] Damage=84 ; 20% increase from standard weapon ROF=80 Range=8.1 ; 20% increase from standard weapon Projectile=Invisible Speed=90 Warhead=AP Report=120MMF Anim=GUNFIRE Bright=yes ; Elite Hover Missile ; created elite version of standard weapon for Hover MLRS [EliteHoverMissile] Damage=36 ; 20% increase from standard weapon ROF=68 Range=9.6 ; 20% increase from standard weapon Burst=2 Projectile=AAHeatSeeker2 Speed=30 Warhead=AP Report=HOVRMIS1 MinimumRange=2 ; Assault Buggy Cannon ; improved Assasult Buggy Weapon and added Burst [RaiderCannon] Damage=13 ; was 40 Burst=3 ; was 0 ; Elite Assault Buggy Cannon ; created elite version of standard weapon for Attack Buggy [EliteRaiderCannon] Damage=16 ; 20% increase from standard weapon Burst=3 Range=4.8 ; 20% increase from standard weapon Projectile=Invisible Speed=100 Warhead=SA Report=CHAINGN1 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ; Elite Bike Missile ; created elite version of standard weapon for Attack Cycle [EliteBikeMissile] Damage=48 ; 20% increase from standard weapon ROF=60 Range=6 ; 20% increase from standard weapon Projectile=HeatSeeker Speed=30 Report=MISL1 Warhead=AP ; Elite Artillery Cannon ; created elite version of standard weapon for Artillery [Elite155mm] Damage=180 ; 20% increase from standard weapon ROF=110 MinimumRange=5.00 Projectile=Ballistic Speed=10 Warhead=ARTYHE Range=21.60 ; 20% increase from standard weapon Report=120MMF Anim=GUNFIRE Lobber=yes ; Elite Tick Tank Weapon ; created elite version of standard weapon for Tick Tank [Elite90mm] Damage=44 ; was 50 by default (with burst of 2 = 100 damage) (now 20% increase from standard weapon) Burst=2 ROF=50 ; was 80 by default (now 20% increase from standard weapon) Projectile=Cannon Speed=40 Warhead=AP Range=8.1 ; 20% increase from standard weapon Report=120MMF ; was 120MMX9 (double shot sound) Anim=GUNFIRE Bright=true ; Elite Stealth Tank Weapon ; created elite version of standard weapon for Stealth Tank [EliteDragon] Damage=36 ; 20% increase from standard weapon ROF=50 Burst=2 Range=7.2 ; 20% increase from standard weapon Projectile=AAHeatSeeker2 Speed=25 Warhead=AP Report=MISL1 ; Elite Harpy Vulcan Cannon ; created elite version of standard weapon for Harpy [EliteHarpyClaw] Damage=72 ; 20% increase from standard weapon ROF=36 Range=5 Projectile=Invisible2 Speed=100 Warhead=SA Report=CYGUN1 ; Elite Banshee Weapon ; created elite version of standard weapon for Banshee [EliteProton] Damage=24 ; 20% increase from standard weapon ROF=3 Range=5 Projectile=ProtonTorpedo Speed=30 Warhead=AP Report=scrin5b ; Cyborg Commando Plasma Cannon [CyCannon] Speed=35 ; default was 70 (helps to improve accuracy of projectile) ; Elite Cyborg Commando Plasma Cannon ; created elite version of standard weapon for Cyborg Commando [EliteCyCannon] Damage=180 ; 50% increase from standard weapon ROF=50 Range=8.4 ; 20% increase from standard weapon Projectile=ProtonBlast Speed=35 ; default was 70 (helps to improve accuracy of projectile) Warhead=PlasmaWH Report=scrin5b ; Ghost's Elite Rail Gun ; created elite version of standard weapon for Ghost Stalker [EliteLtRail] Damage=0 ; this should be 0 for railgun shots AmbientDamage=180 ; 20% increase from standard weapon ; use this for the railgun damage field. Leave damage = 0 ROF=60 ; ROF for railgun is tied to the duration (MaxEC) of the railgun particle Range=7.2 ; 20% increase from standard weapon Projectile=Invisible Speed=100 Warhead=RailShot2 Anim=GUNFIRE IsRailgun=true AttachedParticleSystem=SmallRailgunSys Report=BIGGGUN1 ; Elite Disruptor Beam ; created elite version of standard weapon for Disruptor [EliteSonicZap] Damage=1 AmbientDamage=3 ; increasing damage would make beam 1 shot buildings ROF=120 Range=7.2 ; 20% increase from standard weapon Projectile=Null Speed=100 Warhead=SonicWarhead Report=SONIC4 IsSonic=Yes ; Elite Orca Fighter Weapon ; created elite version of standard weapon for Orca Fighter [EliteHellfire] Damage=36 ; 20% increase from standard weapon ROF=50 Range=6 Projectile=AAHeatSeeker2 ; was HeatSeeker Speed=30 Warhead=ORCAAP Report=ORCAMIS1 Burst=2 ; Elite Orca Bomber Weapon ; created elite version of standard weapon for Orca Bomber [EliteBomb] Damage=192 ; 20% increase from standard weapon ROF=10 ; was 1 Range=5 Projectile=Cannon2 Speed=0 Warhead=ORCAHE Floater=yes ; Elite MK2 Weapon ; created elite version of standard weapon for MK2 [EliteMechRailgun] AmbientDamage=300 ; 50% increase from standard weapon (can only 1 shot slightly damage Titan) Damage=0 ; this should be 0 for railgun shots ROF=60 ; ROF for railgun is tied to the duration (MaxEC) of the railgun particle Range=9.6 ; 20% increase from standard weapon Projectile=Invisible Speed=100 Warhead=RailShot Report=RAILUSE5 Anim=GUNFIRE IsRailgun=true AttachedParticleSystem=LargeRailgunSys ; ***** PROJECTILES ***** ; Cyborg Commando Projecticle [ProtonBlast] Proximity=no ; default was yes (disabling prevents projectile exploding before hitting target) Ranged=no ; defualt was yes (disabling prewvents projectile from running out of fuel) Acceleration=12 ; default was 3 (improve accuracy on moving targets) ; ***** WARHEADS ***** ; ORCA Bomber Bomb [ORCAHE] Verses=200%,90%,75%,32%,32% ; Verses = damage value verses various armor types (as percentage of full damage)... ; - vs- none, wood (buildings), light armor, heavy armor, concrete ; was 100% vs concrete, too overpowered vs deployed Tick Tank (Armor=Concrete)