Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...
RaVaGe

Yuri Rebalance Patch (Community) Changelog

Recommended Posts

@F.E.A.R. I have a few mod maps where I tried adjusting and balancing the game further.

  • Upvote 1

Share this post


Link to post
Share on other sites
8 hours ago, RaVaGe said:

@F.E.A.R. I have a few mod maps where I tried adjusting and balancing the game further.

I'd like to try them out. Links? 

In a rebalance, patch a really neat feature for the tesla tank would be if it powered tesla coils the same way tesla troopers do. However only 1 tesla tank is needed to power a tesla coil compare to the tesla troopers, which requires 2 of them to power it up. You can easily take down the tesla troopers that power up the tesla coil, but it would be harder to take out the tesla tank. I don't know how this will affect gameplay but it would be fun to see players testing it out. If RA2 was remade on a modern engine with the graphics of the cancelled C&C Generals 2, I would make the tesla tank have a battle mode and defensive mode. Activating between battle and defensive mode has 0.1 delay making the tesla tank vulnerable. The defensive mode would make them weak in combat, reducing their fire range and their movement speed but bolsters their armor with electromagnetic power and are able to power up tesla coils and makes the tesla coil more powerful compare to 2 tesla troopers powering it up. In battle mode though they cannot power up tesla coils and their armor is not as tough as in defensive mode, though their attack power, range and movement speed are increased.

I would give Yuri a heavy tank inspired by the IS-4  tank and designed after it, but in Yuri style. Mounting gattling guns on the tank would make a formidable foe for both land and air units. Though the gattling guns are not as powerful as the guns of the gattling tank and gattling cannon as this would make the tank OP.

I could go on talking. I just hope we get an unoffical patch for both SP and MP. This game deserves the most out of the C&C games, because this is the best RTS game after Starcraft. If not EA, maybe the community will remake the game the same way Crowbar Collective did with Half-Life one. I would gladly give money for support in order for this to happen. Unless EA bitchslaps with copyrights.

Share this post


Link to post
Share on other sites

No links, we can play them together, just let me know what time you're usually on.
You should join the Yuri's Revenge Discord too : https://discord.gg/z6bRD7j

  • Upvote 1

Share this post


Link to post
Share on other sites

Have anyone noticed that dreadnought and V3 Rocket Launcher's missiles were changed too? I think this patch contains only Yuri side but it's not.

  • Dreadnought's missiles are more weaker than normal when patch is on
  • Same as V3 Rocket Launcher
  • And both of these units weapons are not dealing the same damage when patch is on
  • Missiles have no longer exploding. Elite dreadnough, elite v3 etc...

------------------------

Boomer is okay but Dreadnought? Why? @RaVaGe

  • Upvote 1

Share this post


Link to post
Share on other sites

Here is the patch code, show me where I changed V3 & Drednaught?

;============ YURI REBALANCE PATCH ============
;> Version : 1.32
;> Date : 12/09/2019


;============ RELEASE NOTES ============

;> Reduced Initiate Garrison damage from 63 to 25.
;> Reduced Elite Initiate Garrison damage from 73 to 30.
[UCPsychicJab]
Damage=25
[UCElitePsychicJab]
Damage=30

;> Set base level Bio-Reactor power output to default value of 150. (v1.09)
;> Reduced Bio-Reactor power upgrade output from  100 to 50. (v1.09)
[YAPOWR]
ExtraPower=50

;> Set Slave Miner cost to default (v1.30).
;> Reduced Slave Miner's health from 2000 to 1500, applies to both structure and vehicle modes.
;> Salve miner now builds at the same rate from the structures and vehicles tab.
;> Reduced Slave Miner's damage vs terror drones from 400% to 100%.
[YAREFN]
Strength=1500
BuildTimeMultiplier=1.0
Primary=20mmSM
[SMIN]
Strength=1500
BuildTimeMultiplier=1.0
Primary=20mmSM
[20mmSM]
Damage=30
ROF=20
Range=5.5
Projectile=InvisibleLow
Speed=100
Warhead=SMWH
Report=WarMinerAttack
Anim=GUNFIRE
[Warheads]
106=SMWH
[SMWH]
Verses=100%,80%,70%,50%,20%,20%,20%,15%,10%,100%,0%
InfDeath=1
AnimList=PIFFPIFF,PIFFPIFF
Bullets=yes
ProneDamage=50%

;> Reduced Lasher Tank Build time by 20%.
[LTNK]
BuildTimeMultiplier=1.3

;> Set Gattling Tank's movement speed to default. (v1.10)
;> Set Gattling Tank's armor type to default. (v1.12)
;> Reduced Gattling weapons damage to infantry armor types by 20% to improve the usefulness of infantry (including the rocketeer) against Yuri. 
;> Reduced Gattling weapons damage against terror drones by 75% to make the use of drones a viable option against Yuri.
;> Reduced Gattling weapons damage against heavy armored vehicles by 5%.
;> Set Gattling weapons damage against light armored vehicles back to default. (v1.12)
[GattWH]
Verses=80%,65%,55%,90%,30%,5%,10%,5%,3%,125%,50%

;> Set the cost of Gattling Cannon to default. (v1.13)

;> Increased Chaos Drone's movement speed by 2.
;> Set Chaos Drone's build time modifier to default. (v1.14)
;> Reduced Chaos Drone's cost by $200, now $800. (v1.30)
;> Increased Chaos Drone's health by 95. (v1.16)
;> Reduced Chaos Drone's Berserk effect duration on infantry by 25%.
;> Reduced Chaos Drone's Berserk effect duration on vehicles by 25%.
[CAOS]
Cost=800
Speed=10
[PsychGasCreate]
Verses=75%,75%,75%,25%,25%,25%,0%,0%,0%,0%,0%

;> Magnetron can no longer fire up cliffs.
;> Decreased Magnetron's anti vehicle weapon rate of fire by 90, this slows down auto-mag.
;> Set Magnetron's anti structure weapon rate of fire back to default. (v1.17)
[MagneticBeam]
ROF=100
Projectile=InvisibleMedium
[MagneticBeamE]
ROF=100
Projectile=InvisibleMedium


;> Mastermind now overloads when controlling above 2 units instead of  above 3.
;> Reduced Mastermind's mind-control weapon rate of fire by 50. (v1.09).
;> Increased Mastermind's mind-control weapon range by +1.
;> Set Mastermind's health back to default. (v1.18)
;> Mastermind now has sensors and can reveal disguised units.  (v1.24)
[MIND]
DetectDisguise=yes
[MultipleMindControlTank]
Range=7
Damage=2 ; Set to display 2 pips

;> Mastermind's overload damage amount increases faster, before it would wait until 6,10,50 units are mind-controlled  by the Mastermind to increase overload damage, now each additional unit increases the damage received.
;> Mastermind's overload damage reduced to match increased rate levels previously 0,50,100,500 per each level now 0,50,50,50 due to increasing the rate not  the damage, this makes it harder to kill or grind mind controlled units as more are controlled.
;> Mastermind's overload damage rate set to increase at an incremental rate on the amount of units controlled, this allows the Yuri player to micro to avoid damage as intended by original unit design.
;> Fine tuned Mastermind's overload damage rate to allow for more micro. (v1.19)
[CombatDamage]
OverloadCount=2,3,4,5
OverloadDamage=0,50,50,50
OverloadFrames=0,60,50,40	;This often

;> Set FLoating Disk's damage to vehicles back to default. (v1.20)
;> Set FLoating Disk's weapon range back to default. (v1.21)
;> Reduced Floating Disk's health by 100.
;> Increased Floating Disk's cost by $250 to $2000.
[DISK]
Cost =2000
Strength=500

;> Set Boomer Submarine Missile health back to default. (v1.22)
;> Boomer fires 2 missiles again instead of 1. v1.31
;> Yuri Boomer Submarine now requires a Yuri Battle Lab to be built. (v1.22)
;> Reduced Boomer Submarine cost by $250 due to being available later in the game. (v1.23)
[BSUB]
Prerequisite=YAYARD,RADAR,YATECH
Cost=1750
Soylent=1750
SpawnsNumber=2

;> Increased Psychic Tower's power requirement from 100 to 150.
[YAPSYT]
Power=-150

;> Reduced Tank Bunker's health from 1000 to 600.
[NATBNK]
Strength=600

;> Reduced Terror Drone sell value to 1 as they stack with  the value of a unit they infest when grinded.
[DRON]
Soylent=1

;> Reduced charge time of Genetic Muatator superweapon by 1 minute. (v1.09)
[GeneticConverterSpecial]
RechargeTime=4

;> Reduced Brute's cost by $100 to keep it useful through out all stages of the game.
;> Reduced Brute's sell value to $100 to fix the mutator grinding exploit. (v1.09)
[BRUTE]
Cost=400
Soylent=100

;> Increased Virus' weapon range by 2 to make it a viable counter to Desolators.
[Virusgun]
Range=12

 

  • Upvote 1

Share this post


Link to post
Share on other sites

I dont know what you have done to the codes but the fact is i usally play soviet on naval maps when Yuri rebalance patch is off. But most people use that patch when crates are on and i hate playing soviet when the patch is on. sometimes lots of people ask for the dreadnought issue like complaining or something because missiles are dealing so weak damage and very easy to avoid +10 dread missiles with allied, i cant imagine flak anti-air! So those gifs may explain what im trying to say. Just check this out @RaVaGe

 v3 rocket launcher has the same issue

 

When YURI REBALANCE PATCH IS ON;

posted image

 

WHEN OFF, JUST CHECK THIS OUT;

posted image

Share this post


Link to post
Share on other sites

@Tutankhamun

Make sure your cncnet is updated to the lastest version, this problem occured only in the previos version of the Yuri Rebalance Patch.

What ever is causing that problem is not related to the current patch, because the patch does NOT contain any INI code for the Dreadnought or its weapon systems.

Edited by RaVaGe
  • Upvote 1

Share this post


Link to post
Share on other sites

@RaVaGe i dont think its about client i have never missed updates, i know many people had the same issue and complaining. What am doing right now is letting you know all of these things, dreadnought and v3 rocket laucher is kinda nerfed in that patch. you may fix it or not, just know that. 

but, if you fix those problems it would be reallly really cool..........

Share this post


Link to post
Share on other sites

I think the problem is warheads. if you made any changes boomers weapons warhead in old versions, they might be sharing with v3s and dreadnoughts weapons too, can i see old versions of this patch? there should be something about these warhead stuffs, or maybe cncnet client is not actually using recent version of your yuri patch because there is nothing about these warhead of v3-dreadnought stuffs in this code

Edited by Tutankhamun

Share this post


Link to post
Share on other sites
1 hour ago, Tutankhamun said:

@RaVaGe i dont think its about client i have never missed updates, i know many people had the same issue and complaining. What am doing right now is letting you know all of these things, dreadnought and v3 rocket laucher is kinda nerfed in that patch. you may fix it or not, just know that. 

but, if you fix those problems it would be reallly really cool..........

 

Like I said this bug was fixed in the last update for a tournament that used the Yuri Rebalance patch.
The tournament hoster reported the bug and it was fixed and sent, the problem is on your side, reinstall cncnet client or delete the yuri rebalance patch file from

INI\Game Options\Yuri Rebalance Patch.ini

After that, delete the version file from your cncnet main directory, this will ensure you have the latest files.

Edited by RaVaGe

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...