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Aug 14th, 2020
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  1. ;====================================== YURI'S REVENGE E-SPORTS MOD ======================================
  2. ;> Version : 0.00.352a
  3. ;> Date : 09/08/2020
  4. ;> Pastebin URL:
  5.  
  6.  
  7.  
  8. ;====================================== GENERAL CHANGES ======================================
  9.  
  10. [General]
  11. LightningStormDuration=200 ;180 ;Increased the duratrion of the Weather Storm super weapon as it's the weakest of the three.
  12. RepairStep=5 ;8 ;Slowed down repair rate of structures slightly to reduce cases where a building out repairs a unit shooting at it.
  13.  
  14. [Radiation]
  15. RadColor=0,160,20 ;0,255,0 ;Reduced colour intensity of the radiation so that deploying multiple Desolators doesn't burn your eyeballs out.
  16.  
  17.  
  18.  
  19. ;====================================== ALLIED CHANGES ======================================
  20.  
  21. [GAPOWR] ;Allied Power Plant
  22. Cost=600 ;800 ;Price reduced to help Allied in the early game and overall.
  23. Soylent=300 ;400 ;Soylent changed to match cost.
  24.  
  25. [GAREFN]
  26. Cost=1750 ;2000 ;Reduced price of the Allied and Soviet refineries to allow early game economic room to anti scout with infantry.
  27. Soylent=250 ;300 ;Adjusted to account for the change in the Refinery and the Chrono Miner price.
  28.  
  29. [CMIN]
  30. Cost=1250 ;1400 ;Reduced price of the Allied and Soviet ore miners to allow early game economic room to anti scout with infantry.
  31. Soylent=625 ;1400 ;Set to match the new price and a the gameplay change matching sell costs percentage of units and structres at 50% of value.
  32.  
  33. [GAAIRC]
  34. Strength=1000 ;600 ;Increased the health of the Allied Airforce Command to match the Soviet Radar as it's a highly vital structure to Allied players.
  35. Armor=wood ;steel ;Set the armor type of the Allied Airforce Command to match the Soviet Radar.
  36.  
  37. [AMRADR]
  38. Strength=1000 ;600 ;Increased the health of the American Allied Airforce Command to match the Soviet Radar as it's a highly vital structure to Allied players.
  39. Armor=wood ;steel ;Set the armor type of the American Allied Airforce Command to match the Soviet Radar.
  40.  
  41. [GAOREP]
  42. Cost=1500 ;2500 ;Reduced price of the Allied Ore Purifier from 2500 to 1500 to allow for more interesting fast tech build orders.
  43. Soylent=750 ;1250 ;Set the sell value to match the new cost.
  44.  
  45. [GACSPH]
  46. RevealToAll=no ;yes ;Superweapons are no longer revealed to the opponents to allow players to hide their superweapons in an unscouted area.
  47.  
  48. [GAWEAT]
  49. Cost=3000 ;5000 ;Reduced the cost of Nuke, Dominator and Weather storm from $5000 to $3000 as it takes too long to build and invest in them. This leads to more intense games.
  50. RevealToAll=no ;yes ;Superweapons are no longer revealed to the opponents to allow players to hide their superweapons in an unscouted area.
  51.  
  52. [ChronoSphereSpecial] ;Allied Chronosphere Superweapon
  53. RechargeTime=6 ;7 ;Reduced the Chronosphere Superweapon charge time to match the Iron Curtain Superweapon charge time.
  54.  
  55. [LightningStormSpecial]
  56. RechargeTime=8 ;10 ;Reduced the timer delay on Nuke, Dominator and Weather Storm from 10 to 8 minutes.
  57.  
  58. [ADOG]
  59. Strength=55 ;100 ;Reduced the health of the attack dog to make scouting more skill based and to make infantry more effective overall.
  60. Trainable=yes ;no ;The Attack Dog is now able to gain promotions levels from kills.
  61. VeteranAbilities=STRONGER,FASTER,SCATTER ;Added new veteran abilities per promotion level.
  62. EliteAbilities=SELF_HEAL,STRONGER ;Added new veteran abilities per promotion level.
  63.  
  64. [E1]
  65. Cost=150 ;200 ;Reduced the price of the GI to make basic infantry more effective throughout the game especially vs Yuri and for anti scouting.
  66. Soylent=75 ;100 ;Set the GI's sell value to match the new price.
  67.  
  68. [Para]
  69. Damage=19 ;25 ;Reduced damage of the Allied GI from 25 to 19 to make it less overbearing.
  70. ROF=18 ;15 ;Reduced rate of fire of the Allied GI from 15 to 18 to make it less overbearing.
  71. Range=6 ;5 ;Increased the range of the Allied GI from 5 to 6 to make it better at anti scouting and to stay relevant throughout the game.
  72.  
  73. [ParaE]
  74. Damage=22 ;25 ;Reduced damage of the Allied GI from 25 to 22 to make it less overbearing.
  75. ROF=18 ;15 ;Reduced rate of fire of the Allied GI from 15 to 18 to make it less overbearing.
  76. Range=6 ;5 ;Increased the range of the Allied GI from 5 to 6 to make it better at anti scouting and to stay relevant throughout the game.
  77.  
  78. [UCPara]
  79. Damage=19 ;30 ;Reduced damage of a garrisoned Allied GI from 30 to 20 to make it less overbearing.
  80. ROF=18 ;15 ;Reduced rate of fire of the Allied GI from 15 to 18 to make it less overbearing.
  81.  
  82. [UCElitePara]
  83. Damage=22 ;40 ;Reduced damage of a garrisoned elite GI from 40 to 23 to make it less overbearing.
  84. ROF=18 ;15 ;Reduced rate of fire of the GI from 15 to 18 to make it less overbearing.
  85.  
  86. [GGI]
  87. Speed=4 ;3 ;Increased the movment speed of the Guardian GI from 3 to 4 to make the GGI more effective.
  88. Armor=plate ;none ;Changed armor type of the Guardian GI from none to plate, which reduces damage taken from main battle tanks.
  89.  
  90. [GUARDWH]
  91. Verses=30%,30%,30%,100%,60%,100%,25%,25%,25%,100%,100%
  92. ;20%,20%,20%,100%,50%,100%,10%,10%,10%,100%,100%
  93. ; Increased the Gurdian GI's weapon damage to all infantry by 10%;
  94. ; Increased the Gurdian GI's weapon damage to medium vehicle armor by 10%, this makes them more effective against Kirov Airships and Miners.
  95. ; Increased the Gurdian GI's weapon damage to all structures by 15%;
  96.  
  97. [AAHeatSeeker2]
  98. SubjectToCliffs=yes ;no
  99. ;Guardian GI and the IFV missile launcher can no longer fire on targets ontop of a cliff, to balance the Battle Fortress's and IFVs ability to harass units and structures ontop of cliffs.
  100.  
  101. [GHOST]
  102. Cost=1200 ;1000 ;Increased the cost of the Seal to make it have bigger drawback when rushing.
  103. Soylent=600 ;500 ;Increased the sell value of the Seal to match the new cost.
  104. CreateSound=None ;The seal no long announces itself when created, this is to make scouting more relevant to games.
  105. VeteranAbilities=STRONGER,FASTER,SCATTER ;Removed FIREPOWER,ROF,SIGHT to make it stay balanced with new values when promoted.
  106. EliteAbilities=SELF_HEAL,STRONGER ;Removed FIREPOWER,ROF,FASTER to make it stay balanced with new values when promoted.
  107.  
  108. [MP5]
  109. ROF=40 ;10 ;Decreased the rate of fire of the Seal from 10 to 40 to make it less of a hardcounter against infantry.
  110.  
  111. [MP5E]
  112. ROF=35 ;10 ;Decreased the rate of fire of the elite Seal from 10 to 30 to make it less of a hardcounter against infantry.
  113.  
  114. [ChronoMP5]
  115. ROF=40 ;10 ;Decreased the rate of fire of the Chrono Commando from 10 to 40 to make it less of a hardcounter against infantry.
  116.  
  117. [ChronoMP5E]
  118. ROF=35 ;10 ;Decreased the rate of fire of the elite Chrono Commando from 10 to 30 to make it less of a hardcounter against infantry.
  119.  
  120. [CRMP5]
  121. ROF=40 ;10 ;Decreased the rate of fire of the Seal and Chrono Commando IFV from 10 to 40 to make it less of a hardcounter against infantry.
  122.  
  123. [ENGINEER]
  124. Prerequisite=Barracks,GADEPT ;The Engineer now requires a Service Depot to be trained, this is to make Engineers less pivotal in determining the result of game early on leading to more diverse games.
  125. TechLevel=3 ;1 ;Tech level matched to new prequisite.
  126. Cost=800 ;500 ;Cost increased as the engineer is still very cost effective in determining the outcome of a game.
  127.  
  128. [NeutronRifle]
  129. Damage=5 ;8 ;Increased Chrono Legionnaire weapon's freeze time slightly, this gives players more time to react to sniping.
  130. Range=8 ;5 ;Increased Chrono Legionnaire weapon range by 3 to make him more effective at sniping targets.
  131.  
  132. [NeutronRifleE]
  133. Damage=10 ;16 ;Increased Chrono Legionnaire weapon's freeze time by 6, this gives players more time to react to sniping.
  134. Range=8 ;5 ;Increased Chrono Legionnaire weapon range by 3 to make him more effective at sniping targets.
  135.  
  136. [CRNeutronRifle] ;The Chrono Legionnaire IFV is now a tactical sniping unit that can freeze high priority targets from a distance.
  137. Damage=5 ;5 ;Increased Chrono Legionnaire IFV weapon freeze time from 5 to 10, this gives players more time to react to sniping.
  138. ROF=200 ;120 ;Reduced rate of fire of Chrono Legionnaire IFV to give it a larger delay when switching between targets.
  139. Range=10 ;6 ;Increased the weapon range of Chrono Legionnaire IFV to repurpose it as a tactical sniping unit.
  140.  
  141. [CMIN]
  142. Soylent=700 ;1400 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  143. SelfHealing=no ;yes ;Removed SelfHealing from all units except heroes Tanya, Boris and Yuri Prime.
  144.  
  145. [CMON]
  146. SelfHealing=no ;yes ;Removed SelfHealing from all units except heroes Tanya, Boris and Yuri Prime.
  147.  
  148. [MTNK]
  149. Soylent=350 ;700 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  150.  
  151. [FV]
  152. Soylent=300 ;600 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  153.  
  154. [HoverMissileE]
  155. Damage=50 ;80 ;Reduced Elite IFV weapon damage from 80 to 50, as this unit was too over powered.
  156. Burst=2 ;4 ;Set the Elite IFV weapon bursts count from 4 to 2 to be same as normal.
  157.  
  158. [ROBO]
  159. Trainable=yes ;no ;The Robot Tank is now able to gain promotions levels from kills.
  160. VeteranAbilities=STRONGER,FASTER ;STRONGER,FIREPOWER,SIGHT,FASTER ;Adjusted veteran abilities due to the unit becoming promotable.
  161. EliteAbilities=STRONGER,SELF_HEAL ;SELF_HEAL,STRONGER,FIREPOWER,ROF ;Adjusted veteran abilities due to the unit becoming promotable.
  162.  
  163. [MGTK]
  164. Soylent=500 ;1000 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  165.  
  166. [SREF]
  167. Soylent=600 ;1200 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  168.  
  169. [BFRT]
  170. Soylent=1000 ;2000 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  171.  
  172. [ORCA]
  173. Cost=1000 ;1200 ;Reduced Harrier Jet cost from 1200 to 1000.
  174.  
  175. [Maverick]
  176. Range=8 ;6 ;Increased Harrier missile range from 6 to 8 so it fires further from its target allowing it to avoid anti-air.
  177.  
  178. [MaverickE]
  179. Range=8 ;9 ;Reduced Elite Harrier missile range from 9 to 8 so it fires further from its target allowing it to avoid anti-air.
  180.  
  181. [Maverick2]
  182. Range=10 ;6 ;Increased Black Eagle missile range from 6 to 10 so it fires further from its target allowing it to avoid anti-air.
  183.  
  184. [Maverick2E]
  185. Range=10 ;9 ;Increased Elite Black Eagle missile range from 9 to 10 so it fires further from its target allowing it to avoid anti-air.
  186.  
  187. [ORCAAP]
  188. Verses=100%,100%,100%,100%,100%,100%,125%,100%,75%,100%,0%
  189. ;100%,100%,100%,100%,100%,100%,100%,100%,75%,100%,100%
  190. ;Increased Harrier missile damage to wood armoured structures such as Powerplants, Factories and Tech.
  191. ;Disallowed the jet weapons to damage spawned missile armor type to reduce reconnection errors.
  192.  
  193. [TNKD]
  194. Soylent=400 ;900 ;Grinding values of all vehicles reduced to 50% of cost to reduce Yuri's bonus economy.
  195. Strength=500; Increased the Tank Destroyer's health from 400 to 500 to make surive it longer thus giving the player more chances to avoid infantry and vehicle combinations.
  196. Speed=6 ;5 ;Increased the Tank Destroyer movement speed from 5 to 6 to make it able to keep up with main battle tanks and chase them effectively.
  197. ROT=7 ;5 ;Increased the Tank Destroyer rate of turn speed from 5 to 7 to make it more effective vs modern tank control methods.
  198. VeteranAbilities=STRONGER ;STRONGER,FIREPOWER,SIGHT,FASTER ;Testing a new approach to veterancy.
  199. EliteAbilities=SELF_HEAL,STRONGER ;SELF_HEAL,STRONGER,FIREPOWER,ROF ;Testing a new approach to veterancy.
  200.  
  201. [SABOT]
  202. Range=6.75 ;5 ;Increased the Tank Destroyer range to be the same as Rhino Tanks to enable them to chase them effectively.
  203.  
  204. [UltraAP]
  205. Verses=30%,30%,30%,100%,80%,100%,30%,30%,30%,100%,0%
  206. ;2%,2%,2%,100%,40%,100%,2%,2%,2%,2%,100%
  207. ;Increased the Tank Destroyer damage to none infantry armor by 28%.
  208. ;Increased the Tank Destroyer damage to flak infantry armor by 28%.
  209. ;Increased the Tank Destroyer damage to plate infantry armor by 28%.
  210. ;Increased the Tank Destroyer damage to medium vehicle armor by 40%.
  211. ;Increased the Tank Destroyer damage to wood structure armor by 18%.
  212. ;Increased the Tank Destroyer damage to steel structure armor by 18%.
  213. ;Increased the Tank Destroyer damage to concrete structure armor by 18%.
  214. ;Increased the Tank Destroyer damage to special_1 armor (terror drones) by 98%.
  215. ;Disallowed the Tank Destroyer weapon to damage spawned missile armor type to reduce reconnection errors.
  216.  
  217. [AMCV]
  218. Cost=2000 ;3000 ;Reduced the cost of a MCV from 3000 to 2000 to make it more cost effective to build a new expansion specific MCV.
  219. Soylent=1000 ;3000 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  220.  
  221. [LCRF]
  222. Soylent=450 ;900 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  223.  
  224. [SAMWH]
  225. Verses=200%,100%,100%,80%,80%,80%,0%,0%,0%,100%,200%
  226. ;100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100%
  227. ;Increased Patriot Missile and Aegis Cruiser damage to rocketeers by 100%.
  228. ;Increased Patriot Missile and Aegis Cruiser damage to Spawned Missiles by 100%, affecting defence vs Dreadnought, Boomer, V3.
  229. ;Decreased Patriot Missile and Aegis Cruiser damage to Harrier, Black Eagle and Kirov by 20%.
  230.  
  231. [GrandCannonWeapon]
  232. Range=13 ;15 ;Reduced France Grand Cannon range from 15 to 13 to make it less overwhelming as a base defence.
  233. MinimumRange=4 ;3 ;Extend France Grand Cannon minimum range from 3 to 4 so that units that are close to the cannon can not be fired upon.
  234.  
  235.  
  236.  
  237. ;====================================== SOVIET CHANGES ======================================
  238.  
  239. [NABNKR]
  240. Prerequisite=NACNST,NAHAND ;NACNST ;Made the Soviet Battle Bunker require a Soviet Barracks before being buildable, this makes Soviets more vulnerable to rush tactics.
  241.  
  242. [NAREFN]
  243. Cost=1750 ;2000 ;Reduced price of the Allied and Soviet refineries to allow early game economic room to anti scout with infantry.
  244. Soylent=250 ;300 ;Adjusted to account for the change in the Refinery and the War Miner price.
  245.  
  246. [HARV]
  247. Cost=1250 ;1400 ;Reduced price of the Allied and Soviet ore miners to allow early game economic room to anti scout with infantry.
  248. Soylent=625 ;1400 ;Set to match the new price and a the gameplay change matching sell costs percentage of units and structres at 50% of value.
  249.  
  250. [NANRCT]
  251. Power=600 ;2000 ;Reduced the Nuclear Reactor's power output to 600 from 2000 to keep the power resource relavant to the Soviet faction in late game.
  252.  
  253. [CoilBolt]
  254. ROF=110 ;Reduced rate of fire of Tesla Coil by 30 to make it less effective vs large number of targets, like in the case of infantry mixed with tanks.
  255.  
  256. [OPCoilBolt]
  257. Range=10 ;Increased the Tesla Coil range by 2 when it's charged by Tesla Troopers, reduced rate of fire by 20.
  258. ROF=110 ;Reduced rate of fire of Tesla Coil by 30 to make it less effective vs large number of targets, like in the case of infantry mixed with tanks.
  259.  
  260. [NAINDP]
  261. Cost=1500 ;2500 ;Reduced price of the Soviet Industrial Plant from 2500 to 1500 allow for more interesting fast tech build orders.
  262. Soylent=750 ;1250 ;Set the sell value to match the new cost.
  263.  
  264. [NAIRON]
  265. RevealToAll=no ;yes ;Superweapons are no longer revealed to the opponents to allow players to hide their superweapons in an unscouted area.
  266.  
  267. [NAMISL]
  268. Cost=3000 ;5000 ;Reduced the cost of Nuke, Dominator and Weather storm from $5000 to $3000 as it takes too long to build and invest in them. This leads to more intense games.
  269. RevealToAll=no ;yes ;Superweapons are no longer revealed to the opponents to allow players to hide their superweapons in an unscouted area.
  270.  
  271. [NukeSpecial]
  272. RechargeTime=8 ;10 ;Reduced the timer delay on Nuke, Dominator and Weather Storm from 10 to 8 minutes.
  273.  
  274. [E2]
  275. Cost=80 ;100 ;Reduced the price of the Conscript to make basic infantry more effective throughout the game especially vs Yuri and for anti scouting.
  276. Soylent=40 ;50 ;Set the Conscript's sell value to match the new price.
  277.  
  278. [DOG]
  279. Strength=55 ;100 ;Reduced the health of the attack dog to make scouting more skill based and to make infantry more effective overall.
  280. Trainable=yes ;no ;The Attack Dog is now able to gain promotions levels from kills.
  281. VeteranAbilities=STRONGER,FASTER,SCATTER ;Added new veteran abilities per promotion level.
  282. EliteAbilities=STRONGER,SELF_HEAL ;Added new veteran abilities per promotion level.
  283.  
  284. [UCEliteM1Carbine]
  285. Damage=25 ;30 ;Reduced the damage of garrisoned elite Conscript from 30 to 25 to even out with other basic infantry changes.
  286.  
  287. [SHK]
  288. Cost=400 ;500 ;Reduced cost of the Tesla Trooper to make the Soviets more rush resistant in the early game as this is their strength by design.
  289. Soylent=200 ;250 ;Set sell value to match new price.
  290.  
  291. [ElectricBolt]
  292. Range=5 ;3 ;Increased Tesla Trooper's weapon range to increase its effectiveness.
  293. ROF=100 ;60 ;Reduced Tesla Trooper's rate of fire to create the a kiting gameplay mechanic for it.
  294.  
  295. [ElectricBoltE]
  296. Damage=50
  297. ROF=100 ;40 ;Reduced the rate of fire of elite Tesla Trooper to keep it from becoming overbearing.
  298.  
  299. [SENGINEER]
  300. Prerequisite=Barracks,NADEPT ;The Engineer now requires a Service Depot to be trained, this is to make Engineers less pivotal in determining the result of game early on leading to more diverse games.
  301. TechLevel=3 ;1 ;Tech level matched to new prequisite.
  302. Cost=800 ;500 ;Cost increased as the engineer is still very cost effective in determining the outcome of a game.
  303.  
  304. [DESO]
  305. SelfHealing=no ;yes ;Removed SelfHealing from all units except heroes Tanya, Boris and Yuri Prime.
  306.  
  307. [RadBeamWeapon]
  308. ROF=100 ;50 ;Decreased the Desolator rate of fire from 50 to 100 to make it less effective as anti infantry.
  309.  
  310. [RadBeamWeaponE]
  311. ROF=100 ;50 ;Decreased the Desolator rate of fire from 50 to 100 to make it less effective as anti infantry.
  312.  
  313. [RadEruptionWarhead]
  314. Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,0%,0%
  315.  
  316. [RadSite]
  317. Verses=18%,15%,13%,17%,10%,12%,0%,0%,0%,0%,0%
  318. ;100%,100%,100%,50%,10%,10%,0%,0%,0%,100%,100%
  319. ;Reduced radiation damage to infantry armor none by 82%.
  320. ;Reduced radiation damage to infantry armor flak by 85%.
  321. ;Reduced radiation damage to infantry armor plate by 87%.
  322. ;Reduced radiation damage to vehicle armor light by 33%.
  323. ;Increased radiation damage to vehicle armor heavy by 2%.
  324. ;Disallowed map based radiation to damage special_1 and spawned missile armor types to reduce reconnection errors.
  325.  
  326. [TERROR]
  327. Cost=300 ;200 ;Increased the Terrorist price from $300 to $200.
  328. Soylent=150 ;100 ;Set the Terrorist grind value to match new price.
  329. Strength=100 ;75 ;Increased the Terrorist health from 75 to 100 to make it more effective at reaching its targets.
  330. CanPassiveAquire=yes ;no ;The Terrorist will now automatically pick targets and run towards them.
  331. DefaultToGuardArea=yes ;not set ;The Terrorist should now start chasing targets on its own.
  332.  
  333. [TerrorBombWH]
  334. CellSpread=3 ;2 ;Increased splash damage area of the Terrorist by 1 cell to make it more effective at combating kiting units.
  335. Verses=150%,100%,100%,130%,130%,85%,40%,150%,20%,100%,0%
  336. ;150%,100%,100%,90%,50%,50%,100%,150%,30%,100%,100%
  337. ;Increased the Terrorist damage to light vehicle armor by 40%.
  338. ;Increased the Terrorist damage to medium vehicle armor by 80%.
  339. ;Increased the Terrorist damage to heavy vehicle armor by 35%.
  340. ;Reduced the Terrorist damage to wood structure armor by 60%.
  341. ;Reduced the Terrorist damage to concrete structure armor by 10%.
  342. ;Disallowed the Terrorist weapon to damage spawned missile armor type to reduce reconnection errors.
  343.  
  344. [SMCV]
  345. Cost=2000 ;3000 ;Reduced the cost of a MCV from 3000 to 2000 to make it more cost effective to build a new expansion specific MCV.
  346. Soylent=1000 ;3000 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  347.  
  348. [SAPC]
  349. Soylent=450 ;900 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  350.  
  351. [DRON]
  352. Cost=600 ;500 ;Increased the cost of the Terror Drone to make less cost effective to spam as this leads to 'undesirable' gameplay mechanics.
  353. Soylent=0 ;Set sell value to 0 to not provide a bonus to Yuri grinding of IC droned units.
  354.  
  355. [TTNK]
  356. Soylent=600 ;1200 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  357. OpportunityFire=yes ;no ;The Tesla tank can now shoot while moving.
  358. BuildTimeMultiplier=1.0 ;1.3
  359. Armor=light ;heavy
  360.  
  361. [TankBolt]
  362. Damage=50 ;135
  363. ROF=100 ;75
  364. Range=8 ;4
  365. Projectile=Electricbounce ;not set ;Added the electric bounce projectile to Tesla Tank for splash damage on its unpromoted weapon.
  366.  
  367. [TankBoltE]
  368. Damage=70 ;150
  369. ROF=100 ;60
  370. Range=8 ;6
  371.  
  372. [Electric]
  373. Verses=100%,100%,100%,200%,100%,80%,65%,65%,65%,200%,0%
  374. ;100%,100%,100%,85%,100%,100%,50%,50%,50%,200%,100%
  375. ;Disallowed Tesla Coil and Tesla Tank firing on spawned missile armor type to reduce reconnection errors.
  376. ;Reduced Tesla Coil and Tesla Tank damage to vehicle heavy armor by 20%.
  377. ;Increased Tesla Coil and Tesla Tank damage to vehicle light armor by 115%.
  378. ;Increased Tesla Coild and Tesla Tank damage to structures by 15% as it was incredibly low.
  379.  
  380. [HORV]
  381. SelfHealing=no ;yes ;Removed SelfHealing from all units except heroes Tanya, Boris and Yuri Prime.
  382.  
  383. [HARV]
  384. SelfHealing=no ;yes ;Removed SelfHealing from all units except heroes Tanya, Boris and Yuri Prime.
  385. Soylent=700 ;1400 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  386.  
  387. [APOC]
  388. Speed=5 ;4 ;Increased the movement speed of the Apocalypse Tank from 4 to 5.
  389. SelfHealing=no ;yes ;Removed SelfHealing from all units except heroes Tanya, Boris and Yuri Prime.
  390. Soylent=875 ;1750 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  391. OpportunityFire=yes ;no ;The Apocalypse tank can now shoot while moving.
  392. Accelerates=false ;not set ;Removed acceleration factor from the Apocalypse Tank.
  393.  
  394. [SCHOPWH]
  395. Verses=100%,80%,60%,80%,80%,80%,100%,100%,60%,100%,0%
  396. ;100%,80%,60%,80%,50%,50%,100%,100%,60%,100%,100%
  397. ;Increased the Siege Chopper Artillery weapon damage to vehicle medium armor by 30%.
  398. ;Increased the Siege Chopper Artillery weapon damage to vehicle heavy armor by 30%.
  399. ;Disallowed the Siege Chopper Artillery from firing on Spawned missile armor type to reduce reconnection errors.
  400.  
  401. [DTRUCK]
  402. Cost=1000 ;1500 ;Reduced price of the Demolition Truck from 1500 to 1200 to make it more cost effective.
  403. Soylent=500 ;750 ;Set the Demolition Truck Soylent to match the new price at 50% grinding value.
  404. Strength=200 ;150 ;Increased health of the Demolition Truck from 150 to 200 to make it die from two shots of a harrier jet instead of one.
  405. Speed=7 ;5 ;Increased the movement speed of the Demolition Truck from 5 to 7 to make it easier to surround enemy units and prevent them from being intercepted too easily.
  406. CreateSound=Dummy ;DemoTruckCreated ;Removed create sound to allow surprise attacks and force the opponenet to pay attention rather than getting an early warning.
  407. SelfHealing=no ;yes ;Removed SelfHealing from all units except heroes Tanya, Boris and Yuri Prime.
  408.  
  409. [Demobomb]
  410. RadLevel=500 ;100 ; Increased radiation released by Demolition Truck's explosion to make it have an effect on map control.
  411.  
  412. [DemobombWH]
  413. CellSpread=6 ;8 ;Reduced the Demolition Truck's explosion splash damage radius by 2.
  414. Tiberium=no ;yes ;Set to no to reduce occurences of possible game code conflicts as this function is deprecated, but could lead to reconnection errors.
  415. Verses=80%,80%,80%,80%,80%,70%,30%,170%,20%,100%,0%
  416. ;100%,100%,100%,100%,50%,50%,80%,150%,10%,100%,100%
  417. ;Reduced the Demolition Truck explosion damage to all infantry by 20%.
  418. ;Reduced the Demolition Truck explosion damage to light vehicle armor by 20%.
  419. ;Increased the Demolition Truck explosion damage to medium vehicle armor by 30%.
  420. ;Increased the Demolition Truck explosion damage to heavy vehicle armor by 20%.
  421. ;Reduced the Demolition Truck explosion damage to wood structure armor by 50%.
  422. ;Increased the Demolition Truck explosion damage to steel structure armor by 20%.
  423. ;Reduced the Demolition Truck explosion damage to concrete structure armor by 10%.
  424. ;Reduced the Demolition Truck explosion damage to concrete structure armor by 10%.
  425. ;Disallowed the Demolition Truck from damaging Spawned missile armor type to reduce reconnection errors.
  426.  
  427. [ZEP]
  428. OpportunityFire=yes ;none ;The Kirov Airship now drops bombs automatically if targets are present under it.
  429. SelfHealing=no ;yes ;Removed SelfHealing from all units except heroes Tanya, Boris and Yuri Prime.
  430. CreateSound=Dummy ;KirovCreated ;Removed Soviet Kirov Airship creation callout sound to allow for more strategic plays with surprise attacks.
  431.  
  432. [SQD]
  433. SelfHealing=no ;yes ;Removed SelfHealing from all units except heroes Tanya, Boris and Yuri Prime.
  434.  
  435. [HTK]
  436. Cost=700 ;500 ;Increased the cost of the Flak Track to make Air vs Anti air exchange less cost efficient for Soviets.
  437. Soylent=350 ;500 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  438.  
  439. [HTNK]
  440. Soylent=450 ;900 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  441.  
  442. [V3]
  443. Soylent=400 ;800 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  444.  
  445. [IronCurtainSpecial]
  446. RechargeTime=6
  447.  
  448.  
  449.  
  450. ;====================================== YURI CHANGES ======================================
  451.  
  452. [YAPOWR]
  453. ExtraPower=50 ;100 ;Reduced Bio-Reactor inserted infantry power upgrade output from 100 to 50 to make the power resource more relevant to Yuri.
  454.  
  455. [YAREFN]
  456. BuildTimeMultiplier=1.0 ;Salve miner now builds at the same rate from the structures and vehicles tab.
  457.  
  458. [SMIN]
  459. BuildTimeMultiplier=1.0 ;Salve miner now builds at the same rate from the structures and vehicles tab.
  460.  
  461. [HARVWH]
  462. Verses=100%,80%,70%,50%,20%,20%,20%,15%,10%,200%,100%
  463. ;100%,80%,70%,50%,20%,20%,20%,15%,10%,400%,100%
  464. ;Changed the damage of the Slave Miner and War Miner weapons vs Terror Drones to behave the same way as in Red Alert 2. (200% damage reduction vs Terror Drones)
  465.  
  466. [YAGNTC]
  467. RevealToAll=no ;yes ;Superweapons are no longer revealed to the opponents to allow players to hide their superweapons in an unscouted area.
  468.  
  469. [YAPPET]
  470. Cost=3000 ;5000 ;Reduced the cost of Nuke, Dominator and Weather storm from $5000 to $3000 as it takes too long to build and invest in them. This leads to more intense games.
  471. RevealToAll=no ;yes ;Superweapons are no longer revealed to the opponents to allow players to hide their superweapons in an unscouted area.
  472.  
  473. [PsychicDominatorSpecial]
  474. RechargeTime=8 ;10 ;Reduced the timer delay on Nuke, Dominator and Weather Storm from 10 to 8 minutes.
  475.  
  476. [CombatDamage]
  477. FallingDamageMultiplier=0.2 ;1.0 ;Reduced the damage a unit dropped by a Magnetron deals to the structure or unit below it by 80%.
  478.  
  479. [PsychicJab]
  480. Range=6 ;4.5 ;Increased the weapon range of Initiates from 4.5 to 6 to make them more effective in their role as they are the weakest of basic infantry.
  481. ROF=18 ;15 Increased Initiate rate of fire slightly to match the Allied GI.
  482.  
  483. [UCPsychicJab]
  484. Damage=20 ;63 ;Reduced garrison damage of Initiates from 63 to 20 as they were too powerful in structures.
  485. ROF=18 ;15 Increased Initiate rate of fire slightly to match the Allied GI.
  486.  
  487. [UCElitePsychicJab]
  488. Damage=23 ;73 ;Reduced garrison damage of Elite Initiates from 73 to 23 as they were too powerful in structures.
  489. ROF=18 ;15 Increased Initiate rate of fire slightly to match the Allied GI.
  490.  
  491. [YENGINEER]
  492. Prerequisite=Barracks,YAGRND ;The Engineer now requires a Service Depot to be trained, this is to make Engineers less pivotal in determining the result of game early on leading to more diverse games.
  493. TechLevel=3 ;1 ;Tech level matched to new prequisite.
  494. Cost=800 ;500 ;Cost increased as the engineer is still very cost effective in determining the outcome of a game.
  495.  
  496. [BRUTE] ;Yuri Brute
  497. Armor=none ;plate ;Changed Brute's armor type from plate to none to make it more vulnerable to anti infantry weapons.
  498. Cost=300 ;500 ;Reduced cost the Brute from 500 to 300 to give Yuri a better early game anti armor option.
  499. Soylent=100 ;250 ;Sell value reduced to fix Genetic Mutator grinder exploit.
  500. SelfHealing=no ;yes ;Removed SelfHealing from all units except heroes Tanya, Boris and Yuri Prime.
  501.  
  502. [LTNK]
  503. Soylent=350 ;700 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  504.  
  505. [YTNK]
  506. Soylent=300 ;600 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  507.  
  508. [GattWH]
  509. Verses=90%,80%,70%,40%,20%,6%,10%,5%,3%,125%,50%
  510. ;100%,80%,70%,50%,30%,10%,10%,5%,3%,200%,50%
  511. ;Reduced Gattling Tank's damage to basic infantry by 10% to make infantry more useful vs Yuri.
  512. ;Reduced Gattling Tank's damage to light, medium and heavy armoured vehicles by 10%, 10%, 4% respectively;
  513. ;Reduced Gattling Tank's damage against terror drones by 75% to make the use of drones a viable option against Yuri. (now 2 shots instead of 1)
  514.  
  515. [TELE]
  516. Soylent=500 ;1000 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  517.  
  518. [MagneticBeam]
  519. ROF=40 ;20 ;Reduced Magnetrons rate of fire by 50% to make auto mag less effective.
  520. Projectile=InvisibleMedium ;InvisibleHigh ;Set Magnetron to be unable to pick up units that are high on a cliff.
  521.  
  522. [MagneticBeamE]
  523. ROF=50 ;20 ;Reduced Magnetrons rate of fire by 60% to make auto mag less effective.
  524. Projectile=InvisibleMedium ;InvisibleHigh ;Set Magnetron to be unable to pick up units that are high on a cliff.
  525.  
  526. [MagneShake]
  527. ROF=90 ;110 ;Increased Magnetron's anti structure weapon's rate of fire to give Yuri an easier way to deal with early game defence structures.
  528. Projectile=InvisibleMedium ;InvisibleHigh ;Set Magnetron to be unable to fire on structures that are high on a cliff.
  529.  
  530. [CAOS]
  531. Soylent=400 ;800 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  532. Speed=10 ;8 ;Increased the movement speed of the Chaos Drone to make it more successful at reaching its targets before dying.
  533. Armor=special_1 ;Changed Chaos Drone's armor type from light to special_1 to give it the same vulnerabilities as the Terror Drone.
  534.  
  535. [PsychGasCreate]
  536. Verses=75%,75%,75%,20%,20%,20%,0%,0%,0%,0%,0%
  537. ;100%,100%,100%,50%,50%,50%,0%,0%,0%,100%,100%
  538. ;Reduced Chaos Drone's Berserk effect duration on infantry by 25%.
  539. ;Reduced Chaos Drone's Berserk effect duration on vehicles by 30%.
  540.  
  541. [PCV]
  542. Cost=2000 ;3000 ;Reduced the cost of a MCV from 3000 to 2000 to make it more cost effective to build a new expansion specific MCV.
  543. Soylent=1000 ;3000 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  544.  
  545. [YHVR]
  546. Soylent=450 ;900 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  547.  
  548. [MIND]
  549. Speed=5 ;4 ;Increased Mastermind's movement speed from 4 to 5 to make it easier to kite units like with the battle fortress, which is necessary after slowing down it's mindcontrol.
  550. Soylent=875 ;1750 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  551. SelfHealing=no ;yes ;Removed SelfHealing from all units except heroes Tanya, Boris and Yuri Prime.
  552. SpeedType=Hover ;not set ;Switched Mastermind to a hover movement to make Yuri more dynamic on naval maps.
  553. Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} ;{4A582741-9839-11d1-B709-00A024DDAFD1} ;Switched Mastermind to a hover transport locomotor to make Yuri more dynamic on naval maps.
  554. MovementZone=AMphibiousDestroyer ;Switched Mastermind to a hover movement zone to make Yuri more dynamic on naval maps.
  555. Strength=600 ;500 ;Increased Mastermind's health from 500 to 600 to allow it survive for longer after slowing down its gameplay mechanics.
  556.  
  557. [MultipleMindControlTank]
  558. Range=7 ;6 ;Set Mastermind's mind-control range to be same as Psychic Tower for easier association of mind control unit abilities.
  559. ROF=100 ;10 ;Set Mastermind's rate of fire to be same as Psychic Tower for easier association of mind control unit abilities.
  560.  
  561. [CombatDamage]
  562. OverloadCount=3,4,5,6 ;3,6,10,50 ;Reduced amount of units the Mastermind can control before increasing overload damage levels.
  563. OverloadDamage=0,50,50,50 ;0,50,100,500 ;Set overload damage amount to be the same across levels for easier balance adjustments.
  564. OverloadFrames=0,60,50,45 ;30,60,60,60 ;Set the rate of overload damage to increase per level.
  565.  
  566. [DISK]
  567. SelfHealing=no ;yes ;Removed SelfHealing from all units except heroes Tanya, Boris and Yuri Prime.
  568. CreateSound=Dummy ;FloatingDiscCreated ;Removed Yuri Disk creation callout sound to allow for more strategic plays with surprise attacks.
  569. Strength=500 ;600 ;Reduced health of Yuri Disk from 600 to 500 as this unit plays a large role in determining the outcome of the game and should be easier to take out when it uses its special abilities.
  570.  
  571. [DiskWH]
  572. Verses=100%,100%,100%,50%,50%,50%,70%,70%,70%,100%,100%
  573. ;100%,100%,100%,50%,50%,50%,100%,100%,100%,100%,100%
  574. ;Reduced Disk laser damage to all structures by 30%.
  575.  
  576. [SMIN]
  577. Soylent=750 ;1500 ;Grinding values of all vehicles reduced by 50% to reduce Yuri's bonus economy.
  578. SelfHealing=no ;yes ;Removed SelfHealing from all units except heroes Tanya, Boris and Yuri Prime.
  579.  
  580. [YAGRND]
  581. Cost=1200 ;600 ;Price increased to delay rebuild rate in enemy base and to nerf mind control abuse overall.
  582.  
  583. [NACLON]
  584. Cost=1500 ;2500 ;Reduced the price of the Cloning vats to match the Industrial Plant and Ore Purifier as this is Yuri's Bonus providing structure.
  585. Soylent=750 ;1250 ;Set sell value to match the new price.
  586.  
  587. ;========================================================================================================
  588. ;================================================ END OF MOD ============================================
  589. ;========================================================================================================
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