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Schlongwave r9

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Jul 20th, 2019
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  1. A collage of mod content with Shockwave as base.
  2.  
  3. Known bugs:
  4. - Depiloting certain vehicles like the Marauder & 2nd artys tanks with multiple sources crashes the game and has the chance of insta-killing them.
  5. - Arming second artillery units (Ramhead, Koksan, Assf, etc) is wasted if the upgrade completes when the unit is in a tunnel.
  6.  
  7. Changelog (-r9):
  8.  
  9. General Changes:
  10. - Hotkey changes for compatibility & confliction.
  11. - Armor General reworked as Synergetics General, see his Specific Sub Faction Changes section.
  12. - Bullet AoE damage is now an excetion rather than the norm.
  13. - Most vehicles no longer traverse their turrets for scan animations.
  14. - Airplane armor vulnerability to SMALL_ARMS, GATTLING, and INFANTRY_MISSILE from 120% to 100%.
  15. - Tanks armor INFANTRY_MISSILE modifier from 100% to 80%. Overlord & Battlefortress are excepted (Tank General ERA upgrade offsets this).
  16. - MBTs slightly less resistant to FLAME, Scorpions are excepted. Armor upgrades offset this.
  17. - Composite Armor, Chinese ERA, Aircraft Armor, Helix Armor upgrades reduce specific damage taken from different typess rather than flat health bonus.
  18. - Anti-air vehicles, including the Humvee to less extent, are more prone to JET_MISSILES.
  19. - Most projectile Special Effects were reverted from PARTICLE to STREAK type ParticleSystems.
  20. - Each faction can build second artilleries:
  21. - Range min 350 to max 900.
  22. - Salvoe purchased per launch.
  23. - Require General Rank 3 to build.
  24. - Propaganda Center, Weapons Research Plant, & Palace build limit removed. Palace slots from 6 to 5.
  25. - Aircraft-- Tornado, MiG Bomber, etc-- bombers travel faster after delivery.
  26. - Some factions can research upgrades at different build times & costs. Read Faction Specific Changes for these upgrades. Unfortuanetly due to the engine not accounting for units being constructed in limiting the number, you can research two upgrades simultaneously from different source type unless you already have the upgrade researched. You also don't receive a bullet-in notification for researching these upgrades.
  27. - Black Napalm & Nuke MiG upgrades no longer rearm units when researched
  28. - Casemate vehicles & untraversable guns can now deploy to trade mobility for toughness boost. Guns gain 25% RoF & range after the first shot or half the clip is fired.
  29. - imported RotR Obseration Tower. Can scan target area to deshroud it & reveal stealthed enemies.
  30.  
  31.  
  32.  
  33. Faction Changes:
  34.  
  35. USA:
  36. ----------------------------
  37. - Imported RotR Drone Assembly.
  38. - Can initiate drone protocols via Cybernetic Command upgrade, only one Cybernetic Command is allowed per Drone Assembly per faction.
  39. - Drone Weaponry replaces Sentry Drone Gun upgrade, Drone Point Defense Laser Modules replaces Battle Drone Laser Point Defense
  40. - Drone Armor & Drone Point Defense Laser Modules upgrades from Strategy Center to Drone Assembly.
  41. - All drones (save for Super Weapon General's Enforcers) are produced at the Drone Assemblys.
  42. - Imported RotR Harriers:
  43. - Require Strategy Center.
  44. - Heavily armored & faster.
  45. - Chaff Countermeasures require Countermeasures upgrade.
  46. - Can switch between Hover & Winged flight modes:
  47. - Hover mode increases range & decreases speed.
  48. - Winged mode decreases range & increases speed.
  49. - Imported RotR Littlebirds:
  50. - Require Specialists GP.
  51. - 2 infantry transport slots with fireports.
  52. - rappel down on garrisons.
  53. - Imported RotR Blackhawks to replace MedEvac:
  54. - Require Barracks. Available for all USA factions.
  55. - Comes with 8 infantry transport slots.
  56. - Can rappel down on garrisons.
  57. - Can cast down first-aid crates.
  58. - Imported RotR Enforcers. Grenadier units with proximity & timed fuse types. Require Strategy Center.
  59. - Flash Bangs upgrade renamed to Infantry Complements:
  60. - Upgrades Ranger rifles to advanced rifles (Synergetics General Ranger Marine rifles) * adds HE Grenade Launchers to Rangers.
  61. - Allows Rangers to scale rigid terrain & cross waters.
  62. - Allows Synergetics General Javelin Defenders & Blue Arrow to use their respective Laser Lock abilities.
  63. -
  64. - Marines are available for all USA factions. Replaced by RotR Green Berets for Synergetics General.
  65. - Require Specialists GP & Warfactory.
  66. - Sentry Drone is fitted with its modified maingun, benefits from Drone Weaponry upgrade.
  67. - All USA factions can research Laser Point Defense upgrade for aircrafts. GP transports don't benefit from this due to engine moddability limitations.
  68. - TOW Missiles & Laser Pods upgrade:
  69. - Cost 800 to 1000.
  70. - Humvee TOW Missile & Laser Pod damage 15 to 22.5 (ZH 30).
  71. - Paladins, & Sonic Paladins (Superweapon General), Paladin Chevalier (Synergetics General), Laser Paladins are fitted with rocket pods & Laser Pods respectively.
  72. - Paladins:
  73. - PDL damage type reverted from MELEE to LASER, can no longer one-hit infantry.
  74. - Maingun deals 10 EXPLOSION extra damage.
  75. - Pathfinders:
  76. - Require Specialists GP & Rank 3.
  77. - Auroras:
  78. - Damage 400 to 265 in 20 radius & down to 135 as far as 60 radius.
  79. - Laser Guided Missiles upgrade increase range & bomb velocity by 25%.
  80. - Bomb benefits from Bunker Buster by dealing bursts of damage.
  81. - Stealth Fighters missiles are immune to jammers.
  82. - Harrier uses a standalone 30mm MG full-pivot for ground targets.
  83. - Sentry Drone scanner detection radius 55 to 100, range 310 to 375. Now reveals the area it effects. Trail no longer stealthed
  84. - Laser General Daisy Cutter replaced with Rods from God (Rank 3 type). Damage normalized.
  85. - F18 airstrike missiles & bombs affected by Laser Guided Missiles upgrade.
  86.  
  87.  
  88. America General:
  89. ----------------
  90. - can research Bunker Buster at lower cost & time.
  91. - Paladin provisioned with all surface rocket pods via TOW Missiles upgrade.
  92. - substituted Humvee LOSAT with APC Longbow LOSAT from CCU. Same damage dilated for 4 missiles & higher RoF after an initial per-attack delay.
  93.  
  94. Airforce General:
  95. -----------------
  96. - Hurricane as a second artillery unit, role replaced by the MLRS 270.
  97. - MLRS 270 as main siege unit: can switch between 6 shot barrage & overhead airburst missile.
  98. - Ballistic Division GP: unlocks Additional Hardpoints (Extra Ammo) upgrade, Hurricane missile launcher, Tornado bomber, & Patriot SAM truck.
  99. - HALO paradrop moved to Lazer general, paradrop infantry types are unchanged.
  100. - changed Tornado bomber detonation into overhead airburst with leveled AoE damage, bursts more fragments with Additional Hardpoints upgrade.
  101. - Littlebirds rocket pods benefit from Additional Hardpoints.
  102. - Sheridan rocket has less range & target specific.
  103. - brought back Ambulance.
  104. - can build Humvee LOSAT for $1350.
  105.  
  106. Lazer General:
  107. -----------------
  108. - replaced Railgun Artillery with Ferromagnetic Unitary Coiled Kinesis Vehicle. Shots scewer through occluding targets rather than target specific.
  109. - added Vanguard vehicle: hitscan kinetic shot, good vs. vehicles & defences, inaccurate against infantry.
  110. - replaced Paladins with C&C U Paladins:
  111. - can be upgraded with all surface Lazer Pods.
  112. - Ranger rifle reverted, lazer rifle boosted & provisioned via Infantry Complements (Flashbangs) upgrade.
  113. - Stealth Fighter renamed Banshee, 2nd tier unit. Old Stealth Fighter restored:
  114. - can switch between Stratofighter with a laser designator & Low altittude flight with the signature kinetic gun & area scan. No long needs to rearm at airfields.
  115. - added Compressed Kinetic Coils upgrade: +50% damage to penetration rounds. +25% damage to gauss auto-cannons & railguns.
  116. - Littlebirds start with laserpods.
  117.  
  118. Superweapons General:
  119. ---------------------
  120. - reverted Humvees (Moved to Synergetics, renamed to Heavy Humvee).
  121. - reverted Ambulances.
  122. - imported OFS Hover MLRS.
  123. - added Hover Microwave.
  124. - renamed Robot Tank to Cybernetic Tank, hotkey from R to C.
  125. - added Hovercrafts GP: Unlocks Cybernetic (Robot) Tank, Shatterer, Hover Microwave. Hover MLRS.
  126. - imported C&C U Paladins:
  127. - shoots Shatterer sonic wave with less damage & range.
  128. - added Plasma Catalysis upgrade: plasma fields are easier to achieve. Unstable plasma field deals 25% damage & shuffles ballistic frequencies 50% more often.
  129. - added Superweapons Expenditure upgrade: discounts 25% to superweapon structure type costs, reverted when the researching Strategy Center is lost.
  130. - added Experimental GP: Unlocks Sonic Paladin, Plasma Catalysis, Tomahawk BGM 2nd artillery, & Superweapons Expenditure upgrade.
  131. - Aurora Bomber cost 2200 (ZH 2000; SHW 2500) & buildtime to 24.0 (was 30.0).
  132. - Aurora Bombers, Tomahawk Missile Launchers, BGM Tomahawk Launchers weapon detonations contribute to causing plasma fields. (to be balanced)
  133. - Support Stealth Fighter moved to Synergetics (Armor) General.
  134. - EMP Patriots no longer take down aircrafts in one shot, they disable the aircraft causing it to plummet to the ground. Due to engine limiations grounded aircrafts can't be targeted.
  135. - Popturret Drop 4 to 3 turrets at 3rd level.
  136. - Plasma Tomahawk missiles no longer track vehicles
  137. -
  138.  
  139. Synergetics General:
  140. --------------------
  141. - imported RotR Green Berets as counterpart to Marines. Innately stealthed unless firing & can plant Burton type explosions.
  142. - provisioned silenced weapons via Infantry Complements upgrade-- won't be revealed when firing.
  143. - Javelin Team renamed to Javelin Defender. Can use RotR Laser Guidance fire rally mode via Infantry Complements upgrade.
  144. - replaced Bradley with RotR counterpart, requires Barracks, comes with 2 Rangers.
  145. - can build SupW Support Stealth Fighter. Can release support devices to deflect enemy ballistics & designate nearby enemy units.
  146. - can build SupW Mortar Truck humvee. Renamed to Heavy Humvee, No longer has fireports. Comes with an MG & can be upgraded with TOW missiles & individually with Grenade Launchers w\ impact & airburst modes.
  147. - can build MLRS 270. Can use RotR Laser Guidance fire rally mode via Waypoint Targeting upgrade.
  148. - Stryker can be armed with Main Gun System & a mine layer via Fire Support Role upgrade.
  149. - can build CCU Paladin Chevalier. A lighter & faster variant. Can be upgraded with rocket pods via TOW Missiles upgrade & all-surface vulcan rotor gun via Fire Support Role upgrade.
  150. - can build CCU Machbet. Armed with vulcan all surface rotor gun & anti-air stinger rockets via TOW Missiles upgrade.
  151. - can build CCU LOSAT APC. Armed with long range rockets, anti-personnel twin MG, & mine layer via Fire Support Role upgrade.
  152. - can build Microwave Tank.
  153. - can build ExoSuit.
  154. - replace Syne drones with post-veterancy choice of offensive or defensive bonuses. Each level of veterancy furthers bonuses in the picked tree
  155. - builds drones at lower costs per the automotive force theme.
  156. - Starlifter can combat drop & collect supplies at high rates.
  157.  
  158. China:
  159. ----------------------------
  160. - Imported CCU Helix:
  161. - Renamed to Double Helix, has 6 slots, comes with propaganda tower, slower & heavier armored. Health lowered to attenuate high toughness to armor ratio.
  162. - Can be siumltaneously upgraded with Gattling Cannons-- removed Battle Bunker.
  163. - Siege Soldiers require Warfactory.
  164. - Battlemaster Mass Prodoction renamed to Mass Production:
  165. - Can be reseaerched by China & Tanks General, Industrial Plant no longer reduces build cost.
  166. - Now affects each tank's build time & cost differently.
  167. - Gattling Tank build time 8 to 9 (ZH 10.)
  168. - Siege Soldier & Spec Tank Hunter flares reveal stealthed unit & apply Fairy Fire debuff.
  169. - Siege Soldier & Mortar Pit range nerfed & damage unified.
  170. - Structure mines upgrade to EMP; Nuclear General mines upgrade from normal mines to Neutron, Specialweapons Genearl upgrade to Flechette mines.
  171. - contracted similar upgrades like Inferno HE shells & Ramjet Shells, Chainguns & Beetle Computer, Black Napalm & White Napalm upgrades.
  172. - napalm puddle DPS affected by Black Napalm
  173. - Helix & Double Helix can collect supplies. Bonus gain from USA Supply Lines upgrade.
  174.  
  175.  
  176. Infantry General:
  177. -----------------
  178. - added Frontline Fortification GP: unlocks Battle Fortress; unlock Mortar Pit; & gives Bunkers infantry healing aura.
  179. - added Arm of the Republic GP: unlocks Lieutenant; squad training; & puts 2 Redguards in each AP, Outpost, & Assault Troop Crawler.
  180. - Added lighter Tiger variant w\ gattling cannons & all-surface rockets.
  181. - squad training produces multiple units of a type rather than mobs.
  182. - Minigunners damage to 8 (ZH 10, SHW 12), air range to 255 (ZH 350, SHW 270) up to 300 when spun up.
  183. - Tank Hunters can throw Satchel Charges.
  184. - Tigershark Propaganda renamed to Field Propaganda: provisions Assault Outposts as well.
  185. - Assault Outpost slots to 4, starting with 2 Tankhunters. Armor values improved against explosions.
  186. - Assault Troop Crawler cost 2300 to 1500, buildtime 25 to 19. Armor more resistant to explosions but less to STEALTHJET_MISSILES. Carries 2 Minigunners & 2 Tankhunters.
  187. - Fortified Bunker toughness 2200 to 1000, armor values higher as much as 25%.
  188. - added Khan 2nd artillery, excellent at suppressing target areas.
  189.  
  190. Nuke General:
  191. -----------------
  192. - Gattling Cannon DPS normalized.
  193. - Nuke Cannon range normalized.
  194. - added Research Reactor GP: unlocks Research Reactor (Nuclear Research Plant) that builds the MIRV Nuclear Launcher & researches Isotope Stability, S.S.N.R, Uranium Shells, & Fusion Reactors upgrades.
  195. - Radiation Warheads relegated to the Barracks.
  196. - MIRV Nuclear Launcher from C&C U: 2nd Artillery, can be armed with up to two batches.
  197. - replaced Devestator GP with Nuclear Armament GP: unlocks Devestator tank, Harbinger bomber, & MIRV Nuclear Launcher.
  198. - MiG Nuke Bomber renamed to Harbinger, uses OFS model, & damage stats lowered.
  199. - Now requires Nuclear Armament GPs.
  200. - Assault Outpost slots to 4, starting with 2 Tankhunters. Armor values improved against explosions.
  201. - Assault Troop Crawler cost 2300 to 1500, buildtime 25 to 19. Armor more resistant to explosions but less to STEALTHJET_MISSILES.
  202. - Fortified Bunker toughness 2200 to 1000, armor values higher as much as 25%.
  203. - Siege Cannons renamed to Emanicipator, uses C&C U model (tentative).
  204. - MiG Fighters, Harbinger Bombers, Emancipator, Nuke Cannons, Devastator maingun, & Overlrod Tactical Nuclear Missiles contribute to causing SSNR reactions (titular upgrade required).
  205. - added Nuke Tiger helicopter: cost 1500 to 1650; grenades leave small radiation.
  206. - Tactical Nuke MiG upgrade renamed to Weapons Grade Hardpoints: boosts damage & SSNR values on MiGs & Harbingers.
  207.  
  208. Tank General:
  209. -------------
  210. - added Armor Support Doctrine GP: unlocks MSTA, Koksan (Rank 3); & gives Ramjet Tower vehicle healing aura.
  211. - added Breakthrough Doctrine GP: unlocks Arbiter, Razor bomber, & Reaper tank.
  212. - Added lighter Tiger variant w\ autocannons & all-surface rockets.
  213. - Gattling Tank toughness to armor values normalized.
  214. - Adv. Gattling Cannon DPS normalized.
  215. - Adv. Autoloader now affects Warmasters.
  216. - Emperor Tank cost reverted to ZH 2000 (SHW 2400).
  217. - added MSTA artillery, using TEOD model: lower rate of fire than Inferno Cannon, higher impact damage with no napalm, benefits from Advanced Autoloaders & Uranium Shells
  218. - added Arbiter Tank, lighter armor and higher range than most tanks.
  219. - added Koksan 2nd Artillery. Built at Industrial Plant.
  220. - added a lighter Tiger helicopter variant.
  221. - Transport Helix reverted to ZH Helix, Double Helix to take on the role.
  222. - Razor bomber to tier 2: now drops Stealthjet damage type bombs instead of napalm bombs.
  223. - Warmaster rocket pods are burst & deal no napalm.
  224. - Warmaster unlocked from the getgo.
  225.  
  226. Specialweapons General:
  227. -------------
  228. - White Napalm DPS normalized.
  229. - no longer starts with MiG Afterburner upgrade, now researchable: affects MiG & Phoenix speed.
  230. - Dragon Tank turret can now move & shoot. Added sweep mode, reverts to normal spray mode on account of the engine not handling shooting & turret rotation.
  231. - Hellstorm defence range & damage reduced. Can contribute to causing firestorms.
  232. - added Stormcaller 2nd artillery using model from OFS. Launches seismic rockets.
  233. - imported Shenlong from RotR. Maingun projectile damage capped to each 50th tick.
  234. - added sweep mode to Pyros. Targeted unlike Dragon Tank sweep mode.
  235. - added Hellhound using OFS model. Fires heavy autocannons, all surface rockets, & has the ability to saturate area with napalm rockets.
  236. - Stingray Missiles: +25% damage, range, & travel speed for Buratino, Support Crawler, Hellhound & Phoenix Missiles. Phoenix Missiles gain homing capabilities.
  237. - Phoenix launches 2 missiles simultaenously. Missile damage nerfed & post-Stingray Missiles upgrade range 550 to 475.
  238. - structure & cluster mines changed to flechette canister mines.
  239. - nerfed Blackshark guns. Buffed toughness at the expense of later helicopter armor upgrade bonus.
  240. - remove White Napalm & Beetle Computer upgrade. Discounting MiGs, affected units retain their DPS.
  241. -
  242. GLA:
  243. ----------------------------
  244. - Improvised Explosives grants Anarchists the ability to plant IEDs.
  245. - Buggy Ammo increases rocket's velocity rather than Extra Salvage.
  246. - Junkbunker toughness from 1125 to 800, armor from Firebase to Structure, slots from 6 to 4, build time from 15 to 10, & can upgrade Camonetting.
  247. - Stealth General's Frog & Toxin General's Scourge Scud Missiles travel slower at a higher arc.
  248. - Scud Launchers range 450 to 400 (ZH 350), salvage upgrade range is unaffected at 450.
  249. - Mi8 can collect supplies. Bonus gain from USA Supply Lines.
  250. - All GLA Subfactions can build Worker Quad Bikes, Hip gunships (imported RotR Gazelle for Toxin General), Desertflies, & Balloons.
  251. - Hip gunship starts with anti-air missiles. Rocket Pods upgrade is now global. Rocket Pods damage type EXPLOSION to JETMISSILES.
  252. - Desertfly bombing run ability unlocked from the getgo, Anthrax Beta, Anthrax Gamma, Demolition upgrade, & Phospherous upgrade affect bombs.
  253. - Balloons prerequire Barracks.
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