Beschreibung
Welcome to Falcon's Nuclear Warfare - AI Boost, if you ever wondered what lies beyond the Aftermath then this MOD is for you Commander! Thanks to the following: Bast75, Chthon CFE, ezr0913, Karl/KlausK, lovalmidas, Mini Franki, RangerbeastDrill, Sleipnir/pchote, & zerobyte666. I would also like to personally thank MGSteveC that created RedEdit 98 Professional, without RE98 Nuclear Warfare would not exist!
MODERATE CHANGES LISTED BELOW:
*Modern Wall Building.
*Refinery's hold 20,000 credits.
*Silo's hold 15,000 credits.
*DamageTime in a low power state has been removed for PlayerPtr->IsHuman.
*"Insufficient Funds" have been removed from both Text & VOC's.
*"Silos Needed" have been removed from both Text & VOC's.
*Shake_The_Screen has been removed.
*The following crates have been removed: SONAR, PARABOMB, DARKNESS, & TIMEQUAKE.
*Parabombs now come with the Airfield.
*Chinook Helicopter is now available for both sides.
*Tanya's fire suppression is disabled & can now use Guard against infantry.
*Tanya's COLT45 weapon damage was raised.
*IsSelfHealing Rule.ConditionYellow has been changed to Green, IsHuman self healing units now heal 100%.
*The following IsHuman infantry self heal 100%: Medic & Tanya.
*The following infantry are now uncrushable: Spy, Thief, Tanya, Medic, & Mechanic.
*ChronoKill no longer kills infantry.
*Phase Transporter & Helicarrier are buildable units for both sides.
*Barbed Wire, Sandbags, & all FAKE structures have been removed from the building que.
*VOX_AIRCRAFT_LOST has been changed in FOOT.CPP for aircraft deaths instead of VOX_UNIT_LOST.
*VOX_ALLIED_FORCES_FALLEN has been changed in FOOT.CPP for infantry deaths instead of VOX_UNIT_LOST.
*VOX_NUKE_EXPLOSION has been changed in ADATA.CPP for ANIM_ATOM_BLAST for nuclear explosions instead of VOX_NONE.
*Spied structures, now you get a 1 time use (Ship Yard->Sonar Pulse / Airstrip->Spy Plane, Paratrooper, & Parabombs / Iron Curtain->Iron Curtain, Chronosphere->Chronosphere, Missile Silo->Nuclear Bomb).
*Sonar Pulse comes with a Ship Yard & Sub Pen when built.
*AI now builds Ship Yard's, Sub Pen's, Chronosphere's & Iron Curtain's.
*AICompEasyBonus=yes has been changed to no, allows harder AI with more than 1 human player.
*Ore is now easily destroyed like Tiberium.
*Fixed backwards flying Soviet flag.
*Added VOX_SATALITE_LAUNCED audio when GPS is launched.
*Removed Intro Video.
*RA2 Style Scaling Power Bar.
*Gap Generator can no longer produce Shroud when a Spy infiltrates.
*Special Weapons are now available in campaign (pending map ini rules).
*Removed Catch_Fire to WARHEAD_FIRE damage resulting in petrified/invincible trees.
*Fixed Gap Generator not showing on radar screen.
EXTREME CHANGES LISTED BELOW:
*All Aircraft sight increased.
*MCV sight increased.*Atom Bomb is now campaign strength.
*Transport sight & speed increased.
*Iron Curtain now works on infantry.
*IronCurtainTime duration increased.
*Chronoshift duration increased.
*Mine damage increased to instant kill.
*Destroyers Stinger weapon damage raised.
*The following crates damage has been set to 0 & removed: EXPLOSION & NAPALM.
*Destroyed buildings have no survivors.
*M.A.D. tank strength is increased & effects infantry.
*Engineer does 0 damage with instant capture.
*Parachute bomb damage increased.
*Medic & Mechanic healing & distance increased.
*AI is able to build vessels.
*AI uses Iron Curtain & Chronosphere.
*Soviet Tech Center has Sputnik Satellite capabilities.
*Added VOX_SATALITE_LAUNCED audio when SPUTNIK is launched.
*Mod Command #1 - Unlock Tech Level's.
*Mod Command #2 - God Mode.
*Mod Command #3 - Deploys Tanya.
*Mod Command #4 - Deploys Mammoth Tank.
NUCLEAR CHANGES LISTED BELOW (research facility or hospital needed):
*All Nuclear Explosion Screen Flashes are removed.
*Petroglyph's Nuke Tank a Mammoth Variant with Tactical Nuke (A & S).
*Nuclear Transport a Stealth Transport Variant with Tactical Nuke (A & S).
*Nuclear Specialist a Volkov Variant Mechanical Unit With 50cal Sniper Rifle HE Rounds (A & S).
*Nuclear K9 a Chitzkoi Variant Mechanical K9 With Ability To Hunt In Radioactive Terrain (A & S).
*Nuclear Orca Attack Helo (N.O.A.H.) an Orca Variant with Tactical Nuke (A).
*Nuclear Destroyer a Destroyer Variant with Tactical Nuke (A).
*Nuclear Submarine a Missile Submarine Variant with Tactical Nuke (S).
*Nuclear Power Plant generates thermonuclear power resulting in massive output (A & S).
*Nuclear Power Plants, Missile Silos, & Research Facilities are Radioactive upon destruction.
*Field Surgeon - Provides healing for infantry throughout the battle field.
*Field Technician - Provides repairs for units throughout the battle field.
*APMines & AVMines are equipped with nuclear munitions (A & S).
*All Nuclear IsHuman Aircraft, Infantry, Units, & Vessels self heal 100%.
*Soviet M4 MOLOT Variant with Tactical Nuke (S).
*Pershing II - Lighter, faster, but more accurate missile defense system that can shoot enemies & enemy defense structures from great distances (A).
*RYaN - Larger, slower, but more destructive missile defense system that can shoot enemies & enemy defense structures from great distances (S).
*Frontier Defense - Non-nuclear laser base defense (A).
*Guard Tower - Raised fully automated larger small arms platform (S).
*Project High Frontier - Allied non-nuclear missile deterrent (allied tech center) (A).
*Iron Sickle - Soviet non-nuclear missile deterrent (soviet tech center) (S).
*C-130 Paradrop - Drops 5 mammoth tanks from a C-130 aircraft (allied tech center) (A).
*A-10 Strike - Deploys a devastating barrage of overwhelming firepower (allied tech center) (A).
*Plague - Releases a catastrophic wave of deadly biological warfare (hospital) (A & S).
*Heal All - Releases healing to all units, infantry, structures, aircraft, & vessels (hospital) (A & S).
*Armor+ - Grants Armor+ to owners army (research facility) (A & S).
*Firepower+ - Grants Firepower+ to owners army (research facility) (A & S).
*Speed+ - Grants Speed+ to owners army (research facility) (A & S).
*Spied structures, now you get a 1 time use (Allied Tech->Project High Frontier, Paradrop, & A10 Strike / Soviet Tech->Iron Sickle / Research Center->Armor+, Firepower+, & Speed+ / Hospital->Plague & Heal All).
*Laser Tank with Mobile Laser Defense (research facility) (A & S).
*Laser Trooper with Portable Laser Defense (research facility) (A & S).
*Chem Warrior with Chem Thrower (research facility) (A & S).
*Mod Command #1 - Unlock Tech Level's.
*Mod Command #2 - God Mode.
*Mod Command #3 - Deploys Nuclear Specialist.
*Mod Command #4 - Deploys Nuke Tank.
MODERATE & EXTREME RULES.INI ADDITIONS:
*IsSelfHealing allows humans to heal 100% & AI to heal 50% for units or buildings.
*IsHumanHealing allows human only owned units or buildings to self heal 100%.
*ExtraTextandAudio allows to turn on/off added text/audio.
NUCLEAR RULES.INI ADDITIONS:
*IsRadioactive causes buildings to detonate like nukes when destroyed.
*AIBuildNWWeapons allows AI to use NUCLEAR_WARFARE special weapons.
*AtomRadius changes radius of atom explosion.
*ObeliskLaserColor allows you to change color of the laser.
RA PROJECTS I NEED HELP WITH:
(for progress reports view change notes, the list below is set in order of priority, if you know how to do or fix any of the below please reach out via discord.
*Increase Spy distance to Shipyard/Sub Pen.
*Remove Sonar Pulse when Shipyard/Sub Pen is destroyed or sold.
*Move Ion Cannon Mouse icon from TD to RA.
*Allow to build off allied conyard.
*Add bindings: Modded RA units.
*Fix bindings: Captured Allied & Soviet Barracks, Doubled Soviet Tech Centers, & Airfield issued same key as Soviet Tech Center.
*Fix deploy/unload keyboard binding for Nuclear Transporter.