empires_scripts merge requestshttps://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests2019-12-08T00:49:30Zhttps://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/147Grenadier Mortar explosion radius 210->2002019-12-08T00:49:30ZSgt.SecurityGrenadier Mortar explosion radius 210->200This change is to shrink the one-shot kill zone against an infantry without health upgrade.
Also to decrease the likelihood of scoring multiple kills with one shot.
The damage is untouched because it's pity to remove the one-shot poten...This change is to shrink the one-shot kill zone against an infantry without health upgrade.
Also to decrease the likelihood of scoring multiple kills with one shot.
The damage is untouched because it's pity to remove the one-shot potential against an infantry with health upgrade. It does take quite a bit of skill to land such a shot.https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/91Carcass rework, lower health/reimburse percentage.2019-02-26T22:19:29ZSgt.SecurityCarcass rework, lower health/reimburse percentage.Recycle is a boring job, dropping carcass health to increase the incentive for players to recycle.
Recycling enemy vehicles now gives more resources than friendly vehicles, rewarding risky actions. (taking out/recycling enemy tanks)
...Recycle is a boring job, dropping carcass health to increase the incentive for players to recycle.
Recycling enemy vehicles now gives more resources than friendly vehicles, rewarding risky actions. (taking out/recycling enemy tanks)
BE&NF APC :
Friendly reimburse percentage 0.5->0.3
Enemy reimburse percentage 0.5->0.4
BE AFV/NF LT :
Carcass Health 120->80
Friendly reimburse percentage 0.5->0.4
BE&NF Medium Tank :
Carcass Health 180->120
Friendly reimburse percentage 0.5->0.3
Enemy reimburse percentage 0.5->0.4
BE&NF Heavy Tank :
Carcass Health 240->160
Friendly reimburse percentage 0.5->0.3
Enemy reimburse percentage 0.5->0.4
BE&NF Artillery Tank :
Carcass Health 240->140
Friendly reimburse percentage 0.5->0.4Sgt.SecuritySgt.Securityhttps://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/73Added new parameters to infantry weapons to support muzzleflashes.2019-01-13T12:20:02ZEmptyAdded new parameters to infantry weapons to support muzzleflashes.https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/60Fix railgun parent research2018-08-27T01:37:22ZMax Matonmax@delftsolutions.nlFix railgun parent researchFixes #334Fixes #334VulcanStormVulcanStormhttps://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/55Some vehicle mg weapons have no falloff values.2017-09-17T19:09:29ZSmithySome vehicle mg weapons have no falloff values.https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/52Tweaked falloff values to transition into new falloff system.2017-09-10T21:26:33ZSmithyTweaked falloff values to transition into new falloff system.I've made all the falloff values very similar to what we already had, we can iterate on these in the future.I've made all the falloff values very similar to what we already had, we can iterate on these in the future.https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/51Feature/js hud health2017-09-17T13:34:36ZJonathanFeature/js hud healthChanges:
* Added javascript health panel to hud.
Depends on:
* empires_assets/assets_base!23
* empires_code/empires_main!114Changes:
* Added javascript health panel to hud.
Depends on:
* empires_assets/assets_base!23
* empires_code/empires_main!114Max Matonmax@delftsolutions.nlMax Matonmax@delftsolutions.nlhttps://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/2532.36.3 Changes2024-03-22T19:56:07ZSmithy2.36.3 Changes==== Vehicle Weapons ====
* Biological Missile
* \*\* Increased Total Ammo Clips from 3 to 5
==== Research ====
* Turrets lvl 2
* \*\* Increased Cost from 360 to 480
* \*\* Increased Time from 90 to 120
* Turrets lvl 3
* \*\* Incr...==== Vehicle Weapons ====
* Biological Missile
* \*\* Increased Total Ammo Clips from 3 to 5
==== Research ====
* Turrets lvl 2
* \*\* Increased Cost from 360 to 480
* \*\* Increased Time from 90 to 120
* Turrets lvl 3
* \*\* Increased Cost from 480 to 600
* \*\* Increased Time from 120 to 150
==== Vehicles ====
* Vehicle Factory
* \*\* Increased Cost from 500 to 700
==== Vehicle Handling ====
* Increased Vehicle Mass
* Increased Turn Throttling Reduction for all vehicles
* \*\* 10 to 50% for Jeeps
* \*\* 25 to 75% for wheeld vehicles (Command Vehicles are considered tracked)
* \*\* 30 to 80% for tracked vehicles
* Added max coasting speed limitations to all vehicles
* \*\* +20% max speed for tracked vehicles (Command Vehicles are considered tracked)
* \*\* +50% max speed for wheeled vehicles
* Added frictionscale to all vehicles
* Gave more power to some vehicles rear wheels to improve climbing steep terrainhttps://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/2522.36.2 Changes2024-02-24T13:56:11ZSmithy2.36.2 Changes```
==== Research ====
* Biological Cannon
** Increased Cost from 360 to 480
** Increased Time from 90 to 120
==== Vehicle Weapons ====
* Biological Missile
** Reduced Cycle time from 3 to 1.5
** Reduced Heat from 12 to 10
* Guided Missi...```
==== Research ====
* Biological Cannon
** Increased Cost from 360 to 480
** Increased Time from 90 to 120
==== Vehicle Weapons ====
* Biological Missile
** Reduced Cycle time from 3 to 1.5
** Reduced Heat from 12 to 10
* Guided Missile
** Increased Clip Size from 5 to 6
** Reduced Reload Time from 5 to 4
```https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/251Add new minor bullet impact sounds2024-02-18T13:33:59ZSmithyAdd new minor bullet impact soundshttps://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/250Revert research changes added for 2.36.02024-02-17T14:25:27ZSmithyRevert research changes added for 2.36.0This reverts commit 6e58e3091ce58f3f6000bf1a9f1c43c0ef82c882.This reverts commit 6e58e3091ce58f3f6000bf1a9f1c43c0ef82c882.https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/2492.35.3 Final changes2024-02-10T19:22:33ZSmithy2.35.3 Final changes- Increased 3 Phase engine heat dissipation by 1
- Decreased Advanced coolant enginge heat dissipation by 1
- Decreased fission engine heat dissipation by 0.5 (0.7 for medium tanks)
- Bio Cannon cycletime 2.5 -> 2.25
- HE Arty cannon cos...- Increased 3 Phase engine heat dissipation by 1
- Decreased Advanced coolant enginge heat dissipation by 1
- Decreased fission engine heat dissipation by 0.5 (0.7 for medium tanks)
- Bio Cannon cycletime 2.5 -> 2.25
- HE Arty cannon cost 160 -> 170
- Bio ML Player bio time 9 -> 8
- Homing missile range 8000 -> 7000
- Homing Lock on radius 0.2 -> 0.1
```
==== Research ====
* Upgraded Chassis
** Increased Time from 120 to 180
** Increased Cost from 600 to 900
* Medium Tank Chassis
** Increased Time from 120 to 180
** Increased Cost from 600 to 900
* Artillery Tank Chassis
** Increased Time from 150 to 250
** Increased Cost from 750 to 1250
* Advanced Chassis
** Increased Time from 150 to 240
** Increased Cost from 750 to 1200
* Heavy Chassis
** Increased Time from 150 to 240
** Increased Cost from 750 to 1200
* Artillery Tank Chassis
** Increased Time from 150 to 180
** Increased Cost from 750 to 1080
* Nuclear Warhead
** Increased Time from 180 to 300
** Increased Cost from 720 to 1500
* Homing Missiles
** Increased Time from 90 to 180
** Increased Cost from 360 to 900
* Railgun
** Increased Time from 90 to 180
** Increased Cost from 360 to 900
* Plasma Cannon
** Increased Time from 90 to 180
** Increased Cost from 360 to 900
* Plasma MG
** Increased Time from 60 to 120
** Increased Cost from 240 to 600
* Biological Cannon
** Increased Time from 90 to 240
** Increased Cost from 360 to 1200
* Deflective Armor
** Increased Time from 90 to 120
** Increased Cost from 360 to 480
* Absorbant Armor
** Increased Time from 90 to 120
** Increased Cost from 360 to 480
* Reactive Armor
** Increased Time from 90 to 150
** Increased Cost from 360 to 600
* Advanced Machining
** Increased Time from 120 to 180
** Increased Cost from 600 to 720
* Composite Armor
** Increased Time from 120 to 180
** Increased Cost from 600 to 900
* Gas Turbine
** Increased Time from 90 to 120
** Increased Cost from 450 to 600
* High Explosive Grenades
** Increased Time from 30 to 60
** Increased Cost from 120 to 240
* Superheated Material Physics
** Increased Time from 60 to 120
** Increased Cost from 120 to 240
* Extended Range Artillery Cannon
** Increased Time from 90 to 120
** Increased Cost from 360 to 600
* High-Explosive Artillery Cannon
** Increased Time from 90 to 120
** Increased Cost from 360 to 600
* High-Explosive Cannon
** Increased Time from 60 to 90
** Increased Cost from 240 to 360
* Upgraded Missile Launcher
** Increased Time from 60 to 90
** Increased Cost from 240 to 360
* Salvo Missile Launcher
** Increased Time from 45 to 60
** Increased Cost from 180 to 240
* Explosive Tipped Bullets
** Increased Time from 45 to 60
** Increased Cost from 180 to 240
* Extended Range Cannon
** Increased Time from 60 to 90
** Increased Cost from 240 to 360
* Guided Missiles
** Increased Time from 60 to 90
** Increased Cost from 240 to 360
* Biological Projectile
** Increased Time from 45 to 60
** Increased Cost from 180 to 240
* Biological Missile
** Increased Time from 60 to 90
** Increased Cost from 240 to 360
* Biological Grenades
** Increased Time from 45 to 60
** Increased Cost from 180 to 240
* Upgraded Machine Gun Turret Level 2
** Increased Time from 90 to 120
** Increased Cost from 360 to 480
* Upgraded Missile Launcher Turret Level 2
** Increased Time from 90 to 120
** Increased Cost from 360 to 480
* Upgraded Machine Gun Turret Level 3
** Increased Time from 120 to 150
** Increased Cost from 480 to 600
* Upgraded Missile Launcher Turret Level 3
** Increased Time from 120 to 150
** Increased Cost from 480 to 600
```https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/2482.35.3 Changes (Tweaks after testing)2024-02-10T13:10:22ZSmithy2.35.3 Changes (Tweaks after testing)+ Player Bio Damage 6 -> 5
+ Player Bio Time 8 -> 9
+ Vehicle Bio Damage 8 -> 10
+ Vehicle Bio Time 8 -> 5
+ Biological Grenade Launcher
+ Player Bio Time 6 -> 5
+ Vehicle Bio Time 5 -> 4
+ Revert VF cost to 500
+ Fix...+ Player Bio Damage 6 -> 5
+ Player Bio Time 8 -> 9
+ Vehicle Bio Damage 8 -> 10
+ Vehicle Bio Time 8 -> 5
+ Biological Grenade Launcher
+ Player Bio Time 6 -> 5
+ Vehicle Bio Time 5 -> 4
+ Revert VF cost to 500
+ Fix absorbant speed to damage value should have been -0.00005 not -0.0005https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/2472.35.3 Changes2024-01-20T12:19:58ZSmithy2.35.3 Changes#### Vehicle Weapons
- Homing Missile Launcher
- Reduced Lock On Radius from 0.42 to 0.2
- It should make it easier to pick which target you're locking, but it also means you have to track it more accurately
- Increased Lock On Time ...#### Vehicle Weapons
- Homing Missile Launcher
- Reduced Lock On Radius from 0.42 to 0.2
- It should make it easier to pick which target you're locking, but it also means you have to track it more accurately
- Increased Lock On Time from 0.3 to 0.5 seconds
- Increased Lock On Range Modifier from 0.2s/1000u to 0.3/1000u (a wall is 256 units)
- Reduced Turning Ability from 3.15 to 3.0
- Increased Cost from 100 to 150
- Nuclear Missile Launcher
- Increase Cost from 200 to 300
- Biological Missile Launcher
- Increased Player Bio Damage from 3 to 8
- High-Explosive Cannon
- Increased Cost from 70 to 90
- Reduced Damage from 75 to 70
- Upgraded Missile Launcher
- Increased Cost from 70 to 80
- Biological Cannon
- Increased Weight from 80 to 120
- Increased Cost from 100 to 180
- Increased Cycle Time from 2.25 to 2.5
- Increased Heat from 15 to 20
- Vehicle Biological Effect Properties
- Damage: 10
- Duration: 10
- Interval: 0.5
- Total Damage: 200
- Infantry Biological Effect Properties
- Damage: 5
- Duration 10
- Interval: 0.5
- Total Damage: 100
- Plasma Cannon
- Increased Cost from 110 to 140
- Increased Weight from 80 to 90
- Increased Heat to Target from 10 to 12
- Railgun
- Increased Cost from 120 to 150
- Increased Weight from 80 to 90
- Increased Damage from 120 to 130
- Depleted Uranium Machine Gun
- Reduced Cost from 60 to 50
- High-Explosive Machine Gun
- Reduced Cost from 70 to 60
- Plasma Heavy Machine Gun
- Increased Cost from 110 to 120
- Increased Weight from 55 to 60
- Biological Machine Gun
- Increased Player Bio Duration from 1 to 4
- Increased Vehicle Bio Duration from 1 to 2
- Standard Machine Gun
- Reduced Cost from 40 to 30
- Chain Gun
- Reduced Cost from 60 to 45
- Grenade Launcher
- Reduced Cost from 50 to 40
- High-Explosive Grenade Launcher
- Increased Cost from 60 to 75
- Small Artillery Cannon
- Increased Cost from 70 to 90
- Medium Artillery Cannon
- Increased Cost from 80 to 110
- High Explosive Artillery
- Increased Cost from 120 to 160
- Ranged Artillery Cannon
- Increased Cost from 130 to 170
- Biological Grenade Launcher
- Increased Damage from 40 to 60
- Increased Vehicle Bio Damage from 5 to 10
- Increased Vehicle Bio Duration from 4 to 5
- Increased Infantry Bio Duration from 4 to 6
#### Vehicle Armors
- Absorbant
- Reduced Speed to Damage modifier from -0.000112 to -0.00005
- Increased Health from 70 to 75
- Composite
- Reduced Speed to Damage modifier from -0.00005 to -0.000025
- Reactive
- Increased Health from 100 to 120
#### Wages
- Defuse
- Decreased from 5 to 3
- Capturing a flag
- Increased from 0 to 3
- Destroying an enemy vehicle
- Increased from 5 to 10
#### Vehicles
- Brenodi Empire Heavy Tank
- Increased Weight from 470 to 490
#### Infantry Weapons
- Rifleman
- Fixed BE's Assault Rifle starting ammo
#### Structures
- NF/BE Walls
- Increased Cost from 10 to 15
- Barracks
- Increased Cost from 200 to 300
- Vehicle Factory
- Increased Cost from 500 to 600https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/246Bring aircraft armor health value within bounds to prevent console errors2023-12-14T23:06:32ZSmithyBring aircraft armor health value within bounds to prevent console errorsThis is needed when merging the new vehicle HUD changes.This is needed when merging the new vehicle HUD changes.https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/245Add default MELEE ammo to all weapons that use it.2023-12-10T00:30:28ZEli ZupkeAdd default MELEE ammo to all weapons that use it.The game adds melee ammo to the player every time they respawn or change class. However, if players have their ammo stripped by any mechanism and the weapons returned to them, the melee ammo isn't given. An example of this can be seen on...The game adds melee ammo to the player every time they respawn or change class. However, if players have their ammo stripped by any mechanism and the weapons returned to them, the melee ammo isn't given. An example of this can be seen on `fun_de_arena`, where a `player_weaponstrip` entity removes all the players' weapons, and then a `game_player_equip` entity gives them some new ones. When the new weapons are given, the players are not given any melee ammo, breaking every weapon's second attack.
This change solves that issue by specifying a default amount of melee ammo for all weapons that use it, ensuring that player weapons will always function correctly.Eli ZupkeEli Zupkehttps://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/244Minor changes to the desc. of rank points parse2023-10-28T12:45:21ZAwpoltMinor changes to the desc. of rank points parseSmithySmithyhttps://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/243Script changes in support of feature/mapmaking_qol2023-11-24T23:15:29ZEli ZupkeScript changes in support of feature/mapmaking_qolPlace all chassis into default researches.Place all chassis into default researches.Eli ZupkeEli Zupkehttps://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/242Feature/mgturret sounds2023-11-24T22:19:10ZEli ZupkeFeature/mgturret soundsScript support for mg turret sounds.Script support for mg turret sounds.Eli ZupkeEli Zupkehttps://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/241Update various "Neutral Turn Factor" values to reflect code changes.2023-07-22T13:30:56ZSmithyUpdate various "Neutral Turn Factor" values to reflect code changes.SmithySmithy