Originally Posted by: Zatsupachi /BUNKER BUSTER AUTO-EVACUATE/
The bunker buster upgrade for stealth jets has a weird and probably intentional feature of auto-evacuating infantry out of garrison even without severely damaging the garrison or structures that are garrisonable until destroyed. It will force an evacuation. BUT ONLY IF THE STRUCTURE IS THE TARGET. If the structure is not the target but manages to "hit" it anyway, then that doesn't cause evacuation.
I think that's intentional so the weapon will eject units from Tunnel Networks.
/KILL-PILOTING UNITS/
[stuff]
Huh... That's odd. Now I want to dabble in this myself... The most I did with Sentry Drones was giving them veterancy and removing the asinine delay in carrying out their orders (which murders what little use they have). Is there a way to make Sentry Drones just able to be targeted?
I also now want to create a USA Drones general. Heehee....
/QUAD CANNON AND SALVAGE/SCRAP CRATES + VETERANCY = DOWNGRADED QUAD/
Quad Cannons don't quite work the way you expect with salvage crates and Veterancy. Due to some unknown bug they actually begin to deal less damage when upgraded with a salvate crate AND with Veterancy. The consensus is to usually keep one Quad Cannon for gathering all the scrap so you can still benefit from the money at least.
I've heard the Generals Gentlemen state that this is because the Quad Cannon weapon increases rate of fire for each upgrade but decreases individual damage per hit, and the Veterancy upgrade does the same thing, but quickly maxes out rate of fire while continuing to decrease damage per hit. However this is only half true, and as a side note Callum himself has shown general unfamaliarity with much of Zero Hour's mechanics and code. (Which is fine, and he is by far a better player than I myself am.)
What actually happens is the first upgrade decreases damage per hit by 2 points but the next upgrade only changes the rate of fire (delay between shots).
Code:
;------------------------------------------------------------------------------
Weapon QuadCannonGunUpgradeOne
PrimaryDamage = 8.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 150.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_QuadCannonGunFire
VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire
FireSound = QuadCannonWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 50 ;250 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AntiAirborneVehicle = No
AntiAirborneInfantry = No
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End
;------------------------------------------------------------------------------
Weapon QuadCannonGunUpgradeOneAir
PrimaryDamage = 5.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 350.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_QuadCannonGunFire
VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire
FireSound = QuadCannonWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 50 ;250 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
AntiGround = No
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End
;------------------------------------------------------------------------------
Weapon QuadCannonGunUpgradeTwo
PrimaryDamage = 8.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 150.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_QuadCannonGunFire
VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire
FireSound = QuadCannonWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 25 ;125 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AntiAirborneVehicle = No
AntiAirborneInfantry = No
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End
;------------------------------------------------------------------------------
Weapon QuadCannonGunUpgradeTwoAir
PrimaryDamage = 5.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 350.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_QuadCannonGunFire
VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire
FireSound = QuadCannonWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 25 ;125 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
AntiGround = No
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End
I can't pinpoint the issue myself. All I know is what happens is this:
Quad + Veterancy levels 1, 2, and 3 = Better quad.
Unvetted Quad plus all scrap levels = Better quad.
Vetted quad + any level of scrap = less damaging than a Vetted-Unscrapped or Scrapped-Unvetted Quad.
So sadly, a big scary-looking Quad Cannon with this giant behemoth of machinery on its turret and three levels of Veterancy and practically vomiting bullets onto its target is actually much less scary than a normal quad with full scrap upgrade or a Vet 3 Quad with no scrap.
A solution to this is to simply remove the rate of fire increase and increase the damage with each upgrade. I would also recommend upgrading the visual and sound effects in the weapon to reflect the increased damage (because it will still look cooler). alternatively, you could always redesign he upgrades to have completely different weapons.
/DRAGON TANK WEAPON HATES BEING USED BY NON-DRAGON TANKS AND OTHER STUFF/
Try giving the Dragon Tank weapon to an infantry (and fix the FireFX and WeaponLaunchBones). Half the time the infantry will miss its target by overshooting, sending harmless streams of flames right through him and leaving the actually damaging end part of the weapon several feet away. Garrisoning this unit makes it even worse.
Even garrisoning the Dragon Tank in a Bunker modded to contain vehicles causes a similar issue. As does it on the off-chance you can get the Dragon Tank to fire out of a Combat Chinook...
Personally when I modded the Tank General's Bunkers to contain vehicles I got around this by redoing the Dragon Tank into a hybrid of his Battlemaster and an Inferno Cannon. It was basically a squisher Battlemaster that created flames with its weapon and could even create firestorms. And when this thing got Autoloaders and Black Napalm together... It was glorious.
(Don't worry it could still flamewall.)
The lesson here? Flamethrowers are frickin' weird in Zero Hour.