Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Jan 24, 2023 2:05 am Post subject:
Generals World War II v 0.28.0
Subject description: ChatGPT has decided to help the bots? Well... kind of...
Hi everyone! The staff from C&C Generals World War II has recently released Generals World War II v 0.28.0. For those unaware, C&C Generals World War II is a total conversion for Command & Conquer Generals: Zero Hour with a focus on multiplayer battles in the style of the Second World War. It comes with four factions: the Allied Army, USSR, Germany, and Japan. Each sub-faction determines up to 3 specialties, which can provide unique abilities and units. Among other features, this mod brings a unique ranking system and custom textures that depend on the map and the unit's rank. Here is the official announcement from C&C Generals World War II's staff about Generals World War II v 0.28.0:
Quote:
General update 21.01.23
"God of War"
v 0.28.0
Changes:
New mechanics and global balance
Added display of the selected sub-faction in the upgrade icons on the CC (if it was selected).
Changed the amount of SMG infantry built at a time from 2x to 3x (for all factions).
All transport trucks and armored vehicles with five or more infantry transport slots now have the ability to carry tier 1 light guns.
All Pillboxes can be upgraded to carry tier 1 light guns.
Removed the limit on the number of Pillboxes.
Fixed a bug that caused, in some cases, duplication of damage and, in others, its complete absence for a kamikaze infantryman.
Decreased by 25% speed of suspension turn for all early tanks on Christie suspension (BT, Crusader).
Redesigned command sets of all CCs for more intuitive use and uniformity of the template.
Reworked command sets of all producing buildings to optimize their use by bots.
Unit Balance
Reduced flamethrower upgrade price.
Changed the amount of HP at the CC of all nations from 3500 to 4500.
Changed armament of all stationary anti-tank turrets (slightly more range and damage).
Changed the armament of the m5 anti-tank gun.
Changed cost of M3 Stuart 420 -> 400.
Changed cost of M4A3(76)W Sherman (with long gun) 890 -> 950.
Removed the horde effect for all types of Shermans in the game (there is no point in it).
Changed the armament of the regular M4 Sherman (with a short gun)
American Sherman armor upgrades fixed (used 2 upgrades for shells that buffed the tank too much, and 2 upgrades for armor were not used even though they were listed).
The ability to improve armor (change the type of armor from medium to heavy) becomes available only after SIMULTANEOUS study in the CC of 2 upgrades - "New versions of shells" (damage buff) and "Rolled armor" (HP buff).
Removed the ability to improve the armor (change the type of armor from medium to heavy) for the American Sherman at the same time as buying a camouflage net. Now we have a choice: OR net OR armor (purchased separately for each tank).
Changed weapons from Hetzer
Changed weapons from StugIII after the upgrade.
Changed the requirement for building a kamikaze infantryman from a Tech Center to a Factory.
Changed weaponry from Chi-Ri (Type100) to upgrade.
Changed weapons from Ho-Ri.
Changed Type93 cost 280 -> 380.
Added requirement to build Type93 on Supply.
Increased Type93 infantry transport slots to 5.
Removed kamikaze infantryman from Type93 initial payload.
Changed cost of BT-5/7 500 -> 600.
Changed the construction time of BT-5/7 11 -> 14.
Increased the amount of fuel consumption BT-5/7 1 -> 2.
Changed cost of KV-1 1400 -> 1500.
Changed construction time of KV-1 20 -> 22.
Changed cost of KV-2 1600 -> 1700.
Changed construction time of KV-2 22 -> 24.
Removed the ability to improve the armor of the Soviet Lend-Lease Sherman (Jumbo was not supplied to the USSR).
Increased the duration of radiation effects after the explosion of an atomic bomb from 30 to 45 seconds.
Increased one-time damage in the explosion of an atomic bomb. The radius is unchanged.
Graphic arts
Added new shot effect for all tanks and cannons with muzzle brakes.
Improved tank burning effect when % health is low (who has it).
Fixed the ruins of many European buildings so that on the maps, they can be used immediately in a destroyed state (can be observed on the new map "Command Falcon").
Fixed a bug related to the absence of disappearance of fallen trees from the maps.
Fixed effects of burning trees and their death from flamethrowers and Molotov cocktails.
Fixed the lack of destruction of trees when shelling with artillery (land mines).
Game Stability
Fixed a bug related to the impossibility of destroying trees in any way.
New units
Added a new unit: Soviet lorry (GAZ AA) as a transport for transporting infantry and cannons of the 1st level. It is built in the KC. It requires Supply to build. It costs 450, built with eight shooters inside.
Others
Changes to unit names: Cromwell, Croisider, Churchill, Matilda, Q1, Q2, ZIS-42, Gaz-AA.
Increased HP of tents on map "Oil Rampage" to make them less flimsy.
Edits in the deployment logic of mobile Flak88.
Maps
Fixed incorrect names of some maps.
Added new map "Coral Islands" (reskinned and adapted from ZH) for 6 players.
Added new map "Comand Falcon" (reskinned and adapted from ZH) for 5 players.
Added new map, "Crayfish Island" (original for WW2), for 3 players.
Added a new version of the map "Two Fronts" (original for WW2) for 4 players without a train.
Returned the map "Infinite Justice" (reskinned and adapted from ZH) for 3 players after fixing desync bugs and general optimization.
Changed map "Rice Offensive" (original for WW2) rework for 5 players and general optimization.
Changed the map "Calm Lands" (original for WW2), alteration of places for building players, centering the village in the middle of the map, general optimization and adjustment to the new realities of balance.
General optimization and reworking of maps for the new realities of the balance of the following maps:
"Two Fronts" (original for WW2) for 4 players.
"Berlin" (original for WW2) for 4 players.
"Blue eye" (original for WW2) for 4 players.
"Factory" (original for WW2) for 4 players.
"Prokhorovka" (original for WW2) for 4 players.
Giza (original for WW2) for 4 players.
"Asian swamps" (original for WW2) for 4 players.
"Forgotten Village" (original for WW2) for 4 players.
"Secret base" (original for WW2) for 8 players.
Correction of errors of the following maps:
"Badlands" (reskinned and adapted from ZH) for 2 players.
"Lone Eagle" (reskinned and adapted from ZH) for 4 players.
"Defense" (reskinned and adapted from ZH) for 6 players.
Fixed and/or updated previews for all maps
Bots
Additional separation of bot difficulty levels (prohibition of using GenPowers at lower difficulty levels, prohibition of building powerful units, spam limitation).
Fixed bugs with the construction queues of units and buildings for bots.
Bots are now more advanced in learning upgrades available to them.
Bots now fully explore and use all types of GenPowers available to them.
Bots now fully build Super Weapons and use them.
Bots now build a secondary for themselves (but still live on script money at high difficulty levels and late stages of the game because the bot cannot quantitatively over-spam a live player on the secondary without compromising the performance and stability of the game - sorry, but its SAGE).
Bots now fully build all types of stationary defense available to them.
Fixed intermittent lack of energy for bots through:
general optimization of power consumption by bots, improvement of building queues, and reduction of the total pack of units accumulated at the base to send the next "wave" to attack.
bots spam additional "search" commands to more quickly capture neutral buildings, with priority on oil rigs and refineries.
bots can sometimes start trying to take over your buildings (priority is fuel storage).
bots stop defense spamming and start spamming power plants in their place.
bots are given priority to research available upgrades that positively affect fuel consumption or generation.
if all of the above fail: bots use scripted upgrades (only available for them to build with map scripts) that allow them to generate energy from all buildings.
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