Here's some stuff from the CannisRules site, not a lot of details but they will give you an idea of where to look to fix these things. There's more but I'd have to comb through all the unit descriptions too...
http://www.cannis.net/cannisrules/history.shtml
Quote:
Tech Outpost now leaves rubble when destroyed, in all map theaters, as a tech building should (before, it only did so on snow maps).
Fixed firing origins of the Rhino, Grizzly, and Lasher tanks, and fixed the Sentry Gun so that it appears to fire from both barrels.
Soviet AI no longer builds an Industrial Plant in Meatgrinder
Art code bugfixes: Fixed weapon firing origin of Flak Cannon. Tech Power Plant flag now animates without having to be captured first. Tech Airport no longer shows a riot of "hidden object" indicators when units move behind it. Reduced instances of draw order problems with Yuri's Grinder.
Rules code bugfixes: Fixed unlimited range of Destroyer's Osprey. Osprey and Aircraft Carrier's Hornets no longer score as kills. Yuri Genetic Mutator building hit points reduced to match IC and CS buildings.
|
http://www.cannis.net/cannisrules/development.shtml
Quote:
Fixed Spy being able to get an attack cursor (for the disguise "weapon") on Terror Drones and just-beginning-to-launch rockets.
Area radiation (like from Desolators and Rad Artillery) no longer affects spawned missiles. This means no more sinking Drednoughts and Boomers by making their missiles blow up on their decks.
Began prerequisite cleanup for some units that have always been inconsistent. For example, the Chrono Legionnaire could be trained from an Allied Barracks if any Battle Lab was owned
Fixed game bug where the refund for grinding a Guardian GI was less than it should have been.
Fixed game bug where the Brute got a weapon range bonus for elevation. (This was evidenced by Brutes occasionally being able to attack units or buildings from the top of a cliff, even though they shouldn't be able to reach them).
|