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User:Bobingabout/Personal RockPatch Wishlist: Difference between revisions
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;:Currently CnCVK has increased the number of units you can build with a sane AI from 102 to 200. i sugest increasing this limit to 250. Also, you can only have 74 units per tab, and more and it will lock up the game. I suggest increasing this limit as high as it can easily go, AKA 255(byte limit). ([http://forums.renegadeprojects.com/showthread.php?tid=16&pid=3680#pid3680 Important Post on the subject].) | ;:Currently CnCVK has increased the number of units you can build with a sane AI from 102 to 200. i sugest increasing this limit to 250. Also, you can only have 74 units per tab, and more and it will lock up the game. I suggest increasing this limit as high as it can easily go, AKA 255(byte limit). ([http://forums.renegadeprojects.com/showthread.php?tid=16&pid=3680#pid3680 Important Post on the subject].) | ||
; New Prerequisite System. | ; New Prerequisite System. | ||
;:This includes {{tt|NegativePrerequisite}}= where anything on this tag that exists causes the object containing this tag to be unbuildable. {{tt|AlternatePrerequisite#}}= basicly a few of these lines that list alternate {{TTL|Prerequisite}} lines, if any of these lines including the original {{TTL|Prerequisite}} gets all its objects listed owned by the player, then this object will become buildable. {{tt|PrerequisiteMisc##}}=, 100 clones of {{tt|PrerequisitePower}}= to allow several buildings to be placed on here, allowing a "any building on this list" condition, such as the already existing "Any Power Plant" "Any Ore Refinery" "Any Tech Centre" and so on conditions. However, a slightly easier way to use this system would be a list as | ;:This includes {{tt|NegativePrerequisite}}= where anything on this tag that exists causes the object containing this tag to be unbuildable. {{tt|AlternatePrerequisite#}}= basicly a few of these lines that list alternate {{TTL|Prerequisite}} lines, if any of these lines including the original {{TTL|Prerequisite}} gets all its objects listed owned by the player, then this object will become buildable(An alternate name for the tag could be Prerequisite2= and a few more). {{tt|PrerequisiteMisc##}}=, 100 clones of {{tt|PrerequisitePower}}= to allow several buildings to be placed on here, allowing a "any building on this list" condition, such as the already existing "Any Power Plant" "Any Ore Refinery" "Any Tech Centre" and so on conditions. However, a slightly easier way to use this system would be a list such as | ||
;::[NewGlobalPrerequisites] | |||
;::AlliedFactories=GAWEAP,EAWEAP | |||
;::SovietFactories=NAWEAP,VAWEAP | |||
;::YuriFactories=YAWEAP,PAWAEP | |||
;::CDAFactories=TAWEAP,RAWEAP | |||
;::AlliedBarracks=GAPILE,EABRCK | |||
;::SovietBarracks=NAHAND,VABRCK | |||
;::YuriBarracks=YABRCK,PABRCK | |||
;::CDABarracks=TABRCK,RABRCK | |||
;::CNST=GACNST,NACNST,YACNST,TACNST,EACNST,VACNST,PACNST,RACNST | |||
;::YARD=GAYARD,NAYARD,YAYARD,TAYARD,EAYARD,VAYARD,PAYARD,RAYARD | |||
;::DEPT=GADEPT,NADEPT,YAGRND,TADEPT | |||
;::TECHA=GATECHA,NATECHA,YATECHA,TATECHA | |||
;;:CDAHighTech=TALLAB,TAFLAB,TASLAB | |||
;:Then using Prerequisite=AlliedFactories would mean GAWEAP or EAWEAP. this is simular to how [Sides], [Colors] and PD's [MousePointers] works, it also makes it easier for the modder because they don't have to remember what upto 100 different numbers mean. | |||
; Sensors on buildings. | ; Sensors on buildings. | ||
;:Currently, there is no way at all to add sensors to a building, unless you use the veteran abilities system, which relies on the building getting promoted. PD added the {{tt|Cloakable=yes}} tag to buildings. he also said it should be easy to add Sensors too. I mention something about it in [http://forums.renegadeprojects.com/showthread.php?tid=260&pid=4379#pid4379 this post]. | ;:Currently, there is no way at all to add sensors to a building, unless you use the veteran abilities system, which relies on the building getting promoted. PD added the {{tt|Cloakable=yes}} tag to buildings. he also said it should be easy to add Sensors too. I mention something about it in [http://forums.renegadeprojects.com/showthread.php?tid=260&pid=4379#pid4379 this post]. |
Revision as of 13:46, 5 September 2006
This page serves as what I perceive to be what the community would like in 1.09.
- Mutator Clone.
- All attempts to create mutation clones using other superweapon logics has resulted in neutral mutations, due to the fact that the actual superweapon is unowned. As a result, I and at least 1 other person would like a clone of the Genetic Mutator Superweapon (as you did say you will try to clone 1 superweapon per version).
- Completed 4th side logic.
- Your efforts to add an extra side to the game have made some progress, however, there are a lot of things still missing. There is a checklist on the Status page showing what has and hasn't been cloned, and I believe there are also links to the documents i wrote back when you first started the process. Features I would very much like in 1.09 are disguise, paradrop, and EVA, although there are a lot more things to be done for it.
- More Player Colours in Skirmish/MP menu.
- Something PD did a while ago was to allow customisable colours to be displayed on the skirmish menu using new [MenuColors] section. How about a new [ColorsInMenu] section where these point to the colours, in order, that appear on the menu, replacing the existing ones and adding more. [MenuColors] will need to be the same length.
- Breaking Unit Quantity Limits.
- Currently CnCVK has increased the number of units you can build with a sane AI from 102 to 200. i sugest increasing this limit to 250. Also, you can only have 74 units per tab, and more and it will lock up the game. I suggest increasing this limit as high as it can easily go, AKA 255(byte limit). (Important Post on the subject.)
- New Prerequisite System.
- This includes NegativePrerequisite= where anything on this tag that exists causes the object containing this tag to be unbuildable. AlternatePrerequisite#= basicly a few of these lines that list alternate Template:TTL lines, if any of these lines including the original Template:TTL gets all its objects listed owned by the player, then this object will become buildable(An alternate name for the tag could be Prerequisite2= and a few more). PrerequisiteMisc##=, 100 clones of PrerequisitePower= to allow several buildings to be placed on here, allowing a "any building on this list" condition, such as the already existing "Any Power Plant" "Any Ore Refinery" "Any Tech Centre" and so on conditions. However, a slightly easier way to use this system would be a list such as
- [NewGlobalPrerequisites]
- AlliedFactories=GAWEAP,EAWEAP
- SovietFactories=NAWEAP,VAWEAP
- YuriFactories=YAWEAP,PAWAEP
- CDAFactories=TAWEAP,RAWEAP
- AlliedBarracks=GAPILE,EABRCK
- SovietBarracks=NAHAND,VABRCK
- YuriBarracks=YABRCK,PABRCK
- CDABarracks=TABRCK,RABRCK
- CNST=GACNST,NACNST,YACNST,TACNST,EACNST,VACNST,PACNST,RACNST
- YARD=GAYARD,NAYARD,YAYARD,TAYARD,EAYARD,VAYARD,PAYARD,RAYARD
- DEPT=GADEPT,NADEPT,YAGRND,TADEPT
- TECHA=GATECHA,NATECHA,YATECHA,TATECHA
- CDAHighTech=TALLAB,TAFLAB,TASLAB
- Then using Prerequisite=AlliedFactories would mean GAWEAP or EAWEAP. this is simular to how [Sides], [Colors] and PD's [MousePointers] works, it also makes it easier for the modder because they don't have to remember what upto 100 different numbers mean.
- Sensors on buildings.
- Currently, there is no way at all to add sensors to a building, unless you use the veteran abilities system, which relies on the building getting promoted. PD added the Cloakable=yes tag to buildings. he also said it should be easy to add Sensors too. I mention something about it in this post.
- More Weapons
- A 3rd and 4th weapon for Units, buildings and whatever using tags Tertiary=, EliteTertiary=, Quaternary=, and EliteQuaternary=. it was also hoped that a VeteranPrimary= and VeteranSecondary= might be added, which means also a VeteranTertiary= and VeteranQuaternary=
- More Promotion Stages
- This includes at least 2 more promotion stages, such as promotion after elite. 2 ideas for defaults were Prime and Master, other ideas were also suggested, these will be my reference names though. This would also include PrimeAbilities= and MasterAbilities= to go along with VeteranAbilities= and EliteAbilities=. This would also like a PrimePrimary=, PrimeSecondary=, MasterPrimary= and MasterSecondary=, along with a hoped VeteranPrimary= and VeteranSecondary=. Assuming the weapons are also increased in number, this would also want PrimeTertiary=, MasterTertiary=, PrimeQuaternary=, and MasterQuaternary=.