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This page serves as what I perceive to be what the community would like in 1.09. | This page serves as what I perceive to be what the community would like in 1.09. | ||
; Completed 4th side logic. | ; Completed 4th side logic. | ||
;:PD's 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 [[RockPatch:Status|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(no they were removed. here are some links [http://bobingabout.gamemod.net/bobstempstuff/neededfor4sides.txt V1][http://bobingabout.gamemod.net/bobstempstuff/neededfor4sidesv2.txt V2][http://bobingabout.gamemod.net/bobstempstuff/neededfor4sidesv3.txt V3][http://bobingabout.gamemod.net/bobstempstuff/neededfor4sidesv4.txt V4]). 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. [http://bobingabout.gamemod.net/RA2YR/4thEVA.zip This] is a complete 4th EVA with EVAMD.ini that can be used for testing. as you can see in there, the 4th side tag (chosen by me and PD a long time ago) is Fourth= | ;:PD's 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 [[RockPatch:Status|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(no they were removed. here are some links [http://bobingabout.gamemod.net/bobstempstuff/neededfor4sides.txt V1][http://bobingabout.gamemod.net/bobstempstuff/neededfor4sidesv2.txt V2][http://bobingabout.gamemod.net/bobstempstuff/neededfor4sidesv3.txt V3][http://bobingabout.gamemod.net/bobstempstuff/neededfor4sidesv4.txt V4]). 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. [http://bobingabout.gamemod.net/RA2YR/4thEVA.zip This] is a complete 4th EVA with EVAMD.ini that can be used for testing. as you can see in there, the 4th side tag (chosen by me and PD a long time ago) is Fourth= | ||
; More Player Colours in Skirmish/MP menu. | ; More Player Colours in Skirmish/MP menu. '''Done''' | ||
;:Something PD did a while ago was to allow customisable colours to be displayed on the skirmish menu using a new [MenuColors] section. CnCVK has already done some work on this to increase the number of colours to 16, so hopefully it will be in RP 1.08SE or 1.09. | ;:Something PD did a while ago was to allow customisable colours to be displayed on the skirmish menu using a new [MenuColors] section. CnCVK has already done some work on this to increase the number of colours to 16, so hopefully it will be in RP 1.08SE or 1.09. | ||
; Breaking Unit Quantity Limits. | ; Breaking Unit Quantity Limits. | ||
;:Currently CnCVK has increased the number of units you can build with a sane AI from 101 to 200. i sugest increasing this limit to 250. Also, you can only have 74 units per tab, any more and it will lock up the game. I suggest increasing this limit as high as it can easily go, AKA 255(byte limit)(as i understand it, this limit is currently a table index signed byte (127 max) PD's Attempt didn't go too good). ([http://forums.renegadeprojects.com/showthread.php?tid=16&pid=3680#pid3680 Important Post on the subject].) | ;:Currently CnCVK has increased the number of units(units only, no infantry or aircraft) you can build with a sane AI from 101 to 200. i sugest increasing this limit to 250. Also, you can only have 74 units per tab, any more and it will lock up the game. I suggest increasing this limit as high as it can easily go, AKA 255(byte limit)(as i understand it, this limit is currently a table index signed byte (127 max) PD's Attempt didn't go too good). ([http://forums.renegadeprojects.com/showthread.php?tid=16&pid=3680#pid3680 Important Post on the subject].) | ||
; New Prerequisite System. | ; New Prerequisite System. | ||
;:This includes (by common refenced names) {{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=, Prerequisite3= etc). {{tt|PrerequisiteMisc##}}=, 100 (PD and CnCVK agreed on 6) clones of {{tt|PrerequisitePower}}= to allow several buildings to be placed on here, allowing an "any building on this list" condition, such as the already existing "Any Power Plant" "Any Ore Refinery" "Any Tech Centre" "Any War Factory" "Any Barracks" and "Any Radar" conditions. However, a slightly easier way to use this system would be a list such as this example | ;:This includes (by common refenced names) {{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=, Prerequisite3= etc). {{tt|PrerequisiteMisc##}}=, 100 (PD and CnCVK agreed on 6) clones of {{tt|PrerequisitePower}}= to allow several buildings to be placed on here, allowing an "any building on this list" condition, such as the already existing "Any Power Plant" "Any Ore Refinery" "Any Tech Centre" "Any War Factory" "Any Barracks" and "Any Radar" conditions. However, a slightly easier way to use this system would be a list such as this example |
Revision as of 08:49, 9 March 2007
This page serves as what I perceive to be what the community would like in 1.09.
- Completed 4th side logic.
- PD's 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(no they were removed. here are some links V1V2V3V4). 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. This is a complete 4th EVA with EVAMD.ini that can be used for testing. as you can see in there, the 4th side tag (chosen by me and PD a long time ago) is Fourth=
- More Player Colours in Skirmish/MP menu. Done
- Something PD did a while ago was to allow customisable colours to be displayed on the skirmish menu using a new [MenuColors] section. CnCVK has already done some work on this to increase the number of colours to 16, so hopefully it will be in RP 1.08SE or 1.09.
- Breaking Unit Quantity Limits.
- Currently CnCVK has increased the number of units(units only, no infantry or aircraft) you can build with a sane AI from 101 to 200. i sugest increasing this limit to 250. Also, you can only have 74 units per tab, any more and it will lock up the game. I suggest increasing this limit as high as it can easily go, AKA 255(byte limit)(as i understand it, this limit is currently a table index signed byte (127 max) PD's Attempt didn't go too good). (Important Post on the subject.)
- New Prerequisite System.
- This includes (by common refenced names) 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=, Prerequisite3= etc). PrerequisiteMisc##=, 100 (PD and CnCVK agreed on 6) clones of PrerequisitePower= to allow several buildings to be placed on here, allowing an "any building on this list" condition, such as the already existing "Any Power Plant" "Any Ore Refinery" "Any Tech Centre" "Any War Factory" "Any Barracks" and "Any Radar" conditions. However, a slightly easier way to use this system would be a list such as this example
- [NewGlobalPrerequisites]
- 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=DEPT would mean GADEPT, NADEPT, YAGRND or TADEPT. 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. (with this system, upto 100 should be possable instead of only 6)
- 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 (CnCVK said he will be working on this already)
- A 3rd and 4th weapon for Units, buildings and whatever using tags Tertiary=, EliteTertiary=, Quaternary=, and EliteQuaternary=.
- Veteran Weapons
- It was also hoped that VeteranPrimary= and VeteranSecondary= tags might be added, which when 3rd and 4th weapons are done would also mean VeteranTertiary= and VeteranQuaternary= tags.
- 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=.