User:Bobingabout/Personal RockPatch Wishlist: Difference between revisions
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This page serves as what i | This page serves as what i perceive to be what the community would like in 1.09. | ||
# a Mutator Clone. | |||
# Completed 4th side logic. | |||
# More Player Colours in Skirmish/MP menu. | |||
# Breaking Unit Quantity Limits. | |||
# New Prerequisite System. | |||
# Sensors on buildings | |||
1. 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 atleast 1 other would like a clone of the Genetic Mutator Superweapon (as you did say you will try to clone 1 superweapon per version) | 1. 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 atleast 1 other would like a clone of the Genetic Mutator Superweapon (as you did say you will try to clone 1 superweapon per version) |
Revision as of 16:32, 5 August 2006
This page serves as what i perceive to be what the community would like in 1.09.
- a Mutator Clone.
- Completed 4th side logic.
- More Player Colours in Skirmish/MP menu.
- Breaking Unit Quantity Limits.
- New Prerequisite System.
- Sensors on buildings
1. 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 atleast 1 other would like a clone of the Genetic Mutator Superweapon (as you did say you will try to clone 1 superweapon per version)
2. 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 beleave there is also links to the doccuments i wrote back when you first started the process. features i would very much like in 1.09 are diguise, paradrop, and EVA, although there are a lot more things to be done for it.
3. something PD did a while ago was to allow costomisable 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 apear on the menu, replacing the existing ones and adding more. [MenuColors] will need to be the same length.
4. 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 sugest increasing this limit as high as it can easily go, AKA 255(byte limit). Important Post on the subject
5. 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 Prerequisite= lines, if any of these lines including the original Prerequisite= gets all its objects listed owned by the player, then this object will become buildable. 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 as sugested in the second half of This Post
6. currently, there is no way at all to add sensors to a building, unless you use the veteral 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