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Difference between revisions of "User:Bobingabout/Personal RockPatch Wishlist"
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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. | ||
− | + | * 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 [[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. 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). ([http://forums.renegadeprojects.com/showthread.php?tid=16&pid=3680#pid3680 Important Post on the subject].) | |
− | + | * 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 suggested in the second half of [http://forums.renegadeprojects.com/showthread.php?tid=260&pid=4582#pid4582 this post]. | |
− | + | * 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]. | |
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Revision as of 17:48, 5 August 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. 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 suggested in the second half of this post.
- 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.