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Legacy RockPatch Wishlist/Page 4
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This is legacy information, included here for historical purposes.
Totally new Features
Table of Contents |
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Note: the following wishlist is now OBSOLETE, stored for archiving purposes only. |
- The ability to customize the advanced command bar, so that the ability to sell units and toggle power abilities, could be restored and more. Also fix the Sell Unit from Bunker Bug.
- 4th faction logic which includes: A working 4th base unit, so no more things blow up error. and if possible a whole new setting for this new house, so it wont think its actually Allied or Soviet anymore. But thats an AI bug. Update: Remember to have hardcoded 4th unit to disable 'Short Game' bug.
- 5th Faction Please.
- Add a new [DogType] with Factory=DogType, AI Links and everything needed for the new UnitType.
- a couple of extra multiple prerequisite listings, like "PrerequisitePower=", my guess is Depot, Naval, CNST(Construction), and some miscs, like Misc1, Misc2 etc... would be very usefull.(you might want a repair ship available to all sides requiring any naval yard and any repair depot.)
- Make SuperWeapons side specific with the tags OwnableBy= and CannotBeOwnedBy=. You play as Yuri and you have your paradrop and you get a Soviet paradrop then you can't use it
- Make a kind of "spy tank" which makes vehicles able to act like infantry spies - just that they're vehicles [pd]
- All units can specify how high up they want to fly at if they fly
- Air units (helicopters) with rotors that spin slower or stop if landed, and constantly spin while they fly via body HVAs (might be too hard to figure out?)
- Enable SecretAircraft= logic in Secret Lab, so country aircrafts can be available by this tech structure (when all sides own an airfield building)
- Enable multiplier stuff from countries to be accessable through buildings
- Unit upgrades (basing on some unused EVA in RA2/YR, with Unit Upgraded)
- Paradropping Pilots from Aircrafts that has Its veterancy of the Aircraft (Like in Generals)
- Thief Logic
- A new Slave miner type that when its destroyed the infantry miners will be offline (a drone miner)
- Add additional (optional) Strength= like bar to imitate power shield. Add animations when recieving damage when shield is alive if possible. - something like: HasShield=yes/no; if yes Shield=numeric like strength - this should also hang up some additional pips in pip.shp if possible; DamageAnim=work exacty like DamageSound= (plays when hit) but anim.
- Add more veterancy stages support, not just rookie, vet and l33t. 5 would be good, including Elite2Primary and secondary, same with Elite3, Elite2Abilities, same with Elite3. The name are, of course, on your own. Also I would like to see VeteranPrimary= and VeteranSecondary=.
- MakeVehicle (like MakeInfantry).. suppose I wanted to turn a target into a terror drone, or a dolphin into something else, or have a special weapon that will turn a tank into a weaker / more powerful version (some weapon that merely rips the turret off, for example)
- Create secondary Psychic Reveal with new 'ready' and 'activate' sound (ex. for Allied Spy Sat SW)
- if possible make unit sight depend on light and darkness (light and darkness of AlphaLightPost)
- The Refinery uses a combination of ActiveAnims and SpecialAnims to display its various ore-depositing animations. The Grinder also uses ActiveAnims and SpecialAnims to display its Grinding animations. This is unfortunate because it makes it severely unattractive if you want to combine a Grinder and an Ore Refinery into one building (something I desperately want to do). Ideally, a new set of art tags like "GrindingAnim=, GrindingAnimTwo=, GrindingAnimYSort=, etc, would be extremely useful. Obviously, to maintain compatability with unmodded YR these would be used for the Grinding function instead of the original anim tags, but only when they were present. When GrindingAnim=, etc, are omitted then the game will use the old method.
- add support for multiple turrets (e.g. Battleship with 4 correctly working turrets)
- add new water terraintype (shallow, possibility for tanks and infantery to move slow threw it, needs new voxel like the apc in ts for amphibiousmode)
- (See response on Discussion Page)
- a pre-game unit/side generator (possibility to mix up tank-bodies with other tank-turrets, a point based system that allows you to choose which units you want for your side [e.g. 10points for Apoc, 5points for Grizzly, 1point for Conscript...])
- dynamic campaigns like in Emperor
- Adding totally new theaters
- New tile terrain types for tiles like marsh/quick sand and infantry only.
- [TurretLockOnUnit] for the maps telling a unit to always point the turret at the unit. This will allow articulated units to be made.
- [FollowMeDummy] allows other units with that unit specified to follow it like a train dose with out the train tiles or overlays.. This will allow articulated units to be made. With out track.
- [HeDiesMeDie] this should allow a unit to die when another unit that is specified dies. More then one. This will allow articulated units to be made. Like the Big train I made a long time ago.
- [DontTurrnAround] only allows a unit to turn up to 90 before move to next cell. This will allow articulated units to be made.
- Turn the game into a 3Diso (four directions n,e,s,w)game like Sim city. The hard code part may not be to difficult but the cross reference for infantry shp & voxel and terrain tile will take some time. Also the shp building would need to be rebuild but the modder community would do that.
- Extra Random choices on the countries list, one for each side, so if you select it you get a random country from that side. (edited (generalized) by pd)
- RA1 Helicarrier logic
- RA1 Chrono Tank logic (worked in RA2)
- Introduce the SoundOnChronoTransport= to let the modder specify a different sound (from the default), if the Chrono Tank move
- EliteInfantry=, EliteUnits=, EliteAircraft= to go with the VeteranInfantry=,etc under house declarations
- Make some tag like "UnitToGuard=" to make the unit that have this tag to enter the "Guard" condition at the unit specified by this tag when the specified unit is on its "GuardRange" ("Guard" condition on unit and the "GuardRange" is things that we allready have, but as now you can only set one unit to guard other one manualy so I want you to make it work automaticly)
- Allow fully-customizable Chrono Reinforcements Superweapon (there should be a mission tag for it now, it is used in 7th allied YR mission as far as i remember)
- Allow more than one superweapon per building (SuperWeapon=DominatorSpecial,ChronoSpecial...; this way)
- A tag named "WaterDeploysInto=" that specifies the building that that unit will deploy into over water, seperate from "DeploysInto=" Comment: This is already possible. Simply add WaterBound=yes to the structure that the unit deploys into. [Vinifera7]
- Add a checkbox (the thing that looks like a radio button) to the Multiplayer/skirmish GUI that works in the same way as the "Super Weapons" checkbox. Instead of affecting DisableableFromShell=, it affects DisableableFromShell2=. That way, we can modify the minor superweapons to use DisableableFromShell2= instead of DisableableFromShell= and have independent control of major/minor superweapons. If the checkbox would have to be forced upon the user even if a mod did not want to use it, then the string label would have to be set to "This button does nothing."
- Allow DisableableFromShell= (and DisableableFromShell2=, if implemented) to be used on units as well as super weapons, so that you can turn more powerful units on/off from the gui.
- Possibility to link a SuperWeapon (ex. Chrono Reinforcements) to a structure, in order that, when the charge time is past, the weapon is auto-fired. This could be useful to let the allies to have a structure that function with a barrack logic, cast an animation when the Chrono Reinforcement is used, and then, the infantry/vehicle come out from the building
- Implement IsVeteranTrainer= as option, to permit a structure, like a particular Armory, to reduce the VeteranRatio required, to promote the units (with an influence logic like FactoryPlant= and InfantryCostBonus=). Divide this element in 3 options: one for infantry, one for vehicle and one for aircraft
- Add the GLA Tunnel Logic for structure, in order to let the Infantry and Vehicles use this feature (like C&C Generals)
- Stoic= tag, applied to individual units, that hinders non-player controlled units (or also player controlled units if PlayerScatter=yes) from automatically scattering when taking damage. [Vinifera7]
Rejected:
- Creating a new map format, say, change to NewINIFormat=5 or 6 or something and then replace IsoMapPack5 with something using better compression (zlib makes most sense). Comment: Why not make the game PNG- and 3DS-compatible as well? no, seriously, we better stick to ONE map format which works out superb, or does a 100KB map file hurt so bad? [- pd]
- C&C Tiberium Dawn like LST logic. Comment: WHAT? more information please... [- pd]