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Legacy RockPatch Wishlist/Page 3
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This is legacy information, included here for historical purposes.
Revive from earlier C&C
Table of Contents |
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Note: the following wishlist is now OBSOLETE, stored for archiving purposes only. |
- Re-enabling the Ice1Set, Ice2Set, IceShoreSet allowing it to work properly.
- Pulling the bridge controls out of the game so multiple bridges can be made like TrainBridgeSet tilesets and custom bridges like one or two tile wide bridges. Also be able to use land tiers and to link two or three different bridge sets like urban road bridge set and natural road bridge set to gather.
- Fully Restoring the Tiberium Veins logic ALONG with their link to the Chem Missile Logic.
- Adding logic for Scraped Tiberian Sun Weed Cleaner, that would just kill the tiberium waste tentacles but doesnt harvest them.
- Revival of the Laser Fence logic
- Reenable cloak detection sensors on buildings from SensorArray=yes.
- Make Ore Refinery Storage work again and re-enable the Silo logic
- Make a working Mobile Gap Generator (which doesn't need to deploy) [pd]
- Re-enable the Firestorm super 'weapon'
- Implement the 'Webby' logic from TS:FS where an infantry shot with it gets imobilised and a webbed animation plays over it (like the infantry got caught in a police net or something). Its from the Cyborg Reaper, but could have many other uses in YR mods.
- Implement 'Limpet' logic from TS:FS where a weapon fired from a structure removes the structure (like a land mine) and attaches a spy feature to the enemy unit so you can see where it goes, even into shrouded areas.
- Enable Multi-Engineer logic from TS and RA1 as a multi play option (OR As a permanent option in Rulesmd.ini - would be needed for some mods)
- Enable Fog Of War from TS and RA1 (Working tag in [MultiPlayerDialogSettings]) (the semi-working map-system is "severly flawed")
- Enable the extra Floater-style locomotion from Firestorm-- and make it so more than one of this movement types can be defined though, rather than it being a single, global value
- Tiberium damage/heal
- A control for tiberium damage from Ore/tiberium .. TibDamage= or something to the effect
- Re-enabling Visceroids (two baby visceroid being able to merge in one adult visceroid if close to each other)
- The TS Amphibious APC Logic.
- Re-enable the Meteor/Ion storm logic (from Tiberian Sun)
- Weather storm made able disable certain units/weapons as the ion storm did in TS.
- Deformable ground (like in Tiberian Sun)
- Making CaptureTheFlag=true work as in RA1.
- Re-enable RA1/TS campaign map selection stuff
- Make it so veinholes and destroyable cliffs can be destroyed with normal weapons (not just railguns)
- Re-implimentation of fire logic.
- Re-implimentation of RA1 spy logic.
- Fully working cyborg logic
- RA1 aircraft movement
- Re-enable 'Toggle Power'
- Re-enable cloakable=yes logic on buildings (was used for the limpet mine in FS) would be useful for pratical land mines (current versions are just firestorm walls or legaltarget=no) and demo traps
- In Red Alert 2 you could select a Harrier and get an enter cursor on other Air Force Commands, allowing you to give the Harrier a new 'home'. This doesn't work in YR 1.001 and would be extremely useful, given that mods add new aircrafts and new landing pads.
- Re-enable manual reload (a vehicle must reload at service depot when run out of ammo) (EDIT by Alex05: HAS to be ONE UNIVERSAL tag, since else it would have to be coded into every unit so that they each have it, taking too much time, but it could be just coded so that you have to add a tag to units that determines how much ammo shots a unit has. Also, it should be possible to enable or disable the little ammo icon, since a unit with too much ammo would look messed up.)
- Make it possible too add/modify TeslaBolt "Projectile" colours
- Re-activate the commando "BurstDelay" so we can make Carpet bomber
- Create scaped TS Battery Logic, where a crate could give a superweapon, that in turn gives a player the ability to use auxiliary power for arround 1 minute.
- Re-enable the Tech Level slider from TS and FS so you can modify how advanced the available technology is (ie at 10 you get superweapons, at 3 you only can build as far as a war factory) [Nighthawk200]
- Bring back the old superweapons, like the Drop Pods. And get the other ones, like the classic MultiSpecial (multi missile) working like it did in TS. (<I think that works with the FireSw -Nighthawk200)
- The ability to add resources, like a new ore type, or tiberium (like in TS), but with it's own graphics. (Alex05)
- Re-Enable Spaceport from Dune 2000/Dropship Unloading from TS, and allow it to be coded so it can also work as Chrono Reinforcements. (Alex05)
- Re-Enable the Thread Rating Node logic from Tiberian Sun [PUOjACKz]
- Introduce 2 new elements: KillOnChronoTransfert= (this could be useful if introduced as option in the building, ex. to create a mulfunctioning Chronosphere that kill infantry inside the APC, like the RA1 ChronoKillCargo logic), and ExplodeOnChronoTransfert= (that reintroduce the logic behind the behavior of the Demolition Truck, in RA1 Aftermath, that explode if ChronoTransported; ideas introduced to help modders with Total Conversion Mods, or, Map creators, to produce map with Malfunctioning ChronoSphere) [PUOjACKz]
- Introduce the RA1 M.A.D. Tank Fire Logic, that consist in a delayed deployment and then the explosion of the vehicle. This could be useful to implement options like SoundOnDeploy= and specify any animation during the deployment event [PUOjACKz]
- Introduce the TS/FS E.M.P Tank Fire Logic [PUOjACKz]
Rejected:
- Reviving all TS Codes that is not used in YR
- (Still different than request a particular logic revived)
- Comment: but still a non-precised WISH (not request please ;) ). in the end that's what we all want, isn't it? yes, it is that... [- pd]