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User:Bobingabout/Personal RockPatch Wishlist

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This page serves as what I perceive to be what the community would like in Future versions of rockpatch.

Completed 4th side logic. (Mostly complete in RP v1.10)
The only planned feature remaining is third and 4th side gates. There is a checklist on the Status page showing what has and hasn't been cloned, and here are some links to research and sugestion documents. V1V2V3V4
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, This was added in RPCE, but some players would like a few tweaks, such as superweapon text flash colour, and observer colour changing to use the name of the default colour rather than its default position.
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, with infantry and maybe aircraft too. 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.
New Prerequisite System. (Mostly complete and Bug Squishing)
This includes (by common refenced names) NegativePrerequisite= where anything on this tag that exists causes the object containing this tag to be unbuildable.(Done but needs more testing) 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)(we would like more than 1 of these new tags). PrerequisiteMisc##=, some(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(Replaced with CnCVK's [MouseCursers]), it also makes it easier for the modder because they don't have to remember what a bunch of different numbers mean. (with this system, upto 100 should be possable instead of only 6)
Also new to the votelist's new "Specific" catagory upon conversion of the "NegativePrerequisite" wish to "New Prerequisite Tags" with including "NegativePrerequisite" as 1 of the sub-sections include RequiresStolenTech=(and on building to be spied upon IsStolenTech=) on a buildable item, which lists a bunch of structures that must be spied upon before the Prerequisite can become met. and then another wish of PrerequisiteTheater= to specify buildings that will apear only on certain map theaters, EG, a lunar base.
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