Legacy RockPatch Wishlist
This page is intended as a community-editable wishlist for the exe-patch provided by pd for YR 1.001. It is not ment as a list of demands, a feature list, or anything else to pressure pd. It is just here so we can have all wishes collected at one place. This is list is not ordered, neither alphabetical nor as a ranking. New stuff should be added to the end, not in the middle! :P
Update: Due to the extensive amount of wishes now added to the list, I consider it necessary to put in a basic order; wishes are and will still not be ranked, but they will be put in basic categories like "Weapons related" "Bug fix" etc. to maintain readability. Please put items in the narrowest category possible, i.e. while new warhead immunities would technically be "New Features", the category "Weapons Related" defines it even closer – therefore, they are listed there. And, as usual, put them at the end of the list.
If you want to comment on the wishes made on this list, please do so on the Discussion Page – that's what it's there for, after all. Please make sure it is clear what you are commenting on.
In addition, the completed/in progress stuff was moved to a different page, since this is the wishlist for the exe, not it's changelog. The more unrelated text we add here, the messier it gets.
I just want to underline that this is not a demand list but only a collection of ideas because I'm the only person who has the possibility to change anything at the moment... teaching others how to do this would be a solution but it would mean much learning to them (I think).
I will choose the easiest for me and the most useful for the community things first.
So don't be angry if you're wish doesn't get "fulfilled".
-pd
See also:
- Status
- Votelist
- Original Discussion (closed/reopened/pretty much dead)
- Current Running Discussion
- Rock The Battlefield (pd's site, this is were the patch resides)
Community's Wishes
General Bugfixes/Corrections
- Warfactory exit path flipped, allowing the prerelease structure art to be implemented
- Breaking of the 100-unit-limit
- Fixing the 74-unit-bug, aka whiteboy bug
- Fixing of the "Tank Bunker only allows ground locomotor units" issue (it should allow hover locomotor too).
- Fixing of the "TIBMINExx is hardcoded to spawn xx entry from [Tiberiums]" issue, preferably changing xx to an INI-controlled value
- Fixing of the "AttachedParticleSystem= nullifies Burst=" issue
- Fix various hardcoded YR bugs. See [1] for list.
- Fix Carryall Logic for Hind.
- Fix Debris Logic/Improve it
- Rumor has it that NonVehicle=yes does not actually block Vehicle Hijackers, it just gives a no entry cursor and still lets them hijack...this needs fixing.
- NonVehicle=yes also needs to prevent the Tote action (carryall logic) from grabbing the unit too.
- UseOwnName=true cannot be used on a VehicleType (only InfantryTypes). Any vehicle placed inside an IFV will cause the IFV to have a name of "Rocket IFV" (or Repair/Machine Gun if IFV mode 1/2/3).
- Any way to optimize cloaking code or speed it up
- Fix VehicleThief and Thief logic (currently, you need both to get hijackers to work but the infantry can then enter refineries to no effect)
- Fix the PrismSupportModifier bug (if a [General] section is declared on a map and a value is not defined there, the value is set to infinite or something)
- The use of HoverPad=yes causes an Internal Error if the AI uses a Nuke or Weather Storm. This is a pain because the HoverPad=yes can be used to make hover units land on service depots and, better yet, allows an airpad to come with a free aircraft - but we can't use it because of the damned IE!
- Not so much of a problem, see discussion.
- having 2 PKT files makes some maps get listed ingame twice. can you fix this?
- Fix adding new [BuildingTypes] breaking single player campains. See this link for a better description: [2]
- Fix code so you can build all units of a BuildLimit >1 in a row
- (right now, if you have BuildLimit=10, for example, you can only build 9, something else, and then the last one)
- The 'sell unit' function can be resurrected using a super weapon. However, you can sell any docked unit, including Tank-Bunkered units. Selling a Tank-Bunkered unit leaves the Tank Bunker walls up, rendering it useless. Selling the Tank Bunker then causes an Internal Error. Now, we don't want 'sell unit' forcibly resurrected, however it would be nice if either A) Tank-Bunkered units couldn't be sold (preferred choice), or B) Tank-Bunkers' walls retracted and the Bunker continued to work normally (second choice), or C) selling a 'broken' Tank Bunker did not cause an Internal Error.
- HarvestersPerRefinery
- Make this usable
- A rules option so that units will consider in their threat scan neutral player-owned units that have a weapon or non-zero threat rating. It's so annoying if your mod has something that generates neutral infantry opponents that your units and, more importantly, the AI completely ignores.
- fix the "AI doesn't deploy MCVs with new locomotors set on them" bug(IE hover, jumpjet, subter...)
- Fix the Droppod Locomoter
- Force refresh when returning from game-mode menu to apply changes to the menu made by a game mode, such as money range, or starting units range.
- Tote action (carryall logic) and Heal action (negative damage weapon given to an infantry) need to point to sequences in mouse.sha rather than to the same single frame.
- If an AnimToInfantry call occurs for an animation that is positioned in a place where no infantry can land then the call will be suspended (potentially for the remainder of the game). This is believed by some to cause a general game slow down. Either way, it doesn't look nice. Perhaps the call could be cancelled if there is no space...
- [WeaponXTurretLocked=true] "bug" when unit turns 180 the turret may spin in the opposed direction instead of following with voxle unit’s direction.
- [AccelerationFactor=0.01]; This has a problem with voxel scales.
- [IsTrain=yes], [MovementRestrictedTo=Railroad] one of these has the control for the train movement and the turn is 135 or 90 but the train should only turn 45 to prevent jumping tracks.
- in RA2 you can place a PKT with a map/maps in a mix, and rename it to an MMX and the map will work, like a map pack, however, the YR equevalant YRO(as documented by deezire) files don't actually work. my idea is to try and make them work!
- Improve the havester logic so it (the harvester) cannot go to an enemy base (and then get killed) when there is an Ore on it (enemy base) [C00LDuDe]
- Factory Plant Settings reduce Solyent values to prevent income generation explotation. (If implemented, this should definitely be optional - I myself reduce soylents manually so I don't want them reduced further by owning an Industrial Plant.) By default vehicle refund should be 50%. Basically if you make a vehicle 25% cheaper, you should only get 50% of its value back
- Code the Hospital=yes and Machine Shop tag so that owning multiple buildings does generate an undocumented cumulative effect.
- The game reads langmd.mix > missionsmd.pkt and uses it to determine which gamemodes the stock maps are available in. Editing this file and dropping it in the directory causes random bugs and duplicate entries in the map list. If possible, add a rules tag pointing to a filename to read instead of missionsmd.pkt (de-hardcode the reference, like the IsIFV= and similar new tags do). Like [General]PKTFile= .
- A fix for the ridiculous slowdown caused by having an extra CD drive or too-good hardware. In my case, my P4 3.0GHz and GeForce 5900 are (my the sound of it) the two pieces of hardware that stop me running YR...
- Fix the currently unworking CloakStop= tag (Tratos)
- Fix it so that your computer doesn't have to be in 16-bit colour for the windowed mode (from adding -WIN to a shortcut) to work, i.e. it supports 32-bit colour too. -Nighthawk200
Enhancements
- True Air-to-Air combat
- More "special" mouse-cursors, like C4 or the SW-cursors (if possible, this should be implemented via tags, pointing to exact mouse.shp frames to use, like [Weapon]AttackCursor=start_frame,end_frame; [Unit]Move/Deploy/EnterCursor= )
- More IFV-modes (and more IFVs, as the turret-changing code is now locked to the FV unit)
- Another IFV turret flag. At the moment we can have 18 IFV Modes but only the first 17 of those modes can have a turret.
- An adjustment of several AI shortcomings (such as inability to "attack enemy vehicle called ' XXXX ' ")
- Allowing "PoweredUnit/PowersUpBuilding" to have a set of values, not just one
- Allowing paradrops to consist of units as well as infantry
- Allow buildings to cloak without being a CloakGenerator or a veteran/elite building.
- Add new colors to the Skirmish menu color lists [pd]
- Add more colours to the sides colours list and allow more to be usable in multiplayer mode, if possible showing the correct colour.
- Improve random map generator so it uses more tilesets (desert, lunar) and places more civilian stuff. Also an INI file to allow custom terrains mods to customize the random map generator [pd] [djbreit]
- Allow Crewed= to work with non infantry types.
- Air units with turrets
- Temporal particles?
- Another promotion level
- Cloaking aircraft (possible by adding CLOAK on Veteran,Elite Abilities=)
- Infantry to vehicle repair(also Infantry to building and so on)
- Allowing carryalls to pick up enemy vehicles, acting possibly in the same way as the 'advanced carryall' in Emperor: Battle for dune (Lands on enemy vehicle and has a delay before being able to move the unit). Preferably added using a seperate tag to allow use of the original carryall funtions.
- Enabling Spysat= or any building fuctions for Upgrade system in buildings
- Making a new type of Ore.
- Enable VehicleTypes to deploy into VehicleTypes in addition to default BuildingTypes. Or enable deploying vehicles (such as Seige Chopper) to adopt traits other than just the "Image=" from the rulesmd entry for the UnloadingClass "dummy" object.
- Infantrys that can be powered
- Modify Spawn Logic to allow for the spawning of VehicleTypes not just AircraftTypes.
- Increased flexibility of slave logic: expanded range of units can have slaves (eg. ambulance with medics etc.) - Also SlaveBehaviour= tag which uses SlaveMiner or such when omitted for compatibility
- Increased flexibility in powered logic: control centre handles more than just robot tanks.
- Get the Ammo system to work with infantry and buildings. Presently, it only works with vehicles and aircraft.
- Create copy of Spy Plane which would be able to use assault weapon (ex. for Airstrike)
- MigAttackCursor=yes works only for buildings, would be good to work with other units types as well.
- more ressource types (e.g. Iron, Gold/Diamants and Oil)
- Enable the optional use of a seperate pallete for the radar in the GUI, as would be prefered for new GUIs.
- Program more Foundation sizes for buildings, including non-rectangle shapes.
- Making it so the trains can go in revers and couple & uncouple
- UnDeploy cursor on deployed objects
- NeedsDriver= to make a vehicle only usable if an infantry unit is sent in it
- NegativePrerequisite= that could be set for objects too, disables building/training of the caller if the object on the list exists (allowing for choice of tech trees, one type of hero etc.
- Allow Prerequisite=, PrerequisiteOverride=, Prerequisite groups and any new Prerequisite tags (e.g. NegativePrerequisite=) to allow VehicleTypes, InfantryTypes and AircraftTypes. (PrerequisiteProcAlternate= is the only one that presently accepts VehicleTypes.)
- PrerequisiteAlternate1=, PrerequisiteAlternate2= that allow an alternative prerequisite option. Example: Prerequisite=GAWEAP,GATECH ++ PrerequisiteAlternate1=NAWEAP,NATECH would mean that with both an Allied or Soviet War Factory and Battle Lab you could build the object in question (but not Yuri).
- Un-hardcode the dock location on refinarys to allow smaller refinarys and refinarys with multiple dock locations.
- If a unit collects a crate type that it is not allowed to (e.g. untrainable unit collects a promotion crate) then you get a money crate - BUT there are two types of money crate - the money crate that is defined in Powerups that you can modify is not the crate type you get in the scenario descibed above. In the scenario descibed above you get a random amount of cash. What we need is a way of controlling this other money crate (so that it's random credits can be defined as between two specified values (which could both be the same to stop the amount being random). Sorry for the long description.
- Add new veteran/elite abilities that make use of immunities. Eg: "VEIN_PROOF" gave the unit ImmuneToVeins=yes (veins immunity doesn't work anymore, btw). I would like to see all the immunities:
- RAD_PROOF as a veteran ability that gives the unit ImmuneToRadiation=yes
- PSI_PROOF that gives the unit ImmuneToPsionics=yes.
- PSIW_PROOF that gives the unit ImmuneToPsionicWeapons=yes.
- POI_PROOF that gives the unit ImmuneToPoison=yes.
- WARP_PROOF that gives the unit Warpable=no.
- And any new immunites that get added.
- Make Chaos and Mind-control immunities separate. E.g.: ImmuneToPsionics= means immune to Chaos AND Mind-Control, ImmuneToMindControl= and ImmuneToChaos= are two new immunities.
- Make units able to survive if they are in a transport of a different MovementType (e.g. tanks in amphib transports)
- Create "ForceFire=" tag to allow the moder to choose what weapon should be fired when force firing on terrain/trees/bridges etc. moders use primary against inf only and secondary for everything else in a lot of instances, but when force firing, the primary is always used, meaning that unit could never destroy trees/bridges. force fire could be set to secondary weapon(3rd/4th ect if more are added) or a seperate weapon.
- adding more overlays to the game
- abillity to change taunt files
- "Symlinks", i.e. declaring new names for existing tags
- UseINI= in maps to use a centralized file for modmaps rather than modifying each on it's own
- Countries can have VeteranInfantry=, VeteranUnits=. How about adding VeteranBuildings= and VeteranAircraft=, as well as any country-specific properties that don't currently apply to BuildingTypes?
- Find hardcoded items (e.g. animations, units, buildings, infantry and such) and make them un-hardcoded (i.e. move from the exe to a reference in rules.ini somewhere)
- make the NukeSiren to use NukeSound instead of DigSound so you don't hear the nuke siren when you use units with "Dig locomotor" (this can be done with unpacthed game by disabling the DigSound and attaching the NukeSiren directly to nuke animation, but this way it sucks) [C001DuDe]
- A tag for warheads called damageenemy= yes/no? Why would this be useful you ask? Propoganda style, area effect discriminate healing weapons.
- Make more building features work when added by a structure upgrade.
- Make aircrafts do "normal landing" not just vtol (veteran take off and landing) all the time on airforce command centers. Make them land diagonally and make them seem to use landing gears by allowing them to skid a little when landing.
- Get rid of the IE that happens when you try to cancel a building construction yard, if you make them buildable [Nighthawk200]
- Multiple entries in Factory= tag, so that you can build both infantry and vehicles or vehicles and buildings etc. from the one building. [Nighthawk200]
- Builings can have more than one SW
- ^^^^For above^^^^Would require just re-enabling the code for Superweapon2 which was in TS, perhaps make Superweapon3+ etc. -Nighthawk200
- Allowing more than just alternate Arctic art, e.g. alternate desert art, for desert camo, or (if you wanted to be really bizarre - Alternate Lunar Art) Another idea would be to let these tags be used on units as well as infantry (so you could get snow camoed tanks) -Nighthawk200
- Allow units inside structures to target things individually so they dont all attack the same thing all at once but rather spread their fire on attacking units.
Revive from earlier C&C
- 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' (probably takes more work than the super's that are just weapons)...its a perimeter fence that when activated blocks anything from penetrating it.
- 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-- this might be a pain in the ass to do ... and make it so more than one of this movement types can be defined though, rather than it being a single, global value
- Tiberium dammage/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.
- Reviving all TS Codes that is not used in YR
- (Still different than request a particular logic revived)
- 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 (probably not possible and way too much work for very few people who would use it, but might as well add it)
- 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
- Reenable 'Toggle Power'
- Renable 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
- (Different request than a general "please make cloakable buildings available)
- 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)
- 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.
Totally new Features
- 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.
- Make Super Weapons side specific with the tags OwnableBy= and CanNotBeOwnedBy= fx. You play as Yuri and you have your paradrop and you get a Soviet paradrop then you can't use it
- Make a kinda "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, if it's possible (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)
- 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.)
- if possible make unit sight depend on light and darkness (light and darkness of AlphaLightPost)
- The Refinery uses a combination of Active Anims and Special Anims to display it's various ore-depositing animations. The Grinder also uses Active Anims and Special Anims to display it's 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 corect 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...]) ok this ones stupid :P - LOL
- dynamic campaigns like in Emperor
- Extra Random choices on the countries list, EG Soviets gives you a random soviet country, Allies gives you a random allied country...
- Add more terrain theaters like Mars terrain theaters and underground & indoor terrain 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.
- RA1 Helicarrier logic
- RA1 Chrono tank logic
- EliteInfantry=, EliteUnits=, EliteAircraft= to go with the VeteranInfantry=,etc under house declarations
- C&C Tiberium Dawn like LST logic.
- Adding totally new theaters
- 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)
- Make some tag like "UnitToGuared=" 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) [C00lDuDe]
- A tag named "WaterDeploysInto=" that specifies the building that that unit will deploy into over water, seperate from "DeploysInto=" [SH]
- Allow fully-customisable 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)
- Add a new [DogType] with Factory=DogType, AI Links and everything needed for the new UnitType.
Weapons Related
- More Armor types
- Moving stuff like "OpenToppedRange/Damage/UrbanCombatRange/" and similar from [General] to each unit, and using the [General] entry only as defaults (Like [Jumpjet controls] is now)
- More V3 style missiles
- Drainlogic (DrainWeapon=yes) to work with ranged weapons.
- Temporal weapons to work with cellspread.
- If possible a tag to have permanent mindcontrol like with Psychic Dominator.
- Engineers can't have working conventional weapons. Would be nice if they could. Vehicle Thieves have to force-move on their hijack target if they are an Engineer as well.
- Allow unit to fire two weapons at the same time.
- Warheads other than Fire3 being able to be applied to animations properly
- More flexible Gatling logic
- Third Weapon if possable
- 2-5 weapons in one click or in the Primary= or Secondary=
- New warhead immunities.(Just like ImmuneToPoison=yes/Poison=yes). For example: ImmuneToNewImmunity1=yes/NewImmunity1=yes
- Ability to player control which weapon to attack with (Like in Generals)
- Allow the use of less or more steps for the gattling logic. More or less weapons ...
- Have an AltInfDeath= entry on warheads that specifies the death anim to play when the infantry has NotHuman=yes. Currently such an infantry (mainly the animals) always dies with InfDeath=1 regardless of weapon that killed them.
- NextWeapon= tag that fires a weapon when the attack mission of the caller is finished
- New armor types to be declared as DefaultValues=<armor1 default verses>,<armor2 default verses> that would be called with ArmorxxVersus= and would use the default value if this is omitted to allow old rulesmd compatibility
- Weapontypes for immunities etc., declared with perhaps bonus stuff and called by WeaponType=xyz
- Tag to make the unit/building immune to everything except the listed WeaponTypes
- ApplyTag= on warhead to create ultimate possibilities for weapons to work like IsLocomotor=, could be used to slow units down, to make them crushable and basically change everything in their coding
- Completely new superweapon system to use the reusable SuperType= to contain both the earlier Action and Type settings, for instance the Nuke SuperType could make the weapon behave like a nuke, with appropriate coding like modifyable payload weapon, original sidebar and chargetime settings etc.
- Weapons to allow "stacking" on their 'damage=nn' tag, so that they could do variable (or random) damage. The game chooses one at random from the list each time the situation calls it to. For example, 'Damage=0,0,0,30,100' on a weapon would mean a 60% chance of a miss, 20% of a glancing hit, and 20% of a penetrating hit every time the weapon strikes a target. This would allow for many mods to add an element of random chance to combat, giving players the opportunity to take a risk, and also meaning that equal matchups don't have to be annihilation of both sides every time.
- Implement new actions (including new mouse cursors)
- Copy OmniFire logic to be definable for individual weapons instead of units.
- MultiFire to allow multiple targets for weapons other than Mind Control.
- PenetratesBuilding=yes/no, same as penetrates bunker but deals damage out between occupants of civilian buildings (Tratos)
- An area effect superweapon that allows you to promote units within the radius by one stage (like the crate effect) (Tratos)
- Is it possible to create a superweapon action that can be reused, allowing multiple buildings to be built to give multiple copies of the same superweapon (i.e. more radar facilities=more spyplane superweapons available).
- SW that have range from the firing building (like the EMP had range restrictions in TS)
- I saw no area for this, but get some more mpmodesmd.ini editing. Like, new map filters like FILT001 and allow the new filters to be controlled in the rules and by making qualifications like Players= and Terrain=, you know, stuff like that.
- Re-enable the Charges= tag, it says it was disabled in favour of an animation controlled tag. This is annoying for those that can't do art coding very well, I think this would let the weapon charge w/o an anim, you could even add a ChargeReport= tag or something like that to control the charging sound. [Nighthawk200]
- Some Superweapon things:
- Enable a customisable Chronosphere, e.g. you can specify in rulesmd what you want it to chrono (e.g. infantry, vehicles, aircraft, naval units)
- Enable a customisable Iron Curtain, e.g. same as above only Iron Curtain
- Let any superweapon have an iron curtain effect (invulnerability)
- Enable the customisable Chronosphere (if made) to be able to let the modder specify whether it can chrono iron curtained units.
- Enable sort of a 'Chrono Curtain' superweapon, e.g. chronoshifts then iron curtains when chronoshift complete (may be quite hard) [all suggested by Nighthawk200]
- Or (might be easier) let the modder specify another superweapon to fire on the target spot after one has fired, e.g. FireNext=IronCurtainSpecial [Nighthawk200]
Art Related
- Adding "AlternateArctic/Urban/weArt" to units as well as infantry
- Use voxels for infantry, and buildings. - for terrain/objects too and enable rotating the map
- Allow InfantryTypes' DeathAnims= send player info to the animation(s) so that player-owned MakeInfantry is supported.
- Similarly, get player info sent to animations invoked by weapons, warheads and building animations.
- Might be redundant now that more MakeInfantry-warheads are available
- Re-enable amphibious alternate VXLs for when crossing between land and water, like it was in TS
- Allow any colors to be used for Alpha_Image
- Allow NoSpawnAlt= to work with shp files.
- AircraftTypes under the chaos effect do not glow red like InfantryTypes and VehicleTypes do. It would be nice if they did.
- possibility to make shorelineanimations (i think something for the TXguys)
- (See response on the Discussion Page)
- Infantry crush animation.
- Infantry jump animation.
- Seperate cursor for Heal and Tote
- DisableIfUnavailable= tag on individual objects to hide their cameo if it would otherwise be gray (not enough aircraft docks, buildlimit reached etc.) to prevent sidebar crowding.
- SectionSequence for vehicles to allow for submerged frames, damaged frames, firing frames etc, and related to this would be seperate art entries for turrets.
- Using EVA Voices in animations or buildings (genobreaker)
- A tag in the paradrop superweapon that lets you pick the Gfx used for the parachute (mig eater)
- Makes the Turret as the Shadow and, all voxel frames will show something like "ShowAllShadow(Turret/Shadow)Sections=true" (genobreaker)
- Unhardcode the MagnaBeamColor= tag, possibly allow customixation from the weapon itself rather than the generic tag. (Tratos)
- Alternate images for veterians (like VetImg=E1Vet) or something, and stuff like VetTur=blah
- Remap basic color of a unit (Allied units are bluish, Soviets brownish, so if a Allies build a rhino it is bluish) I am not talking about the remap color!
- AltSovCameo=blah (like if the soviets can build a grizzly, it looks sovietish in the cameo) also, AltAllCameo= etc
- Add alpha maps for buildings so as to cut out the use of down sizer, and to clean up the edges of buildings.
Sound Related
- Enable unused EVA voices
- Make adding sound effects easier(maybe in a mix file instead of audio.bag).
- Allow sound effects to use other file formats(like .aud).
- Clone "CloakSound=" (in rulesmd.ini) to add another cloaking or decloaking sound or the possibility of add a "CloakSound=" to each unit/infantry to hear a lot of differents cloak/decloak sounds, and using the [AudioVisual] entry only as defaults.
Miscellaneous
- A pseudocode of how the AI works/carries out scripting actions would be really interesting, and aid AI modders in debugging their AI scripts (like more explanations of action 63,0, among other stuff)
- Adjusting the flight locomotor to allow non-VTOL behaviour.
- A mod filter facility for internet games (and LAN too I suppose). presumably reading a value from rulesmd.ini to determine mod name. Doubt this is possible but it's a wish none the less.
- Maybe an error log file(like if the game can't find a shp file it would write an error message in the file).
- Allow to Change unit health bar.
- Use true color for graphics instead of limited 256 color palettes
- Making the Slaves of the slave miner will be take control
- Make the unit***.pal, affected by the colour of the light, it is already affected by ambient, as opposed to the iso***.pal, which is affected by both.
- Seperate the ring animation that plays when the Mutator is fired from the one used by the ion cannon effect (either map triggered or hopefully the full superweapon in the future). Currently both are controlled by the IonRing= statment IIRC.
- Tell us how much damage the Genetic Mutator is hard coded to deal, and possibly add a rules flag to make it modifiable.
- Remove the 8 character limit for file names. (The existence of this is being questioned)
- Enable up to 10 players in skirmish max.
- Allow <Player@X> to be used as the side parameter correctly for more trigger events and actions and for <Player@X> to be a valid trigger owner (warning, this may be quite easy or exceptionally difficult). Player@X allows you to pass a player side based on starting waypoint to trigger events and actions on a multiplayer map, allowing you to have various scripted things happen to a specific player.
- a greater game speed maximum (e.g. 8) [pd]
- Window/Fullscreen Toggle
- Make Multiplayer maps pay atttention to settings in [SpecialFlags] section and code FogOfWar for that section of multiplayer maps to always be considered yes so FOW can be used on all existing maps.
- In keeping with the coders sense of humor, one of the new tags to parse that enables some new stuff should be "CanMakeStuffUp=yes/no"
- Allow a mod packet to be sent along with the game so that poeple can play together even if one person has an incompatible version