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Legacy RockPatch Wishlist/Page 3

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This is legacy information, included here for historical purposes.



Please use the main Wishlist Talkpage for comments, not this page's.

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.