Wishlist
#201
Posted 16 September 2007 - 01:19 PM
negativestolentech
or
negativeside1tech, negativeside2tech, negativeside3tech ect.
so when you get stolen tech the unit with negativestolentech=yes is unable to be built.
according to our determinedly dopey Prime Minister Mr Brown, Obama also has a beach in Normandy named after him. If that can't win you an election, what can?
#203
Posted 16 September 2007 - 02:02 PM
Expanding cloning vat logic to more than just infantry like having buildings duplicate tanks like a machine reproduction factory
Already been asked VK seemed to ignore it although its a good Idea.
Allow Ai Scripts to choose Units Directly like Buildings. Eg Harriers Script has
Attack Demo Truck but obveously been in the script format
Attack master mind and such this would provide a huge break through for the AI.
#205
Posted 17 September 2007 - 11:25 AM
#206 Guest_Guest_*
Posted 18 September 2007 - 10:36 AM
what about expanding theme logic I wanted more different load screen music played depending if I chose soviet or allied or yuri
That would be very good! And random main menu sond track
#207 Guest_Guest_*
Posted 18 September 2007 - 05:04 PM
#208 Guest_sercan_*
Posted 18 September 2007 - 05:13 PM
[quote]Add Tiberium mutation to the list too [/quote]
You mean a infantry-on-tiberium->convert it too something else? ]
infantry gets killed by a tiberium gas cloud --> turns into a visceroid.
Infantry gets killed by a warhead with a flag that turns the dying infantry into a vehicle.
thats my theory
#209
Posted 18 September 2007 - 08:06 PM
infantry gets killed by a tiberium gas cloud --> turns into a visceroid.
i think you can do this by using virus gas cloud+genetic mutation warhead logic.
#210
Posted 18 September 2007 - 09:43 PM
make superweapons as they are in generals. like if you have 10 psy-radars you can use psychic reveal 10 times?
That can already be done if you duplicate the SW Npatch code its just time comsuing and takes alot of cursor space since you can only have one custom action made for each superweapon
#212
Posted 19 September 2007 - 04:44 AM
Allow ProtonTorpedo type weapon (Weapon with ROF=3) to fire at aircrafts or allow the unit to use another weapon against aircrafts without breaking the weapon (Currengly if the weapon is set as a secondary weapon then the the strafing/multi shot effect will not work unless primary is another proton torpedo type weapon.), this could also be applied to bomber units too.
Edited by Medusa, 20 September 2007 - 08:44 PM.
#214
Posted 19 September 2007 - 03:15 PM
That would be cool like if MOs centurion could be capturable when its taken down as an example
Yeh Or the Battle Fortress Can be Brought back. That would make it cool Say
Leavehusk=yes/no
Huskimage=BFHUSK
[BFHUSK]
Capturable=yes
And what ever else you would want like Husk Strength
#215
Posted 19 September 2007 - 03:44 PM
There could also be a HuskChance tag which would be the percentage change it will spawn a husk, so it is more random and doesn't fill the whole map with em.
Edited by OmegaBolt, 19 September 2007 - 03:45 PM.
#216
Posted 19 September 2007 - 07:27 PM
In that case you could also add a tag such as HuskCapturer so only some units can capture it and not all Engineers etc. That would probably need some kind of IsHusk tag for the actual husk code though... bit too much work I guess.
There could also be a HuskChance tag which would be the percentage change it will spawn a husk, so it is more random and doesn't fill the whole map with em.
Yeh Like 50% so you have ever way that it will Die and Nothing or A husk Appears.
#217
Posted 20 September 2007 - 01:47 AM
First ForceShieldSW:
Range=15 ,need power
Second ForceShieldSW:
Range=8 ,not need power
But why always associate? Not microcosmic parameter ?
#218
Posted 20 September 2007 - 03:26 PM
re enable the mine layer logic?
#220
Posted 20 September 2007 - 08:43 PM
As for the husk left by units, I was thinking something like buildings with Captureable=yes and UndeployInto=UNIT, but whatever works I guess
Also, a swarm effect like the ones in General (Chinese units have this) will be nice, use the Sight= tag as the effecting radius (Units see allies and become encouraged). It would need a new global value like the bounties such as SwarmRatio=, SwarmCombat= , SwarmCap= and SwarmCombatMax= like the VeteranRatio=, VeteranCombat= , VeteranCap= tags, the maximum tag was just there for balance so units wouldn't get infinitely strong.
Edited by Medusa, 20 September 2007 - 08:53 PM.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users