Posted: Mon Jan 21, 2008 2:57 pm Post subject:
ETS Wishlist
Subject description: post your ideas here
You can post and discuss ideas here.
Please note that not all ideas can be easy implemented.
I prefer to choose easy ideas at first, because big ideas need a lot of time and code and can make ETS unstable.
Current stuffs
MeteorShower SW
Upgrade SW
Money SW
SpySat SW
Tertiary & Quaternary weapons
AACombat
Custom actions
Multi-mod support
Pilots from aircraft
Custom crew support _________________ ARM forever - x86 sucks QUICK_EDIT
- WaveClass error fix. This problem renders the use of lasers completely useless.
- Custom (at least one) Armor type(s). If possible, they could be simply identified by a similar way to warhead/projectiles (corresponding section in rules.ini). For example:
[ArmorTypes]
1=None
2=Wood
3=Light
...
n=Superior
This would lead to all weapon warheads having modified "Verses=" sections:
[ExampleWH]
Verses=10%,60%,50%...90% (ArmorType number "n") _________________
I looked into it sometime ago and find that the main problem is to "push" units into transport. If unit already in transport it can be unloaded without problems. Look into third(?) GDI mission, where two orca transports at the bottom of map unload some mechs.
Quote:
Also, have you already fixed the slowdowns happening while building/training?
this slowdown caused by sidebar darkness.
you can try to replace SHP file with empty SHP.
I don't remember exactly name of it... try darken.shp.
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- Custom (at least one) Armor type(s). If possible, they could be simply identified by a similar way to warhead/projectiles (corresponding section in rules.ini). For example:
it already done in NPatch, but in TS it have offsets less than 80 so it will be rather difficult to change it.
But possible
Quote:
- WaveClass error fix. This problem renders the use of lasers completely useless.
I don't know what cause this error, because I have not this error on my computers. I can only prevent consequence from it. _________________ ARM forever - x86 sucks QUICK_EDIT
** Well for one, you should add the Debug output code, pd helped me add it for my project, even though that is now gonna be obsolete for a while.
** Should re enable the Rule*.INI, allow people to make patches for the standard Rules.INI. I remember pd saying it was that the game loads them, then Rules.INI overwrites them.
** -CD argument, i tried this by copying it the way RA does it, worked fine, didn't ask for the CD, but had errors loading the CD mix files, even though they where in the directory. Im sure you can fix this.
** Armors too, my problem is that i could not make them work without having the user fix up all the Verses= keys in there warheads.
** Finish off the 3rd side, IIRC, Speech files are not called, BaseUnit needs to be looped, have something like HarvesterUnloadAnim= key for harvesters, and you need to find out why the game can not handle more than one Construction Yard.
** WaveClass, but you explained.
** Air Trans, also explained.
** Up the 200 unit limit aswell.
** Also, SelectSound and SelectVQ are menu keys, its possible they are used to enable VQA animations on the menus? If not, add this too.
** AACombat specific weapons would be nice.
** Move the Resource segment, this would be handy for people who would like to change the icon and cursor. This is easily done.
** More options to control the skirmish menu. Things like controls over sliders, dropdown combos, resource colours etc.
You're forgetting the upgraded unit selection boxes (the wider ones); Anyways it might be hard to implement, as it might cause problems with the HP pips (though, if custom HP pips are added, it would be fine; or a way to indicate the game were should be the pips)
Also it would need something like:
HPpipLength=number of pips to use
Team Black wrote:
VehicleTypes being able to deploy into other VehicleTypes(A la Optimus Prime, mech >> truck #Tongue )
I would love that. seems that someone has been reading RO's easter egg topic
BTW, in relation to it, and the balloon hover tag proposed by blubb.
** Infantry deploy into Infantry. We could have even more useful jumpjets that way (grounded jumpjet deploys into flying jumpjet).
Though anyways it would be more useful something deploys into something; something being either a infantry aircraft building, etc. Last edited by Machine on Mon Jan 21, 2008 5:47 pm; edited 1 time in total QUICK_EDIT
** Well for one, you should add the Debug output code, pd helped me add it for my project, even though that is now gonna be obsolete for a while.
somebody really need it?
I remember that somebody called it "the most useless feature" .
But it can be simplely added.
Quote:
** Should re enable the Rule*.INI, allow people to make patches for the standard Rules.INI. I remember pd saying it was that the game loads them, then Rules.INI overwrites them.
you can add dialog with ID=147 and place two buttons: ID=2 and ID=1186.
You will see this box at startup, with list of rules.
But it don't work for known reason.
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** Up the 200 unit limit aswell.
this is already done in 3.40. I forgot about it.
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** AACombat specific weapons would be nice.
usual weapons is good, isn't it?
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A new class, "VesselClass" for a proper & functional way of making a navy
this need a lot of code. better to make some changes in Vehicles IMO. _________________ ARM forever - x86 sucks QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Jan 21, 2008 6:17 pm Post subject:
huh, I could have sworn I posted something a few minutes ago, but post isn't there...
anyway, next try
1) C&C1-style Airstrike superweapon.
2) Area Effect -> TS doesn't support real area effect, only cells directly connected to the cell that was hit receive damage too, that makes it necessary to use invisible debris to simulate a nuke area effect for example, but this grinds the game to 1 or 2 FPS for a few seconds even on the fastest computers and makes it also very difficult to control the damage. A proper area effect like the one from RA2 would be very cool, and useful (especially for weapons like Nukes).
3) Projectile scatter -> A way to control by how much projectiles scatter on a per-projectile base, instead of only having Inaccurate=yes or no and one general BallisticScatter tag. QUICK_EDIT
Hello, I am just throwing out ideas. Maybe possible, maybe not.
Parasite logic.
Virus Logic
Mutation Logic
Mind Control...?
InfantryDeploy. "RA2"
Glowing Radiation? ;edit: just saw Reaperrr's post.
IvanBomb Logic
SpawnUnit. ;not limited to air units
upgrade logic ;unit morphs into new unit on veteran/elite.
also the transform on deploy for infantry with animation. Like a Buildup.
AmmoPrimary=
AmmoSecondary=
So a unit has to reload which ever weapon and when it runs out it still can used the other one while the other reloads.
Well thats it.
Thank you for reading this out. _________________ Delirium.. QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Mon Jan 21, 2008 7:18 pm Post subject:
*Veteran image change.
*Ability to create custom armor types (Said by yuri)
*Ability to make more units to become cyborg like (no legs) yet having their own speed, weapon, looks.
*Fix it to work normaly with non-TFD users! _________________ DUNK! QUICK_EDIT
Oh, and a fix for the Jumpjet sequence (i. e. you can't have different anims for ground and air fire, and the shadow disappears when the unit fires). _________________
I will list everything I can remember at them moment even if its been listed up already:
1. WaveClass bugfix: lasers and disruptor(sonic beams)
2. AirTransport bugfix: The stupid can not land when passengers loaded bug
3. Better control over the Unit upgrade when it gains veterancy, right now it upgrades when it reaches Veteran, I want it to upgrade when it reaches Elite
4. The buildingslowdown bug annoys me too like it does for DonutArnold
5. Missile silo deploy animation when firing Super Weapon Missile
6. Working Helicopter rotor blades like Redalert2
7. The Ability to trigger IonStorms via SuperWeapons and Crates(bad)
8. making the CloakStop tag work again
9. fix the stupid bug that Westwood forgot: The ability to shoot dead Cyborg Reapers and other mod units like that for instant promotion (Disruptors are the worst ones)(It causes the dead unit to spawn loads of tiberium also) http://www.ppmsite.com/forum/viewtopic.php?t=17382
10. More tiberium types (it does not work currenly it seems)
11. Alow multiple Repair Bays (there is currently a bug if you define multiple in the RepairBay= line affecting aircrafts if I remember correctly)
12. Ability to set the difficulty for the player in skirmish like in Redalert1
(the one that reads [Easy], [Normal], [Difficult] and FineDiffControl= )(this is not the same as "AI Level")
13. Making the "A" button on the keyboard work like in Redalert1 in Skirmish ("A" in Redalert1 = Alliance)
14: (Yuri 08 wrote:) Oh, and a fix for the Jumpjet sequence (i. e. you can't have different anims for ground and air fire, and the shadow disappears when the unit fires).
Things I/someone else want:
(some might be copy pasted from another member, I will write the members name infront of it)
1A. CellSpread logic from Redalert2 (Warheads if you dont know what I mean)(This one is very omportant for things like bombs, nukes, fuelairbombs and other big weaponry)
1B. Atomic weaponry like Realert1/Redalert2 (like delays before damage and screen flashes and mabe even the radiation ala RA2)
2. (Yuri 08 wrote:) New armor types with a list section
3. (DonutArnold wrote:) Oil Derrick-a-like income system.
4. TeslaZaps from Redalert2 (Redalert2's is much better than this hack I did a while ago: http://www.ppmsite.com/forum/viewtopic.php?t=11265)
5. (Team Black) Units deploying into another unit without having to deploy into a building (you did this for RockPatch/NPatch already)
6. More veterancy states (Generals and C&C3 has one more veterancy state after Elite: Heroic)
7. Third Side logic (AI, Contruction Yards, MCV's, Hunterseeker, Powerplant, Speech and Sound, Sidebar). And subfactions for the Sides (like Countries in Redalert2)
http://www.ppmsite.com/forum/viewtopic.php?t=17344
8A. More tech levels
8B. I also want to be able to disable SuperWeapons like in Redalert2, not only all superweapons but able to choose "minor" and "mayor" superweapons like in some RA2 / RA2:YR mods.
8C. One more thing: I want to be able to disable certain stuff in my mod like only the EMP Cannon or Mobile War Factorys or Stealth/Cloak/Phase Technology
9. More states for Visceroid upgrading (Baby -> Adult -> Realy Big -> Mega Visceroid)
10A. Prism Linking logic but for the Obelisk of Light instead and mabe even for vehicles/aircrafts
10B. Overcharge logic to extend the range/damage of Weapons and the sensor/stealth range of Stealth Generator/Mobile Sensor Array (Overcharging by draining extra power from powerplants or by overcharging it ala Shock Trooper in RA2)
11. Naval logic from Redalert2
12. (blubb wrote:) BalloonHover like in Redalert2 if possible
13. The ability to transport vehicles/tanks like in Redalert2 (and the Size= & SizeLimit= tags):
14. Battlefortress logic (Opentopped)
15. another Battlefortress logic (crush other vehicles and ability to define who should be crusable and not (the OmniCrushResistant= tag)
(yes I know abot IsTrain= but its not completly the same thing)
16. Suicide logic from Redalert2: Including DeathWeapon tag
17. More factory types (Team Black wrote this but I want it for land too like in Dune2000 (Heavy and light Factory)
18. Machine and TSHyper wrote:) Custom Selection Boxes (like for really large and small units and big infantry)
19. Bigger building foundations like 5x5 & 6x6
20. (blubb wrote:) balloon hover tag (could be usefull for a number of things)
21. Hard?: Bigger missiles that can be shot down like Redalert2
22: Gattling logic from RA2:YR (I love this logic and it owns the one in C&C Generals also bigtime)(the one in Generals is SHIT!)
23A. Ability to disable the tiberium storage logic (ala Redalert2)
23B. Separate tiberium explosion damage from infantry walk over tiberium damage
23C. Make it possible to disable Weeds/Veinholes and use tiberium instead: http://www.ppmsite.com/forum/viewtopic.php?t=17315
24. Custom Sonic Beam colors
25. there are some nice ideas here to: http://www.ppmsite.com/forum/viewtopic.php?t=16877
26. Mutate logic from RA2:YR (not just to Visceroids or Tiberium Fiends)
27. Garrisoning of buildings ala RA2:YR (not RA2 alone)(and with AI support)
28. For the AI: I want the AI script that makes a taskforce wait outside its own base or outside its enemys base (the one that reads AISafeDistance= in the rules(md).ini) (this one was added to Redalert2 and does not exist in Tiberian Sun and was heavily used by the RA2 AI)
29. Iron curtain logic from RA2 but with the ability to define the Curtain radius
30. Forcefield logic from RA2:YR with the base power drain logic
31. more Prerequisite types (the ones like PrerequisitePower=)
32. The ability to choose start pos. ala RA2:YR & Generals & C&C3
33. Sonic Ball weapon ala Sonic Tank in Dune2000 (those where more cool that the disruptor and worked better than the dolphins in redalert2)
34. Sensors for vehicles and Infantry to detech stealth like Redalert2 with its SensorSight= tag
one question related to 8C: what does the Disableable= tag do
I will edit this post and add more after this line if I remember something more QUICK_EDIT
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Wed Jan 23, 2008 12:18 am Post subject:
Don't forget about RA2 features like OpportunityFire=yes, this allows units like tanks to automatically fire at the enemy while moving, which is perfect for hit and run units. _________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
Don't forget about RA2 features like OpportunityFire=yes, this allows units like tanks to automatically fire at the enemy while moving, which is perfect for hit and run units.
I forgot that one, it was very useful in Redalert2 for vehicles & tanks with turrets for hit & run tactics
Offtopic:
gufu wrote:
Team Black wrote:
Quote:
13. Making the "A" button on the keyboard work like in Redalert1 in Skirmish Laughing ("A" in Redalert1 = Alliance)
Who wants to ally with comps?! Forget the skirmish and go online!
Westwood made the best allying comp - it squashed your infantry and traped your harvesters... heh
It was still fun even with the AI blocking up your base with its units and squishing all your infantry, It was also very usefull if you had a deadly AI that would kill you (WOW! it was smart in RA1 sometimes).
Yuri 08 wrote:
Quote:
34. Exclamation Sensors for vehicles and Infantry to detech stealth like Redalert2 with its SensorSight= tag
Already in TS 2.03.
You are confusing Tiberian Sun with Redalert2 again dude. "SensorsSight=" does not exist in Tiberian Sun 2.03 for undeployed units. Last edited by djohe on Wed Jan 23, 2008 5:55 am; edited 1 time in total QUICK_EDIT
Some things I would also support, minus obvious fixes:
- Real area effect, as reaperr explained.
- Oil Derrick system as explained by DonutArnold (and I'm also effected by the load bug)
- Garrisonable buildings.
Does the upgrade SW work in a way in which you purchase permanent upgrades? If not, purchasable upgrades (like general/zero hour/c&c3) would be nice.
- Certainly add further menu customisation, such as a more expansive map selection screen, perhaps with +- expansion menus. Any other option in multiplayer/skirmish screen is always welcome.
- A teleport function, like the wormholes in c&c3. You could, for instance, place two teleportation pads or somesuch on a map which allows instant transportation.
- Any chance of specialised unit abilities to enhance micromanagement? Like the desolator in RA2, or laserlock in generals.
- Type-specific scan SW, like the tiberium scan in c&c3.
- Only a one byte change... according to TSHyper... You could add such simple abilities as adding new tiberiumtypes.
Thanks for considering any of the above thus-far suggestions. QUICK_EDIT
2: make the laser wall section customizable for a laser fence post ;
laser fence post A has laser wall section B
and
laser fence post C has laser wall section D
3 : the ability to make any weapon spawn any unit (or a least infantry type unit) QUICK_EDIT
Logic that makes real to infantry to shoot out from there transport.
MoveSound support.
Like in RA2
- -Hard stuff. - -
Every tank has to have a crew to move or shoot and the crew can be killed using special weapon type or warhead.
And powerplants that work only in a given range.Buildings that are farther than it will be unpowered. _________________ Lost Relic[mod] Lost Relic[game] Last edited by Vefbl4 on Fri Mar 21, 2008 6:19 pm; edited 2 times in total QUICK_EDIT
Lasers which switch in and out - the problem that I have is the turret there. It doesn`t move and flys over the ground xD _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
Super weapon timers and positions, allies and choose enemy mode in skirmish. _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Fri May 23, 2008 7:21 pm Post subject:
more upgrades for compent tower (its boring with only 3)
and alow more than one ampibious apc stile verical _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Jun 22, 2008 12:54 am Post subject:
VK was never banned from this forum. I assure you he is not in the ban list and he was never banned here. I don't know where did you get this conclusion. QUICK_EDIT
good because it would all be a waste of time posting in this forum if he was banned
TESTING FOR IDIOCY
1%...
PURE IDIOCY DETECTED
LABELING SOURCE: CAPITAIN OBVIOUS
PPchan! Why did you have to die??? I need the "Be an Hero" pic...
Now please crap this post with the one above it, if you think that's reasonable If not do whatever, I only posted this for a slight chance of lols and to help armoured Cal stop posting the bloody obvious... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Jun 22, 2008 9:53 am Post subject:
Banshee wrote:
VK was never banned from this forum. I assure you he is not in the ban list and he was never banned here. I don't know where did you get this conclusion.
Huh? But I read on ModEnc that he was banned from here...
*re-reads RP page*
I wish I could read better... He's banned from ModEnc, not from here. Sorry for that Banshee and VK QUICK_EDIT
My Request is, NO NEED FOR FIRESTORM! I would have firestorm but the simple fact is, I can't get ahold of it. TS:Dusk and Rise of Omnious are or have the firestorm files already in there. Why can't you guys find out how to do that from them.
Note:If I can play your mod without Firestorm, then ignore this post....I still haven't read through all of it, and there is way to much reading, you guys need a FAQ or somethin.....but this note only happens if I don't need firestorm to play the mod. QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Wed Jul 09, 2008 6:26 pm Post subject:
1.working air transports(unpatched game.exe from disk and copy and paste)
2. a fix for construction yard cancel bug (for me it works then gives me a IE if i finnish/quit a mission or skirmish)
3.a guide on how to use it properly and what it has in full. _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
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