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	<id>https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=62.254.32.23</id>
	<title>ModEnc² - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=62.254.32.23"/>
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	<updated>2026-04-19T00:58:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Bright&amp;diff=6135</id>
		<title>Bright</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Bright&amp;diff=6135"/>
		<updated>2007-03-03T21:57:34Z</updated>

		<summary type="html">&lt;p&gt;62.254.32.23: Template Updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=boolean&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|Weapon|Weapons}}, {{Categ|Warhead|Warheads}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies whether or not this weapon/warhead creates a light flash when it detonates.&lt;br /&gt;
&lt;br /&gt;
In RA2/YR, if {{TTL|Bullets|yes}} is set on the weapon, the flash persists for as long as the weapon keeps firing, instead of just flashing at the moment of impact.&lt;/div&gt;</summary>
		<author><name>62.254.32.23</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_2&amp;diff=15513</id>
		<title>Legacy RockPatch Wishlist/Page 2</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_2&amp;diff=15513"/>
		<updated>2007-01-05T14:18:33Z</updated>

		<summary type="html">&lt;p&gt;62.254.32.23: /* Enhancements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Enhancements=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*Make GDIPowerTurbine=GAPOWRUP work for every side&lt;br /&gt;
*True Air-to-Air combat&lt;br /&gt;
*More &amp;quot;special&amp;quot; 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= )&lt;br /&gt;
*More IFV-modes (and more IFVs, as the turret-changing code is now locked to the FV unit)&lt;br /&gt;
*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.&lt;br /&gt;
*An adjustment of several AI shortcomings (such as inability to &amp;quot;attack enemy vehicle called &#039; &#039;&#039;XXXX&#039;&#039; &#039; &amp;quot;)&lt;br /&gt;
*Allowing &amp;quot;PoweredUnit/PowersUpBuilding&amp;quot; to have a set of values, not just one&lt;br /&gt;
*Allow buildings to cloak without being a CloakGenerator or a veteran/elite building.&lt;br /&gt;
*an INI file to allow custom terrains mods to customize the random map generator [pd]&lt;br /&gt;
*Allow Crewed= to work with non infantry types.&lt;br /&gt;
*Air units with turrets&lt;br /&gt;
*Temporal particles?&lt;br /&gt;
*Another promotion level&lt;br /&gt;
*Infantry to vehicle repair (also Infantry to building and so on)&lt;br /&gt;
*Allowing carryalls to pick up enemy vehicles, acting possibly in the same way as the &#039;advanced carryall&#039; 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.&lt;br /&gt;
*Enabling SpySat= or any building fuctions for Upgrade system in buildings&lt;br /&gt;
*Making a new type of Ore. &lt;br /&gt;
*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 &amp;quot;Image=&amp;quot; from the rulesmd entry for the UnloadingClass &amp;quot;dummy&amp;quot; object.&lt;br /&gt;
*Infantry that can be powered&lt;br /&gt;
*Modify Spawn Logic to allow for the spawning of VehicleTypes not just AircraftTypes.&lt;br /&gt;
*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&lt;br /&gt;
*Increased flexibility in powered logic: control centre handles more than just robot tanks.&lt;br /&gt;
*Get the Ammo system to work with infantry and buildings. Presently, it only works with vehicles and aircraft.&lt;br /&gt;
*MigAttackCursor=yes works only for buildings, would be good to work with other units types as well.&lt;br /&gt;
*more ressource types (e.g. Iron, Gold/Diamants and Oil)&lt;br /&gt;
*Enable the optional use of a seperate pallete for the radar in the GUI, as would be prefered for new GUIs.&lt;br /&gt;
*Program more Foundation sizes for buildings, including non-rectangle shapes.&lt;br /&gt;
*Making it so the trains can go in revers and couple &amp;amp; uncouple&lt;br /&gt;
*UnDeploy cursor on deployed objects&lt;br /&gt;
*NeedsDriver= to make a vehicle only usable if an infantry unit is sent in it&lt;br /&gt;
**Driver= tag for infantry types, which defaults to no.&lt;br /&gt;
&lt;br /&gt;
*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.)&lt;br /&gt;
*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).&lt;br /&gt;
*Un-hardcode the dock location on refinaries to allow smaller refinaries and refinaries with multiple dock locations.&lt;br /&gt;
*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&#039;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.&lt;br /&gt;
*Make units able to survive if they are in a transport of a different MovementType (e.g. tanks in amphib transports)&lt;br /&gt;
*Create &amp;quot;ForceFire=&amp;quot; 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.&lt;br /&gt;
*adding more overlays to the game&lt;br /&gt;
&lt;br /&gt;
*Countries can have VeteranInfantry=, VeteranUnits=. How about adding VeteranBuildings= and VeteranAircraft=, as well as any country-specific properties that don&#039;t currently apply to BuildingTypes?&lt;br /&gt;
*Find hardcoded items (e.g. animations, units, buildings, infantry and such) and make them un-hardcoded&lt;br /&gt;
*make the NukeSiren to use NukeSound instead of DigSound so you don&#039;t hear the nuke siren when you use units with &amp;quot;Dig locomotor&amp;quot; (this can be done with unpacthed game by disabling the DigSound and attaching the NukeSiren directly to nuke animation, but this way it sucks)&lt;br /&gt;
*A tag for warheads called DamageEnemy=yes/no. Propoganda style, area effect discriminate healing weapons.&lt;br /&gt;
*Tesla Fire Support logic (like Tesla Troopers that charge a Tesla Coil) between Structures (to create a building that could overcharge a Tesla Coil, if put near it, deciding the power of the support (ex. if the structure can let the Tesla Bolt remain alive even if the base energy is low))&lt;br /&gt;
*Make more building features work when added by a structure upgrade.&lt;br /&gt;
*Make aircraft land a &amp;quot;normal&amp;quot; way, as in not vtol (vertical take-off and landing). Make them land diagonally and make them seem to use landing gears by allowing them to skid a little when landing.&lt;br /&gt;
*Get rid of the IE that happens when you try to cancel a building construction yard, if you make them buildable&lt;br /&gt;
*Multiple entries in Factory= tag, so that you can build both infantry and vehicles or vehicles and buildings etc. from the one building.&lt;br /&gt;
*Builings can have more than two SWs [pd]&lt;br /&gt;
*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)&lt;br /&gt;
*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. (This can be done by explanding the battle fortress logic to buildings, so that you do not have to overwrite the current ocupy logic. eg.current = normal, bf=advance / elite buildings )&lt;br /&gt;
*Allow a new type of air combat, like in Act of War Direct Action, the aircrafts can be built and called in to airstrike a unit, building, aircraft, two or all 3 of the mentionned before. A destroyed aircraft would have to be rebuilt. You could still keep the limit of 4 aircrafts per air control tower/whatever the &amp;quot;devil&amp;quot; you wanna call it.&lt;br /&gt;
*Add a tag &amp;quot;GateTwoDirections&amp;quot; which automatically sets the direction of a gate to either right or left when putting it on a wall, this would allow for only 1 build icon for gates instead of 2.&lt;br /&gt;
*Allow any superweapon to be specified as a crate pickup instead of just the Nuke/whatever is top of the superweapon list.&lt;br /&gt;
*Remove the HardCoding in the Clone Vat Logic &lt;br /&gt;
*Allow the ability to use Lighting on units and vehicles. With the option of an alpha layer to be attatched to the unit, so that it can create headlights and such.(This is the previous reserch into the subject [http://www.modenc.renegadeprojects.com/AlphaImage Here]stating that the alpha stays where the unit is spawned.)&lt;br /&gt;
*The Force Shield superweapon is area-effect, and yet you have to target a building. Please make it so that the Force Shield can target in the same way that the Iron Curtain targets (but not affect enemies of course), so that the ground can be targeted too. Ideally, if the Action is omitted, the Force Shield should successfully activate at a random point on the map.&lt;br /&gt;
*Change the default value for AllowedToStartInMultiplayer to &#039;no&#039; instead of &#039;yes&#039;. This should be an easy fix and it would be useful since the vast majority of units should not start in multiplayer.&lt;br /&gt;
*Allow for changing the number of chargers required to keep a Tesla Coil powered when in low power situation.&lt;br /&gt;
**If possible, perhaps also allow for changing the number of chargers required to overpower the Tesla Coil and change its weapon.&lt;br /&gt;
*Different parachute animations on the New Paradrop Superweapons, could let the modder have both a paradrop and simulated drop pods superweapon at once, possible tag would be &#039;ParachuteAnim=xxxxx&#039;&lt;br /&gt;
*Additional SpeedTypes&lt;br /&gt;
*Aircraft takeoff/landing pitch, as opposed to VTOL.&lt;br /&gt;
*Automated building of units outside of clicking sidebar (E.g; a &amp;quot;recruiting center&amp;quot; might build a free infantry each minute)&lt;br /&gt;
*&#039;AlliedEngineer&#039;, &#039;SovietEngineer&#039;, &#039;ThirdEngineer&#039;, and possibly &#039;FourthEngineer&#039; tags instead of the regular &#039;Engineer=&#039; in [General] which makes all Conyards spawn an Allied Engineer instead of the side specific. Also, on that note:&lt;br /&gt;
*&#039;AlliedTechnician&#039;, &#039;SovietTechnician&#039;, &#039;ThirdTechnician&#039; and possibly &#039;FourthTechnician&#039; to make side specific Technicians spawnable from destroyed buildings.&lt;br /&gt;
*The ability, in an multiplayer mode file, to change the properties of countries. I don&#039;t think country data is read at present from an mp mode file, so changing the names and whether they are playable are not is not possible.&lt;br /&gt;
*The ability to define in an enslaved unit&#039;s rulesmd.ini section whether or not it joins the house of its &#039;rescuers&#039; whenever its parent building is destroyed. Example tag: CanBeFreed=yes/no (defaults to yes)&lt;br /&gt;
*Allow land speed modifiers in the land characteristics pseudo section to affect infantry units. Currently, overlay and terrain can only modify the speed of vehicles.&lt;br /&gt;
**Add uphill and downhill speed modifiers for the Foot locomotor: {{tt|FootUphill}}=X.XX and {{tt|FootDownhill}}=X.XX&lt;br /&gt;
*An expansion to the Harvesting / Weed logic, enabling whatever the modder specifies to be harvested, example tag: HarvestsLandType=, if the tag is not specified it automatically reverts to the original harvesting rules - more than one type being listed in this would be preferable. Only problem I can think of is that the terrain type would be &#039;ate&#039; by the harvester, leaving an empty tile, perhaps let the modder define somewhere whether a land type is &#039;edible&#039; or not, that should default to no for all terrain types except Riparius (normal Ore) and Vinifera (Gems). otherwise ore and gems would never go away. I almost forgot, the tag would require Harvester=yes on the unit before it does anything, so Grizzly tanks don&#039;t turn into grass miners or something.&lt;br /&gt;
*A tag to control whether a weapon can fire against an enemy target or not, like TargetCursorOnFriendlies, so that repair units can&#039;t be forced to fire on enemy units, or in my case a grappler structure can&#039;t be used to lift enemy units.&lt;br /&gt;
*Add an option HasRelayPoint=yes/no to control if relay-points for a building can be set or not.&lt;br /&gt;
*De-centralising of the Crazy Ivan tags under [CombatDamage] (IvanWarhead, IvanDamage, IvanTimedDelay, CanDetonateTimeBomb, CanDetonateDeathBomb and IvanIconFlickerRate, so that different units can have different Ivan bomb-type weapons with their own separate warheads, damage amounts and option to manually detonate. Another tag such as TimedBomb=yes/no could be used to determine whether the bomb ever detonates on its own, or relies on the CanDetonatexxx tags.&lt;br /&gt;
*A &#039;PrerequisiteTheater=&#039; tag, so the modder can determine if certain buildings should only be buildable on arctic theater maps, for example. This could fix the buildable pavement bug in RA2 by having several theater-specific versions.&lt;br /&gt;
*An option to set MaximumRechargeTime and MinimumRechargeTime on super weapons, so the SW has more variation and unpredictability in its recharge time.&lt;br /&gt;
&lt;br /&gt;
==Done==&lt;br /&gt;
*Allowing paradrops to consist of units as well as infantry&lt;br /&gt;
*Cloaking aircraft (possible by adding CLOAK on Veteran,Elite Abilities=)&lt;br /&gt;
*NegativePrerequisite= that could be set for objects too, disables building/training of the caller if the object on the list exists &lt;br /&gt;
(allowing for choice of tech trees, one type of hero etc.&lt;br /&gt;
&lt;br /&gt;
== Done by Westwood ==&lt;br /&gt;
*UseINI= in maps to use a centralized file for modmaps rather than modifying each on it&#039;s own&lt;br /&gt;
*Add new colors to the Skirmish menu color lists [pd]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*UseINI= in maps to use a centralized file for modmaps rather than modifying each on it&#039;s own&lt;br /&gt;
:&#039;&#039;Comment:Done by Westwood: MyMap.MAP -&amp;gt; MyMap.INI [- CnCVK]&lt;br /&gt;
*abillity to change taunt files&lt;br /&gt;
:&#039;&#039;Comment: you can always edit, replace or do whatever with them... what&#039;s the deal with this? [- pd]&lt;br /&gt;
*&amp;quot;Symlinks&amp;quot;, i.e. declaring new names for existing tags&lt;br /&gt;
:&#039;&#039;no comment... [- pd]&lt;br /&gt;
:&#039;&#039;Maybe use C++ pre-processor for it (#define,#ifdef,#ifndef,#else,#endif)[-CnCVK]&lt;/div&gt;</summary>
		<author><name>62.254.32.23</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist&amp;diff=15409</id>
		<title>Legacy RockPatch Wishlist</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist&amp;diff=15409"/>
		<updated>2006-10-14T15:21:39Z</updated>

		<summary type="html">&lt;p&gt;62.254.32.23: EMP and CellSpread bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__[[Category:RockPatch]]{{RockPatch}}&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;98%&amp;quot; class=&amp;quot;table_parted&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Introduction&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;What this List is&#039;&#039;&#039;&amp;lt;/div&amp;gt;You&#039;re looking at the community-editable wishlist for [[User:pd|pd]]&#039;s [[RockPatch:Main|RockPatch]].&lt;br /&gt;
&lt;br /&gt;
If you would like to see a specific feature added to RockPatch, add it at an appropriate place on this list. &#039;&#039;Do not contact pd in any other way.&#039;&#039; It just doesn&#039;t work that way. If the entire community started IM sessions and bugged pd about features the moment he signed on, he&#039;d soon quit making the patch at all.&amp;lt;br&amp;gt; &lt;br /&gt;
As such, all wishes &#039;&#039;not&#039;&#039; made through the wishlist will be ignored. (And, most likely, pd will remember you in a way not helping other wishes you have.)&lt;br /&gt;
&lt;br /&gt;
Also note [[RockPatch:Votelist|the Votelist]].&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;What this List is not&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*This is &#039;&#039;&#039;not&#039;&#039;&#039; a list of &#039;&#039;demands&#039;&#039;.&lt;br /&gt;
*These are &#039;&#039;&#039;not&#039;&#039;&#039; features that &#039;&#039;are&#039;&#039; already implemented.&lt;br /&gt;
*This list does &#039;&#039;&#039;not&#039;&#039;&#039; guarantee the feature &#039;&#039;will&#039;&#039; be implemented.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Where to put your Wish&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*There are several topical lists, choose the one that fits best.&lt;br /&gt;
*Newer wishes are added to the bottom.&lt;br /&gt;
*The list was spread over several pages for a reason. &#039;&#039;Keep it that way.&#039;&#039; (Look at the history to see why.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; You wish to request a warhead-feature. That would, of course, be a Totally New Feature. However, &#039;&#039;Weapons related&#039;&#039; fits even better for something about warheads. Weapons related is on Page 5. So your wish belongs to Page 5, Weapons related, at the bottom of the list.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{quote|pd|I just want to underline that this is not a demand list but only a collection of ideas because I&#039;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).&amp;lt;br&amp;gt;&lt;br /&gt;
I will choose the easiest for me and the most useful for the community things first.&amp;lt;br&amp;gt;&lt;br /&gt;
So don&#039;t be angry if you&#039;re wish doesn&#039;t get &amp;quot;fulfilled&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
=General Bugfixes/Corrections=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*Fixing the 74-unit-bug, aka whiteboy bug&lt;br /&gt;
*Fixing of the &amp;quot;Tank Bunker only allows ground locomotor units&amp;quot; issue (it should allow hover locomotor too).&lt;br /&gt;
*Fixing of the &amp;quot;TIBMINExx is hardcoded to spawn xx entry from {{tt|[Tiberiums]}}&amp;quot; issue, preferably changing xx to an INI-controlled value&lt;br /&gt;
*Fixing of the &amp;quot;{{tt|AttachedParticleSystem&amp;amp;#61;}} nullifies {{tt|Burst&amp;amp;#61;}}&amp;quot; issue&lt;br /&gt;
*Fix various hardcoded YR bugs. See {{tt|[http://marshall.cannis.net/ump/index.htm#bugs]}} for list.&lt;br /&gt;
*Fix Carryall Logic for Hind.&lt;br /&gt;
*Fix Debris Logic/Improve it&lt;br /&gt;
*Rumor has it that {{tt|NonVehicle&amp;amp;#61;yes}} does not actually block Vehicle Hijackers, it just gives a no entry cursor and still lets them hijack...this needs fixing.&lt;br /&gt;
*{{tt|NonVehicle&amp;amp;#61;yes}} also needs to prevent the Tote action (carryall logic) from grabbing the unit too.&lt;br /&gt;
*{{tt|UseOwnName&amp;amp;#61;true}} cannot be used on a VehicleType (only InfantryTypes). Any vehicle placed inside an IFV will cause the IFV to have a name of &amp;quot;Rocket IFV&amp;quot; (or Repair/Machine Gun if IFV mode 1/2/3).&lt;br /&gt;
*Any way to optimize cloaking code or speed it up&lt;br /&gt;
*Fix VehicleThief and Thief logic (currently, you need both to get hijackers to work but the infantry can then enter refineries to no effect)&lt;br /&gt;
*Fix the PrismSupportModifier bug (if a {{tt|[General]}} section is declared on a map and a value is not defined there, the value is set to infinite or something)&lt;br /&gt;
*The use of {{tt|HoverPad&amp;amp;#61;yes}} causes an Internal Error if the AI uses a Nuke or Weather Storm. This is a pain because the {{tt|HoverPad&amp;amp;#61;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&#039;t use it because of the damned IE!&amp;lt;br&amp;gt;Not so much of a problem, see discussion.&lt;br /&gt;
*having 2 PKT files makes some maps get listed ingame twice. can you fix this?&lt;br /&gt;
*Fix adding new {{tt|[BuildingTypes]}} breaking single player campains. See this link for a better description: [http://www.cannis.net/tutorials/ra2yr_nobreak_yrmissions1/]}}&lt;br /&gt;
*Fix code so you can build all units of a BuildLimit &amp;gt;1 in a row&amp;lt;br&amp;gt;(right now, if you have {{tt|BuildLimit&amp;amp;#61;10}}, for example, you can only build 9, something else, and then the last one)&lt;br /&gt;
*The &#039;sell unit&#039; 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&#039;t want &#039;sell unit&#039; forcibly resurrected, however it would be nice if either A) Tank-Bunkered units couldn&#039;t be sold (preferred choice), or B) Tank-Bunkers&#039; walls retracted and the Bunker continued to work normally (second choice), or C) selling a &#039;broken&#039; Tank Bunker did not cause an Internal Error.&lt;br /&gt;
*HarvestersPerRefinery - Make this usable&lt;br /&gt;
*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&#039;s so annoying if your mod has something that generates neutral infantry opponents that your units and, more importantly, the AI completely ignores.&lt;br /&gt;
*fix the &amp;quot;AI doesn&#039;t deploy MCVs with new locomotors set on them&amp;quot; bug(IE hover, jumpjet, subter...)&lt;br /&gt;
*Fix the Droppod Locomoter&lt;br /&gt;
*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.&lt;br /&gt;
*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.&lt;br /&gt;
*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&#039;t look nice. Perhaps the call could be cancelled if there is no space...&lt;br /&gt;
*{{tt|WeaponXTurretLocked&amp;amp;#61;true}}  &amp;quot;bug&amp;quot; when unit turns 180 the turret may spin in the opposed direction instead of following with voxle nit’s direction.&lt;br /&gt;
*{{tt|AccelerationFactor&amp;amp;#61;0.01}}; This has a problem with voxel scales.&lt;br /&gt;
*{{tt|IsTrain&amp;amp;#61;yes}}, {{tt|MovementRestrictedTo&amp;amp;#61;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.&lt;br /&gt;
*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&#039;t actually work. my idea is to try and make them work!&lt;br /&gt;
*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)&lt;br /&gt;
*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&#039;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&lt;br /&gt;
*Code the {{tt|Hospital&amp;amp;#61;yes}} and Machine Shop tag so that owning multiple buildings does generate an undocumented cumulative effect.&lt;br /&gt;
*The game reads langmd.mix &amp;gt; 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 &#039;&#039;instead&#039;&#039; of missionsmd.pkt (de-hardcode the reference, like the {{tt|IsIFV&amp;amp;#61;}} and similar new tags do). Like {{tt|[General]}}--&amp;amp;gt;{{tt|PKTFile&amp;amp;#61;}} .&lt;br /&gt;
*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...&lt;br /&gt;
*Fix the currently unworking {{tt|CloakStop&amp;amp;#61;}} tag &lt;br /&gt;
*Fix it so that your computer doesn&#039;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.&lt;br /&gt;
*Make Fighters/Aircraft Cloakable with their own cloaking unit and can dogfight, ATA without {{tt|Jumpjet&amp;amp;#61;}} or altering the height-fongsaunder&lt;br /&gt;
*Allow aircrafts/copters to transport vehicles correctly, not by setting a ridiculous ammount of transportable units. (ex: you&#039;d have to set the Hind and the NightHawk to have alot of pips, about ten, just so one tank could fit in it) &lt;br /&gt;
*Allow rotors to work with Aircraft units (not just copters) correctly without any bug. &lt;br /&gt;
*Fix the error when having a gate that slides down (TS style) instead of opening sideways which made the gate appear OVER a unit passing on the downed gate. &lt;br /&gt;
*Fix it so that when you add a superweapon upgrade to a building that has a superweapon, it overwrites the previous superweapon, instead of just adding it as a new superweapon (perhaps make it an optional tag)&lt;br /&gt;
*Make {{tt|PrismType&amp;amp;#61;}} support more than one&lt;br /&gt;
*Bring back mine layer codes&lt;br /&gt;
*Fix voxel size units that is bigger than a tank. Eg.: Like if you have a mech or walker unit that is bigger than a 1x1 square.Wish voxel size can be user define like {{tt|VoxelSize&amp;amp;#61;2x2}},like what you can do for buildings.&lt;br /&gt;
*Enable the Robotic Centre to accept more than 1 robotic units and if it is destroyed and rebuilt,the robotic units that are more than the first one can be shaken out from their shut down mode. This should also fix a problem with mods that have Vehicle Hijackers and more than 1 type of Robot Tank.&lt;br /&gt;
*Enable a Psi-Warning animation for the intended target of any superweapon, not just the nuke and its clones.&lt;br /&gt;
*Make a unit ELITE with the armory should coast money, like EliteInfantryCoast=3000, armory is to cheaty right now&lt;br /&gt;
*Make so a [vehicletype] can spawn an othe [vehicletype]&lt;br /&gt;
*Fix the issues with the &#039;Dropship load screen&#039; and alter its logic so it is possible to specify the units to use as the &#039;DropShip&#039;, preferably any type of unit, not just aircraft.&lt;br /&gt;
*&amp;lt;s&amp;gt;Make so a unit only can built by a specefic warfactory, like BuildOnly=HTNK(on the new warfactory) This is good so big tanks can spawn on a big factory&amp;lt;/s&amp;gt; (see the [[RockPatch_talk:Wishlist#Re:_BuildOnly|talk page]])&lt;br /&gt;
*Make weapon that, when you fire a unit, you get extra hp, like ih Damage is 100, thats mean you take 100hp from them and add 100hp to you&lt;br /&gt;
*BUG: Flipping other tanks... If a tank is to heavy and cant be flipped, the heavy tank get permanetly emp and the tank with flipper weapon cant flipp other unit the heavy tank is dead(not rp bug)&lt;br /&gt;
*Fix so AI dont build more unit than the buildlimit&lt;br /&gt;
*make the tunnel system works(like generals that GLA uses)&lt;br /&gt;
*In game,when you press esc, there should be a OPTIONS button there&lt;br /&gt;
*Make a magnetic push weapon yhat pushes other vehicles away&lt;br /&gt;
*Subterrainean units that have occupants that can fire out of the unit like the Battle Fortress can fire at targets even when traveling underground.&lt;br /&gt;
*Repair bugs with DropShip load out screen and change cameo highlight to size of RA2 icons.&lt;br /&gt;
*Fix the dam hardcoded stolentech&lt;br /&gt;
*Make so Cyborg=yes can get EMP and is allowed to iron curtian protection and also make the make so iron curtians warhead is in rules.ini&lt;br /&gt;
*Give Aircraft the ability to fire at other aircraft. And if they already can, how?&lt;br /&gt;
*Enable the Auto-Deploy logic to work with human players. Currently it only works with the AI, human-controlled units are unable to use Auto-Deploy. This was apparantly either unfinished or desupported according to the ini files.&lt;br /&gt;
*Fix the harcdoed CourseLockDuration= and Level= in projectiles, so the unit can fire a bullet that goes in a strange line&lt;br /&gt;
*Fix the Mirage Tank logic so it can work with the turret logic&lt;br /&gt;
*allow modify width,color,sound of sonic weapon&lt;br /&gt;
*Fix the tankbunker bug in which if it will not be sold if it&#039;s a deployed unit (like a MCV), if you choose to sale it it&#039;ll just undeploy.&lt;br /&gt;
*Is it possible for a unit to switch weapon when the targeted unit gets in range? So it wouldn&#039;t be sort of strange for units with a weapon with CellSpread=.5 or more kill themselves or has to back off with the MinimumRange= logic.&lt;br /&gt;
*Fix the bug where if the crew of a jumpjet unit lands on a structure, it will be invulunerable to any attacks except for mind control.&lt;br /&gt;
*Make a unit wait in frames before it fires, so the SHP vehicle can load up and charge&lt;br /&gt;
*Custom Spy Plane / Airstrike superweapons currently can only have 1 AircraftType listed in the SpyPlane tag, multiple types would be preferable.&lt;br /&gt;
*Fixing of EMP and large animations causing a reconnect error in online games&lt;br /&gt;
*Showing of tech slider and multi engineer options on online game lobbies &lt;br /&gt;
*[[EMEffect|EMEffect=yes]] does not work on Animation warheads, neither does CellSpread from what I can tell, would it be possible to make those work on animations?&lt;br /&gt;
==Done==&lt;br /&gt;
*Breaking of the 100-unit-limit&lt;br /&gt;
*allow modify width,color,sound of laser weapon&lt;/div&gt;</summary>
		<author><name>62.254.32.23</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist&amp;diff=15390</id>
		<title>Legacy RockPatch Wishlist</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist&amp;diff=15390"/>
		<updated>2006-09-06T18:52:59Z</updated>

		<summary type="html">&lt;p&gt;62.254.32.23: Added request for correcting Auto-Deploy problem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__[[Category:RockPatch]]{{RockPatch}}&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;98%&amp;quot; class=&amp;quot;table_parted&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Introduction&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;What this List is&#039;&#039;&#039;&amp;lt;/div&amp;gt;You&#039;re looking at the community-editable wishlist for [[User:pd|pd]]&#039;s [[RockPatch:Main|RockPatch]].&lt;br /&gt;
&lt;br /&gt;
If you would like to see a specific feature added to RockPatch, add it at an appropriate place on this list. &#039;&#039;Do not contact pd in any other way.&#039;&#039; It just doesn&#039;t work that way. If the entire community started IM sessions and bugged pd about features the moment he signed on, he&#039;d soon quit making the patch at all.&amp;lt;br&amp;gt; &lt;br /&gt;
As such, all wishes &#039;&#039;not&#039;&#039; made through the wishlist will be ignored. (And, most likely, pd will remember you in a way not helping other wishes you have.)&lt;br /&gt;
&lt;br /&gt;
Also note [[RockPatch:Votelist|the Votelist]].&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;What this List is not&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*This is &#039;&#039;&#039;not&#039;&#039;&#039; a list of &#039;&#039;demands&#039;&#039;.&lt;br /&gt;
*These are &#039;&#039;&#039;not&#039;&#039;&#039; features that &#039;&#039;are&#039;&#039; already implemented.&lt;br /&gt;
*This list does &#039;&#039;&#039;not&#039;&#039;&#039; guarantee the feature &#039;&#039;will&#039;&#039; be implemented.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Where to put your Wish&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*There are several topical lists, choose the one that fits best.&lt;br /&gt;
*Newer wishes are added to the bottom.&lt;br /&gt;
*The list was spread over several pages for a reason. &#039;&#039;Keep it that way.&#039;&#039; (Look at the history to see why.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; You wish to request a warhead-feature. That would, of course, be a Totally New Feature. However, &#039;&#039;Weapons related&#039;&#039; fits even better for something about warheads. Weapons related is on Page 5. So your wish belongs to Page 5, Weapons related, at the bottom of the list.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{quote|pd|I just want to underline that this is not a demand list but only a collection of ideas because I&#039;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).&amp;lt;br&amp;gt;&lt;br /&gt;
I will choose the easiest for me and the most useful for the community things first.&amp;lt;br&amp;gt;&lt;br /&gt;
So don&#039;t be angry if you&#039;re wish doesn&#039;t get &amp;quot;fulfilled&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
=General Bugfixes/Corrections=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*Fixing the 74-unit-bug, aka whiteboy bug&lt;br /&gt;
*Fixing of the &amp;quot;Tank Bunker only allows ground locomotor units&amp;quot; issue (it should allow hover locomotor too).&lt;br /&gt;
*Fixing of the &amp;quot;TIBMINExx is hardcoded to spawn xx entry from {{tt|[Tiberiums]}}&amp;quot; issue, preferably changing xx to an INI-controlled value&lt;br /&gt;
*Fixing of the &amp;quot;{{tt|AttachedParticleSystem&amp;amp;#61;}} nullifies {{tt|Burst&amp;amp;#61;}}&amp;quot; issue&lt;br /&gt;
*Fix various hardcoded YR bugs. See {{tt|[http://marshall.cannis.net/ump/index.htm#bugs]}} for list.&lt;br /&gt;
*Fix Carryall Logic for Hind.&lt;br /&gt;
*Fix Debris Logic/Improve it&lt;br /&gt;
*Rumor has it that {{tt|NonVehicle&amp;amp;#61;yes}} does not actually block Vehicle Hijackers, it just gives a no entry cursor and still lets them hijack...this needs fixing.&lt;br /&gt;
*{{tt|NonVehicle&amp;amp;#61;yes}} also needs to prevent the Tote action (carryall logic) from grabbing the unit too.&lt;br /&gt;
*{{tt|UseOwnName&amp;amp;#61;true}} cannot be used on a VehicleType (only InfantryTypes). Any vehicle placed inside an IFV will cause the IFV to have a name of &amp;quot;Rocket IFV&amp;quot; (or Repair/Machine Gun if IFV mode 1/2/3).&lt;br /&gt;
*Any way to optimize cloaking code or speed it up&lt;br /&gt;
*Fix VehicleThief and Thief logic (currently, you need both to get hijackers to work but the infantry can then enter refineries to no effect)&lt;br /&gt;
*Fix the PrismSupportModifier bug (if a {{tt|[General]}} section is declared on a map and a value is not defined there, the value is set to infinite or something)&lt;br /&gt;
*The use of {{tt|HoverPad&amp;amp;#61;yes}} causes an Internal Error if the AI uses a Nuke or Weather Storm. This is a pain because the {{tt|HoverPad&amp;amp;#61;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&#039;t use it because of the damned IE!&amp;lt;br&amp;gt;Not so much of a problem, see discussion.&lt;br /&gt;
*having 2 PKT files makes some maps get listed ingame twice. can you fix this?&lt;br /&gt;
*Fix adding new {{tt|[BuildingTypes]}} breaking single player campains. See this link for a better description: [http://www.cannis.net/tutorials/ra2yr_nobreak_yrmissions1/]}}&lt;br /&gt;
*Fix code so you can build all units of a BuildLimit &amp;gt;1 in a row&amp;lt;br&amp;gt;(right now, if you have {{tt|BuildLimit&amp;amp;#61;10}}, for example, you can only build 9, something else, and then the last one)&lt;br /&gt;
*The &#039;sell unit&#039; 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&#039;t want &#039;sell unit&#039; forcibly resurrected, however it would be nice if either A) Tank-Bunkered units couldn&#039;t be sold (preferred choice), or B) Tank-Bunkers&#039; walls retracted and the Bunker continued to work normally (second choice), or C) selling a &#039;broken&#039; Tank Bunker did not cause an Internal Error.&lt;br /&gt;
*HarvestersPerRefinery - Make this usable&lt;br /&gt;
*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&#039;s so annoying if your mod has something that generates neutral infantry opponents that your units and, more importantly, the AI completely ignores.&lt;br /&gt;
*fix the &amp;quot;AI doesn&#039;t deploy MCVs with new locomotors set on them&amp;quot; bug(IE hover, jumpjet, subter...)&lt;br /&gt;
*Fix the Droppod Locomoter&lt;br /&gt;
*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.&lt;br /&gt;
*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.&lt;br /&gt;
*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&#039;t look nice. Perhaps the call could be cancelled if there is no space...&lt;br /&gt;
*{{tt|WeaponXTurretLocked&amp;amp;#61;true}}  &amp;quot;bug&amp;quot; when unit turns 180 the turret may spin in the opposed direction instead of following with voxle nit’s direction.&lt;br /&gt;
*{{tt|AccelerationFactor&amp;amp;#61;0.01}}; This has a problem with voxel scales.&lt;br /&gt;
*{{tt|IsTrain&amp;amp;#61;yes}}, {{tt|MovementRestrictedTo&amp;amp;#61;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.&lt;br /&gt;
*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&#039;t actually work. my idea is to try and make them work!&lt;br /&gt;
*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)&lt;br /&gt;
*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&#039;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&lt;br /&gt;
*Code the {{tt|Hospital&amp;amp;#61;yes}} and Machine Shop tag so that owning multiple buildings does generate an undocumented cumulative effect.&lt;br /&gt;
*The game reads langmd.mix &amp;gt; 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 &#039;&#039;instead&#039;&#039; of missionsmd.pkt (de-hardcode the reference, like the {{tt|IsIFV&amp;amp;#61;}} and similar new tags do). Like {{tt|[General]}}--&amp;amp;gt;{{tt|PKTFile&amp;amp;#61;}} .&lt;br /&gt;
*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...&lt;br /&gt;
*Fix the currently unworking {{tt|CloakStop&amp;amp;#61;}} tag &lt;br /&gt;
*Fix it so that your computer doesn&#039;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.&lt;br /&gt;
*Make Fighters/Aircraft Cloakable with their own cloaking unit and can dogfight, ATA without {{tt|Jumpjet&amp;amp;#61;}} or altering the height-fongsaunder&lt;br /&gt;
*Allow aircrafts/copters to transport vehicles correctly, not by setting a ridiculous ammount of transportable units. (ex: you&#039;d have to set the Hind and the NightHawk to have alot of pips, about ten, just so one tank could fit in it) &lt;br /&gt;
*Allow rotors to work with Aircraft units (not just copters) correctly without any bug. &lt;br /&gt;
*Fix the error when having a gate that slides down (TS style) instead of opening sideways which made the gate appear OVER a unit passing on the downed gate. &lt;br /&gt;
*Fix it so that when you add a superweapon upgrade to a building that has a superweapon, it overwrites the previous superweapon, instead of just adding it as a new superweapon (perhaps make it an optional tag)&lt;br /&gt;
*Make {{tt|PrismType&amp;amp;#61;}} support more than one&lt;br /&gt;
*Bring back mine layer codes&lt;br /&gt;
*Fix voxel size units that is bigger than a tank. Eg.: Like if you have a mech or walker unit that is bigger than a 1x1 square.Wish voxel size can be user define like {{tt|VoxelSize&amp;amp;#61;2x2}},like what you can do for buildings.&lt;br /&gt;
*Enable the Robotic Centre to accept more than 1 robotic units and if it is destroyed and rebuilt,the robotic units that are more than the first one can be shaken out from their shut down mode. This should also fix a problem with mods that have Vehicle Hijackers and more than 1 type of Robot Tank.&lt;br /&gt;
*Enable a Psi-Warning animation for the intended target of any superweapon, not just the nuke and its clones.&lt;br /&gt;
*Make a unit ELITE with the armory should coast money, like EliteInfantryCoast=3000, armory is to cheaty right now&lt;br /&gt;
*Make so a [vehicletype] can spawn an othe [vehicletype]&lt;br /&gt;
*Fix the issues with the &#039;Dropship load screen&#039; and alter its logic so it is possible to specify the units to use as the &#039;DropShip&#039;, preferably any type of unit, not just aircraft.&lt;br /&gt;
*&amp;lt;s&amp;gt;Make so a unit only can built by a specefic warfactory, like BuildOnly=HTNK(on the new warfactory) This is good so big tanks can spawn on a big factory&amp;lt;/s&amp;gt; (see the [[RockPatch_talk:Wishlist#Re:_BuildOnly|talk page]])&lt;br /&gt;
*Make weapon that, when you fire a unit, you get extra hp, like ih Damage is 100, thats mean you take 100hp from them and add 100hp to you&lt;br /&gt;
*BUG: Flipping other tanks... If a tank is to heavy and cant be flipped, the heavy tank get permanetly emp and the tank with flipper weapon cant flipp other unit the heavy tank is dead(not rp bug)&lt;br /&gt;
*Fix so AI dont build more unit than the buildlimit&lt;br /&gt;
*make the tunnel system works(like generals that GLA uses)&lt;br /&gt;
*In game,when you press esc, there should be a OPTIONS button there&lt;br /&gt;
*Make a magnetic push weapon yhat pushes other vehicles away&lt;br /&gt;
*Subterrainean units that have occupants that can fire out of the unit like the Battle Fortress can fire at targets even when traveling underground.&lt;br /&gt;
*Repair bugs with DropShip load out screen and change cameo highlight to size of RA2 icons.&lt;br /&gt;
*Fix the dam hardcoded stolentech&lt;br /&gt;
*Make so Cyborg=yes can get EMP and is allowed to iron curtian protection and also make the make so iron curtians warhead is in rules.ini&lt;br /&gt;
*Give Aircraft the ability to fire at other aircraft. And if they already can, how?&lt;br /&gt;
*Enable the Auto-Deploy logic to work with human players. Currently it only works with the AI, human-controlled units are unable to use Auto-Deploy. This was apparantly either unfinished or desupported according to the ini files.&lt;br /&gt;
&lt;br /&gt;
==Done==&lt;br /&gt;
*Breaking of the 100-unit-limit&lt;/div&gt;</summary>
		<author><name>62.254.32.23</name></author>
	</entry>
</feed>