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	<id>https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=69.81.181.116</id>
	<title>ModEnc² - User contributions [en]</title>
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	<updated>2026-04-18T23:51:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=ModEnc%C2%B2:Community_Portal&amp;diff=27544</id>
		<title>ModEnc²:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=ModEnc%C2%B2:Community_Portal&amp;diff=27544"/>
		<updated>2006-08-04T17:57:51Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;It was suggested to give these lists an alphabetical order; please post pros/cons on the discussion page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page provides links to pages in the community; feel free to add your link to the bottom of the appropriate list. (Remember that this works on a &#039;&#039;first-come-first-served&#039;&#039; basis. Add your link to the &#039;&#039;bottom&#039;&#039; of the list.)&lt;br /&gt;
&lt;br /&gt;
=== Mods ===&lt;br /&gt;
* [http://www.deezire.net DeeZire]&lt;br /&gt;
* [Eagle Red] (Mod shut down, site not available)&lt;br /&gt;
* [http://www.cannis.net/cannisrules CannisRules: Balance of Power]&lt;br /&gt;
* [http://mooman.cannis.net MooMan&#039;s Rules/YR²]&lt;br /&gt;
* [http://marshall.cannis.net/ump YR Unofficial 1.002 Mini-Patch]&lt;br /&gt;
* [http://convergence-mod.net/ar2/ AR2 (formerly Allies Revenge 2)]&lt;br /&gt;
* [http://www.destructionmod.com Total Destruction]&lt;br /&gt;
* [http://marshall.cannis.net/purple Purple Alert]&lt;br /&gt;
* [http://tx.cannis.net Terrain Expansion project for Yuri&#039;s Revenge]&lt;br /&gt;
* [http://mo.cncguild.net Mental Omega]&lt;br /&gt;
* [http://exile.freedomstudios.net/cnc-exile C&amp;amp;C Exile]&lt;br /&gt;
* [http://www.xaeonmod.tk Xaeon Mod]&lt;br /&gt;
* [http://project.cannis.net The Project]&lt;br /&gt;
* [http://wbr.strategy-x.com Whiteboy&#039;s Rules]  ([http://www.angelfire.com/ultra/whiteboysrules old site])&lt;br /&gt;
* [http://august.cannis.net Retaliation] &lt;br /&gt;
* [http://www.prera2.net PreRA2]&lt;br /&gt;
* [http://www.tiberiumsun.com/tsr Tiberian Sun Retro]&lt;br /&gt;
* [http://www.tiberiumsun.com/tstw Tiberian Sun : Total War]&lt;br /&gt;
* [http://exile.freedomstudios.net/ragen YR: Zero Hour]&lt;br /&gt;
* [http://thirdwar.cncguild.net The Third War]&lt;br /&gt;
&lt;br /&gt;
=== Tutorials/[[Tools]] ===&lt;br /&gt;
* [http://dc.strategy-x.com DCoder&#039;s RedUtils]&lt;br /&gt;
* [http://www.ppmsite.com Project Perfect Mod]&lt;br /&gt;
* [http://marshall.cannis.net/yrpm YR Playlist Modifier]&lt;br /&gt;
* [http://marshall.cannis.net/cleanup RA2YR Clean Up]&lt;br /&gt;
* [http://xccu.sourceforge.net XCC Utilities]&lt;br /&gt;
* [http://exile.freedomstudios.net RA2 Awesome]&lt;br /&gt;
* [http://finalsun.wagnerma.de Final Alert map editor]&lt;br /&gt;
* [http://ra2faq.savagewar.co.uk Kravvitz&#039; FAQ Page] &lt;br /&gt;
* [http://rtb.strategy-x.com The Rock Patch]&lt;br /&gt;
* Acid Vat&#039;s [http://www.acidvat.com/?view=remotetutorials&amp;amp;game=7 Generals], [http://www.acidvat.com/?view=remotetutorials&amp;amp;game=4 Red Alert 2] &amp;amp; [http://www.acidvat.com/?view=remotetutorials&amp;amp;game=3 Tiberian Sun] tutorial lists&lt;br /&gt;
&lt;br /&gt;
=== General Sites ===&lt;br /&gt;
* [http://www.cncgames.com RADEN]&lt;br /&gt;
* [http://www.cncden.com CNCDEN]&lt;br /&gt;
* [http://www.planetcnc.com Planet CnC]&lt;br /&gt;
* [http://www.cnc-files.com CnC Files]&lt;br /&gt;
* [http://www.sleipnirstuff.com Sleipnir&#039;s Stuff] &lt;br /&gt;
* [http://www.tiberiumsun.com TumSun] &lt;br /&gt;
&lt;br /&gt;
=== Networks ===&lt;br /&gt;
* [http://www.cannis.net Cannis Games Editing Network]&lt;br /&gt;
* [http://www.ppmsite.com Project Perfect Mod]&lt;br /&gt;
* [http://www.revora.net Revora]&lt;br /&gt;
* [http://www.savagewar.co.uk Savage War]&lt;br /&gt;
* [http://www.renegadeprojects.com Renegade]&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=ModEnc%C2%B2:Community_Portal&amp;diff=27454</id>
		<title>ModEnc²:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=ModEnc%C2%B2:Community_Portal&amp;diff=27454"/>
		<updated>2006-08-04T17:57:51Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;It was suggested to give these lists an alphabetical order; please post pros/cons on the discussion page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page provides links to pages in the community; feel free to add your link to the bottom of the appropriate list. (Remember that this works on a &#039;&#039;first-come-first-served&#039;&#039; basis. Add your link to the &#039;&#039;bottom&#039;&#039; of the list.)&lt;br /&gt;
&lt;br /&gt;
=== Mods ===&lt;br /&gt;
* [http://www.deezire.net DeeZire]&lt;br /&gt;
* [Eagle Red] (Mod shut down, site not available)&lt;br /&gt;
* [http://www.cannis.net/cannisrules CannisRules: Balance of Power]&lt;br /&gt;
* [http://mooman.cannis.net MooMan&#039;s Rules/YR²]&lt;br /&gt;
* [http://marshall.cannis.net/ump YR Unofficial 1.002 Mini-Patch]&lt;br /&gt;
* [http://convergence-mod.net/ar2/ AR2 (formerly Allies Revenge 2)]&lt;br /&gt;
* [http://www.destructionmod.com Total Destruction]&lt;br /&gt;
* [http://marshall.cannis.net/purple Purple Alert]&lt;br /&gt;
* [http://tx.cannis.net Terrain Expansion project for Yuri&#039;s Revenge]&lt;br /&gt;
* [http://mo.cncguild.net Mental Omega]&lt;br /&gt;
* [http://exile.freedomstudios.net/cnc-exile C&amp;amp;C Exile]&lt;br /&gt;
* [http://www.xaeonmod.tk Xaeon Mod]&lt;br /&gt;
* [http://project.cannis.net The Project]&lt;br /&gt;
* [http://wbr.strategy-x.com Whiteboy&#039;s Rules]  ([http://www.angelfire.com/ultra/whiteboysrules old site])&lt;br /&gt;
* [http://august.cannis.net Retaliation] &lt;br /&gt;
* [http://www.prera2.net PreRA2]&lt;br /&gt;
* [http://www.tiberiumsun.com/tsr Tiberian Sun Retro]&lt;br /&gt;
* [http://www.tiberiumsun.com/tstw Tiberian Sun : Total War]&lt;br /&gt;
* [http://exile.freedomstudios.net/ragen YR: Zero Hour]&lt;br /&gt;
* [http://thirdwar.cncguild.net The Third War]&lt;br /&gt;
&lt;br /&gt;
=== Tutorials/[[Tools]] ===&lt;br /&gt;
* [http://dc.strategy-x.com DCoder&#039;s RedUtils]&lt;br /&gt;
* [http://www.ppmsite.com Project Perfect Mod]&lt;br /&gt;
* [http://marshall.cannis.net/yrpm YR Playlist Modifier]&lt;br /&gt;
* [http://marshall.cannis.net/cleanup RA2YR Clean Up]&lt;br /&gt;
* [http://xccu.sourceforge.net XCC Utilities]&lt;br /&gt;
* [http://exile.freedomstudios.net RA2 Awesome]&lt;br /&gt;
* [http://finalsun.wagnerma.de Final Alert map editor]&lt;br /&gt;
* [http://ra2faq.savagewar.co.uk Kravvitz&#039; FAQ Page] &lt;br /&gt;
* [http://rtb.strategy-x.com The Rock Patch]&lt;br /&gt;
* Acid Vat&#039;s [http://www.acidvat.com/?view=remotetutorials&amp;amp;game=7 Generals], [http://www.acidvat.com/?view=remotetutorials&amp;amp;game=4 Red Alert 2] &amp;amp; [http://www.acidvat.com/?view=remotetutorials&amp;amp;game=3 Tiberian Sun] tutorial lists&lt;br /&gt;
&lt;br /&gt;
=== General Sites ===&lt;br /&gt;
* [http://www.cncgames.com RADEN]&lt;br /&gt;
* [http://www.cncden.com CNCDEN]&lt;br /&gt;
* [http://www.planetcnc.com Planet CnC]&lt;br /&gt;
* [http://www.cnc-files.com CnC Files]&lt;br /&gt;
* [http://www.sleipnirstuff.com Sleipnir&#039;s Stuff] &lt;br /&gt;
* [http://www.tiberiumsun.com TumSun] &lt;br /&gt;
&lt;br /&gt;
=== Networks ===&lt;br /&gt;
* [http://www.cannis.net Cannis Games Editing Network]&lt;br /&gt;
* [http://www.ppmsite.com Project Perfect Mod]&lt;br /&gt;
* [http://www.revora.net Revora]&lt;br /&gt;
* [http://www.savagewar.co.uk Savage War]&lt;br /&gt;
* [http://www.renegadeprojects.com Renegade]&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_4&amp;diff=15598</id>
		<title>Legacy RockPatch Wishlist/Page 4</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_4&amp;diff=15598"/>
		<updated>2006-08-04T17:52:36Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Totally new Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Totally new Features=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*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.&lt;br /&gt;
*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 &#039;Short Game&#039; bug.&lt;br /&gt;
*5th Faction Please.&lt;br /&gt;
*Add a new [DogType] with Factory=DogType, AI Links and everything needed for the new UnitType.&lt;br /&gt;
*a couple of extra multiple prerequisite listings, like &amp;quot;PrerequisitePower=&amp;quot;, 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.)&lt;br /&gt;
*Make SuperWeapons side specific with the tags OwnableBy= and CannotBeOwnedBy=. You play as Yuri and you have your paradrop and you get a Soviet paradrop then you can&#039;t use it&lt;br /&gt;
*Make a kind of &amp;quot;spy tank&amp;quot; which makes vehicles able to act like infantry spies - just that they&#039;re vehicles [pd]&lt;br /&gt;
*All units can specify how high up they want to fly at if they fly &lt;br /&gt;
*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?)&lt;br /&gt;
*Enable SecretAircraft= logic in Secret Lab, so country aircrafts can be available by this tech structure (when all sides own an airfield building)&lt;br /&gt;
*Enable multiplier stuff from countries to be accessable through buildings&lt;br /&gt;
*Unit upgrades (basing on some unused EVA in RA2/YR, with Unit Upgraded)&lt;br /&gt;
*Paradropping Pilots from Aircrafts that has Its veterancy of the Aircraft (Like in Generals)&lt;br /&gt;
*Thief Logic&lt;br /&gt;
*A new Slave miner type that when its destroyed the infantry miners will be offline (a drone miner)&lt;br /&gt;
*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.&lt;br /&gt;
*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=.&lt;br /&gt;
*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)&lt;br /&gt;
*Create secondary Psychic Reveal with new &#039;ready&#039; and &#039;activate&#039; sound (ex. for Allied Spy Sat SW)&lt;br /&gt;
*if possible make unit sight depend on light and darkness (light and darkness of AlphaLightPost)&lt;br /&gt;
*The Refinery uses a combination of ActiveAnims and SpecialAnims to display its various ore-depositing animations. The Grinder also uses ActiveAnims and SpecialAnims to display its 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 &amp;quot;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.&lt;br /&gt;
*add support for multiple turrets (e.g. Battleship with 4 correctly working turrets)&lt;br /&gt;
*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)&lt;br /&gt;
:(See response on Discussion Page)&lt;br /&gt;
*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...])&lt;br /&gt;
*dynamic campaigns like in Emperor&lt;br /&gt;
*Adding totally new theaters&lt;br /&gt;
*New tile terrain types for tiles like marsh/quick sand and infantry only.&lt;br /&gt;
*[TurretLockOnUnit] for the maps telling a unit to always point the turret at the unit.  This will allow articulated units to be made.&lt;br /&gt;
*[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.&lt;br /&gt;
*[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.&lt;br /&gt;
*[DontTurrnAround] only allows a unit to turn up to 90 before move to next cell. This will allow articulated units to be made.&lt;br /&gt;
*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 &amp;amp; voxel and terrain tile will take some time. Also the shp building would need to be rebuild but the modder community would do that.&lt;br /&gt;
*Extra Random choices on the countries list, one for each side, so if you select it you get a random country from that side. &#039;&#039;(edited (generalized) by pd)&#039;&#039;&lt;br /&gt;
*RA1 Helicarrier logic&lt;br /&gt;
*RA1 Chrono Tank logic (worked in RA2)&lt;br /&gt;
*Introduce the SoundOnChronoTransport= to let the modder specify a different sound (from the default), if the Chrono Tank move&lt;br /&gt;
*EliteInfantry=, EliteUnits=, EliteAircraft= to go with the VeteranInfantry=,etc under house declarations&lt;br /&gt;
*Make some tag like &amp;quot;UnitToGuard=&amp;quot; to make the unit that have this tag to enter the &amp;quot;Guard&amp;quot; condition at the unit specified by this tag when the specified unit is on its &amp;quot;GuardRange&amp;quot; (&amp;quot;Guard&amp;quot; condition on unit and the &amp;quot;GuardRange&amp;quot; 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)&lt;br /&gt;
*Allow fully-customizable 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)&lt;br /&gt;
*Allow more than one superweapon per building (SuperWeapon=DominatorSpecial,ChronoSpecial...; this way)&lt;br /&gt;
*A tag named &amp;quot;WaterDeploysInto=&amp;quot; that specifies the building that that unit will deploy into over water, seperate from &amp;quot;DeploysInto=&amp;quot; &#039;&#039;Comment: This is already possible. Simply add WaterBound=yes to the structure that the unit deploys into. [Vinifera7]&#039;&#039;&lt;br /&gt;
*Add a checkbox (the thing that looks like a radio button) to the Multiplayer/skirmish GUI that works in the same way as the &amp;quot;Super Weapons&amp;quot; checkbox. Instead of affecting DisableableFromShell=, it affects DisableableFromShell2=. That way, we can modify the minor superweapons to use DisableableFromShell2= instead of DisableableFromShell= and have independent control of major/minor superweapons. If the checkbox would have to be forced upon the user even if a mod did not want to use it, then the string label would have to be set to &amp;quot;This button does nothing.&amp;quot;&lt;br /&gt;
*Allow DisableableFromShell= (and DisableableFromShell2=, if implemented) to be used on units as well as super weapons, so that you can turn more powerful units on/off from the gui.&lt;br /&gt;
*Possibility to link a SuperWeapon (ex. Chrono Reinforcements) to a structure, in order that, when the charge time is past, the weapon is auto-fired. This could be useful to let the allies to have a structure that function with a barrack logic, cast an animation when the Chrono Reinforcement is used, and then, the infantry/vehicle come out from the building&lt;br /&gt;
*Implement IsVeteranTrainer= as option, to permit a structure, like a particular Armory, to reduce the VeteranRatio required, to promote the units (with an influence logic like FactoryPlant= and InfantryCostBonus=). Divide this element in 3 options: one for infantry, one for vehicle and one for aircraft&lt;br /&gt;
*Add the GLA Tunnel Logic for structure, in order to let the Infantry and Vehicles use this feature (like C&amp;amp;C Generals)&lt;br /&gt;
*Stoic= tag, applied to individual units, that hinders non-player controlled units (or also player controlled units if PlayerScatter=yes) from automatically scattering when taking damage. [Vinifera7]&lt;br /&gt;
*Additional logic for the Psychic Reveal that detects cloaked units for a limited amount of time within the revealing radius. [Vinifera7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*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). &#039;&#039;Comment: Why not make the game PNG- and 3DS-compatible as well? no, seriously, we better stick to ONE map format which works out superb, or does a 100KB map file hurt so bad? [- pd]&#039;&#039;&lt;br /&gt;
*C&amp;amp;C Tiberium Dawn like LST logic. &#039;&#039;Comment: WHAT? more information please... [- pd]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_4&amp;diff=15597</id>
		<title>Legacy RockPatch Wishlist/Page 4</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_4&amp;diff=15597"/>
		<updated>2006-08-04T17:48:54Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Totally new Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Totally new Features=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*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.&lt;br /&gt;
*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 &#039;Short Game&#039; bug.&lt;br /&gt;
*5th Faction Please.&lt;br /&gt;
*Add a new [DogType] with Factory=DogType, AI Links and everything needed for the new UnitType.&lt;br /&gt;
*a couple of extra multiple prerequisite listings, like &amp;quot;PrerequisitePower=&amp;quot;, 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.)&lt;br /&gt;
*Make SuperWeapons side specific with the tags OwnableBy= and CannotBeOwnedBy=. You play as Yuri and you have your paradrop and you get a Soviet paradrop then you can&#039;t use it&lt;br /&gt;
*Make a kind of &amp;quot;spy tank&amp;quot; which makes vehicles able to act like infantry spies - just that they&#039;re vehicles [pd]&lt;br /&gt;
*All units can specify how high up they want to fly at if they fly &lt;br /&gt;
*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?)&lt;br /&gt;
*Enable SecretAircraft= logic in Secret Lab, so country aircrafts can be available by this tech structure (when all sides own an airfield building)&lt;br /&gt;
*Enable multiplier stuff from countries to be accessable through buildings&lt;br /&gt;
*Unit upgrades (basing on some unused EVA in RA2/YR, with Unit Upgraded)&lt;br /&gt;
*Paradropping Pilots from Aircrafts that has Its veterancy of the Aircraft (Like in Generals)&lt;br /&gt;
*Thief Logic&lt;br /&gt;
*A new Slave miner type that when its destroyed the infantry miners will be offline (a drone miner)&lt;br /&gt;
*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.&lt;br /&gt;
*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=.&lt;br /&gt;
*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)&lt;br /&gt;
*Create secondary Psychic Reveal with new &#039;ready&#039; and &#039;activate&#039; sound (ex. for Allied Spy Sat SW)&lt;br /&gt;
*if possible make unit sight depend on light and darkness (light and darkness of AlphaLightPost)&lt;br /&gt;
*The Refinery uses a combination of ActiveAnims and SpecialAnims to display its various ore-depositing animations. The Grinder also uses ActiveAnims and SpecialAnims to display its 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 &amp;quot;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.&lt;br /&gt;
*add support for multiple turrets (e.g. Battleship with 4 correctly working turrets)&lt;br /&gt;
*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)&lt;br /&gt;
:(See response on Discussion Page)&lt;br /&gt;
*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...])&lt;br /&gt;
*dynamic campaigns like in Emperor&lt;br /&gt;
*Adding totally new theaters&lt;br /&gt;
*New tile terrain types for tiles like marsh/quick sand and infantry only.&lt;br /&gt;
*[TurretLockOnUnit] for the maps telling a unit to always point the turret at the unit.  This will allow articulated units to be made.&lt;br /&gt;
*[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.&lt;br /&gt;
*[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.&lt;br /&gt;
*[DontTurrnAround] only allows a unit to turn up to 90 before move to next cell. This will allow articulated units to be made.&lt;br /&gt;
*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 &amp;amp; voxel and terrain tile will take some time. Also the shp building would need to be rebuild but the modder community would do that.&lt;br /&gt;
*Extra Random choices on the countries list, one for each side, so if you select it you get a random country from that side. &#039;&#039;(edited (generalized) by pd)&#039;&#039;&lt;br /&gt;
*RA1 Helicarrier logic&lt;br /&gt;
*RA1 Chrono Tank logic (worked in RA2)&lt;br /&gt;
*Introduce the SoundOnChronoTransport= to let the modder specify a different sound (from the default), if the Chrono Tank move&lt;br /&gt;
*EliteInfantry=, EliteUnits=, EliteAircraft= to go with the VeteranInfantry=,etc under house declarations&lt;br /&gt;
*Make some tag like &amp;quot;UnitToGuard=&amp;quot; to make the unit that have this tag to enter the &amp;quot;Guard&amp;quot; condition at the unit specified by this tag when the specified unit is on its &amp;quot;GuardRange&amp;quot; (&amp;quot;Guard&amp;quot; condition on unit and the &amp;quot;GuardRange&amp;quot; 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)&lt;br /&gt;
*Allow fully-customizable 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)&lt;br /&gt;
*Allow more than one superweapon per building (SuperWeapon=DominatorSpecial,ChronoSpecial...; this way)&lt;br /&gt;
*A tag named &amp;quot;WaterDeploysInto=&amp;quot; that specifies the building that that unit will deploy into over water, seperate from &amp;quot;DeploysInto=&amp;quot; &#039;&#039;Comment: This is already possible. Simply add WaterBound=yes to the structure that the unit deploys into. [Vinifera7]&#039;&#039;&lt;br /&gt;
*Add a checkbox (the thing that looks like a radio button) to the Multiplayer/skirmish GUI that works in the same way as the &amp;quot;Super Weapons&amp;quot; checkbox. Instead of affecting DisableableFromShell=, it affects DisableableFromShell2=. That way, we can modify the minor superweapons to use DisableableFromShell2= instead of DisableableFromShell= and have independent control of major/minor superweapons. If the checkbox would have to be forced upon the user even if a mod did not want to use it, then the string label would have to be set to &amp;quot;This button does nothing.&amp;quot;&lt;br /&gt;
*Allow DisableableFromShell= (and DisableableFromShell2=, if implemented) to be used on units as well as super weapons, so that you can turn more powerful units on/off from the gui.&lt;br /&gt;
*Possibility to link a SuperWeapon (ex. Chrono Reinforcements) to a structure, in order that, when the charge time is past, the weapon is auto-fired. This could be useful to let the allies to have a structure that function with a barrack logic, cast an animation when the Chrono Reinforcement is used, and then, the infantry/vehicle come out from the building&lt;br /&gt;
*Implement IsVeteranTrainer= as option, to permit a structure, like a particular Armory, to reduce the VeteranRatio required, to promote the units (with an influence logic like FactoryPlant= and InfantryCostBonus=). Divide this element in 3 options: one for infantry, one for vehicle and one for aircraft&lt;br /&gt;
*Add the GLA Tunnel Logic for structure, in order to let the Infantry and Vehicles use this feature (like C&amp;amp;C Generals)&lt;br /&gt;
*Stoic= tag, applied to individual units, that hinders non-player controlled units (or also player controlled units if PlayerScatter=yes) from automatically scattering when taking damage. [Vinifera7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*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). &#039;&#039;Comment: Why not make the game PNG- and 3DS-compatible as well? no, seriously, we better stick to ONE map format which works out superb, or does a 100KB map file hurt so bad? [- pd]&#039;&#039;&lt;br /&gt;
*C&amp;amp;C Tiberium Dawn like LST logic. &#039;&#039;Comment: WHAT? more information please... [- pd]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_4&amp;diff=15596</id>
		<title>Legacy RockPatch Wishlist/Page 4</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_4&amp;diff=15596"/>
		<updated>2006-08-04T17:47:56Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Totally new Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Totally new Features=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*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.&lt;br /&gt;
*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 &#039;Short Game&#039; bug.&lt;br /&gt;
*5th Faction Please.&lt;br /&gt;
*Add a new [DogType] with Factory=DogType, AI Links and everything needed for the new UnitType.&lt;br /&gt;
*a couple of extra multiple prerequisite listings, like &amp;quot;PrerequisitePower=&amp;quot;, 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.)&lt;br /&gt;
*Make SuperWeapons side specific with the tags OwnableBy= and CannotBeOwnedBy=. You play as Yuri and you have your paradrop and you get a Soviet paradrop then you can&#039;t use it&lt;br /&gt;
*Make a kind of &amp;quot;spy tank&amp;quot; which makes vehicles able to act like infantry spies - just that they&#039;re vehicles [pd]&lt;br /&gt;
*All units can specify how high up they want to fly at if they fly &lt;br /&gt;
*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?)&lt;br /&gt;
*Enable SecretAircraft= logic in Secret Lab, so country aircrafts can be available by this tech structure (when all sides own an airfield building)&lt;br /&gt;
*Enable multiplier stuff from countries to be accessable through buildings&lt;br /&gt;
*Unit upgrades (basing on some unused EVA in RA2/YR, with Unit Upgraded)&lt;br /&gt;
*Paradropping Pilots from Aircrafts that has Its veterancy of the Aircraft (Like in Generals)&lt;br /&gt;
*Thief Logic&lt;br /&gt;
*A new Slave miner type that when its destroyed the infantry miners will be offline (a drone miner)&lt;br /&gt;
*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.&lt;br /&gt;
*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=.&lt;br /&gt;
*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)&lt;br /&gt;
*Create secondary Psychic Reveal with new &#039;ready&#039; and &#039;activate&#039; sound (ex. for Allied Spy Sat SW)&lt;br /&gt;
*if possible make unit sight depend on light and darkness (light and darkness of AlphaLightPost)&lt;br /&gt;
*The Refinery uses a combination of ActiveAnims and SpecialAnims to display its various ore-depositing animations. The Grinder also uses ActiveAnims and SpecialAnims to display its 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 &amp;quot;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.&lt;br /&gt;
*add support for multiple turrets (e.g. Battleship with 4 correctly working turrets)&lt;br /&gt;
*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)&lt;br /&gt;
:(See response on Discussion Page)&lt;br /&gt;
*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...])&lt;br /&gt;
*dynamic campaigns like in Emperor&lt;br /&gt;
*Adding totally new theaters&lt;br /&gt;
*New tile terrain types for tiles like marsh/quick sand and infantry only.&lt;br /&gt;
*[TurretLockOnUnit] for the maps telling a unit to always point the turret at the unit.  This will allow articulated units to be made.&lt;br /&gt;
*[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.&lt;br /&gt;
*[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.&lt;br /&gt;
*[DontTurrnAround] only allows a unit to turn up to 90 before move to next cell. This will allow articulated units to be made.&lt;br /&gt;
*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 &amp;amp; voxel and terrain tile will take some time. Also the shp building would need to be rebuild but the modder community would do that.&lt;br /&gt;
*Extra Random choices on the countries list, one for each side, so if you select it you get a random country from that side. &#039;&#039;(edited (generalized) by pd)&#039;&#039;&lt;br /&gt;
*RA1 Helicarrier logic&lt;br /&gt;
*RA1 Chrono Tank logic (worked in RA2)&lt;br /&gt;
*Introduce the SoundOnChronoTransport= to let the modder specify a different sound (from the default), if the Chrono Tank move&lt;br /&gt;
*EliteInfantry=, EliteUnits=, EliteAircraft= to go with the VeteranInfantry=,etc under house declarations&lt;br /&gt;
*Make some tag like &amp;quot;UnitToGuard=&amp;quot; to make the unit that have this tag to enter the &amp;quot;Guard&amp;quot; condition at the unit specified by this tag when the specified unit is on its &amp;quot;GuardRange&amp;quot; (&amp;quot;Guard&amp;quot; condition on unit and the &amp;quot;GuardRange&amp;quot; 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)&lt;br /&gt;
*Allow fully-customizable 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)&lt;br /&gt;
*Allow more than one superweapon per building (SuperWeapon=DominatorSpecial,ChronoSpecial...; this way)&lt;br /&gt;
*A tag named &amp;quot;WaterDeploysInto=&amp;quot; that specifies the building that that unit will deploy into over water, seperate from &amp;quot;DeploysInto=&amp;quot; &#039;&#039;Comment: This is already possible. Simply add WaterBound=yes to the structure that the unit deploys into. [Vinifera7]&#039;&#039;&lt;br /&gt;
*Add a checkbox (the thing that looks like a radio button) to the Multiplayer/skirmish GUI that works in the same way as the &amp;quot;Super Weapons&amp;quot; checkbox. Instead of affecting DisableableFromShell=, it affects DisableableFromShell2=. That way, we can modify the minor superweapons to use DisableableFromShell2= instead of DisableableFromShell= and have independent control of major/minor superweapons. If the checkbox would have to be forced upon the user even if a mod did not want to use it, then the string label would have to be set to &amp;quot;This button does nothing.&amp;quot;&lt;br /&gt;
*Allow DisableableFromShell= (and DisableableFromShell2=, if implemented) to be used on units as well as super weapons, so that you can turn more powerful units on/off from the gui.&lt;br /&gt;
*Possibility to link a SuperWeapon (ex. Chrono Reinforcements) to a structure, in order that, when the charge time is past, the weapon is auto-fired. This could be useful to let the allies to have a structure that function with a barrack logic, cast an animation when the Chrono Reinforcement is used, and then, the infantry/vehicle come out from the building&lt;br /&gt;
*Implement IsVeteranTrainer= as option, to permit a structure, like a particular Armory, to reduce the VeteranRatio required, to promote the units (with an influence logic like FactoryPlant= and InfantryCostBonus=). Divide this element in 3 options: one for infantry, one for vehicle and one for aircraft&lt;br /&gt;
*Add the GLA Tunnel Logic for structure, in order to let the Infantry and Vehicles use this feature (like C&amp;amp;C Generals)&lt;br /&gt;
*Stoic= tag that hinders non-player controlled units (or also player controlled units if PlayerScatter=yes) from automatically scattering when taking damage. [Vinifera7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*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). &#039;&#039;Comment: Why not make the game PNG- and 3DS-compatible as well? no, seriously, we better stick to ONE map format which works out superb, or does a 100KB map file hurt so bad? [- pd]&#039;&#039;&lt;br /&gt;
*C&amp;amp;C Tiberium Dawn like LST logic. &#039;&#039;Comment: WHAT? more information please... [- pd]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist&amp;diff=15371</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=15371"/>
		<updated>2006-08-04T17:43:36Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* General Bugfixes/Corrections */&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; style=&amp;quot;border: 1px solid #aaaaaa; background:#e5e5e5; border-spacing: 5px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Introduction&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; background:#F0F0F0; padding: 5px; vertical-align: top;&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; style=&amp;quot;border: 1px solid #aaaaaa; background:#F0F0F0; padding: 5px; vertical-align: top;&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; style=&amp;quot;border: 1px solid #aaaaaa; background:#F0F0F0; padding: 5px; vertical-align: top;&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. [Vinifera7]&lt;br /&gt;
&lt;br /&gt;
==Done==&lt;br /&gt;
*Breaking of the 100-unit-limit&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_4&amp;diff=15595</id>
		<title>Legacy RockPatch Wishlist/Page 4</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_4&amp;diff=15595"/>
		<updated>2006-08-04T17:40:41Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Totally new Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Totally new Features=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*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.&lt;br /&gt;
*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 &#039;Short Game&#039; bug.&lt;br /&gt;
*5th Faction Please.&lt;br /&gt;
*Add a new [DogType] with Factory=DogType, AI Links and everything needed for the new UnitType.&lt;br /&gt;
*a couple of extra multiple prerequisite listings, like &amp;quot;PrerequisitePower=&amp;quot;, 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.)&lt;br /&gt;
*Make SuperWeapons side specific with the tags OwnableBy= and CannotBeOwnedBy=. You play as Yuri and you have your paradrop and you get a Soviet paradrop then you can&#039;t use it&lt;br /&gt;
*Make a kind of &amp;quot;spy tank&amp;quot; which makes vehicles able to act like infantry spies - just that they&#039;re vehicles [pd]&lt;br /&gt;
*All units can specify how high up they want to fly at if they fly &lt;br /&gt;
*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?)&lt;br /&gt;
*Enable SecretAircraft= logic in Secret Lab, so country aircrafts can be available by this tech structure (when all sides own an airfield building)&lt;br /&gt;
*Enable multiplier stuff from countries to be accessable through buildings&lt;br /&gt;
*Unit upgrades (basing on some unused EVA in RA2/YR, with Unit Upgraded)&lt;br /&gt;
*Paradropping Pilots from Aircrafts that has Its veterancy of the Aircraft (Like in Generals)&lt;br /&gt;
*Thief Logic&lt;br /&gt;
*A new Slave miner type that when its destroyed the infantry miners will be offline (a drone miner)&lt;br /&gt;
*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.&lt;br /&gt;
*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=.&lt;br /&gt;
*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)&lt;br /&gt;
*Create secondary Psychic Reveal with new &#039;ready&#039; and &#039;activate&#039; sound (ex. for Allied Spy Sat SW)&lt;br /&gt;
*if possible make unit sight depend on light and darkness (light and darkness of AlphaLightPost)&lt;br /&gt;
*The Refinery uses a combination of ActiveAnims and SpecialAnims to display its various ore-depositing animations. The Grinder also uses ActiveAnims and SpecialAnims to display its 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 &amp;quot;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.&lt;br /&gt;
*add support for multiple turrets (e.g. Battleship with 4 correctly working turrets)&lt;br /&gt;
*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)&lt;br /&gt;
:(See response on Discussion Page)&lt;br /&gt;
*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...])&lt;br /&gt;
*dynamic campaigns like in Emperor&lt;br /&gt;
*Adding totally new theaters&lt;br /&gt;
*New tile terrain types for tiles like marsh/quick sand and infantry only.&lt;br /&gt;
*[TurretLockOnUnit] for the maps telling a unit to always point the turret at the unit.  This will allow articulated units to be made.&lt;br /&gt;
*[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.&lt;br /&gt;
*[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.&lt;br /&gt;
*[DontTurrnAround] only allows a unit to turn up to 90 before move to next cell. This will allow articulated units to be made.&lt;br /&gt;
*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 &amp;amp; voxel and terrain tile will take some time. Also the shp building would need to be rebuild but the modder community would do that.&lt;br /&gt;
*Extra Random choices on the countries list, one for each side, so if you select it you get a random country from that side. &#039;&#039;(edited (generalized) by pd)&#039;&#039;&lt;br /&gt;
*RA1 Helicarrier logic&lt;br /&gt;
*RA1 Chrono Tank logic (worked in RA2)&lt;br /&gt;
*Introduce the SoundOnChronoTransport= to let the modder specify a different sound (from the default), if the Chrono Tank move&lt;br /&gt;
*EliteInfantry=, EliteUnits=, EliteAircraft= to go with the VeteranInfantry=,etc under house declarations&lt;br /&gt;
*Make some tag like &amp;quot;UnitToGuard=&amp;quot; to make the unit that have this tag to enter the &amp;quot;Guard&amp;quot; condition at the unit specified by this tag when the specified unit is on its &amp;quot;GuardRange&amp;quot; (&amp;quot;Guard&amp;quot; condition on unit and the &amp;quot;GuardRange&amp;quot; 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)&lt;br /&gt;
*Allow fully-customizable 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)&lt;br /&gt;
*Allow more than one superweapon per building (SuperWeapon=DominatorSpecial,ChronoSpecial...; this way)&lt;br /&gt;
*A tag named &amp;quot;WaterDeploysInto=&amp;quot; that specifies the building that that unit will deploy into over water, seperate from &amp;quot;DeploysInto=&amp;quot; &#039;&#039;Comment: This is already possible. Simply add WaterBound=yes to the structure that the unit deploys into. [Vinifera7]&#039;&#039;&lt;br /&gt;
*Add a checkbox (the thing that looks like a radio button) to the Multiplayer/skirmish GUI that works in the same way as the &amp;quot;Super Weapons&amp;quot; checkbox. Instead of affecting DisableableFromShell=, it affects DisableableFromShell2=. That way, we can modify the minor superweapons to use DisableableFromShell2= instead of DisableableFromShell= and have independent control of major/minor superweapons. If the checkbox would have to be forced upon the user even if a mod did not want to use it, then the string label would have to be set to &amp;quot;This button does nothing.&amp;quot;&lt;br /&gt;
*Allow DisableableFromShell= (and DisableableFromShell2=, if implemented) to be used on units as well as super weapons, so that you can turn more powerful units on/off from the gui.&lt;br /&gt;
*Possibility to link a SuperWeapon (ex. Chrono Reinforcements) to a structure, in order that, when the charge time is past, the weapon is auto-fired. This could be useful to let the allies to have a structure that function with a barrack logic, cast an animation when the Chrono Reinforcement is used, and then, the infantry/vehicle come out from the building&lt;br /&gt;
*Implement IsVeteranTrainer= as option, to permit a structure, like a particular Armory, to reduce the VeteranRatio required, to promote the units (with an influence logic like FactoryPlant= and InfantryCostBonus=). Divide this element in 3 options: one for infantry, one for vehicle and one for aircraft&lt;br /&gt;
*Add the GLA Tunnel Logic for structure, in order to let the Infantry and Vehicles use this feature (like C&amp;amp;C Generals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*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). &#039;&#039;Comment: Why not make the game PNG- and 3DS-compatible as well? no, seriously, we better stick to ONE map format which works out superb, or does a 100KB map file hurt so bad? [- pd]&#039;&#039;&lt;br /&gt;
*C&amp;amp;C Tiberium Dawn like LST logic. &#039;&#039;Comment: WHAT? more information please... [- pd]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_4&amp;diff=15594</id>
		<title>Legacy RockPatch Wishlist/Page 4</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_4&amp;diff=15594"/>
		<updated>2006-08-04T17:37:54Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Totally new Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Totally new Features=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*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.&lt;br /&gt;
*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 &#039;Short Game&#039; bug.&lt;br /&gt;
*5th Faction Please.&lt;br /&gt;
*Add a new [DogType] with Factory=DogType, AI Links and everything needed for the new UnitType.&lt;br /&gt;
*a couple of extra multiple prerequisite listings, like &amp;quot;PrerequisitePower=&amp;quot;, 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.)&lt;br /&gt;
*Make SuperWeapons side specific with the tags OwnableBy= and CannotBeOwnedBy=. You play as Yuri and you have your paradrop and you get a Soviet paradrop then you can&#039;t use it&lt;br /&gt;
*Make a kind of &amp;quot;spy tank&amp;quot; which makes vehicles able to act like infantry spies - just that they&#039;re vehicles [pd]&lt;br /&gt;
*All units can specify how high up they want to fly at if they fly &lt;br /&gt;
*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?)&lt;br /&gt;
*Enable SecretAircraft= logic in Secret Lab, so country aircrafts can be available by this tech structure (when all sides own an airfield building)&lt;br /&gt;
*Enable multiplier stuff from countries to be accessable through buildings&lt;br /&gt;
*Unit upgrades (basing on some unused EVA in RA2/YR, with Unit Upgraded)&lt;br /&gt;
*Paradropping Pilots from Aircrafts that has Its veterancy of the Aircraft (Like in Generals)&lt;br /&gt;
*Thief Logic&lt;br /&gt;
*A new Slave miner type that when its destroyed the infantry miners will be offline (a drone miner)&lt;br /&gt;
*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.&lt;br /&gt;
*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=.&lt;br /&gt;
*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)&lt;br /&gt;
*Create secondary Psychic Reveal with new &#039;ready&#039; and &#039;activate&#039; sound (ex. for Allied Spy Sat SW)&lt;br /&gt;
*if possible make unit sight depend on light and darkness (light and darkness of AlphaLightPost)&lt;br /&gt;
*The Refinery uses a combination of ActiveAnims and SpecialAnims to display its various ore-depositing animations. The Grinder also uses ActiveAnims and SpecialAnims to display its 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 &amp;quot;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.&lt;br /&gt;
*add support for multiple turrets (e.g. Battleship with 4 correctly working turrets)&lt;br /&gt;
*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)&lt;br /&gt;
:(See response on Discussion Page)&lt;br /&gt;
*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...])&lt;br /&gt;
*dynamic campaigns like in Emperor&lt;br /&gt;
*Adding totally new theaters&lt;br /&gt;
*New tile terrain types for tiles like marsh/quick sand and infantry only.&lt;br /&gt;
*[TurretLockOnUnit] for the maps telling a unit to always point the turret at the unit.  This will allow articulated units to be made.&lt;br /&gt;
*[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.&lt;br /&gt;
*[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.&lt;br /&gt;
*[DontTurrnAround] only allows a unit to turn up to 90 before move to next cell. This will allow articulated units to be made.&lt;br /&gt;
*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 &amp;amp; voxel and terrain tile will take some time. Also the shp building would need to be rebuild but the modder community would do that.&lt;br /&gt;
*Extra Random choices on the countries list, one for each side, so if you select it you get a random country from that side. &#039;&#039;(edited (generalized) by pd)&#039;&#039;&lt;br /&gt;
*RA1 Helicarrier logic&lt;br /&gt;
*RA1 Chrono Tank logic (worked in RA2)&lt;br /&gt;
*Introduce the SoundOnChronoTransport= to let the modder specify a different sound (from the default), if the Chrono Tank move&lt;br /&gt;
*EliteInfantry=, EliteUnits=, EliteAircraft= to go with the VeteranInfantry=,etc under house declarations&lt;br /&gt;
*Make some tag like &amp;quot;UnitToGuard=&amp;quot; to make the unit that have this tag to enter the &amp;quot;Guard&amp;quot; condition at the unit specified by this tag when the specified unit is on its &amp;quot;GuardRange&amp;quot; (&amp;quot;Guard&amp;quot; condition on unit and the &amp;quot;GuardRange&amp;quot; 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)&lt;br /&gt;
*Allow fully-customizable 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)&lt;br /&gt;
*Allow more than one superweapon per building (SuperWeapon=DominatorSpecial,ChronoSpecial...; this way)&lt;br /&gt;
*Add a checkbox (the thing that looks like a radio button) to the Multiplayer/skirmish GUI that works in the same way as the &amp;quot;Super Weapons&amp;quot; checkbox. Instead of affecting DisableableFromShell=, it affects DisableableFromShell2=. That way, we can modify the minor superweapons to use DisableableFromShell2= instead of DisableableFromShell= and have independent control of major/minor superweapons. If the checkbox would have to be forced upon the user even if a mod did not want to use it, then the string label would have to be set to &amp;quot;This button does nothing.&amp;quot;&lt;br /&gt;
*Allow DisableableFromShell= (and DisableableFromShell2=, if implemented) to be used on units as well as super weapons, so that you can turn more powerful units on/off from the gui.&lt;br /&gt;
*Possibility to link a SuperWeapon (ex. Chrono Reinforcements) to a structure, in order that, when the charge time is past, the weapon is auto-fired. This could be useful to let the allies to have a structure that function with a barrack logic, cast an animation when the Chrono Reinforcement is used, and then, the infantry/vehicle come out from the building&lt;br /&gt;
*Implement IsVeteranTrainer= as option, to permit a structure, like a particular Armory, to reduce the VeteranRatio required, to promote the units (with an influence logic like FactoryPlant= and InfantryCostBonus=). Divide this element in 3 options: one for infantry, one for vehicle and one for aircraft&lt;br /&gt;
*Add the GLA Tunnel Logic for structure, in order to let the Infantry and Vehicles use this feature (like C&amp;amp;C Generals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*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). &#039;&#039;Comment: Why not make the game PNG- and 3DS-compatible as well? no, seriously, we better stick to ONE map format which works out superb, or does a 100KB map file hurt so bad? [- pd]&#039;&#039;&lt;br /&gt;
*C&amp;amp;C Tiberium Dawn like LST logic. &#039;&#039;Comment: WHAT? more information please... [- pd]&#039;&#039;&lt;br /&gt;
*A tag named &amp;quot;WaterDeploysInto=&amp;quot; that specifies the building that that unit will deploy into over water, seperate from &amp;quot;DeploysInto=&amp;quot; &#039;&#039;Comment: This is already possible. Simply add WaterBound=yes to the structure that the unit deploys into. [Vinifera7]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_6&amp;diff=15711</id>
		<title>Legacy RockPatch Wishlist/Page 6</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_6&amp;diff=15711"/>
		<updated>2006-08-04T17:26:15Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Art Related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Art Related=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*support 32 face view for shp unit.&lt;br /&gt;
*Adding &amp;quot;AlternateArctic/Urban/weArt&amp;quot; to units as well as infantry&lt;br /&gt;
*Use voxels for infantry, and buildings, for terrain objects&lt;br /&gt;
*Re-enable amphibious alternate VXLs for when crossing between land and water, like it was in TS&lt;br /&gt;
*Allow any color to be used for [[Alpha_Image]]&lt;br /&gt;
*Allow NoSpawnAlt= to work with shp files.&lt;br /&gt;
*Aircraft under the chaos effect do not glow red like InfantryTypes and VehicleTypes do. It would be nice if they did.&lt;br /&gt;
*possibility to make shoreline animations (i think something for the TXguys)&lt;br /&gt;
:(See response on the Discussion Page)&lt;br /&gt;
*Infantry crush animation.&lt;br /&gt;
*Infantry jump animation.&lt;br /&gt;
*Seperate cursor for Heal and Tote&lt;br /&gt;
*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.&lt;br /&gt;
*SectionSequence for vehicles to allow for submerged frames, damaged frames, firing frames etc, and related to this would be seperate art entries for turrets.&lt;br /&gt;
*Using EVA Voices in animations or buildings (genobreaker)&lt;br /&gt;
*A tag in the paradrop superweapon that lets you pick the Gfx used for the parachute (mig eater)&lt;br /&gt;
*Makes the Turret as the Shadow and, all voxel frames will show something like &amp;quot;ShowAllShadow(Turret/Shadow)Sections=true&amp;quot; (genobreaker)&lt;br /&gt;
*Alternate images for veterans (like VetImg=E1Vet) or something, and stuff like VetTur=blah&lt;br /&gt;
*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!&lt;br /&gt;
*AltSovCameo=blah (like if the soviets can build a grizzly, it looks sovietish in the cameo) also, AltAllCameo= etc&lt;br /&gt;
*Add alpha maps for buildings so as to cut out the use of down sizer, and to clean up the edges of buildings.&lt;br /&gt;
*Allow for trailers on vehicles. Currently, I believe trailers are exclusive to aircraft. [Vinifera7]&lt;br /&gt;
**Additionally, allow for multiple trailers and their positioning. [Vinifera7]&lt;br /&gt;
*Facings for trailer anims. [Vinifera7]&lt;br /&gt;
*Side-specific health bars [Vinifera7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*enable rotating the map. &#039;&#039;Comment: YR is a 2D game, no map rotating. [- pd]&#039;&#039;&lt;br /&gt;
*Add a rules tag that can be attached to superweapons, allowing them to distort around the point the superweapon strikes, (&amp;quot;DistortArea=true&amp;quot;, default would be false) like in this TS E3 Screenshot (A&amp;amp;#108;ex05): [http://www.tiberiumsun.com/gameinfo/images/e3/e3_23.jpg] &#039;&#039;Comment: the Psychic Dominator creates it... though, it&#039;s not that extremely distorted. [- pd]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_6&amp;diff=15710</id>
		<title>Legacy RockPatch Wishlist/Page 6</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_6&amp;diff=15710"/>
		<updated>2006-08-04T17:21:06Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Art Related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Art Related=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*support 32 face view for shp unit.&lt;br /&gt;
*Adding &amp;quot;AlternateArctic/Urban/weArt&amp;quot; to units as well as infantry&lt;br /&gt;
*Use voxels for infantry, and buildings, for terrain objects&lt;br /&gt;
*Re-enable amphibious alternate VXLs for when crossing between land and water, like it was in TS&lt;br /&gt;
*Allow any color to be used for [[Alpha_Image]]&lt;br /&gt;
*Allow NoSpawnAlt= to work with shp files.&lt;br /&gt;
*Aircraft under the chaos effect do not glow red like InfantryTypes and VehicleTypes do. It would be nice if they did.&lt;br /&gt;
*possibility to make shoreline animations (i think something for the TXguys)&lt;br /&gt;
:(See response on the Discussion Page)&lt;br /&gt;
*Infantry crush animation.&lt;br /&gt;
*Infantry jump animation.&lt;br /&gt;
*Seperate cursor for Heal and Tote&lt;br /&gt;
*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.&lt;br /&gt;
*SectionSequence for vehicles to allow for submerged frames, damaged frames, firing frames etc, and related to this would be seperate art entries for turrets.&lt;br /&gt;
*Using EVA Voices in animations or buildings (genobreaker)&lt;br /&gt;
*A tag in the paradrop superweapon that lets you pick the Gfx used for the parachute (mig eater)&lt;br /&gt;
*Makes the Turret as the Shadow and, all voxel frames will show something like &amp;quot;ShowAllShadow(Turret/Shadow)Sections=true&amp;quot; (genobreaker)&lt;br /&gt;
*Alternate images for veterans (like VetImg=E1Vet) or something, and stuff like VetTur=blah&lt;br /&gt;
*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!&lt;br /&gt;
*AltSovCameo=blah (like if the soviets can build a grizzly, it looks sovietish in the cameo) also, AltAllCameo= etc&lt;br /&gt;
*Add alpha maps for buildings so as to cut out the use of down sizer, and to clean up the edges of buildings.&lt;br /&gt;
*Allow for trailers on vehicles. Currently, I believe trailers are exclusive to aircraft. [Vinifera7]&lt;br /&gt;
**Additionally, allow for multiple trailers and their positioning. [Vinifera7]&lt;br /&gt;
*Facings for trailer anims. [Vinifera7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*enable rotating the map. &#039;&#039;Comment: YR is a 2D game, no map rotating. [- pd]&#039;&#039;&lt;br /&gt;
*Add a rules tag that can be attached to superweapons, allowing them to distort around the point the superweapon strikes, (&amp;quot;DistortArea=true&amp;quot;, default would be false) like in this TS E3 Screenshot (A&amp;amp;#108;ex05): [http://www.tiberiumsun.com/gameinfo/images/e3/e3_23.jpg] &#039;&#039;Comment: the Psychic Dominator creates it... though, it&#039;s not that extremely distorted. [- pd]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_6&amp;diff=15709</id>
		<title>Legacy RockPatch Wishlist/Page 6</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_6&amp;diff=15709"/>
		<updated>2006-08-04T17:18:59Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Art Related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Art Related=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*support 32 face view for shp unit.&lt;br /&gt;
*Adding &amp;quot;AlternateArctic/Urban/weArt&amp;quot; to units as well as infantry&lt;br /&gt;
*Use voxels for infantry, and buildings, for terrain objects&lt;br /&gt;
*Re-enable amphibious alternate VXLs for when crossing between land and water, like it was in TS&lt;br /&gt;
*Allow any color to be used for [[Alpha_Image]]&lt;br /&gt;
*Allow NoSpawnAlt= to work with shp files.&lt;br /&gt;
*Aircraft under the chaos effect do not glow red like InfantryTypes and VehicleTypes do. It would be nice if they did.&lt;br /&gt;
*possibility to make shoreline animations (i think something for the TXguys)&lt;br /&gt;
:(See response on the Discussion Page)&lt;br /&gt;
*Infantry crush animation.&lt;br /&gt;
*Infantry jump animation.&lt;br /&gt;
*Seperate cursor for Heal and Tote&lt;br /&gt;
*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.&lt;br /&gt;
*SectionSequence for vehicles to allow for submerged frames, damaged frames, firing frames etc, and related to this would be seperate art entries for turrets.&lt;br /&gt;
*Using EVA Voices in animations or buildings (genobreaker)&lt;br /&gt;
*A tag in the paradrop superweapon that lets you pick the Gfx used for the parachute (mig eater)&lt;br /&gt;
*Makes the Turret as the Shadow and, all voxel frames will show something like &amp;quot;ShowAllShadow(Turret/Shadow)Sections=true&amp;quot; (genobreaker)&lt;br /&gt;
*Alternate images for veterans (like VetImg=E1Vet) or something, and stuff like VetTur=blah&lt;br /&gt;
*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!&lt;br /&gt;
*AltSovCameo=blah (like if the soviets can build a grizzly, it looks sovietish in the cameo) also, AltAllCameo= etc&lt;br /&gt;
*Add alpha maps for buildings so as to cut out the use of down sizer, and to clean up the edges of buildings.&lt;br /&gt;
*Allow for trailers on vehicles. Currently, I believe trailers are exclusive to aircraft. [Vinifera7]&lt;br /&gt;
**Additionally, allow for multiple trailers and their positioning. [Vinifera7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*enable rotating the map. &#039;&#039;Comment: YR is a 2D game, no map rotating. [- pd]&#039;&#039;&lt;br /&gt;
*Add a rules tag that can be attached to superweapons, allowing them to distort around the point the superweapon strikes, (&amp;quot;DistortArea=true&amp;quot;, default would be false) like in this TS E3 Screenshot (A&amp;amp;#108;ex05): [http://www.tiberiumsun.com/gameinfo/images/e3/e3_23.jpg] &#039;&#039;Comment: the Psychic Dominator creates it... though, it&#039;s not that extremely distorted. [- pd]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_6&amp;diff=15708</id>
		<title>Legacy RockPatch Wishlist/Page 6</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_6&amp;diff=15708"/>
		<updated>2006-08-04T17:18:16Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Art Related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Art Related=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*support 32 face view for shp unit.&lt;br /&gt;
*Adding &amp;quot;AlternateArctic/Urban/weArt&amp;quot; to units as well as infantry&lt;br /&gt;
*Use voxels for infantry, and buildings, for terrain objects&lt;br /&gt;
*Re-enable amphibious alternate VXLs for when crossing between land and water, like it was in TS&lt;br /&gt;
*Allow any color to be used for [[Alpha_Image]]&lt;br /&gt;
*Allow NoSpawnAlt= to work with shp files.&lt;br /&gt;
*Aircraft under the chaos effect do not glow red like InfantryTypes and VehicleTypes do. It would be nice if they did.&lt;br /&gt;
*possibility to make shoreline animations (i think something for the TXguys)&lt;br /&gt;
:(See response on the Discussion Page)&lt;br /&gt;
*Infantry crush animation.&lt;br /&gt;
*Infantry jump animation.&lt;br /&gt;
*Seperate cursor for Heal and Tote&lt;br /&gt;
*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.&lt;br /&gt;
*SectionSequence for vehicles to allow for submerged frames, damaged frames, firing frames etc, and related to this would be seperate art entries for turrets.&lt;br /&gt;
*Using EVA Voices in animations or buildings (genobreaker)&lt;br /&gt;
*A tag in the paradrop superweapon that lets you pick the Gfx used for the parachute (mig eater)&lt;br /&gt;
*Makes the Turret as the Shadow and, all voxel frames will show something like &amp;quot;ShowAllShadow(Turret/Shadow)Sections=true&amp;quot; (genobreaker)&lt;br /&gt;
*Alternate images for veterans (like VetImg=E1Vet) or something, and stuff like VetTur=blah&lt;br /&gt;
*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!&lt;br /&gt;
*AltSovCameo=blah (like if the soviets can build a grizzly, it looks sovietish in the cameo) also, AltAllCameo= etc&lt;br /&gt;
*Add alpha maps for buildings so as to cut out the use of down sizer, and to clean up the edges of buildings.&lt;br /&gt;
*Allow for trailers on vehicles. Currently, I believe trailers are exclusive to aircraft. [Vinifera7]&lt;br /&gt;
**Additionally, allow for multiple trailers and their positioning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*enable rotating the map. &#039;&#039;Comment: YR is a 2D game, no map rotating. [- pd]&#039;&#039;&lt;br /&gt;
*Add a rules tag that can be attached to superweapons, allowing them to distort around the point the superweapon strikes, (&amp;quot;DistortArea=true&amp;quot;, default would be false) like in this TS E3 Screenshot (A&amp;amp;#108;ex05): [http://www.tiberiumsun.com/gameinfo/images/e3/e3_23.jpg] &#039;&#039;Comment: the Psychic Dominator creates it... though, it&#039;s not that extremely distorted. [- pd]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_2&amp;diff=15489</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=15489"/>
		<updated>2006-08-04T17:01:46Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* 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;
*Allowing paradrops to consist of units as well as infantry&lt;br /&gt;
*Allow buildings to cloak without being a CloakGenerator or a veteran/elite building.&lt;br /&gt;
*Add new colors to the Skirmish menu color lists [pd]&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;
*Cloaking aircraft (possible by adding CLOAK on Veteran,Elite Abilities=)&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. [Vinifera7]&lt;br /&gt;
*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.&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;
*UseINI= in maps to use a centralized file for modmaps rather than modifying each on it&#039;s own&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 aircrafts do &amp;quot;normal landing&amp;quot; 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.&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. [Vinifera7]&lt;br /&gt;
*Allow for changing the number of chargers required to keep a Tesla Coil powered when in low power situation. [Vinifera7]&lt;br /&gt;
**If possible, perhaps also allow for changing the number of chargers required to overpower the Tesla Coil and change its weapon. [Vinifera7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&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;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_2&amp;diff=15488</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=15488"/>
		<updated>2006-08-04T17:00:49Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* 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;
*Allowing paradrops to consist of units as well as infantry&lt;br /&gt;
*Allow buildings to cloak without being a CloakGenerator or a veteran/elite building.&lt;br /&gt;
*Add new colors to the Skirmish menu color lists [pd]&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;
*Cloaking aircraft (possible by adding CLOAK on Veteran,Elite Abilities=)&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. [Vinifera7]&lt;br /&gt;
*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.&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;
*UseINI= in maps to use a centralized file for modmaps rather than modifying each on it&#039;s own&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 aircrafts do &amp;quot;normal landing&amp;quot; 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.&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. [Vinifera7]&lt;br /&gt;
*Allow for changing the number of chargers required to keep a Tesla Coil powered when in low power situation. [Vinifera7]&lt;br /&gt;
**If possible, perhaps also allow for changing the number of chargers required to overpower and change the weapon. [Vinifera7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&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;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_2&amp;diff=15487</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=15487"/>
		<updated>2006-08-04T16:57:37Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* 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;
*Allowing paradrops to consist of units as well as infantry&lt;br /&gt;
*Allow buildings to cloak without being a CloakGenerator or a veteran/elite building.&lt;br /&gt;
*Add new colors to the Skirmish menu color lists [pd]&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;
*Cloaking aircraft (possible by adding CLOAK on Veteran,Elite Abilities=)&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. [Vinifera7]&lt;br /&gt;
*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.&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;
*UseINI= in maps to use a centralized file for modmaps rather than modifying each on it&#039;s own&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 aircrafts do &amp;quot;normal landing&amp;quot; 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.&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. [Vinifera7]&lt;br /&gt;
*Allow for changing the number of chargers required to keep a Tesla Coil powered when in low power situation. {Vinifera7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&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;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_2&amp;diff=15486</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=15486"/>
		<updated>2006-08-04T16:42:50Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* 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;
*Allowing paradrops to consist of units as well as infantry&lt;br /&gt;
*Allow buildings to cloak without being a CloakGenerator or a veteran/elite building.&lt;br /&gt;
*Add new colors to the Skirmish menu color lists [pd]&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;
*Cloaking aircraft (possible by adding CLOAK on Veteran,Elite Abilities=)&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. [Vinifera7]&lt;br /&gt;
*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.&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;
*UseINI= in maps to use a centralized file for modmaps rather than modifying each on it&#039;s own&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 aircrafts do &amp;quot;normal landing&amp;quot; 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.&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. [Vinifera7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&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;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_2&amp;diff=15485</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=15485"/>
		<updated>2006-08-04T16:42:32Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* 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;
*Allowing paradrops to consist of units as well as infantry&lt;br /&gt;
*Allow buildings to cloak without being a CloakGenerator or a veteran/elite building.&lt;br /&gt;
*Add new colors to the Skirmish menu color lists [pd]&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;
*Cloaking aircraft (possible by adding CLOAK on Veteran,Elite Abilities=)&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;
*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.&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;
*UseINI= in maps to use a centralized file for modmaps rather than modifying each on it&#039;s own&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 aircrafts do &amp;quot;normal landing&amp;quot; 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.&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. [Vinifera7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&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;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_5&amp;diff=15665</id>
		<title>Legacy RockPatch Wishlist/Page 5</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_5&amp;diff=15665"/>
		<updated>2006-08-04T16:39:19Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Weapons Related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Weapons Related=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*More Armor types&lt;br /&gt;
*Moving stuff like &amp;quot;OpenToppedRange/Damage/UrbanCombatRange/&amp;quot; and similar from [General] to each unit, and using the [General] entry only as defaults (Like [Jumpjet controls] is now)&lt;br /&gt;
*More V3 style missiles&lt;br /&gt;
*Drain logic (DrainWeapon=yes) to work with ranged weapons.&lt;br /&gt;
*Temporal weapons to work with cellspread.&lt;br /&gt;
*If possible a tag to have permanent mindcontrol like with Psychic Dominator.&lt;br /&gt;
*Engineers can&#039;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.&lt;br /&gt;
*Warheads other than Fire3 being able to be applied to animations properly&lt;br /&gt;
*More flexible Gattling logic&lt;br /&gt;
*ThirdWeapon&lt;br /&gt;
*New warhead immunities. (Just like ImmuneToPoison=yes/Poison=yes). For example: ImmuneToNewImmunity1=yes/NewImmunity1=yes&lt;br /&gt;
*Tag to make the unit/building immune to everything except the listed WeaponTypes&lt;br /&gt;
*Allow the use of less or more steps for the gattling logic. More or less weapons ...&lt;br /&gt;
*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.&lt;br /&gt;
*NextWeapon= tag that fires a weapon when the attack mission of the caller is finished&lt;br /&gt;
*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&lt;br /&gt;
*Weapons to allow &amp;quot;stacking&amp;quot; on their &#039;damage=nn&#039; 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, &#039;Damage=0,0,0,30,100&#039; 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&#039;t have to be annihilation of both sides every time.&lt;br /&gt;
*Implement new actions (including new mouse cursors)&lt;br /&gt;
*PenetratesBuilding=yes/no, same as penetrates bunker but deals damage out between occupants of civilian buildings (Tratos)&lt;br /&gt;
*An area effect superweapon that allows you to promote units within the radius by one stage (like the crate effect) (Tratos)&lt;br /&gt;
*A SuperWeapon 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).&lt;br /&gt;
*SW that have range from the firing building (like the EMP had range restrictions in TS)&lt;br /&gt;
*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.&lt;br /&gt;
*Re-enable the Charges= tag, it says it was disabled in favour of an animation controlled tag. This is annoying for those that can&#039;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]&lt;br /&gt;
*A customizable ChronoSphere, e.g. you can specify in rulesmd what you want it to chrono (e.g. infantry, vehicles, aircraft, naval units) [Nighthawk200]&lt;br /&gt;
*A customizable Iron Curtain, e.g. same as above only Iron Curtain [Nighthawk200]&lt;br /&gt;
*Let any SuperWeapon have an iron curtain effect (invulnerability) [Nighthawk200]&lt;br /&gt;
*Enable the customisable Chronosphere (if made) to be able to let the modder specify whether it can chrono iron curtained units. [Nighthawk200]&lt;br /&gt;
*Enable sort of a &#039;Chrono Curtain&#039; superweapon, e.g. chronoshifts then iron curtains when chronoshift complete (may be quite hard) [Nighthawk200]&lt;br /&gt;
*Make &amp;quot;PrismType&amp;quot; support more buildings [zhaihs]&lt;br /&gt;
*Psychic Dominator can effect and control building, use 2 warhead, now DominatorWH only killed unit[zhaihs]&lt;br /&gt;
*Different coloured Magna Beams [Nighthawk200]&lt;br /&gt;
*The ability to assign &amp;quot;Ammo=&amp;quot; tags to individual weapons that a unit has (like PrimaryAmmo= and SecondaryAmmo= or something like that).&lt;br /&gt;
*Fix the bug where the repair vehicle weapon destroys overlay types with Explodes=yes [Vinifera7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*Allow unit to fire two weapons at the same time. &#039;&#039;Comment: you can just combine the two weapons to a single one. [- pd]&#039;&#039;&lt;br /&gt;
*2-5 weapons in one click or in the Primary= or Secondary=. &#039;&#039;Comment: ??? same as ThirdWeapon I guess. [- pd]&#039;&#039;&lt;br /&gt;
*Ability to player control which weapon to attack with (Like in Generals) &#039;&#039;Comment: Negative. Not the feature itself is the problem, but YR&#039;s GUI would not allow this unless it was rebuilt entirely. [- pd]&#039;&#039;&lt;br /&gt;
*Copy OmniFire logic to be definable for individual weapons instead of units. &#039;&#039;Comment: [[OmniFire]] &#039;&#039;is&#039;&#039; a weapons flag. The comment &#039;&#039;{{tt|;OmniFire&amp;amp;#61;yes ;GEF moved to weapon}}&#039;&#039; ain&#039;t just there to confuse you.&#039;&#039;&lt;br /&gt;
*MultiFire to allow multiple targets for weapons other than Mind Control. &#039;&#039;Comment: ??? a really low ROF should be enough. multiple targets makes no real sense, unless when speaking of CellSpread. [- pd]&#039;&#039;&lt;br /&gt;
*New Laser Weapon (allow define color,degree,width) [zhaihs] &#039;&#039;Comment: Don&#039;t go into detail too much... [- pd]&#039;&#039;&lt;br /&gt;
*New sonic Weapon [zhaihs] &#039;&#039;Comment: again... would you please make clear what you actually want?&#039;&#039;  ---&amp;gt; I think he means that, sonic anim cant be changed, the games us IsSonic= on weapon and Sonic= on the warhead &amp;lt;---&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_2&amp;diff=15484</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=15484"/>
		<updated>2006-08-04T16:38:55Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* 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;
*Allowing paradrops to consist of units as well as infantry&lt;br /&gt;
*Allow buildings to cloak without being a CloakGenerator or a veteran/elite building.&lt;br /&gt;
*Add new colors to the Skirmish menu color lists [pd]&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;
*Cloaking aircraft (possible by adding CLOAK on Veteran,Elite Abilities=)&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;
*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.&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;
*UseINI= in maps to use a centralized file for modmaps rather than modifying each on it&#039;s own&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 aircrafts do &amp;quot;normal landing&amp;quot; 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.&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. [Vinifera7]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&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;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_2&amp;diff=15483</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=15483"/>
		<updated>2006-08-04T16:35:51Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Enhancements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Enhancements=&lt;br /&gt;
{{Wishlist/TOC}}&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. [Vinifera7]&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;
*Allowing paradrops to consist of units as well as infantry&lt;br /&gt;
*Allow buildings to cloak without being a CloakGenerator or a veteran/elite building.&lt;br /&gt;
*Add new colors to the Skirmish menu color lists [pd]&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;
*Cloaking aircraft (possible by adding CLOAK on Veteran,Elite Abilities=)&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;
*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.&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;
*UseINI= in maps to use a centralized file for modmaps rather than modifying each on it&#039;s own&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 aircrafts do &amp;quot;normal landing&amp;quot; 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.&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;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&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;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist&amp;diff=15370</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=15370"/>
		<updated>2006-08-04T16:35:34Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* General Bugfixes/Corrections */&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; style=&amp;quot;border: 1px solid #aaaaaa; background:#e5e5e5; border-spacing: 5px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Introduction&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; background:#F0F0F0; padding: 5px; vertical-align: top;&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; style=&amp;quot;border: 1px solid #aaaaaa; background:#F0F0F0; padding: 5px; vertical-align: top;&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; style=&amp;quot;border: 1px solid #aaaaaa; background:#F0F0F0; padding: 5px; vertical-align: top;&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;
&lt;br /&gt;
&lt;br /&gt;
==Done==&lt;br /&gt;
*Breaking of the 100-unit-limit&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist&amp;diff=15369</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=15369"/>
		<updated>2006-08-04T16:35:07Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* General Bugfixes/Corrections */&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; style=&amp;quot;border: 1px solid #aaaaaa; background:#e5e5e5; border-spacing: 5px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Introduction&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; style=&amp;quot;border: 1px solid #aaaaaa; background:#F0F0F0; padding: 5px; vertical-align: top;&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; style=&amp;quot;border: 1px solid #aaaaaa; background:#F0F0F0; padding: 5px; vertical-align: top;&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; style=&amp;quot;border: 1px solid #aaaaaa; background:#F0F0F0; padding: 5px; vertical-align: top;&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;
*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. [Vinifera7]&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;
&lt;br /&gt;
&lt;br /&gt;
==Done==&lt;br /&gt;
*Breaking of the 100-unit-limit&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_5&amp;diff=15664</id>
		<title>Legacy RockPatch Wishlist/Page 5</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_5&amp;diff=15664"/>
		<updated>2006-08-04T16:21:40Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Weapons Related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Weapons Related=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*Fix the bug where the repair vehicle weapon destroys overlay types with Explodes=yes [Vinifera7]&lt;br /&gt;
*More Armor types&lt;br /&gt;
*Moving stuff like &amp;quot;OpenToppedRange/Damage/UrbanCombatRange/&amp;quot; and similar from [General] to each unit, and using the [General] entry only as defaults (Like [Jumpjet controls] is now)&lt;br /&gt;
*More V3 style missiles&lt;br /&gt;
*Drain logic (DrainWeapon=yes) to work with ranged weapons.&lt;br /&gt;
*Temporal weapons to work with cellspread.&lt;br /&gt;
*If possible a tag to have permanent mindcontrol like with Psychic Dominator.&lt;br /&gt;
*Engineers can&#039;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.&lt;br /&gt;
*Warheads other than Fire3 being able to be applied to animations properly&lt;br /&gt;
*More flexible Gattling logic&lt;br /&gt;
*ThirdWeapon&lt;br /&gt;
*New warhead immunities. (Just like ImmuneToPoison=yes/Poison=yes). For example: ImmuneToNewImmunity1=yes/NewImmunity1=yes&lt;br /&gt;
*Tag to make the unit/building immune to everything except the listed WeaponTypes&lt;br /&gt;
*Allow the use of less or more steps for the gattling logic. More or less weapons ...&lt;br /&gt;
*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.&lt;br /&gt;
*NextWeapon= tag that fires a weapon when the attack mission of the caller is finished&lt;br /&gt;
*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&lt;br /&gt;
*Weapons to allow &amp;quot;stacking&amp;quot; on their &#039;damage=nn&#039; 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, &#039;Damage=0,0,0,30,100&#039; 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&#039;t have to be annihilation of both sides every time.&lt;br /&gt;
*Implement new actions (including new mouse cursors)&lt;br /&gt;
*PenetratesBuilding=yes/no, same as penetrates bunker but deals damage out between occupants of civilian buildings (Tratos)&lt;br /&gt;
*An area effect superweapon that allows you to promote units within the radius by one stage (like the crate effect) (Tratos)&lt;br /&gt;
*A SuperWeapon 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).&lt;br /&gt;
*SW that have range from the firing building (like the EMP had range restrictions in TS)&lt;br /&gt;
*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.&lt;br /&gt;
*Re-enable the Charges= tag, it says it was disabled in favour of an animation controlled tag. This is annoying for those that can&#039;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]&lt;br /&gt;
*A customizable ChronoSphere, e.g. you can specify in rulesmd what you want it to chrono (e.g. infantry, vehicles, aircraft, naval units) [Nighthawk200]&lt;br /&gt;
*A customizable Iron Curtain, e.g. same as above only Iron Curtain [Nighthawk200]&lt;br /&gt;
*Let any SuperWeapon have an iron curtain effect (invulnerability) [Nighthawk200]&lt;br /&gt;
*Enable the customisable Chronosphere (if made) to be able to let the modder specify whether it can chrono iron curtained units. [Nighthawk200]&lt;br /&gt;
*Enable sort of a &#039;Chrono Curtain&#039; superweapon, e.g. chronoshifts then iron curtains when chronoshift complete (may be quite hard) [Nighthawk200]&lt;br /&gt;
*Make &amp;quot;PrismType&amp;quot; support more buildings [zhaihs]&lt;br /&gt;
*Psychic Dominator can effect and control building, use 2 warhead, now DominatorWH only killed unit[zhaihs]&lt;br /&gt;
*Different coloured Magna Beams [Nighthawk200]&lt;br /&gt;
*The ability to assign &amp;quot;Ammo=&amp;quot; tags to individual weapons that a unit has (like PrimaryAmmo= and SecondaryAmmo= or something like that).&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*Allow unit to fire two weapons at the same time. &#039;&#039;Comment: you can just combine the two weapons to a single one. [- pd]&#039;&#039;&lt;br /&gt;
*2-5 weapons in one click or in the Primary= or Secondary=. &#039;&#039;Comment: ??? same as ThirdWeapon I guess. [- pd]&#039;&#039;&lt;br /&gt;
*Ability to player control which weapon to attack with (Like in Generals) &#039;&#039;Comment: Negative. Not the feature itself is the problem, but YR&#039;s GUI would not allow this unless it was rebuilt entirely. [- pd]&#039;&#039;&lt;br /&gt;
*Copy OmniFire logic to be definable for individual weapons instead of units. &#039;&#039;Comment: [[OmniFire]] &#039;&#039;is&#039;&#039; a weapons flag. The comment &#039;&#039;{{tt|;OmniFire&amp;amp;#61;yes ;GEF moved to weapon}}&#039;&#039; ain&#039;t just there to confuse you.&#039;&#039;&lt;br /&gt;
*MultiFire to allow multiple targets for weapons other than Mind Control. &#039;&#039;Comment: ??? a really low ROF should be enough. multiple targets makes no real sense, unless when speaking of CellSpread. [- pd]&#039;&#039;&lt;br /&gt;
*New Laser Weapon (allow define color,degree,width) [zhaihs] &#039;&#039;Comment: Don&#039;t go into detail too much... [- pd]&#039;&#039;&lt;br /&gt;
*New sonic Weapon [zhaihs] &#039;&#039;Comment: again... would you please make clear what you actually want?&#039;&#039;  ---&amp;gt; I think he means that, sonic anim cant be changed, the games us IsSonic= on weapon and Sonic= on the warhead &amp;lt;---&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_5&amp;diff=15663</id>
		<title>Legacy RockPatch Wishlist/Page 5</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_5&amp;diff=15663"/>
		<updated>2006-08-04T16:21:09Z</updated>

		<summary type="html">&lt;p&gt;69.81.181.116: /* Weapons Related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Weapons Related=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*Fix the bug where the repair vehicle weapon destroys overlay types with Explodes=yes (Vinifera7)&lt;br /&gt;
*More Armor types&lt;br /&gt;
*Moving stuff like &amp;quot;OpenToppedRange/Damage/UrbanCombatRange/&amp;quot; and similar from [General] to each unit, and using the [General] entry only as defaults (Like [Jumpjet controls] is now)&lt;br /&gt;
*More V3 style missiles&lt;br /&gt;
*Drain logic (DrainWeapon=yes) to work with ranged weapons.&lt;br /&gt;
*Temporal weapons to work with cellspread.&lt;br /&gt;
*If possible a tag to have permanent mindcontrol like with Psychic Dominator.&lt;br /&gt;
*Engineers can&#039;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.&lt;br /&gt;
*Warheads other than Fire3 being able to be applied to animations properly&lt;br /&gt;
*More flexible Gattling logic&lt;br /&gt;
*ThirdWeapon&lt;br /&gt;
*New warhead immunities. (Just like ImmuneToPoison=yes/Poison=yes). For example: ImmuneToNewImmunity1=yes/NewImmunity1=yes&lt;br /&gt;
*Tag to make the unit/building immune to everything except the listed WeaponTypes&lt;br /&gt;
*Allow the use of less or more steps for the gattling logic. More or less weapons ...&lt;br /&gt;
*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.&lt;br /&gt;
*NextWeapon= tag that fires a weapon when the attack mission of the caller is finished&lt;br /&gt;
*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&lt;br /&gt;
*Weapons to allow &amp;quot;stacking&amp;quot; on their &#039;damage=nn&#039; 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, &#039;Damage=0,0,0,30,100&#039; 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&#039;t have to be annihilation of both sides every time.&lt;br /&gt;
*Implement new actions (including new mouse cursors)&lt;br /&gt;
*PenetratesBuilding=yes/no, same as penetrates bunker but deals damage out between occupants of civilian buildings (Tratos)&lt;br /&gt;
*An area effect superweapon that allows you to promote units within the radius by one stage (like the crate effect) (Tratos)&lt;br /&gt;
*A SuperWeapon 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).&lt;br /&gt;
*SW that have range from the firing building (like the EMP had range restrictions in TS)&lt;br /&gt;
*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.&lt;br /&gt;
*Re-enable the Charges= tag, it says it was disabled in favour of an animation controlled tag. This is annoying for those that can&#039;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]&lt;br /&gt;
*A customizable ChronoSphere, e.g. you can specify in rulesmd what you want it to chrono (e.g. infantry, vehicles, aircraft, naval units) [Nighthawk200]&lt;br /&gt;
*A customizable Iron Curtain, e.g. same as above only Iron Curtain [Nighthawk200]&lt;br /&gt;
*Let any SuperWeapon have an iron curtain effect (invulnerability) [Nighthawk200]&lt;br /&gt;
*Enable the customisable Chronosphere (if made) to be able to let the modder specify whether it can chrono iron curtained units. [Nighthawk200]&lt;br /&gt;
*Enable sort of a &#039;Chrono Curtain&#039; superweapon, e.g. chronoshifts then iron curtains when chronoshift complete (may be quite hard) [Nighthawk200]&lt;br /&gt;
*Make &amp;quot;PrismType&amp;quot; support more buildings [zhaihs]&lt;br /&gt;
*Psychic Dominator can effect and control building, use 2 warhead, now DominatorWH only killed unit[zhaihs]&lt;br /&gt;
*Different coloured Magna Beams [Nighthawk200]&lt;br /&gt;
*The ability to assign &amp;quot;Ammo=&amp;quot; tags to individual weapons that a unit has (like PrimaryAmmo= and SecondaryAmmo= or something like that).&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*Allow unit to fire two weapons at the same time. &#039;&#039;Comment: you can just combine the two weapons to a single one. [- pd]&#039;&#039;&lt;br /&gt;
*2-5 weapons in one click or in the Primary= or Secondary=. &#039;&#039;Comment: ??? same as ThirdWeapon I guess. [- pd]&#039;&#039;&lt;br /&gt;
*Ability to player control which weapon to attack with (Like in Generals) &#039;&#039;Comment: Negative. Not the feature itself is the problem, but YR&#039;s GUI would not allow this unless it was rebuilt entirely. [- pd]&#039;&#039;&lt;br /&gt;
*Copy OmniFire logic to be definable for individual weapons instead of units. &#039;&#039;Comment: [[OmniFire]] &#039;&#039;is&#039;&#039; a weapons flag. The comment &#039;&#039;{{tt|;OmniFire&amp;amp;#61;yes ;GEF moved to weapon}}&#039;&#039; ain&#039;t just there to confuse you.&#039;&#039;&lt;br /&gt;
*MultiFire to allow multiple targets for weapons other than Mind Control. &#039;&#039;Comment: ??? a really low ROF should be enough. multiple targets makes no real sense, unless when speaking of CellSpread. [- pd]&#039;&#039;&lt;br /&gt;
*New Laser Weapon (allow define color,degree,width) [zhaihs] &#039;&#039;Comment: Don&#039;t go into detail too much... [- pd]&#039;&#039;&lt;br /&gt;
*New sonic Weapon [zhaihs] &#039;&#039;Comment: again... would you please make clear what you actually want?&#039;&#039;  ---&amp;gt; I think he means that, sonic anim cant be changed, the games us IsSonic= on weapon and Sonic= on the warhead &amp;lt;---&lt;/div&gt;</summary>
		<author><name>69.81.181.116</name></author>
	</entry>
</feed>