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DFD Tournament Schedule
#1
DFD: Daily Feature Deathmatch

The Cruel Fight For Implementation

Round 1: Multitude Mayhem

These matches have been automatically generated out of a list of unconfirmed, unscheduled features in the tracker.
Should a feature be disqualified before the match, its opponent will go into the waiting queue.

Round 1 Survivors:
[0000378] Random Damage, [0001009] A new logic: bodyguard logic , [0000316] Ammo= on weapons, [0000375] BuiltAs= function for units to randomly give you one of several variations (see description), [0000285] Unit de-evolution upon death , [0000957] custom storms, [0000504] Make the units fire two weapons at same time, [0000336] Cameo text , [0000757] Deployer Stat Changes, [0000526] Allow units to become "phased", [0000925] Remap for Overly types, [0000596] Upgrade Upgrade, [0000932] Improving of Alpha Light feature., [0000979] MakeOwner= on Weapons , [0000237] The ability to disable or enable countries via game modes, [0000335] LineTrail alterations , [0000730] TS Missile feature[Image include], [0000597] Several Laser Weapons Improvements, [0000292] "Make ground deformable like in TS (large explosions make actual craters,not just images of craters) , [0000525] Allow different types of stealth , [0000943] Place land on water support. , [0000518] Waypoint Mode Aircrafts , [0000741] Helicopter tilt , [0000650] 8 facing wakes for water travel, [0000607] Enable Storage= on buildings. , [0000404] Make the AI deploy stuff other than con yards, [0000947] Allow addition, removal and configuration of theaters, [0000461] Hold fire, [0000556] Drain weapon with ranged weapon dont work, [0000333] Barrel=, [0000586] EVA Alert (Like CreateSound) On Unit Deploy , [0000392] DestroyAnim / Explosion / DebrisAnims Override, [0000283] Allow upgradable cloaking towers like gap generators, [0000410] Ability to set a delay before Psychic Dominator, to give time for an eva alert, [0000924] (Ares 0.X) EMP-Like Temporal, [0000725] Single-click Chrono Sphere, [0000329] "Cannot target this" function for Custom Cursors, [0000615] The ability to set a refinery's docking cell(s), [0000976] Aircraft-specific reload times, [0000640] AI Player Random Name Generator, [0000759] AI targeting, [0000359] Allow FreeUnit to take any unit not just vehicles, [0000322] Restore NonVehicle= function, [0000475] Allow Factory= to have multipul entries, [0000563] Ability to Show/Hide Campaigns, [0000345] VerteranAt= and EliteAt= Tags, [0000429] SW.RequiredHouses and SW.ForbiddenHouses, [0000718] Extend crate spawning logic, [0000479] New tag, Target.IronCurtain=, [0000715] Extending Upgrades to include documented limits, [0000765] Allow buildings to have weapons & garrison logic, [0000724] Additional flag for cameo sort order, [0000953] UnitBuildSpeed change, [0000915] Increase the number of facings for SHP units, [0000209] Make the PrismSupportBeam Logic un-hardcoded and costomizeable, [0000972] Change look of unit depending on side., [0000217] Allow Superweapons be related to infantry and units, [0000935] BurstDelay improvement, [0000376] Weather Effects, [0000601] Temporary Side change logic, [0000510] Multiple Voxel-Turrets (Battleships like in RA2), [0000323] NoAmmoAlt= (or even NoAmmoClass= !?), [0000978] MindControl Priorities, [0001003] menu.ini / Multiple Campaign Lists, [0000488] Cliff SHP sequences request, [0000609] Researches, [0000707] Leech Weapons, [0000360] Make the bullet Efect, [0000603] Turrets and IFV logic on buildings, [0000298] New survivor system, [0000916] Directional armour, [0000625] Mutation Immunity, [0000349] Add a "Guard area" or "Combat Air Patrol" feature, [0000326] VeteranSoylent / EliteSoylent, [0000612] AI Enhancements, [0000564] Mission Progression only allows one side, [0000732] CnC Gen Troop Crawler, [0000991] New tiberium/ore tree types, [0000328] allow shp vehicle units to use a "Sequence" like infantry units do, [0001020] Re-Implementing TreeFires?, [0000212] Ai Building Firebases next to structures

Round 2: Newbie Nightmare

This round will feature feature requests with IDs higher than 1030 as well as the issues from the waiting queue.

Round 2 Survivors:
[0001075] Multiplayer Games Rules, [0001069] SuperAnimFour cannot have StartSound or Report Tag, [0001044] load ini files on the loadscreen before the skirmish/mission/online game start, [0001121] Parachuted=yes, [0001114] Spawn-dependent turret, [0001047] Fix Gatling Logic, [0001115] Allow parasite compatibility with mutation logic, [0001158] having two spawns in the same unit, [0001074] Multiplayer Games about AI, [0001147] Streak

Round 3: Bracket Brawl

The surviving issues will be divided into brackets of 8. Within these brackets, random matches are arranged.

Round 3 Survivors:
[525] Allow different types of stealth, [526] Allow units to become "phased", [925] Remap for Overly types, [378] Random Damage, [1047] Fix Gatling Logic, [1121] Parachuted=yes, [957] custom storms, [556] Drain weapon with ranged weapon dont work, [461] Hold fire, [612] AI Enhancements, [1009] A new logic: bodyguard logic, [510] Multiple Voxel-Turrets (Battleships like in RA2), [715] Extending Upgrades to include documented limits, [607] Enable Storage= on buildings., [349] Add a "Guard area" or "Combat Air Patrol" feature, [765] Allow buildings to have weapons & garrison logic, [724] Additional flag for cameo sort order, [322] Restore NonVehicle= function, [335] LineTrail alterations, [1020] Re-Implementing TreeFires?, [609] Researches, [596] Upgrade Upgrade, [504] Make the units fire two weapons at same time, [316] Ammo= on weapons, [603] Turrets and IFV logic on buildings, [336] Cameo text, [518] Waypoint Mode Aircrafts, [730] TS Missile feature[Image include], [932] Improving of Alpha Light feature., [991] New tiberium/ore tree types

Round 4: Horizontal Horror

The surviving 4 issues of each bracket will fight against their equivalents in the next bracket, i.e. Issue 1 of Bracket 1 will fight Issue 1 of Bracket 2, etc.

DFD Survivors:
[525] Allow different types of stealth, [1121] Parachuted=yes, [957] custom storms, [556] Drain weapon with ranged weapon dont work, [715] Extending Upgrades to include documented limits, [612] AI Enhancements, [349] Add a "Guard area" or "Combat Air Patrol" feature, [510] Multiple Voxel-Turrets (Battleships like in RA2), [609] Researches, [322] Restore NonVehicle= function, [504] Make the units fire two weapons at same time, [316] Ammo= on weapons, [603] Turrets and IFV logic on buildings, [991] New tiberium/ore tree types, [518] Waypoint Mode Aircrafts

Round 5: Veteran Violence

The remaining few dozen survivors meet one last time for a round of randomized, unbracketed matches.

The winners of this round will be confirmed as features in the future of Ares (assuming no implementation issues, of course), and it will be up to the community to decide what priority each individual feature should get. [Projected pool: no issues]

This round was dropped after the Ultimate Smackdown killed a number of issues before Round 3, reducing the field enough that we didn't need this round.
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(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again!

(25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.
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