26.03.2007, 22:47:13
Rock Patch 1.10 - preview.
RP 1.10 won't have any changes in existing SWs.
Will be added a new SW types:
==========================
1) Upgrade - allow you to upgrade units on the battlefield.
New tags (SuperWeaponType):
UpgradeType=[number or constants]
UpgradeRadius=[cells]
UpgradeValue=[float]
==========================
2) HunterSeeker - as in TS.
Special unit which released  near the SW building, and seek target automatically.
New tags (General section):
GDIHunterSeeker=
NodHunterSeeker=
ThirdHunterSeeker=
Specify one per side hunter-seeker.
==========================
3) EMPPulse - same as FireSW, but will  support a range limit.
New tags (SuperWeaponType):
NoAction=[action name]
specify, what cursor will be used, if action don't in cannon range.
===================================================
As you can see, there will be no new cloned super weapons.
===================================================
Different lasers width will be supported.
Via new LaserWidth=[int] tag, which only valid if IsCustomLaser tag is set.
Laser width won't have any visual improvement, so if you set it to big number, you will have totally black color on edges.
Customized sonic beams will be added.
==========================
I will add a mod debug stuffs:
For example, if you run game with -MODDBG key, you can:
*reveal all map by key
*see current AI status by key
*and probably another things
New fast-speed system:
A new command line key will be added: -FASTRUN.this will enable a frame-skip system, which will allow in critical situation (like 3 frames per second), to skip some frames.
=========================
New stolen tech system:
IsStolenLab tag on building type, NeedStolenLab on units.
new-stolen-lab-logic will have more priority that usual logic.
=========================
More armors.
Via [ArmorTypes] section and EVerses= tag on warheads.
Will be supported ONLY limited number of items.I still don't define this number.
Possible, this will allow only 50 items (including original ones)
=========================
UseRockPatch=yes tag.
In my opinion, mods for RP must not run in anyway on original YR. Not like this: you install mod and have a lot of errors, mistakes, because RP isn't installed.
No, you must have error at start up.
So I want to find tag/value for it, which cause IE at startup (in original YR).
Mods must use stringtableXX.csf or strtbl*.csf files.
Not ra2md.csf.
I wait a suggestions about tag
=========================
Complete fourth side support.
Gates, MPScore Screen , SP Score Screen
=========================
LinkAs= tag.
This allow to link one or more objects into the same type.
So if you press "T" (default select all with the same type key) when unit A is selected, engine will select all units with type A and all units B which have LinkAs=A tag.
==================================================
The final SHP16 specifications.
New blitters with transparent color support.
More custom palettes support.
==================================================
Changes in existing stuffs
Now none.
==================================================
Anything else, of course
Remember that this is only preview, the final version can be totally different with this preview.
No guarantees that anything from this preview will be implemented in the reality.
RP 1.10 won't have any changes in existing SWs.
Will be added a new SW types:
==========================
1) Upgrade - allow you to upgrade units on the battlefield.
New tags (SuperWeaponType):
UpgradeType=[number or constants]
UpgradeRadius=[cells]
UpgradeValue=[float]
==========================
2) HunterSeeker - as in TS.
Special unit which released  near the SW building, and seek target automatically.
New tags (General section):
GDIHunterSeeker=
NodHunterSeeker=
ThirdHunterSeeker=
Specify one per side hunter-seeker.
==========================
3) EMPPulse - same as FireSW, but will  support a range limit.
New tags (SuperWeaponType):
NoAction=[action name]
specify, what cursor will be used, if action don't in cannon range.
===================================================
As you can see, there will be no new cloned super weapons.
===================================================
Different lasers width will be supported.
Via new LaserWidth=[int] tag, which only valid if IsCustomLaser tag is set.
Laser width won't have any visual improvement, so if you set it to big number, you will have totally black color on edges.
Customized sonic beams will be added.
==========================
I will add a mod debug stuffs:
For example, if you run game with -MODDBG key, you can:
*reveal all map by key
*see current AI status by key
*and probably another things
New fast-speed system:
A new command line key will be added: -FASTRUN.this will enable a frame-skip system, which will allow in critical situation (like 3 frames per second), to skip some frames.
=========================
New stolen tech system:
IsStolenLab tag on building type, NeedStolenLab on units.
new-stolen-lab-logic will have more priority that usual logic.
=========================
More armors.
Via [ArmorTypes] section and EVerses= tag on warheads.
Will be supported ONLY limited number of items.I still don't define this number.
Possible, this will allow only 50 items (including original ones)
=========================
UseRockPatch=yes tag.
In my opinion, mods for RP must not run in anyway on original YR. Not like this: you install mod and have a lot of errors, mistakes, because RP isn't installed.
No, you must have error at start up.
So I want to find tag/value for it, which cause IE at startup (in original YR).
Mods must use stringtableXX.csf or strtbl*.csf files.
Not ra2md.csf.
I wait a suggestions about tag
=========================
Complete fourth side support.
Gates, MPScore Screen , SP Score Screen
=========================
LinkAs= tag.
This allow to link one or more objects into the same type.
So if you press "T" (default select all with the same type key) when unit A is selected, engine will select all units with type A and all units B which have LinkAs=A tag.
==================================================
The final SHP16 specifications.
New blitters with transparent color support.
More custom palettes support.
==================================================
Changes in existing stuffs
Now none.
==================================================
Anything else, of course
Remember that this is only preview, the final version can be totally different with this preview.
No guarantees that anything from this preview will be implemented in the reality.