I dont know about Tiberium Damage, I havent looked at that.
New armour types, again, no idea.
TiberiumToSpawn= is something I want to add but I havent yet located the code where the tiberium is created (i.e. currently all the tiberium trees spawn type 1 from the tiberium list, I dont know where it selects this yet)
As for the cow, I could easily do an IsCow= tag that basicly makes it do whatever the engine does for the COW unit (much like what I did for the FV and DESO)
The function that references the hardcoded COW string is part of the infantry class so such an IsCow= tag would only work for infantry.
EDIT: IsCow= is now implemented.
Any infantry unit with IsCow=Yes will get the same code executed as for the [COW] unit.
New armour types, again, no idea.
TiberiumToSpawn= is something I want to add but I havent yet located the code where the tiberium is created (i.e. currently all the tiberium trees spawn type 1 from the tiberium list, I dont know where it selects this yet)
As for the cow, I could easily do an IsCow= tag that basicly makes it do whatever the engine does for the COW unit (much like what I did for the FV and DESO)
The function that references the hardcoded COW string is part of the infantry class so such an IsCow= tag would only work for infantry.
EDIT: IsCow= is now implemented.
Any infantry unit with IsCow=Yes will get the same code executed as for the [COW] unit.