User information
All bugs in progress Assigned bugs
#1592032 MinDebris= doesn't work | ||
in Ares
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#896173 Teleporting infantry cause 'ghost walls' | ||
in Ares
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#895200 EVA Alert (Like CreateSound) On Unit Deploy | ||
in Ares
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#895882 EMP Effect doesn't work on Animation Damage | ||
in Ares
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#895468 Extend the EMP logic | ||
in Ares
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All assigned blueprints Assigned blueprints
if the building has FactoryOwners.HaveAllPlans.Impermanent=yes
whenever the building you captured has been destroyed you will lose All Plans from the building's owner.
default to no
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Allow warheads to temporarily change the lighting when they impact. Currently this seems to be hardcoded to only happen with the [Nuke] warhead.
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M.A.D Tank Logic
for Ares
Basicly in Red alert 1 Aftermath you had this unit and unlike normal approach to damage calculation, it rather defines percentage of damage to every target type as it rather counts it from their hitpoints stats in direct reduce. if Tank is 500 hitpoints and we had 50% vs it, it would be left with 250 hitpoints while...
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Warheads: Unit Flash
for Ares
Back in Ra1 units that were struck by Tesla lightning flashed. This could be reproduced by adding a tag similar to "ClickFlash=y/n" on the warhead. Basically this makes it, when it gets hit by the warhead, flash like when you target a unit.
For added customisability you could even add "FlashColour=RGB" and "FlashFr...
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Sonar Pulse effect on warheads
for Ares
I like that the Sonar Pulse was added as a superweapon, but I think it'd be nice to also have it as a warhead effect. This could be used for creating a deploy attack for subs that acts as an actual sonar, rather than having sensors on subs. Could create some pretty interesting naval battles with it.
Would also be n...
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