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07. Roadmap
matthew snoddy edited this page Nov 6, 2021
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This page details a features planned for this mod and bugs raised. User feedback is very much appreciated!
- Add new sections to
RULES.INI- Reveal shroud automatically
- Allow customising graphics of new units/infantry via rules file
- Lua API enhancements (
03-07-2020 @quiret on steam)- Load
Lua53.dllmanually instead of using a static lib, so people can use external libraries - Add more Lua events
Can_CaptureScenario_EndOn_WinOn_FailOn_StartupOn_Shutdown
- Add more Lua APIs
- INI read/writer
- Load
- Port over the CFEPatch & a fork with additions https://steamcommunity.com/sharedfiles/filedetails/?id=2151467489 (
03-07-2020 @Mikeagan on steam)- Attack Move
- Multiple
Prerequisitevalues (must have this use a list of buildings with operators|and&to build this thing) - Veterancy mod
- Mod loading guide
- Get latest manual mod package from github
- Unzip
- Add custom Rules file and other resources
- Create JSON mod descriptor
- Publish to steam
- Update description in steam workshop to have better image (most insane stuff happening in game), maybe have a video showing the Lua Console in action
- Complete C++ test suite to unit test functions and integration test features (Lua, Rules etc.)
- Will make the porting of CFE and implementation of bigger mods a lot smoother
- Create Lua unit test project using a decent luarock
- Allow configuring unit graphics in rules
- Provide the ability to add new mix files via rules
- Add more
Gamerules to allow turning off hard coded logic - Add more game object rules:
-
default mission typefor units/infantry
-
- Rules FAQs (how to make things buildable etc.)
- Prompt sidebar refresh on certain rule changes (to make stuff buildable if dynamically changed)
- Have an
escape hatchto allow setting trace log level for bad situations
-
MultiWallLengthOnly Respected for Horizontal Walls Issue #46 - Game Crash on Start/Save Load with
MaxHarvesterCapacitymodified Issue #45 - Loading a save game made in an earlier version of this mod might not always work
- APC/any unit that can hold infantry cannot be delivered by Hovercraft (see RULES.INI guide)
- Can't build C17 even when rules are updated to allow this (side note: lol, this is the sort of madness I like)
- Build distance bigger than 6 causes game to freeze up (at least on my machine)
- Added note in RULES.INI warning about this, seems distance over 6 starts to cause performance issues
- Unit does not use secondary weapon (MTNK with M60 as secondary for example)
- Visceroids don't actually spawn
- Missing hotkeys
- Mammoth tanks running over infantry rather than shooting at them
- Mammoth tanks focusing fire on turrets firing on them, ignoring other orders
- Can't change cost for SAM sites
- Unable to produce units after loading save file (can cause crashes)
- Crashing when loading hand crafted rules.ini without defaults
- Bazooka infantry can't be modified
- MCV's being reinforced from off-map using teamtypes don't seem to follow their waypoints when reinforcing from the North, East or West edges. Thus, do not actually move onto the map and cannot selected. This is most noticeable in GDI Sec Ops Mission 3, but also occurs in custom missions. I noticed that they do not seem to have any problem reinforcing from the south, such as in the Covert Ops mission "Blackout". The MCV's appear without issue when the mob is disabled.
- Disabling A*Star Pathfinding has no effect, I tried with and without it. It's the strangest thing.
- Add new sections to
RULES.INI- Build Distance (
02-07-2020 @Mr. Flibble on Steam) - Tiberium growth/spread rate control
- Transport capacity
- Harvester behaviour and tiberium value
- Weapons (editing damage, speed etc. of each weapon)
- Warheads
- Superweapons (plus allow NOD to get Ion Cannon - GDI the Nuke etc.)
- AI control (
02-07-2020 @Mr. Flibble on Steam)
- Build Distance (
- Add a non-default rules file that can selectively override rules (prevents rules file being overwritten on mod update) Issue #3
- Add more Lua APIs
- Output game text notification
- Superweapon control
- Credits control
- Control game event queue
- clear down etc.
- Object orientated rules class
- Allow turning off survivors for
C4 explosionbuilding destruction - Port over the CFEPatch & a fork with additions
- Ported over the Rally Point enhancement
- A* Pathfinding
- Ported over Multi Walls enhancement
- Ported Commando Guard Toggle, see: https://bitbucket.org/cfehunter/cncremastered/commits/4bbd2d305fd7db8c65cecd7f7fa15be71d8d4d27
- Allow adding new infantry types via rules file - based off existing types and using added rules for new type
- Allow adding new units via rules file (
03-07-2020 @Mikeagan on steam)- Specify base unit (
Medium Tankfor example) - Customise rules
- Specify base unit (
- AI tweaks for harvesters to balance issues with high tiberium growth/spread rates
- Remove grenadiers exploding on death, and/or reduce the damage (added infantry/unit rules for exploding on death - damage, animation, warhead)
- New lua events:
-
onSaveLoadto allow setting up rules that might have been tweakedonScenarioStart(loading a save currently reverts to the RULES.INI rules/code defaults) -
onGameTickto allow running every few hundred milliseconds as the main game loop iterates
-
- New Lua functions:
- Reveal/hide map
- Refresh sidebar (useful for dynamic rule changes)
- New section for RULES.INI:
- Added unit and aircraft repair rules
- bullets
- Show Win32 seperate console with Lua REPL for debugging
- Add more game object rules:
-
can be repairedfor units
-
- Rules cache for setting game rules on the fly
- Load rules missing RULES.INI values from RULES-DEFAULT.INI (if present)
- Allows seeing defaults for game rules from Lua
- Run memory profiler on long game session to ensure no memory leaks
- Rule cache was causing the main issue - changed to use hash keys instead of string references
- Promote the CFE Patch ports in the description on steam workshop
- Queue Lua triggered game UI messages
- Queue game loop messages
- OO Rules loading, parsing and caching
- Allow adding new type for all types in
RULES.INI - Generate Lua API docs using new reflection API script
- Section names should be more readable (comment with a human readable name was the suggested improvement)
- fixed in v1.2 (ripped the names en masse out of the comments in the CONQUER text constants)
- Invert the names of
cheatsto allow people to more easily understand the impact to the original gameplay of toggling it- fixed in v1.2
- ORCA's always reset to dragon rockets (find special code for PATSUX to fix this)
- fixed in v1.2 (PATSUX check was resetting it everytime to DRAGON, wrapped it in a rules check with default.)
- Unit's modded to transport infantry won't actually accept infantry (
@Redead-ITA on steam1)- fixed in v1.4 (game was hard coded to only allow APC's to use this value for units)
-
Refinery has power generation incorrectly set (should be zero)- For some odd reason the refinery does actually generate
10power in the original code
- For some odd reason the refinery does actually generate
- Unable to build civilian infantry/dinosaurs/con yards even with rules modified
- The new game engine blocks building certain types that are not found in normal gameplay - added an XML file to the mod which will allow building everything (if configured properly in the rules ini file)strings are cleaned asap)
- Game slow down reported in some situations (large number of harvesters for example)
- This was due to memory leaks causing the game to slow when lots of units etc. were on the map (fixed in rules cache and ensured any allocated
- Additionally game rules lookups were too inefficent (needed to use const keys directly instead of building keys for each read of the cache)
- The game tick event needed to run async otherwise it blocks the frame rendering
- Can't use buildings other than default as factories (even if configured in rules) But a hand of nod can be made to build units for example (build from [BIO] seems to get stuck, but if I build a weapons factory and make it primary, it works)
- Issue was game code limiting exit of infantry etc. from a building to default factory structures - using barracks/hand of nod logic as default now
- Units built from the Refinery block the build queue and are removed from the game if you cancel the blocked item in the sidebar
- Refinery sets a misson for the harvester when it leaves, made this check if the unit is a harvester type and fall through to default factory exit logic if not
- This mod currently seems to break the build order of the skirmish AI.
- Rules parsing for AI section was broken
- MLRS and MSAM not working correctly in Rules file
- Owner field was being incorrectly read - causing code defaults only to be used